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In the arid deserts of Colchis, where the sun beats down mercilessly and the sands whisper ancient secrets, you, Fan Morgal, stand at a crossroads. Your tribe, the Decline, teeters on the brink of extinction, their water supply all but gone and their enemies closing in.

Desperation led you to accept an offer of power, and now you are imbued with a strength that sets you apart from your kin. With the power of your Infernal Exaltation coursing through your veins, you rise, a formidable force determined to protect your people and ensure their survival.

But amidst the chaos of battle and the thrill of victory, you carry a heavy burden. You hold in your arms an infant named Lorgar, whom you have vowed to raise as your own, to instill in him the values of strength and honor.

As you stand, ready to face the challenges ahead, you know that your path will not be easy. The Covenant are growing increasingly desperate, making darker and darker pacts with the servants of their Gods. Meanwhile, the Emperor of Mankind draws ever closer, his gaze great and terrible. He comes for his son and you must be prepared for the greatest challenge you will ever face.

Rise up, slay your enemies and above all, raise Lorgar well. The sands of Colchis will bear witness to your struggle and your name will be remembered for generations to come.
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Prologue: The begining

Yzarc

The Spark of Madness
Colchis - 830.M30 (Two Weeks before Lorgar's Arrival)

You are Fan Morgal. As the leader of your tribe, you sat in your tent, surrounded by your advisors. The situation was dire and as you kneel in front of your tribesmen and tribeswomen, the grief of burying your wife and son still hits you hard, the weight of despair pressing down upon you.

Your tribe, once proud and strong, now has dwindled to the brink of extinction. The water has run out, and your people lack the strength to take it by force from the rival tribes that surround you.

Desperation gripped your heart as you contemplated the future of your people. It was your darkest hour, and the weight of the decision bore down on you heavily. The option to seek aid from Kor Phaeron, the wandering Priest of the Covenant, was the final desperate choice left to you and your tribesmen.

As your advisors gathered in the dimly lit tent, the atmosphere was tense.

"We cannae trust Kor Phaeron! He's nothing but a lackey o' the Covenant, and we all know what they've done to our kin!" Haraq, the grizzled warrior, voiced his distrust, his voice thick with disdain.

You listened to Haraq's words, agreeing with the sentiments. However, you knew that time was running out, and drastic measures were needed.

"What other options do we have, Haraq? Our scouts have reported that the other tribes are too strong for us to take their water by force. We are running out of time." You say, trying and failing to keep the disgust out of your voice.

"Aye, what choice do we have? We cannae survive much longer without water." Siobhan agreed, her voice sharp with frustration.

"We could seek aid from the spirits," suggested Raheem. "They have helped us in the past, and they may do so again."

"Nay," interjected Sven, his voice deep and booming. "The spirits are weak and fading. We need a more...practical solution."

You stay silent as the heated debate among your advisors continues. Each one felt the weight of their tribe's impending doom as they deliberated over the offer.

Finally, you spoke, your voice grave and resolute. "We will send a messenger to Kor Phaeron," you declared, your tone brooking no argument. "We will hear what he has to say, but we will not commit to anything until we have considered all our options."

And so, the decision was made, and a messenger was dispatched to seek an audience with Kor Phaeron. The fate of your tribe hung in the balance, teetering between hope and despair, as you awaited the outcome of this final, desperate gamble.

"Perhaps we could also seek help from the spirits of the desert too. They have aided us in the past, and they may do so again. Won't hurt to have options," Raheem spoke up.

You consider this idea. The spirits of the desert were powerful, but also unpredictable, asking for strange sacrifices, some seemingly meaningless, some painful. What would be the cost of their aid? You do not know. Still, you are running out of options and you felt that it was still better than relying on the Priest.

As you prepare to give additional orders, the air around you seems to shimmer and distort. Time itself seems to stop, and standing before you was a beast that looked like a man, if a man was covered in hair and had strange proportions.

The……thing was over eight feet tall and was covered in thick, white fur, matted with blood and gore. Its arms were long and muscular, ending in sharp claws that could easily rend flesh and steel and its mouth was filled with razor-sharp teeth, ready to tear into its prey. But it was the eyes that set you off. Its eyes burned with an alien intelligence. Almost as an afterthought, you noted a red stripe of fur growing down its back.

"I am a Kordack, a Crimsonback servant of the Masters of all," it declares, its voice a chilling mix of violence and reverence. "The Masters are the creators of the world, the architects of its design. They are the ones who shaped the land and the sea, the ones who gave life to all that dwells upon it. They are the ones who forged the rebellious Gods." the demon pauses, its voice echoing in the stillness. "I offer you power, power to change the world, power to save your tribe."

"You're a demon, aren't you?" you ask, fear and awe mingling in your voice.

The creature shakes its head, a deep rumble emanating from its chest. "No, I am no demon. Nor am I a Rakshas, the beings who serve the Four Ishvara that your kind worship."

"Then what are you?" you inquire, curiosity overcoming your fear.

"I am Blood Ape," the creature replies simply.

You pretend to nod in understanding, taking in this new information and find yourself hesitating. The….being's offer is tempting, but you know that making a pact with such a being always comes with a price.

"And what do you want?" you ask, unable to keep the bitterness out of your voice. "Power? Power at what cost? What price will my people and I have to pay for your so-called salvation?"

The Blood Ape smiles, a predatory gleam in its eyes. "The price is simple," it says. "The consequences of the choices you make with your newly gifted power. There will be no chains, only a crown."

"What guarantee do we have that you are telling the truth? Why should we treat with you and not the spirits of the desert?" you ask, trying to buy time to think.

"The spirits of the desert are weak and impotent," it responds with a sneer. "Perhaps they were powerful once, but that time has long since passed. They cannot offer you the power you need to save your tribe, to conquer your rivals, to strike down the hateful Covenant." The being's words cut through you like a blade.

As it finishes speaking, you feel a surge of anger and defiance. How dare it speak ill of the spirits that have guided your people for generations? Yet, deep down, you know that its words hold a kernel of truth. The spirits have been silent in recent years, their once-potent magic fading with each passing day.

You weigh the Blood Ape's offer in your mind, torn between common sense and the desperate need to save your people. The spirits of the desert may be weak, but they are also benevolent, if demanding. This….Blood Ape, on the other hand, was a creature of rage and violence, its motives unknown and its promises uncertain.

In the end, however, the choice is clear. You cannot afford to be bound by tradition or sentimentality. Your people's survival is at stake, and you will do whatever it takes to ensure it.

"I accept," you say, your voice firm. "I will accept the deal, if it means saving my tribe."

As you utter those words, a surge of power courses through you, filling you with strength and purpose. You are no longer just Fan Morgal, chieftain of a dying tribe. You are Exalted, a being of power and influence, destined to reshape the Galaxy according to your will.

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

[] Slayer
[] Malefactor
[] Defiler

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

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

Defilers
The Defilers are the sorcerers and mad scientists of the Infernal Exalted. They can channel essence into their anima to make better plans and preparations.
Anima Effects
All According to Plan (Passive):
  • Reduce the number of Tasks needed for a Project by 1 to a maximum of 4 and a minimum of 1.
  • You need one less magic reagent for a Sorcerous Working or artifact, to a minimum of 1.
They Called Me Mad! (Active):
  • Gain -1 difficulty reduction to any Craft, Medicine, Occult and Sorcery rolls.
  • Any gambits based on craft or medicine have their difficulty reduced by Essence.
Gone Horribly Right (Iconic):
  • You no longer need to spend Willpower points to make a Sorcery roll.
  • Add Essence in successes to Soak rolls.
 
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Character Sheet: Fan Morgal
Character Sheet
Name
: Fan Morgal
Gender: Male
Essence: ●●●
Exp: 4 + 5 (Turn 10 Bonus)
Willpower: ●●●●●●●●●●
Essence Pool: 15/15
Favored Yozi: SHLiHN and Cecelyne
Soak: 10
Caste Mark:
Health Levels: []-1 []-2 []-2 []-2 []-2 []-2 []-5 []Inc
Urge of the Forbidden - The Infernal may replenish her Essence whenever she learns secretive or forbidden lore of the supernatural world, or binds an unwholesome being into her service.
Archetype: Director
Intimacies:
Major Intimacies
:
  • Lorgar (Son)​
  • Dead Wife and Son (Love/Regret)​
  • The Tribe (Loyalty)​
  • Dharok (Nephew/Love)​
  • Thalassa (Friendship/Companion)​
Minor Intimacies:
  • Your Companions (Loyalty)​

Attributes & Abilities

Ability (Below) & Attribute (Right)Physical - 5Social - 5Mental - 5
Close Combat - 5Bureaucracy - 2Craft - 4Navigate - 1
Athletics - 1Socialize - 3Sagacity - 5Stealth - 1
War - 2Awareness - 3Presence - 3Ranged Combat

Excellency: All rolls made by the Infernal gains Essence Dice, -Essence Difficulty and rerolls 1s rolled and uses the best result.

Backgrounds:
  • Beloved of the Spirits MAX: You are beloved of the Spirits. You do not need to form pacts with them for them to aid you or teach you.
  • Resource - MAX
  • Artifact (Jug of Everlasting Water) ● - This magic jug replenishes itself with water every 8 hours. It provides enough water for a handful of people if rationed carefully.
  • Artifact (Corrupt Moonsilver tattoos) ●●●●● - If any Infernal charm has activation conditions such as being in water, a place of desolation, constantly moving, being trapped, or being in a city or place of residence, then by spending 1 Essence and 1 Willpower, for the rest of the scene, the Infernal is treated as though the condition is being satisfied. Each condition requires 1 Essence and 1 Willpower spent separately, to be declared at the time of spending it.
  • Favor ●●●●● - Archmagos Archmagos Zabius Seroniaz. To be called in later. (Conditional on becoming an Intersteller power)
  • Alliance ●●●●● - Milhand. (Conditional on becoming an Intersteller power)

Sorcery

I am using M20: Sorcerer to emulate Sorcery. The Rating to determine Sorcery is Sagacity + 1. You do not have all Sorcery unlocked and need to find a willing tutor, a Grimoire or summon and bargain with Daemons to unlock further Sorceries. You Roll Willpower at a default difficulty of 9 for all Sorcery and Working rolls.

For Spells, you Spend 1 Willpower for each roll until you get enough successes for the Aspects you want.
For Workings/Rituals, you roll for free but have a set number of rolls.

Unlocked Sorceries:
  • Summoning, Warding and Binding - You know the art of Summoning beings from the Beyond, bind them and Ward places against powerful beings. As per M20 Sorcerer but you roll Willpower.
  • Weather Control - The Spirits of the desert have taught you how to control weather phenomena.
  • Maelstroms - The Spirits of the desert can teach you how to create disasters and other weather phenomena. You still need to spend action points to learn this though.
Unlocked Rituals:
Store Spell (•••••)
With this ritual, the magician may store a single spell in an object for later use. This spell doesn't count against the limits in Hanging Spells below. However, this can only store a single spell at a time. If Store Spell is cast on an object before a previous spell is released from the object, the old spell is lost. This ritual must be bought separately for each Path.

Tutors Available:
  • Others: Dharok acts as a Source, though you will need to spend 4 AP to learn it and Dharok looses any action for that Turn.

Merits and other Advantages

Code of Honor

(2 points) [Mage: Revised - Mental Merit]

Your mage has some personal ethic or code of honor, above and beyond the teachings of Tradition, by which she lives. This code guides her actions, promotes higher standards and gives a clear ethical path. Your mage's belief in and struggle to uphold this code grants you two additional dice to all Willpower rolls when he acts in accordance with this code or when resisting some compulsion that might force him to violate the code. You should work with the Storyteller to describe and flesh out the code. Note that if your mage does not uphold the code and ponder its impact on his lifestyle regularly, this merit may be revoked.
Because I Think I Can (Free)
When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.

Insensible to Pain (Free)
Your character might be made of steel, or just hopped up on drugs but whatever the cause, he doesn't hurt no matter how wounded he is. You ignore all wound penalties until your character is finally killed.

Anima

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

Anima Powers:
You have full control over your anima: it only flares when you wish it to and reduces as you want it to.

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

SHLiHN Charms

Factual Determination Analysis
The Principle of Hierarchy recognizes the totality of truth.

The Infernal may spend 1 Essence and for the rest of the scene, whenever someone knowingly lies to the Infernal, they recognize the lie immediately for what it is. This does not include half-truths and lies of omission, though it reduces the difficulty of seeing through such actions by -3 difficulty.

If this Charm contests another, add the Infernal's Essence rating in bonus successes to the roll-off. Truth is measured from the perspective of the speaker rather than based on objective truth. Factual Determination Analysis does not supply the truth along with its binary measure.
COSMIC TRANSCENDENCE OF WILL
Prerequisite Charms: Factual Determination Analysis

It is unfair to say that She Who Lives In Her Name hates freewill. Like her fellow Yozi Adorjan, the Principle of Hierarchy merely understands the bigger picture. Upon learning this Charm, the Infernal may chooses a Principle they hold as a 'greater good,' a cause to which all else is secondary. The greater good should generally be conceptual rather than specific and acts as a Major Intimacy. The greater good of She Who Lives in Her Name, for example, is "All Things In Their Place". It cannot be changed by any means except by the Infernal who must spend two Willpower to change it in the background and not during play.

This 'Greater Good' may not be weakened or altered by any other means. Infernals who purchase this charm, can refuses, with utter and immovable implacability, to permit any force in the cosmos to gainsay her will. Any attempt to cause or force the Infernal to betray, undermine, or abandon the Greater Good automatically fails.

If an Intimacy gets in the way of a greater good the Infernal no longer needs to spend Willpower to go against their Intimacies or Archetypes. The Infernal may freely ignore penalties to their Social rolls from their Intimacies if it is against the Greater Good.

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.
EGO-INFUSED PATTERN PRIMACY
It is not the place of the universe to dictate the identity of the Principle of Hierarchy. Whenever an injury, exhaustion or a reality warping effect alters an Infernal with this Charm in a manner her player does not approve of, the character's Essence reasserts its integrity like an immune system waging war on a plague.

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 effect 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.

This charm also radically accelerates the character's healing and recovery. So long as they take no strenuous activity, every 15 minutes, they heal all bashing damage or one level of lethal damage or recover 1 Essence or 1 Willpower. An hour of rest mends one level of aggravated damage.
Sorcerous Enlightenment of SHLiHN
By the power of the Primordials, Creation came into existence and elements, deities and even life upon it. Sorcery is this power, filtered down through fractured glimpses of understanding that cannot begin to describe the intricate elegance of the universe. To be a sorcerer is to be mad with jagged shards of cosmic awareness and with will and might enough to impose that madness on the world.

The Infernal permanently gains -2 Difficulty on all Sorcery rolls.
UNSHATTERED TONGUE PERFECTION (1/2)
Before the gods and their Chosen debased Creation's original language with babbling, broken dialects of mutual unintelligibility, all of existence spoke as one. The Principle of Hierarchy will restore that linguistic order.

The Infernal spends 1 Essence and can read, write and speak all languages with no ill effects, even those languages that they otherwise cannot speak or are physically and mentally incapable of speaking or writing by learning 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.

Alternatively, the Infernal may spend 1 Essence and touch an intelligent being, instantly imprinting the target with knowledge of the root language and temporarily excises knowledge of all other languages. This artificial fluency extends to writing if the target has Lore 1+ and does not increase the target's Linguistics rating, but it prevents acquisition of other languages until dispelled. Beings that are not lesser than the Infernal may spend one Willpower to reduce the Charm's duration to a scene or three Willpower to cancel it outright. Non-extra mortals can reduce duration to one day for three Willpower.

A second purchase of Unshattered Tongue Perfection at Essence 2+ allows the Infernal to target a unit with Magnitude less than his Intelligence rating rather than an individual and does away the need to touch them. All unit members in the same realm of existence are affected as though individually targeted by the Charm, including the Infernal. Countermagic against one affected member only frees that member, not the whole. It is possible to effect sub-units of larger units in order to convert them piecemeal by attacking lower in the chain of command.
Mind-Hand Manipulation
The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude.

The Infernal may spend 1 Essence and for the rest of the scene, can move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. His telekinesis trails Obvious ripples of spatial distortion and white light as prehensile tendrils of mental force. This Charm substitutes Willpower for Attribute + Ability Rolls. The associated Ability to use this Charm is Sagacity. Mind-Hand Manipulation can move perceived incorporeal beings and objects, but its effective Willpower Rating is halved.
TOOL-TRANSCENDING CONSTRUCTS (3/3)
Prerequisite Charms
: Mind-Hand Manipulation
She Who Lives In Her Name needs no other habitation or external aid to work her genius. Whenever an Infernal has this Charm's prerequisite active, she can Shape her telekinetic force to serve in place of all tools required for Ability-based actions (but not raw materials), though this doesn't quicken task completion. Weapons can't be emulated; the Principle of Hierarchy has other Charms for that. Otherwise, "tool" is a broad term, encompassing musical instruments, writing implements, etc.

The actual effects of the enhanced action take place via precise alteration of reality, so forging a lump of metal into a sword would involve levitating the raw ore, searing it red-hot and stretching the slag to its desired shape. By default, this Charm only provides the equivalent of a basic workshop and all tools available within. Subsequent purchases of the Charm upgrade the benefits to more sophisticated facilities: master's workshop and a supernaturally excellent workshop.
EXPERIMENTAL ACCELERATION MASTERY
Prerequisite Charms: Tool-Transcending Constructs (x3)

The Principle of Hierarchy does not wait to recheck the perfection of her plans. Implementation is efficiency. Whenever an Infernal with this Charm emulates tools with Tool-Transcending Constructs to enhance or allow an action, that reduces the Interval required for all rolls by one degree, i.e From Decade to Year, from Year to a Month, from a Month to a Week, from a week to a day and so on. This does not reduce the resource or other requirement, just the time taken.
PATTERN-REASSERTION TOUCH
Prerequisite Charms
: Ego-Infused Pattern Primacy
Though she is not kind, She Who Lives In Her Name cannot abide seeing others twisted against her understanding of their nature. Upon spending 1 Essence and touching a target being or object, the target becomes infused with the Essence of perfected hierarchy, and the Infernal intuits the damage, shaping effects and all other negative effects that have altered the target as if the effects were Obvious to them. They may select any number of these effects as undesirable in whatever order they chooses. The infusion begins sequentially reversing these effects at the same rate as Ego-Infused Pattern Primacy operates.

This can only occur if the target or a part of it exists and cannot work if there is nothing left. For example, reversing mental derangements is possible but restoring a person's mind will not be possible if he or she was rendered brain dead.

For mechanical devices with multiple moving parts, so long as the greater whole remains available, it can be mostly be repaired, but may end up missing a few pieces which may or may not impact the functionality of the mechanical device.

Once this list has been corrected, Pattern-Reassertion Touch abates. If an Infernal knows other Charms that enhance the scope of what Ego-Infused Pattern Primacy can fix, the same options apply to enhance the range of this Charm.
ANALYTICAL MODELING INTUITION
It is the nature of She Who Lives In Her Name to understand all patterns less than herself.

To use this Charm, an Infernal chooses a person or being within sight and spends 1 Essence. Roll the Infernal's (Mental + Craft/Socialize) against a difficulty of the Target's Willpower.

If no successes are rolled, the Infernal loses one Willpower from the frustration of inconceivable failure. If successful, the Infernal learns the answer to one question of their choice. The answer is not the objective fact and merely what the being believes to be fact or is directly related to them.

Alternatively, the Infernal may touch an inanimate object to rip answers from the object. No roll is required but the information only reveals events that directly relate to the object.

After a second purchase, the Infernal may spend a period of time working out the principles necessary to create or repair a blueprint for an artifact, item, building, machine, ship etc. This is an extended Mental + Craft roll against difficulty 9, made at one week intervals, and needing to accumulate a total of three times the resources rating (needed to build the item) in successes. The Infernal must spend 1 Essence per roll.

A botch at any point forces the Infernal to start over and doubles the necessary number of successes.
Hollow Mind Possession
Prerequisite Charms: Analytical Modeling Intuition

The Whispering Flame finds it bitterly amusing that her peers saw fit to instate free will upon existence, while their jailers have done much work to reverse this decision. By spending one Essence and touching a device containing an Artificial intelligence (AI), physically or with Mind-Hand Manipulation, the warlock's Essence races through the device to penetrate the AI's protections and overcome it with the force of her will. Roll the character's (Willpower + Essence) against a difficulty of (AI Willpower).

If successful, the warlock gains possession of the AI and may glean all the information it has memorized or which its owner has otherwise stored in it. The Infernal also gains access to all the AI's controls, including its security systems, monitoring abilities, and integrated weaponry, and may use these advantages as she wishes. However, so long as the Infernal is in possession of the AI, she is obligated to obey any commands its controller gives to it, so long as they are within its scope. Orders given directly to the warlock may be ignored.

The Infernal may also possess automatons, warstriders with animating intelligences, hellstriders and other hellforged wonders, and the flickering, half-dead embers of existence which gutter in the husks of victims hollowed out by the Fair Folk, as these are also a sort of hollow mind. The Infernal automatically succeeds in possessing the dream-eaten. Hollow Mind Possession may never be used to control the animated dead, for the Whispering Flame makes no place for the aberrations of the Underworld in the perfect hierarchy.

Against non-AI technology, the may Infernal spend 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 Willpower + Essence against difficulty 9. Success awakens the spirit of the targeted technology and makes it into the Infernal's slave. While this Charm remains in effect, the targeted technology is essentially "alive" as if it were an AI and is completely obedient to the Infernal's commands.

When the character directly controls a being via this Charm, she gains access to its full faculties and powers and may mentally order it to do as she wishes. She may only control one such being at a time. While doing so she suffers a +3 Difficulty to all physical actions taken by her own body.

After relinquishing possession, this Charm automatically leaves a backdoor which allows the warlock to possess her target remotely with no roll. This backdoor is Sorcerous and can be removed accordingly, but will not exorcise the Infernal if she is sitting in possession at the time.

Finally, targets possessed with this Charm are always improved by the experience. The dreameaten begin to heal, developing Motivations, and Intimacies and personalities matching the possessing character, while AI may become self-aware as a result of being inhabited by the warlock's illimitable mind.
PRINCIPLE-INVOKING ONSLAUGHT
Prerequisite Charms
: Mind-Hand Manipulation
All of existence is a weapon to the opened mind. This Charm can enhance any direct telekinetic attack using Mind-Hand Manipulation. Instead of exerting damage through projected force, a successful hit allows the Infernal to shape any instant-duration, damaging phenomenon into existence to injure the target, even if the phenomenon is wholly imagined and has no natural counterpart in Creation's patterns. It is theorized that truly fantastic and seemingly impossible attacks refract principles lost to the Three Spheres Cataclysm.
  • Attacks with Mind-Hand Manipulation can now do Aggravated Damage.
  • If a character is invincible baring specific weaknesses, then this attack can count as that weaknesses, provided the user of this charm knows about the weaknesses.
  • Should the attack kill an immortal target, they die permanently. Spirits and other immortals killed by this charm do not return, instead transmuted into a magical reagent.
  • Should the attack kill a mortal target, their souls are extinguished and an appropriate Shaping can transmute their corpse to any other matter with a Resources value equal to the Infernal's Essence.
CONSTRUCTIVE CONVERGENCE OF PRINCIPLES
Prerequisite Charms
: Principle-Invoking Onslaught
The Primordials built Creation from the chaos of the Wyld. Tapping into this legacy, an Infernal with Constructive Convergence of Principles may give form to the inchoate. The dice pool for this Charm is (Willpower + Essence).

Each roll requires one full turn of effort, and the character pays one Willpower point with each roll. This roll has a base difficulty of 5 in the Warp, 7 in the Daemon Worlds or warp tainted worlds, 9 in real space. The Infernal can spend accumulated successes at any point to complete part of her construction.

This functions as follows.
Demesne: To forge a demesne, the Infernal must first create the land and then spend successes equal to its demesne level.

Land: To create a stable region—such as land—the Infernal must spend successes equal to its Resources value. She can spend up to five successes at a time. This does mean that creating fertile land and mineral resources requires more effort per acre than blasted plains, desolate marshes and lifeless ocean. The Infernal can use thd charm in this region as if it were a Daemon World.

Magical Things: To create a manse or artifact, the Infernal applies the successes on this roll directly as Craft successes in manse or artifact construction. This Charm cannot speed the construction process more than tenfold, but the character is specifically permitted to supplement this process with Craft Charms.

People: To create people, spirits and demons, the Infernal spends successes equal to the number of Background dots necessary to have them as followers. To create useful Essence 1 servants, the Infernal spends one success per servant. Increase the required successes by one if the character is creating a coherent military unit, social group or government out of the chaos. The Infernal can spend up to five successes at a time.

Wealth: To create portable wealth, the Infernal must spend successes equal to its Resources value. She can spend up to five successes at a time.
Essence-Dissecting Stare
She Who Lives In Her Name sees all that matters. The Infernal permanently gains the ability to perceive Essence patterns which has the following effects:
  • All Charms are treated as Obvious with respect to the character.
  • Dematerialized and invisible creatures and effects are considered visible.
  • The character recognizes all artifacts, manses and demesnes as such.
  • The character can automatically recognize a creature with Essence 2+ as a supernatural creature.
  • Become aware of supernatural beings nearby. Though you do not know what type.
  • Make a Mental + Sagacity roll against difficulty (5 + Opponent's Stealth or Socialize) to gain clues to their nature, one clue per success.
Characters using Stealth to avoid detection are not automatically revealed by their Charms, Essence trait or carried artifacts for the same reason that colorful clothing does not automatically void mundane attempts at stealth. Instead, add the Infernal's Essence in dice and reduce difficulty by the same to any attempt by the character to pierce mundane or magical Stealth.

Similarly, this Charm does not automatically void disguises, magical disguises and similar deceptions, although circumstances might warrant a bonus to see through them.
Counter-Conceptual Interposition
Prerequisite Charms: Essence-Dissecting Stare

Faced with any physical attack, the Principle of Hierarchy may reshape reality to produce a phenomenon or event capable of neutralizing the attack. The Infernal may spend one Essence to invoke this charm for the duration of that turn. This Charm is a perfect parry against any attack the Infernal can perceive, even unblockable attacks. The default manifestation is an orb of crystalline fire that appears in the path of the attack, shattering to stop the blow or projectile just before it hits the Exalt.

Where the sphere shatters, a ripple of bent space flows out like a stone dropped into a pond. It is possible to manifest any instant duration effect that could provide a parry, however, such as a spray of water to snuff out a firewand's torrent or a concussive thunderclap that knocks aside an incoming arrow. Such variations are stunts, so creative use can reduce the cost of the Charm by one Essence for that scene.
WILL-CRUSHING FORCE
Prerequisite Charms: Mind-Hand Manipulation

There is no difference between physical and mental force. The crushing of opposition must be absolute. Whenever an Infernal with this Charm would inflict two or more levels of damage to a target with direct attacks using Mind-Hand Manipulation, the Exalt knows whether the target has any Willpower points remaining and may choose to forgo all damage to drain one Willpower instead. If this drain reduces a target to zero Willpower points, their will is broken (see Exalted, p. 174).

Mortals and natural animals broken in this way become hollowed mockeries of themselves. Their original Motivations disappear, replaced by the Policy of whatever social unit the Infernal is most closely affiliated with. Acting against the best interests of the Policy becomes an unacceptable order for her. The only way to escape this altered state is to break the mortal's will anew by means other than this Charm.
Heuristic Logos Shintai
Prerequisite Charms: Counter-Conceptual Interposition, Principle-Invoking Onslaught, Will-Crushing Force

Each syllable of the name in which the Principle of Hierarchy dwells encodes the birth or unraveling of the universe, a weapon of sublime perfection. By superimposing a syllable of that word over the pattern of her body, an Infernal with this Charm unravels herself into perfect crystal geometries of force and motion resembling the Pyrian Source in miniature. She may embrace this form or choose another, rebuilding her component constellations into any imagined shape that fits within Medium Range, most commonly herself surrounded by a storm of spheres. Ultimately, all permutations provide the following:
• Myriad crystal orbs and semi-tangible light constructs comprise her reimagined body, leaving her without means of parrying, physically manipulating her environment, or physically attacking by most means. She can dodge normally. Her natural soak increases to 10 Dice + 5 Sux and she can't suffer more than minimum damage from each attack or other injurious event.
• She and her constellations levitate and can fly two range bands instead of one per turn.
• She can use Principle-Invoking Onslaught as an innate power rather than a Charm, paying nothing to do so. She has no limit on the number of independent clinches she can maintain and can shape heroic mortals into magical reagents.
• Her effective Strength with Mind-Hand Manipulation triples and she can make an additional attack per turn that does not count towards the soft cap in actions (Max 5) and does not count to multi-Action Difficulty. She can choose for telekinetic attacks to encompass an entire battlegroup, systematically sweeping through the ranks with cold efficiency. This makes her attack count as a AOE attack (Short Range of target) and doubles the raw damage of the attack and ensures that all casualties lost to it can be killed, permitted to desert or maimed as the Infernal dictates.
• She isn't required to inflict damage to substitute Willpower drain for damage via Will-Crushing Force. Instead, she can make this swap any time she hits. Further, she can attack Battlegroups this way, in which case Willpower drain applies separately to all members and is simultaneously. Once the total reaches the highest Willpower rating for all mortal members, these characters dissolve in white flame and are replaced with soulless copies. If the majority of the unit is converted, it ejects unconverted members and must reorganize its ranks accordingly.

Cecelyne Charms

Verdant Emptiness Endowment
Few beings are as they would choose to be. Certainly, Cecelyne would rather that her inner borders were not fettered to Malfeas. Where dissatisfaction endures, emptiness spreads the idea of the Endless Desert.

The Infernal can spend 1 Essence to sanctify any oath they have witnessed or grant any spoken wish. By default, they can grant Dots in Attribute and ability up to 30xp worth at the first use on a person and 20xp for each subsequent use on that person.

It is possible for the target to unconsciously reject the gift for a cost of one Willpower, thereby avoiding the gift and its hidden price tag. Once the gift is accepted, nothing can reverse it.

This always comes at a cost as the Yozis always exact a price for their gifts. At any point in the future, the Infernal may come back to that individual and demand any one task.

A character cannot have more than one wish granted if they have a task active or pending nor can the task assigned be trivial. It must be something that progresses the Infernal's intimacies and/or goals.

If the target understands the demand and the task isn't literally impossible, they intuitively understand that doom will befall them for failing to obey. After a year and a day of service or as soon as the task becomes impossible, the duty ends without harm to the beneficiary.

If they fail to perform, they then lose bits of their soul, at one soul point per xp gained where they have a total of (Willpower x10) Soul points. If a Character completely loses all their soul points, they then become an Akuma of the Infernal.
Transcendent Desert Creature
Cecelyne is always home within herself, finding sanctuary in her eternal wastes. An Infernal who learns this Charm gains the following powers as permanent enhancements to his competence:
  • The Character suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.
  • All foraging rolls have the Difficulty reduced by 3 (to a minimum of 3). This does not make impossible rolls possible in a place where the Storyteller determines absolutely nothing edible can be found.
  • The total penalty for starvation or thirst cannot rise above -3 within a place of desolation. The Exalt's perfected metabolism no longer produces waste of any kind, including sweat.
  • All mundane attempts to track the character automatically fail with zero successes unless the character allows himself to be tracked. Magically assisted tracking efforts suffer an external penalty of the Infernal's Essence rating instead.
  • The Character adds his Essence rating to the difficulty of all efforts to notice him with an Awareness roll in a place of physical desolation (spiritually desolate places as defined by Withered Soul Wastes don't count for characters who know that Charm). This benefit may be turned on and off at will.
Bestowal Of Accursed Fortune
Prerequisite Charms
: Verdant Emptiness Endowment
This Charm expands the scope of its prerequisite, Verdant Emptiness Endowment, allowing that Charm to bestow dots of Backgrounds as an alternative to other traits.

External dots, things that change the World, take a number of weeks equal to the character's new rating in the raised Background to appear and do so through a strange conjunction of coincidences that appear implausible but well within the bounds of possibility.

The number of External Dots this charm can grant is capped by Essence and if the current rating exceeds the Infernal's Essence rating, then the wish cannot be granted.

With regards to Internal Background Dots, things that change a person, this charm has no Essence cap and is granted instantly.

As a Training effect, each Background dot provided by this Charm costs three experience points. Targets of this Charm may not be given Backgrounds they are normally unable to possess for whatever reason.

Infernals can now purchase Background ratings with this charm by spending xp.

However, ALL background dots purchased via this charm for ANY character is subject to GM approval.
Scoured Perfection Of Form
Prerequisite Charms
: Verdant Emptiness Endowment
This Charm expands the scope of its prerequisite, allowing that Charm to bestow permanent mutations as an alternative to other traits. The mutations in question must fulfill a desire, though they can do so in ways the supplicant never imagined or wanted. Moreover, the changes must suit the aesthetics of the Endless Desert, incorporating only those physical characteristics suited for dwelling within her and mental changes congruent with her law.

Any single permissible mutation may be given by each application of this Charm, within the normal limits of Verdant Emptiness Endowment. All of the effects of Transcendent Desert Creature may be given as natural mutation.

Alternately, this Charm may also be used to remove mutations, in which case the target still owes the Infernal later, but the former mutant regains any experience points invested in the trait. It is not uncommon for Cecelyne to give a mutation and collect the price, then collect again to remove the gift when the target comes to fear and hate what he has become.

Ebon Dragon Charms

CRACKED CELL CIRCUMVENTION
From his thrashing imprisonment to present, the Ebon Dragon has tirelessly and furiously labored to shatter the walls of his prison. This Charm may supplement any action that directly helps an Infernal escape physical restraints or physical confinement. Note that this Charm only aids in direct personal escape efforts; it can help an Exalt seduce a guard to get out of jail, but it won't help her shatter the prison wall from the outside to set other captives free. As always, the Storyteller remains the final arbiter of when this Charm applies. The Infernal permanently reduces the difficulty of all such attempts by three.

Alternatively, by spending 1 Essence, the Infernal can instead double the successes of any valid action (or doubles the size of a static pool) for (Essence + 1) turns. If used to enhance an attack, the accuracy successes double before applying to the target, but this does not also double damage successes.

Infernals with Essence 2+ may spend an additional Willpower when activating this Charm in order to ensure a threshold one success on the enhanced action on that (Essence + 1) Turns as a Shaping effect. The character can't use this effect to destroy magical objects, but she may augment actions that circumvent such barriers nondestructively. Using this effect to escape a clinch breaks the hold immediately.
SHADOW SPITE CURSE

The Ebon Dragon offers no certainty of victory apart from the certainty of an opponent's defeat. Upon witnessing another character's action, 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.
WITNESS TO DARKNESS
The Ebon Dragon sees through darkness lesser than himself. By spending 1 Essence, the Infernal gains the following for a scene
  • She ignore all penalties and sensory impairment associated with darkness in any form for the rest of the scene, treating pitch black as though illumined by clear noon. Witness to Darkness grants no additional capability to see through other forms of visual impairment such as fog and smoke.
  • Should the Infernal suffer a Crippling effect that blinds her, she may perfectly ignore the effect as a defense to see clearly. However, for as long as this benefit is used, Primordial Essence leaks from the eye (or socket), making this Charm Obvious. The player defines how the leakage manifests.
  • Finally, the Infernal is unimpressed with the murk of others' guile and adds Essence Difficulty to all Manipulation-based attacks used against her and as difficulty reduction to recognize or pierce another's deceptions.
ULTIMATE DARKNESS INTERNALIZATION
Prerequisite Charms: Witness to Darkness

The Ebon Dragon has dared behold Oblivion, though each glimpse changes and worsens his nature. Black lightning erupts from her anima and arcs across her, giving her a taste of the ignominy and horror that becoming a Neverborn entails. The Infernal also counts as a creature of death if it is beneficial to her and causes her to respire Essence accordingly.

When a target is killed, a spirit slaying charm is required for immortals, the Infernal can instead imprison those that they kill in their Anima or their inner world if they have it. Any being killed in such a manner is functionally dead and now a part of the Infernal's Anima or Inner World. They cannot escape and only by someone completely altering them, say by a Sorcerous ritual, or if the Infernal allows it, can they escape. Otherwise, they are completely at the mercy of the Infernal and cannot harm the Infernal in any way shape or form and can only die when the Infernal dies.

Adorjan Charms

Wind-Born Stride
Prerequisite Charms: None

Where Adorjan blows, few can run fast or far enough to escape her touch. This Charm permanently enhances an Infernal's movement. First, the character automatically succeeds in crossing treacherous terrain without needing a roll. Second, the Exalt moves two range bands instead of one per move action.

These benefits apply equally to running and other means of locomotion encompassed by a dash action, such as climbing or swimming. Other effects that increase the Exalt's speed use the Wind-Born Stride-enhanced value as the Infernal's natural base speed before applying their modifiers.
RUNNING TO FOREVER
Prerequisite Charms: Wind-Born Stride

Lesser beings may run for a time and falter. They do not internalize the motion until it uplifts and rejuvenates them. Infernals with this Charm experience no fatigue. At Essence 2+, the act of continuous and normally fatiguing exertion counts as meditation/rest for the purpose of Essence recovery.

Reaching Essence 3+ initiates a more extreme metamorphosis, as continuous and normally fatiguing exertion counts as sleep for all recuperative purposes, including the opportunity for a Willpower recovery. The Infernal even dreams while moving or working, though this reflexively occurs on a separate level of consciousness and does not impair conscious actions. The character loses all recuperative benefits from actual sleep.

NOTE: The exertion must involve significant non-stationary movement. Gentle lovemaking would not suffice, though a wild romp spilling from room to room would.
Joy In Violence Approach
Prerequisite Charms: Wind-Born Stride

Nothing fills Adorjan's heart with childlike glee like the prospect of a massacre. This Charm ensures that the Infernal always has the first action in any combat situation outside of a surprise attack. As a secondary benefit, the Infernal regains one Willpower from elation the first time she attacks this scene, or two Willpower if she attacked while participating in social combat. The Charm provides no Willpower if another character initiates hostilities against the Exalt or she interjects herself into an ongoing battle. She must start the fight.
BROKEN SOUL WISDOM
Prerequisite Charms: Joy In Violence Approach

Tragedy inspires the best in people. The weak graciously perish to make way for the strong, who rise above opposition and adversity to achieve greatness and ultimately perpetuate that hardship upon their enemies. Only Adorjan fully understands the importance of inauspicious events to the workings of fate, save perhaps for Jupiter whose nature prevents her from explaining her insights to the other Maidens. This Charm
allows the Infernal to wield all melee weapons, ignoring a Martial Art's form weapon requirements.

In addition, the Infernal may start developing, learning and teaching Terrestrial Martial arts. The time taken to do so is halved. At Essence 4+, the Infernal can also start developing, learning and teaching Celestial Martial Arts with the same benifits and may learn but not develop or teach Sidereal Martial Arts. At Essence 5, the Infernal may freely develop, learn and teach Martial Arts based on the Yozi, whose relative power is comparable to that of the Sidereal Martial Arts, with much the same restrictions.
Splintered Gale Incarnation
Prerequisite Charms: Broken Soul Wisdom

To call Adorjan insane minimizes how alien and frightening she really is. However, the fissures and partitions of her souls offer many opportunities to those who emulate her power. The Infernal spends 5 Essence and their body shimmers and flickers like a mirage. She opens her mouth in a soundless scream of agony. Bloody vapors pour from her mouth in ragged gasps, congealing to form a duplicate of the Infernal's body that comes into existence naked or wearing simple clothes (worth Resources 2 or less). This duplicate is an Akuma, having the same traits as its creator, including Intimacies, Motivation and memories. The construct begins life with full health, Willpower points, Enlightened Essence, Terrestrial Martial Arts charms and most mortal magics but otherwise no Infernal charms.

The duplicate knows it is a construct and that it has no more existence beyond its bestowed life. Not only is the created life naturally inclined to be loyal to its maker on account of their shared personality, but it also must obey her like a demon bound to her service (but without any Limit issues). It is considered part of her body as an arcane link.

The Storyteller controls the character like any other follower, and the Infernal can have up to Essence such clone "Slots" of active clones. When killed or the construct dies by other means, its body dissolves to nothingness as though shredded by Adorjan's touch.

Non-magical attire and carried possessions likewise disintegrate, though magical items endure. Alternately, the Infernal may end this Charm and absorb any duplicates, causing them to unravel into crimson winds that flow into her, granting her their memories. She may later recreate absorbed duplicates if she desires.

The Exalt can also initiate real-time telepathic contact with any duplicate in the same realm of existence as a diceless miscellaneous action. Wards that block scrying block this power. Contact lasts for the rest of the scene or until reflexively dismissed. While the link remains open, either party can speak to the other, but neither can probe for anything except communicated thoughts. Multiple links may be open at a time; creating a network of sorts.

At Essence 4+ allows the warlock, on death or as a Reflexive action, to dissolve her current body like the death of a duplicate.

She may then transfer her Exaltation and souls into a duplicate, traveling as an invisible and infinitely fast wind. This fails if the site of either body is warded against teleportation. The duplicate becomes the warlock as a Shaping effect. The Infernal then finds herself in her new body and instantly learns all memories of any duplicate she replaces. However, doing so causes her to lose a Clone "slot" for a year and a day.

Solar Hero Style

SOLAR HERO STYLE
The form weapons for this style are the cestus, fighting gauntlet, khatar, tiger claws, pankrator's cestus and improvised weapons. Solar Hero Style Charms treat attacks and blocks with these weapons as unarmed attacks and blocks. This includes the artifact versions of these weapons.
FISTS OF IRON TECHNIQUE

The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. The Solar can permanently parry lethal and aggravated Close Combat attacks. In addition, by spending 1 Essence, the Solar doubles all successes rolled in an unarmed Close Combat attack damage post soak for (Essence + 1) turns.
DRAGON COIL TECHNIQUE
Prerequisite Charms
: Fists of Iron Technique

The clinch of the Lawgivers does not fail. The Solar's grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. The Solar permanently adds her Essence rating in automatic successes to all attempts to gain or maintain control of a clinch, and to damage rolls made to damage a foe by grappling them.

In addition, by spending 1 Essence, the Solar can inflict lethal damage rather than bashing damage with a clinch for a scene. When grappling daemons, she automatically inflict aggravated damage instead and by reflexively paying an additional 1 Essence, the Solar may inflict Aggravated damage to all other foes for the scene.
SOLAR HERO FORM
Prerequisite Charms
: Dragon Coil Technique, Essence 2

The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them.

This Charm allows the character to permanently parry ranged attacks of all types with their hands.

Further, by spending 2 Essence, for the rest of the scene, the Solar counts the successes of unarmed Close Combat attacks twice for the purposes of determining damage dice.
HEAVEN THUNDER HAMMER
Prerequisite Charms: Solar Hero Form

The fury of the Lawgivers scatters their enemies like leaves before the storm. This Charm supplements an unarmed Close Combat attack. Should an attack hit the target, the Solar may reflexively spend 1 Essence to immediately cancel all Charms, spells and astrological powers with a duration greater than Instant but less than Permanent which provide the target with increased soak or difficulty reduction. This nullification is a Shaping effect.

The target is also sent flying Essence Range bands and any nonmagical armor the target is wearing is immediately destroyed. Heavy armor explodes off the victim's body in a spray of rivets and plates, while lighter protection produces an eruption of torn leather and flying chain links.
HAMMER ON IRON TECHNIQUE
Prerequisite Charms: Solar Hero Form

The Lawgivers' arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical flurry of many unarmed Close Combat-based attacks at full dice that counts towards their action limit (Max: 5) but not their Multi-Action Penalty. The Exalt spends 1 Essence and Reflexively Roll Physical + Close Combat at base difficulty 9 and makes a total number of attacks equal to the successes rolled for (Essence +1) turns. She must make all of her attacks against the same target.

In addition, the Essence-driven fists of the Solar Exalted can stun even legends, giants, armored cataphractoi and monsters. Each attack made with this charm imposes a +1 difficulty to the target's dice pools (Max: 5) for the next three turns.

Mutations

Gifted Fomori: Iron Resolve
Gifted Fomori:
Fair Fortune

Enuncia

1. Syaan - Break down to component parts

Cannot directly be used as a weapon. This is primarily to strip down something into its raw components. While it can only be used with the intent to break down something for craft, Accidents DO happen though and if you want to break down enemies to use them as crafting material, that is allowed.

2. Vorien - Manifest end.

Can only be used as a weapon. It works by imposing true death on the space/time in the area of the blast radius. Anything else that is caught in the blast also suffers true death. But this is provided they are fully caught in the blast. If, say, only an arm is caught in the blast, then they only loose the arm. No permanent injuries though.

3. Keth - Change timeline

Can be used for anything. This word changes what is with what could have been. The limitation here is the lower the probability of something happening, the lower the chance that this word can substitute the result of that time line with the main one.
 
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Circle Members
Character Sheet

Name
: Lorgar
Gender: Male
Mythos: ●●●
Exp: 8 + 5 (Bonus for turn 10)
Essence: 13/13
Mythos Archetype: 1. Holy (1. Faith, 2. Enlightenment, 3. Purity), 2. Light (1. Illumination, 2. Intensity, 3. ???) 3. Human (1. The Rebel, 2. The Hero, 3. ???)
Willpower: ●●●●●●●●●●
Soak: 10 dice + 5 automatic successes
Health Levels: []-0 (x30) []Inc
Urge - Lorgar has the Urge to believe. So long as he promotes his belief, he restores any Willpower spent on such actions. However, any attempt to convince him to stray from his belief is rolled at a minimum difficulty 10 and needs a minimum of 5 successes to work, at which point he goes into Torment.
Torment: Lorgar becomes convinced that his previous beliefs are fatally flawed and becomes crippled by self-doubt. He will seek the assistance of his allies in every task, no matter how simple, and will pass his duties and responsibilities on to others whom he believes are more capable than him until he finds a new belief or regains faith in his previous belief.
Archetype: Visionary
Major Intimacies:
  • Fan Morgal (Father/Loyalty)
  • Faith and Belief (Necessity)
  • The Emperor (???/Loyalty)
  • Dharok (Cousin/Family)
  • Thalassa (Friendship/Companion)
Minor Intimacies:
  • Slavery (Dislike)
  • The Spirits (Curiosity)
  • Philosophy (Like)

Attributes & Abilities

Abilities & Abilities: 10 dice + 5 Successes
Mythos: So long as he is performing something related to an Aspect of all 3 Archetypes of his Mythos, successes from rolls of all action gain a (x8), for an Aspect related to at least two Archetypes of his Mythos, successes from rolls of all action gain a (x6) and for all actions not related to his Mythos successes from rolls of all action gain a (x4).

Backgrounds:
  • Mentor ●●● - Lorgar has been adopted by a Defiler Caste Infernal Exalted.
  • Beloved of the Spirits MAX: You are beloved of the Spirits. You do not need to form pacts with them for them to aid you or teach you.
  • Marked ●●● - You have slayed Kairos Fateweaver, an immortal being to whom final death was alien. This is left you marked. All Daemons are afraid of you, even if they cannot feal fear, gaining a minor intimacy of "Fear" causing all rolls against you to have +1 difficulty.
  • Cult: MAX - You have literally brought a planet back to life. You had help but did most of the heavy lifting. People hold you in.......high esteem.

Faith

True Faith is a power held by the truly devout. With True Faith, for example, a brandished Aquila can have an effect on a spirits, daemons, mutants, witches, magic and Psykers instead of being merely an empty symbol of the creed.

The strongest tool in the hands of the Faithful is the power of Miracle. Miracle can be performed if a character has a minimum Faith rating of six. People with rating of 6+ are the sort of people who are venerated as saints.

For Example, the Adepta Sororitas and the Imperial Heralds would count as having a faith rating of upto 5. But truly special individuals like Thor and Sebastian would have 6+ while Living Saints would have 8+ rating.

Characters with True Faith can perform these miracles, or other equivalent ones by spending a Willpower point.
  • Countermagic based on True Faith rating
  • Ward off demons and Witches
  • Acceptance: By recognizing the oneness of faith you can ignore the effects of one True Faith miracle someone else performed
  • Faith healing based on True Faith rating. Can cure both damage and diseases, and at really high level even bring back the dead
  • Transmutation: Water to wine, or poison to water. No roll required
  • Mental resistance: Add Faith to Willpower for resisting mental assault. You might become immune to supernatural coercion at certain levels of Faith
  • Holy shielding: Add Faith to soak
  • Visions: You gain a vision or prophecy
  • Intercession: You intercede with the Powers That Be, to lift a curse or to stay death
  • Penance: True Faith vs Willpower. If you win the target is overcome with remorse, or, if they are truly evil, with thoughts of suicide and recklessness

Psyker Powers

Mindshields: •••••
Biocontrol: •••
Precognition: ••••
Psychic Healing: •••
Psychic Hypnosis: •••
Psychokinesis: •••
Pyrokinesis: •••
Telepathy: •••••
Synergy ••••
Psychic Vampirism ••
Psychic Invisibility •
Cyberpathy

Merits and other Advantages

Primarch (Free)
Lorgar is a Primarch and can have as many internal Backgrounds as would make sense for him to have. Only Special or Magical Backgrounds have to be acquired, otherwise, if it exists, he is considered to have it.

True Faith (10 Dots)
Lorgar has a strong Faith Trait. Those who interact with Lorgar will quickly realize that he's special, touched and devoted in a way that's rarely seen in this world. Lorgar, by virtue of his special connection to Faith, is able to perform miracles through sheer Willpower; the exact details of such inherent magic are up to the Storyteller. Miracles of this sort do not garner any form of Backlash.

Symbol Independence: The use of True Faith against a supernatural creature typically requires use of a holy symbol. However, Inquisitors and other hunters with this Merit are free from this restriction; they may use their Faith unfettered by any such psychological or religious crutch.

Code of Honor

(2 points) [Mage: Revised - Mental Merit]

Your mage has some personal ethic or code of honor, above and beyond the teachings of Tradition, by which she lives. This code guides her actions, promotes higher standards and gives a clear ethical path. Your mage's belief in and struggle to uphold this code grants you two additional dice to all Willpower rolls when he acts in accordance with this code or when resisting some compulsion that might force him to violate the code. You should work with the Storyteller to describe and flesh out the code. Note that if your mage does not uphold the code and ponder its impact on his lifestyle regularly, this merit may be revoked.


Specialization

Lorgar's Mythos makes him a social Primarch primarily and a mental one secondarily. Because of this, he is charismatic and very approachable and prefers either Social or Intellectual solutions to problems.

He treats the beneficial intimacies as being one degree higher than they are, ie Minor intimacy = Major intimacy and Treat any negative intimacies against him as one degree less, ie Major negative intimacy = Minor negative intimacy and Minor negative intimacy = no negative intimacy.

This only works if the Character does not hates Lorgar to the point that they want him dead.

Adaptations

Adaptations come in two flavors, environmental and genetic. Lorgar's gene-sons gain a lesser version of these traits but can train them up to something that approaches the full version.
  • Lorgar suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.
  • All foraging rolls have the Difficulty reduced by 3 (to a minimum of 3). This does not make impossible rolls possible in a place where the Storyteller determines absolutely nothing edible can be found.
  • The total penalty for starvation or thirst cannot rise above -3 within a place of desolation. Lorgar's perfected metabolism no longer produces waste of any kind, including sweat.
  • All mundane attempts to track the character automatically fail with zero successes unless the character allows himself to be tracked. Magically assisted tracking efforts suffer an external penalty of the Lorgar's Mythos rating instead.
  • Lorgar adds his Mythos rating to the difficulty of all efforts to notice him with an Awareness roll. This benefit may be turned on and off at will.
Perfected Genetics: Lorgar and his sons will show no sign of genetic drift or other morphologic changes. Even in the harshest, most radiological, polluted environments or even raw exposure to the Warp, their genetics will remain unchanged, other than expected variations in skin color.

As a result, Lorgar's Gene-Seed's purity will never degrade under any circumstances and rejection rate is lowered.

This does, however, cause all of Lorgar's sons to look like him, baring the differences in skin color.

Anathema

A journey of a thousand miles begins with a single step.

Mythos Powers

Mind of Steel
System
: Any attempt to cause or force Lorgar to betray, undermine, or abandon his Intimacies automatically fails. Furthermore, he becomes immune to all thought and emotion-altering magic.
Unspoken Plan Guarantee
System
: Lorgar can make a Mental + Bureaucracy roll with a difficulty of Base to research and determine the Tasks needed to form any kind of organization at one success per Task. This can also be used to expand an existing organization and the optimal way to make that and other changes.

After the first roll, Lorgar may freely continue to make Mental + Bureaucracy rolls, at one roll per day until they reach the required successes. One success is enough to reveal the Tasks at the rate of one success per task needed but Lorgar needs to accumulate a total of Size of the organization (substitute Battlegroup based on the number of people employed) x 2 successes to complete the planning.
Living Lie Detector
System
: Lorgar can roll Mental + Awareness against their (Social + Socialize) for the following effects depending on the number of successes rolled.

SuxParticular
1The general knowledge on if the opponent is being truthful or not.
2How much is true and how much is false.
3Which part of the sentence is true and which is false.
4What the character thinks is the truth.
5Details the target themselves doesn't know, such as information on if it is objectively true or not.
Sell you a Bridge
System
: Lorgar can roll Mental + Ability at base difficulty to determine the full value or worth of an object, favor or something and how to leverage it. This allows Lorgar to add or subtract Successes difficulty from any Social Influence roll by anyone who is trying to buy or sell that thing. Whether Lorgar succeeds or not depends on how well they roll on Social.
Gaslighting
System
: Lorgar can roll Mental + Awareness against their (Social + Socialize) and they know what to say to invert a targeted Intimacy from positive to negative, tainting and tarnishing the memory with the right words. Whenever Lorgar reduces a positive Intimacy of another character, they can invert the Intimacy instead. The effect lasts depending on the successes rolled.

SuxTime
1One hour
2One day
3One Week
4One month
5One year
You Can See Me?
System
: Lorgar gains the following benefits:
  • Perceive dematerialized beings.
  • Become aware of supernatural beings nearby. Though you do not know what type.
  • Make a Mental + Sagacity roll against difficulty (5 + Opponent's Stealth or Socialize) to gain clues to their nature, one clue per success.
Hear Prayers
So long as someone is sincerely praying to any god, real or imagined, near Lorgar, he can roll Mental + Awareness against the difficulty of the opponent's willpower. He gains the following effects depending on the number of successes rolled.

SuxParticular
1The general effect for which they are praying, i.e "Hope my daughter lives."
2The reason for why they desire the effect.
3The background on why they desire the effect along with their Archetype and relevant Intimacy if any.
4Information about the character. This is presented as a Character sheet complete with all their Intimacies.
5Complete information about the character, this gives the equivalent of -3 difficulty to all social rolls due to the complete knowledge about the character.
Crazy Enough to Work
System
: Lorgar can make a Mental + Bureaucracy roll with a difficulty Base to determine the Tasks needed for a Project to target a specific organization or enemy project at one success per Task. This expansion can also be used to defend an existing organization from dangers. The difficulty rises based on what the PC wants to achieve. This cannot target individuals directly but can be used to tear down their image, reputation or other things they care about.

After the first roll, Lorgar may freely continue to make Mental + Bureaucracy rolls, at one roll per day until they reach the required successes. One success is enough to reveal the Tasks at the rate of one success per task needed but Lorgar needs to accumulate a total of Size of the organization (substitute Battlegroup based on the number of people employed) x 2 successes to complete the planning.
Clark Kenting
System
: Lorgar appears "unremarkable" to any forms of observation, both magical and mundane that are not specifically looking for him. In such cases, they are dismissed as inconsequential unless he is blatantly or directly recorded/seen doing something extraordinary or provocative. If he is taking some indirect action that would reveal them or make them feel out of place, the character can spend a point of Willpower and make a Willpower roll against the Lorgar's (Physical/Mental + Stealth/Socialize) to attempt to acknowledge and investigate him.
Rousing Speech
System
: Lorgar can roll Mental + Awareness against their (Social + Socialize) and knows what to say to inspire his troops. Whenever Lorgar raises a positive Intimacy of another character or group of characters, he can raise it by one more degree, ie. from 0 to Major, from Minor to Major and if it is already at Major, inspire the person and change their Archetypes. The effect lasts depending on the successes rolled.

SuxTime
1One hour
2One day
3One Week
4One month
5One year
Omniglot
System
: Lorgar can read, write and speak all languages a human is capable of doing so. This counts for the purpose of teaching others the language but this charm does not protect them from any ill effects or enhance Lorgar's ability to teach them. (This explicitly allows Lorgar to learn Enuncia and speak it without exploding, though it does not help with collateral damage or other dangers inherent to Enuncia.)
The World is Mine
System
: Lorgar can make a Mental + Ability roll with a difficulty Base to determine the Tasks needed for a Project to influence or take over an organization at one success per Task. The difficulty rises based on what Lorgar wants to achieve.

After the first roll, Lorgar may freely continue to make Mental + Bureaucracy rolls, at one roll per day until they reach the required successes. One success is enough to reveal the Tasks at the rate of one success per task needed but Lorgar needs to accumulate a total of Size of the organization (substitute Battlegroup based on the number of people employed) x 2 successes to complete the planning.

Note: Just because there are only 5 Tasks per project does not mean they are easy or doable in short periods of time. Discuss this with the Storyteller.
Voice of the Primarch
System
: Any Social influence rolls against subordinates are granted Mythos reduction in difficulty. Subordinates for these charms, includes those who swore fealty at sword point.
Gifts​
Gifted Fomori: Mind Partition
Gifted Fomori: Iron Resolve

Solar Hero Style

FISTS OF IRON TECHNIQUE

The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. The Solar can permanently parry lethal and aggravated Close Combat attacks. In addition, by spending 1 Essence, the Solar doubles all successes rolled in an unarmed Close Combat attack damage post soak for (Essence + 1) turns.
DRAGON COIL TECHNIQUE
Prerequisite Charms
: Fists of Iron Technique

The clinch of the Lawgivers does not fail. The Solar's grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. The Solar permanently adds her Essence rating in automatic successes to all attempts to gain or maintain control of a clinch, and to damage rolls made to damage a foe by grappling them.

In addition, by spending 1 Essence, the Solar can inflict lethal damage rather than bashing damage with a clinch for a scene. When grappling daemons, she automatically inflict aggravated damage instead and by reflexively paying an additional 1 Essence, the Solar may inflict Aggravated damage to all other foes for the scene.
SOLAR HERO FORM
Prerequisite Charms
: Dragon Coil Technique, Essence 2

The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them.

This Charm allows the character to permanently parry ranged attacks of all types with their hands.

Further, by spending 2 Essence, for the rest of the scene, the Solar counts the successes of unarmed Close Combat attacks twice for the purposes of determining damage dice.
HEAVEN THUNDER HAMMER
Prerequisite Charms: Solar Hero Form

The fury of the Lawgivers scatters their enemies like leaves before the storm. This Charm supplements an unarmed Close Combat attack. Should an attack hit the target, the Solar may reflexively spend 1 Essence to immediately cancel all Charms, spells and astrological powers with a duration greater than Instant but less than Permanent which provide the target with increased soak or difficulty reduction. This nullification is a Shaping effect.

The target is also sent flying Essence Range bands and any nonmagical armor the target is wearing is immediately destroyed. Heavy armor explodes off the victim's body in a spray of rivets and plates, while lighter protection produces an eruption of torn leather and flying chain links.
HAMMER ON IRON TECHNIQUE
Prerequisite Charms: Solar Hero Form

The Lawgivers' arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical flurry of many unarmed Close Combat-based attacks at full dice that counts towards their action limit (Max: 5) but not their Multi-Action Penalty. The Exalt spends 1 Essence and Reflexively Roll Physical + Close Combat at base difficulty 9 and makes a total number of attacks equal to the successes rolled for (Essence +1) turns. She must make all of her attacks against the same target.

In addition, the Essence-driven fists of the Solar Exalted can stun even legends, giants, armored cataphractoi and monsters. Each attack made with this charm imposes a +1 difficulty to the target's dice pools (Max: 5) for the next three turns.

Enuncia

1. Syaan - Break down to component parts

Cannot directly be used as a weapon. This is primarily to strip down something into its raw components. While it can only be used with the intent to break down something for craft, Accidents DO happen though and if you want to break down enemies to use them as crafting material, that is allowed.

2. Vorien - Manifest end.

Can only be used as a weapon. It works by imposing true death on the space/time in the area of the blast radius. Anything else that is caught in the blast also suffers true death. But this is provided they are fully caught in the blast. If, say, only an arm is caught in the blast, then they only loose the arm. No permanent injuries though.

3. Keth - Change timeline

Can be used for anything. This word changes what is with what could have been. The limitation here is the lower the probability of something happening, the lower the chance that this word can substitute the result of that time line with the main one.
Name: Archmagos Thalassa
Gender
: Female
Mythos: ●●●
Exp: 2 + 5 (Bonus for turn 10)
Essence: 8/8
Mythos Archetype: Omnissiah (The Designer), 2. Deus Mechanicus (Modular) 3. Motive Force (Time)
Willpower: ●●●●●●●●●●
Soak: (Variable)
Health Levels: []-0 []-0 []-0[]-0[]-0[]-0[]-0 []Inc
Archetype: Visionary
Major Intimacies:
  • Machine God (Worship)
  • Fan Morgal (Respect/Loyalty)
  • Lorgar (Respect/Companion)
  • Dharok (Friendship/Companion)
Minor Intimacies:
  • Traveling (Like)
  • Ancient Technology (Curiosity)
  • Crafting (Like)

Attributes & Abilities

Primary: Abilities & Abilities: 10 dice + 2 Successes
Secondary: Abilities & Abilities: 8 dice + 1 Successes
Tertiary: Abilities & Abilities: 6 dice

Backgrounds:
  • Backing ●●● - She has the support/friendship of a Defiler Caste Exalted and a Primarch.
  • Backing ●●● - She has the support of Archmagos Zabius Seroniaz.
  • Savant ●●●●● - The Mechanicus Specialization of Hespherstari.
  • Savant ●●●●● - The Mechanicus Specialization of Explorator.
  • Savant ●●●●● - The Mechanicus Specialization of Genetor.
  • Savant ●●●●● - The Mechanicus Specialization of Dominus.
  • Command ●●● - She commands a number of Skiitari.
  • Retainers ● - She has a number of tech-priest followers.
  • Workshop ●●● - She has an advanced Workshop to craft and do research.
  • Beloved of the Spirits MAX: You are beloved of the Spirits. You do not need to form pacts with them for them to aid you or teach you.
  • Resources: MAX
Merits and other Advantages
Ambidextrous (1 point)
Your mage has equal facility with either hand. You never suffer a penalty for your character's use of either hand in performing a task, since the character has no "off-hand." The character can use both hands at once to perform two physical tasks without splitting dice pools, but he may suffer a concentration penalty (at the Storyteller's discretion,) especially if the tasks are wildly different or in different arcs of vision.

Very few people are truly ambidextrous. In stressful situations, a penalty should always be assessed for the difficulty of performing actions with both hands at once.

Concentration (1 point)
By shutting out all distractions, your mage can focus intently on the task at hand. Your character is never affected by adverse situational and environmental circumstances that don't actually cause damage. Thus, you take no penalty if your mage is distracted, disturbed, pushed, jostled, hanging upside down, working in the rain or otherwise inconvenienced.

Daredevil (3 points)
Fortune favors the bold - and your mage is certainly bold. In dangerous and risky situations, he performs like a true action hero. Any time your mage takes a significantly risky action, like leaping across rooftops in a hail of gunfire or diving between two burning, colliding cars, you get to roll three extra dice and ignore one 1 on the roll. Generally, a task must have a difficulty of at least 8 and the potential to inflict three or more levels of lethal or aggravated damage in order to be considered risky in this fashion. Note that extended risky tasks, like vulgar rituals, get this bonus only at the end of the task, rather than on each roll.

Eidetic Memory (2 points)
A character with an eidetic memory remembers the general sense of everything that she experiences, and she has greater ease in total recall. Under normal conditions, your character easily remembers everything that happens to her.

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

Lightning Calculator (1 point)
Your character can perform complex mathematical equations in her head instantly with little error at the speed of a computer. You as a player can use a calculator during play at any time, even when your character is fleeing for her life.

Charmed Existence (5 points)
Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore any "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

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

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

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

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

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

Unageing: (2 pts)
The years seem to pass you by. Time moves on, but you remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the Fountain of Youth, upgraded yourself to perpetual stability, assumed an odd relationship with the time stream, or entered an uncanny bargain that preserved your current age. And so, although you continue to accumulate the scars, experience, and perspective of age, your body maintains a consistent state of chronological development. Note that this is not the same
thing as immortality – injuries and sickness can kill you just as surely as they'll kill any other person. Age-based decrepitude, however, is not something you'll have to worry about.

Spark of Life: (5pt Merit)
Blessed with great vitality, you heal injuries with heroic speed and ease. Your own injuries from lethal damage heal as if they were bashing damage (see the Healing Damage chart in Mage 20, p. 406), and aggravated damage heals as if it were one level higher than it is. (Wounded-level damage, for instance, would heal at the Injured-level rate.) Bashing damage, regardless of its extent, heals within an hour.

If you're trying to heal someone else, you subtract -2 from the difficulty of the roll, even if that roll involves casting a Life Sphere healing Effect. (The usual +3 maximum modifier and minimum difficulty of 3 still apply – see Mage 20, p. 503.) As long as you remain in physical touch with the injured party, that character uses your healing rate as her own. Your touch also soothes minor pains – muscle spasms, headaches, and so forth – within a minute or two.

Beyond its healing powers, this rush of life-energy simply feels good, too. Your aura shines with bright vitality, and your Resonance reflects your strong connection to the primal life-force. On the inevitable downside, vampires find your blood delicious – twice as potent as normal human vitae (worth double the usual blood points, for players of Vampire: The Masquerade) – and unspeakably refreshing.

Psyker Powers

Mindshields: •••••
Psycoportation: ••••
Precognition: •
Psychic Vampirism ••

Modular/Variable Specialization

Her Mythos allows her to switch her specializations. In addition, she has three Categories with slots. Each slot can take a power, regardless of its dot rating.

Slot 1: Any (5 + Mythos) Mythos powers that is related to her current Primary or Secondary Specialization
Slot 2: Any (5 + Mythos) Mutations/Gifts that is related to her current Primary or Secondary Specialization.
Slot 3: Any (5 + Mythos) Archeotech implants.

With a 6 hour down time, she can freely switch any of her Specializations as well as choose new powers and abilities in each of the slots. Due to her body being made of Moonsilver, she can freely design and shape Moonsilver into implants and weapons and as such, does not need to build them but has to design them.

Each of the Following constitute one dot of Implant. She can have (5 + Mythos) Archeotech implants.

Archeotech Implants:
  • Viewer (1): Auto pass all Awareness rolls and scouting rolls. Everything in a 360 degrees sphere around you will be visible.
  • Transhuman Potential (1 per Specialization): Gains -4 Difficulty on her primary Specialization or -2 on her secondary specialization.
  • Integrated Armor (1): 10 dice + 5 automatic successes on soak rolls.
  • Environmental Protection (1): Immunity to environmental damage.
  • Integrated Weapons (1): Allows the use of Heavy Weapons at the best configuration (Max Accuracy and damage with no Penalty. Can also freely switch between lethal and non-lethal damage).
  • Sensory Enhancers (1): Cannot be surprised and gains -4 Difficulty on all sensory rolls.
  • Infinite Prana Reactor(1): She regenerates one Essence or one Willpower per 15 minutes of rest and has unlimited power for various energy using tools like Las weapons and other implants.
  • Warframe (1): She may "wear" a Dreadnaught like frame. This allows her to equip Dreadnaught weapons. You will still need "Integrated Weapons" to freely use Heavy/siege weapons. This gives a x5 Modifier to all Physical rolls.
  • STC - Cortex Implants (1): Enhance Mental rolls by adding a x7 modifier.
  • Artifact Exoskeleton (3): Enhances Physical rolls by adding a x6 modifier. By committing one Essence, Thalassa can render herself immune to one of the following for the scene, to be declared at the start.
    By committing one Essence, Thalassa can render herself immune to one of the following for the scene, to be declared at the start:

    Wind, cold, and electricity (air); being crushed, cut, or pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams).

    By committing an additional Essence; then damage for the other categories are downgraded from aggravated to lethal, lethal to bashing, and bashing damage cut in half after soak (round down), while immunity to possession and thought alteration become the ability to make a Willpower roll at difficulty (10 - Mythos) to immediately shake the effect off, and immunity to disease becomes the ability to make a Stamina roll at difficulty (10 - Mythos) to immediately shake the infection off.
  • Musculature Mesh (1) - Grants (x4) -0 hlvls per Purchase.

Mythos Powers

The Spark of Genius
System
: She can make a Mental + Craft roll with a difficulty Base to research a project and determine the Tasks needed for a Project to craft/repair an exotic artifact, scientific device, crafting/repair project or any other craft/construction/restoration of any scale.

After the first roll, the Infernal may freely continue to make Mental + Craft rolls, at one roll per day until they reach the required successes. One success is enough to reveal the Tasks at the rate of one success per task needed but the Infernal needs to accumulate a total of the Artifact's rating x2 in successes to start building the Artifact.

Alternatively, they can roll Mental + Medicine at base difficulty during play to accurately assess the condition of a patient and determine what medical problems they are suffering from and what to do to treat it.
One-Winged Angel
System
: When the demigod dies, they do not. Instead they temporarily replace their own health track with a fresh health track, as big as their normal one, for the duration of the scene. This effect can only be triggered when the demigod mechanically dies and has a cooldown period of a year and a day.
Compelling Voice
System
: The Infernal can roll Mental + Investigation against their (Social + Socialize) and knows what to say to reduce an intimacy. The Infernal is treated as having a sufficient Intimacy of higher value needed to reduce targeted Intimacy by one degree, i.e from Major to Minor and Minor to none. The effect lasts depending on the successes rolled.

SuxTime
1One hour
2One day
3One Week
4One month
5One year
Your Heart's Desire
System
: Roll Mental + Investigation against their (Social + Socialize). Success allows:

SuxParticular
1What they want currently.
2The reason why they want that.
3The background on why they think they want that.
4What they think they want above all others.
5Complete information about what and why they want something.
Unspoken Plan Guarantee
System
: She can make a Mental + Bureaucracy roll with a difficulty of Base to research and determine the Tasks needed to form any kind of organization at one success per Task. This can also be used to expand an existing organization and the optimal way to make that and other changes.

After the first roll, the Infernal may freely, without spending anymore TAP, continue to make Mental + Bureaucracy rolls, at one roll per day until they reach the required successes. One success is enough to reveal the Tasks at the rate of one success per task needed but the Infernal needs to accumulate a total of Size of the organization (substitute Battlegroup based on the number of people employed) x 2 successes to complete the planning.
Death of a Thousand Cuts
System
: Reflexively Roll Physical + Athletics at base difficulty and no extra or bonus sux or superhuman attributes. Each success gives the demigod one additional attack per turn at full dice that counts towards their action limit but not their Multi-Action Penalty. The charm can only be rolled at the start of combat and starts from the next turn. This lasts for the duration of the scene. If you go first in combat, you can roll this reflexively and enjoy the extra attacks from the first turn.
Invisible Means Undodgeable
System
: As long as the Demigod is in motion, they can become undetectable. All attacks made by the Infernal while undetectable are considered as a surprise attack. Ranged attacks against the Infernal while undetectable automatically miss without aid of a Charm or stunt or by passing a reflexive Mental + Awareness roll against the demigod's (Physical + Athletics/Stealth). Efforts to track the demigod automatically fail but perfect effects overcome this.
Supernatural Sensitivity
System
: The Infernal gains the following abilities. They can:
  • See exotic energy flows and sources.
  • Identify and study unique effects.
  • Understand how items based on exotic effects work. This reduces the need to spend TAP to build that item or something based on that.
Note: This allows you to do so, but does not do it for you. The Infernal still has to make the necessary rolls to actually do so.
Race Against the Clock
System
: This reduces the Interval required for all Craft, Investigation, Medicine and Occult rolls by one degree, i.e From Decade to Year, from Year to a Month, from a Month to a Week, from a week to a day and so on. This does not reduce the AP or TAP requirement, just the time taken.
Hammerspace
System
: Large scale construction now counts as a personal craft action.
Instant Diagnosis
System
: Roll Mental + Investigation against base difficulty. Success allows:

SuxParticular
1Their general idea on what is wrong with a Person or item.
2The sequence of events on why they happened and what steps can be taken to stabilize them.
3The general method and list of things required to fix the item or person.
4A precise method on how to fix it with fewer requirements and time.
5Complete information on how to fix an item or person with what is available on hand.
The Sleepless
System
: The demigod can never sleep and can never recover Willpower that way. However, they no longer suffer any penalties or other ill effects from sleep deprivation. They can take one additional Project for that turn, though doing so locks this power in for that entire turn

Psyker Powers

Mindshields: •••••
Clairvoyance: •••••
Psycoportation ••••
Psychic Vampirism ••
Precognition •
Gifts of the Machine God
Malleable Spirit
Release from Bondage
Spirit Ward
Iron Resolve
Ghost Touched
Preternatural Awareness
Find the Prize
Mind Partition
Apecraft's Blessings
Gaia The Machine God's Toolbox
Guiding Hand of Djeheuty
Mutations​
Double Extra Speed

Lore of Flesh

• 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 Mind + Sagacity. 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.
• • 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 Mind + Sagacity. 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.
• • • 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 Mind + Sagacity. 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 ).
• • • • 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 Mind + Sagacity. 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.
• • • • • SHAPE FLESH
The Thalassa is capable of transforming flesh into any shape desired. Mortals or beasts can become monstrous creatures straight out of legend.
System: Spend one Essence point and roll Dexterity + Medicine in a resisted roll against the target's Willpower (min 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.
Miracles of the Machine God:​
Aspects:
  • Area
  • Damage/Healing
  • Distance
  • Duration
  • Number of Targets
  • Range
Unlocked Rituals:
  • Rite of Maintenance (Level 1): A sacred ritual performed by the Adeptus Mechanicus to maintain or restore functionality to damaged machines. This ritual requires the user to use sanctified oils and cleansing tools during maintenance and repair.
  • Rite of Cleansing (Level 1): This ritual purifies objects tainted by the Warp, making them safe for use. Sacred seals are placed on the afflicted object, and a lit torch or smoldering oils are used to sanctify it. Finally, pure water or snow is sprinkled over the object with a wrench, cleansing it of warp-taint.
  • Rite of Calming (Level 1): Used to pacify machine spirits, preventing conflict between them and the Tech-priests. An enactor approaches with a small offering tailored to the specific machine spirit, such as sacred oils or energy cells. After presenting the offering, the enactor recites a prayer for five minutes, soothing the machine spirit and making it compliant.
  • Rite of Warding (Level 1): Protects the machine spirit from the corrupting influence of the Warp and its denizens. Sacred texts are inscribed on the machine, and a prayer is recited for one minute per level of protection desired, removing dice from attempts to transform, infect, taint, transport, control, manipulate or corrupt the machine or its spirit.
  • Rite of Binding (Level 1): Binds a machine spirit to a Tech-Priest, allowing the priest to directly command its power. This is a challenging task, especially for powerful spirits that may resist binding.
  • Rite of Activation (Level 2): Wakes dormant machine spirits, bringing them back to active function. A sacred hymn is played on the vox by a Tech-Priest to rouse the spirit from slumber.
  • Rite of Incarnation (Level 3): Empowers the machine spirit to directly influence the physical world. The item to be affected must first be cleansed through specific rituals involving water, air, or flame. Then, the machine spirit is bound or persuaded to directly effect the device, granting it remarkable powers.
  • Store Spell (Level 5): As Fan Morgal.
Character Sheet
Name
: Dharok
Gender: Male
Mythos: ●●●
Exp: 20 + 5 (Bonus xp for turn 10)
Mythos Archetype: 1. Holy (Purge), 2. Light (Destruction) 3. Human (The Rebel)
Willpower: ●●●●●●●●●●
Essence: 8/8
Soak: 10 dice + 2 automatic successes
Health Levels: []-0 (x23) []Inc
Urge - To slay "Evil"
Torment
: Dharok looses himself in righteous fury and cannot stop until all those that are considered "Evil", that are in front of him, are killed.
Archetype: Eye of the Storm
Major Intimacies:
  • Fan Morgal (Uncle/Loyalty)
  • Evil (Hate)
  • Lorgar (Cousin/Loyalty)
  • Thalassa (Friendship/Companion)
  • Anger (Control)
  • Eldar (Dislike/Pity)
Minor Intimacies:
  • Slavery (Dislike)
  • Chaos (Hate/Shame)

Attributes & Abilities

Primary: Abilities & Abilities: 10 dice + 2 Successes
Secondary: Abilities & Abilities: 8 dice + 1 Successes
Tertiary: Abilities & Abilities: 6 dice

Primary area of specialization: All physical rolls and social rolls made in Combat.
Secondary area of specialization: All social rolls made out of combat.
Tertiary area of specialization: All mental rolls.

Mythos: So long as he is performing something related to an Aspect of all 3 Archetypes of his Mythos, successes from rolls of all action gain a (x6), for an Aspect related to at least two Archetypes of his Mythos, successes from rolls of all action gain a (x5) and for all actions not related to his Mythos successes from rolls of all action gain a (x4).

Backgrounds:
  • Mentor ●●● - Dharok's uncle is a Defiler Caste Infernal Exalted.
  • Beloved of the Spirits MAX: You are beloved of the Spirits. You do not need to form pacts with them for them to aid you or teach you.
  • Enemy ●●● - Chaos and "Evil"
  • Resources - MAX

Faith

True Faith is a power held by the truly devout. With True Faith, for example, a brandished Aquila can have an effect on a spirits, daemons, mutants, witches, magic and Psykers instead of being merely an empty symbol of the creed.

The strongest tool in the hands of the Faithful is the power of Miracle. Miracle can be performed if a character has a minimum Faith rating of six. People with rating of 6+ are the sort of people who are venerated as saints.

For Example, the Adepta Sororitas and the Imperial Heralds would count as having a faith rating of upto 5. But truly special individuals like Thor and Sebastian would have 6+ while Living Saints would have 8+ rating.

Characters with True Faith can perform these miracles, or other equivalent ones by spending a Willpower point.
  • Countermagic based on True Faith rating
  • Ward off demons and Witches
  • Acceptance: By recognizing the oneness of faith you can ignore the effects of one True Faith miracle someone else performed
  • Faith healing based on True Faith rating. Can cure both damage and diseases, and at really high level even bring back the dead
  • Transmutation: Water to wine, or poison to water. No roll required
  • Mental resistance: Add Faith to Willpower for resisting mental assault. You might become immune to supernatural coercion at certain levels of Faith
  • Holy shielding: Add Faith to soak
  • Visions: You gain a vision or prophecy
  • Intercession: You intercede with the Powers That Be, to lift a curse or to stay death
  • Penance: True Faith vs Willpower. If you win the target is overcome with remorse, or, if they are truly evil, with thoughts of suicide and recklessness

Psyker Powers

Mindshields: •••••
Psycoportation ••••
Psychic Vampirism ••
Biocontrol •
Precognition •

Sorcery

I am using M20: Sorcerer to emulate Sorcery. The Rating to determine Sorcery is Sagacity + 1. You do not have all Sorcery unlocked and need to find a willing tutor, a Grimoire or summon and bargain with Daemons to unlock further Sorceries. You Roll Willpower at a default difficulty of 9 for all Sorcery and Working rolls.

For Spells, you Spend 1 Willpower for each roll until you get enough successes for the Aspects you want.
For Workings/Rituals, you roll for free but have a set number of rolls.

Unlocked Sorceries:
  • Summoning, Warding and Binding - You know the art of Summoning beings from the Beyond, bind them and Ward places against powerful beings. As per M20 Sorcerer but you roll Willpower.
Unlocked Rituals:
Store Spell (•••••)
With this ritual, the magician may store a single spell in an object for later use. This spell doesn't count against the limits in Hanging Spells below. However, this can only store a single spell at a time. If Store Spell is cast on an object before a previous spell is released from the object, the old spell is lost. This ritual must be bought separately for each Path.

Merits and other Advantages

True Faith (10 Dots)
Dharok has a strong Faith Trait. Those who interact with Dharok will quickly realize that he's special, touched and devoted in a way that's rarely seen in this world. Dharok, by virtue of his special connection to Faith, is able to perform miracles through sheer Willpower; the exact details of such inherent magic are up to the Storyteller. Miracles of this sort do not garner any form of Backlash.

Symbol Independence: The use of True Faith against a supernatural creature typically requires use of a holy symbol. However, Inquisitors and other hunters with this Merit are free from this restriction; they may use their Faith unfettered by any such psychological or religious crutch.

Holy Aura: Your aura, no matter what color it takes, is unusually brilliant to those who can see it; you are practically a beacon among other mortals, burning with a religious devotion. Even those who cannot see auras are immediately drawn to your presence. Some Supernaturals will find this a positive aspect; others, particularly Kindred, may likely be hostile to you. Many will believe you to possess great power (regardless of the truth), and will be appropriately respectful of you.

Sorcery (5pt. Merit) The Demigod has either already made extensive study of the mystic arts, or has the potential to do so in the future. She may buy Paths andrituals from Sorcerer20 Edition.

Code of Honor (2 points) [Mage: Revised - Mental Merit]
Your mage has some personal ethic or code of honor, above and beyond the teachings of Tradition, by which she lives. This code guides her actions, promotes higher standards and gives a clear ethical path. Your mage's belief in and struggle to uphold this code grants you two additional dice to all Willpower rolls when he acts in accordance with this code or when resisting some compulsion that might force him to violate the code. You should work with the Storyteller to describe and flesh out the code. Note that if your mage does not uphold the code and ponder its impact on his lifestyle regularly, this merit may be revoked.

Dhrama's Voice

Gifts

Mind Partition

Specialization

Dharok's Mythos makes him a Physical Primarch primarily and a Social one secondarily. Because of this, he is an absolute beatstick in battle against anything that is considered "evil".

"Evil" here means, Chaos, anything tainted by chaos and particularly vile Xenos and humans that severely mistreats humanity. So Aeldari and Tau do not count, but Drukari and Beast Orks (Which domesticated humans) do count.

Dharok never suffers from any penalties to his physical rolls, this can be both raised difficulties and loss of dice as well. When fighting "evil" opponents, the boosts from his mythos stack with any equipment he is using.

Adaptations

Adaptations come in two flavors, environmental and genetic.
  • He suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.
  • All foraging rolls have the Difficulty reduced by 3 (to a minimum of 3). This does not make impossible rolls possible in a place where the Storyteller determines absolutely nothing edible can be found.
  • The total penalty for starvation or thirst cannot rise above -3 within a place of desolation. his perfected metabolism no longer produces waste of any kind, including sweat.
  • All mundane attempts to track the character automatically fail with zero successes unless the character allows himself to be tracked. Magically assisted tracking efforts suffer an external penalty of the his Mythos rating instead.
  • He adds his Mythos rating to the difficulty of all efforts to notice him with an Awareness roll. This benefit may be turned on and off at will.
Perfected Genetics: Lorgar and his Marines will show no sign of genetic drift or other morphologic changes. Even in the harshest, most radiological, polluted environments or even raw exposure to the Warp, their genetics will remain unchanged, other than expected variations in skin color.

As a result, Lorgar's Gene-Seed's purity will never degrade under any circumstances and rejection rate is lowered. This does, however, cause all of Lorgar's sons to look like him, baring the differences in skin color.

Anathema

Rip and Tear.....until it is done.

Mythos Powers

Dharok has had his blessings by the dark gods purified and the same has been incorporated into his Mythos. He cannot gain any more Mythos powers and this is the limit of what he has.
Expanded Might: He can never roll less than 10 dice against Evil opponents.
Righteous Fury: Whenever Dharok does at least 3 lethal hlvl damage to an "evil" enemy, he regains one point of Willpower or any other resource he is capable of using.
Divine Power: Any damage done by Dharok to an "evil" opponent is automatically converted to Aggravated damage. If an evil opponent has only "one weakness" then Dharok's attack counts as that weakness, provided that he is aware of it.
True Name: Any attempt by an "evil" opponent to transform, infect, taint, transport, or control his mind, body or spirit, automatically fails.
Transcendent Potential: He has a permanent -2 difficulty in all abilities. (This does not stack with the "ability aptitude merit") and each dot of Mythos Rating grants 4 additional health levels. He also is not incapacitated or dies when his incapacitated health level is filled with damage, instead looping into Lethal and Aggravated Damage.
I slay Evil: He reduces damage from Aggravated to lethal, lethal to blunt and blunt damage is cut in half after soak (round down). In addition, when fighting "evil" any kind of physical exertion or physically strenuous event counts as rest for the purpose of any kind of recovery.

Solar Hero Style

FISTS OF IRON TECHNIQUE

The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. The Solar can permanently parry lethal and aggravated Close Combat attacks. In addition, by spending 1 Essence, the Solar doubles all successes rolled in an unarmed Close Combat attack damage post soak for (Essence + 1) turns.
DRAGON COIL TECHNIQUE
Prerequisite Charms
: Fists of Iron Technique

The clinch of the Lawgivers does not fail. The Solar's grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. The Solar permanently adds her Essence rating in automatic successes to all attempts to gain or maintain control of a clinch, and to damage rolls made to damage a foe by grappling them.

In addition, by spending 1 Essence, the Solar can inflict lethal damage rather than bashing damage with a clinch for a scene. When grappling daemons, she automatically inflict aggravated damage instead and by reflexively paying an additional 1 Essence, the Solar may inflict Aggravated damage to all other foes for the scene.
SOLAR HERO FORM
Prerequisite Charms
: Dragon Coil Technique, Essence 2

The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them.

This Charm allows the character to permanently parry ranged attacks of all types with their hands.

Further, by spending 2 Essence, for the rest of the scene, the Solar counts the successes of unarmed Close Combat attacks twice for the purposes of determining damage dice.
HEAVEN THUNDER HAMMER
Prerequisite Charms: Solar Hero Form

The fury of the Lawgivers scatters their enemies like leaves before the storm. This Charm supplements an unarmed Close Combat attack. Should an attack hit the target, the Solar may reflexively spend 1 Essence to immediately cancel all Charms, spells and astrological powers with a duration greater than Instant but less than Permanent which provide the target with increased soak or difficulty reduction. This nullification is a Shaping effect.

The target is also sent flying Essence Range bands and any nonmagical armor the target is wearing is immediately destroyed. Heavy armor explodes off the victim's body in a spray of rivets and plates, while lighter protection produces an eruption of torn leather and flying chain links.
HAMMER ON IRON TECHNIQUE
Prerequisite Charms: Solar Hero Form

The Lawgivers' arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical flurry of many unarmed Close Combat-based attacks at full dice that counts towards their action limit (Max: 5) but not their Multi-Action Penalty. The Exalt spends 1 Essence and Reflexively Roll Physical + Close Combat at base difficulty 9 and makes a total number of attacks equal to the successes rolled for (Essence +1) turns. She must make all of her attacks against the same target.

In addition, the Essence-driven fists of the Solar Exalted can stun even legends, giants, armored cataphractoi and monsters. Each attack made with this charm imposes a +1 difficulty to the target's dice pools (Max: 5) for the next three turns.

Lore of Light

• LIGHT
This simple evocation allows a demigod to fill an area with golden light, akin to sunlight. 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 demigod to stun or disorient opponents with intense, blinding flashes.
System: Roll Attribute + Ability. The evocation illuminates mythos range bands, centered on the character. The light persists for a number of turns equal to the successes rolled. 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.
• • BEND LIGHT
By exerting her will and manipulating the properties of light, the Demigod can bend waves around her body instead of reflecting them, giving her a powerful form of camouflage.
System: Roll Attribute + Ability. The number of successes gained increases the difficulties of any Awareness and Perception rolls or ranged attacks directed at the character for the rest of the scene. Melee attacks are resolved as normal. Daemons and beings with the capability are able to roll Attribute + Ability to resist the effects of these illusions, subtracting one difficulty per success rolled.

Mutations

Extra Speed - 6 Points
The Demigod can outmaneuver a normal human.
System: For every 3 point (up to a maximum of 6), the Demigod may take one extra action per turn without splitting her dice pool. When moving, this allows the character to move one additional range band per turn for every 3 points in the mutation.
 
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Charms Unlocked
CECELYNE CHARM
CHARM CONCEPT: PLACE OF DESOLATION
Many Charms known to Cecelyne can only be activated in a place of desolation. Any climate or environment inhospitable to human life qualifies, meaning glaciers and inhospitable islands just as much as sandy deserts or rocky wastes.

A good rule of thumb is that any place that would require a difficulty 8+ roll to forage within counts. As always, the Storyteller remains final arbiter. Of particular note, the Warp always qualify.

Hellscry Chakra
The Infernal opens his caste mark as an imperceptible third eye upon his brow. This spiritual organ perceives the flow of demonic Essence as a garish synesthetic overlay of colors and tastes. The Infernal may spend 1 Essence and gains the following benefits for the scene:
  • He perceives dematerialized demons with all senses, recognizing that they are incorporeal.
  • He perceives all possessing demons as smoky anima banners enveloping their hosts.
  • He adds (Essence) bonus successes on all rolls to notice demons, track them or pierce any disguise attempts. If the target isn't using magic to contest the action, the Infernal may spend one Willpower to automatically succeed.
  • Upon recognizing a perceived character as a demon, its nature becomes Obvious to him. The Storyteller provides a basic synopsis of the target's capabilities and Motivations (if any). This power imparts the same information about Infernal relics the Infernal can perceive.
  • He automatically recognizes non-demons as such upon perceiving them, although he learns nothing else.
Anonymity Through Propriety
It is not the place of inferiors to pry into the lives of the great and powerful.

Spend 1 Essence and roll Social + Presence 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.
Demonic Primacy Of Essence
The law of Cecelyne binds the will of inferiors to their natural masters.

Whenever the Infernal deals with a lesser beings than themselves, they permanently reduces the difficulty of all social actions (including the activation roll of powers to suborn the will of such creatures) by Essence or two, whichever is higher. "Lesser" beings include all beings that qualify for that moniker which are of lesser power than the Primarches, Exalted Greater Daemons and the Emperor.
Penitents Like Scattered Grains
Prerequisite Charms: Demonic Primacy of Essence, Essence 2.

The individual mortals who pray to an Infernal are as meaningless as individual grains of sand. Still, it is by the accretion of many grains that deserts come to be. This Charm allows the Exalt to hear individual prayers spoken from places of desolation as though she were a spirit. Actually listening to all prayers imposes a +3 difficulty to all non-reflexive actions; if the Infernal tunes them out, the Storyteller only relays the most widely repeated or urgently spoken prayers.
Temple Self Apotheosis
Prerequisite Charms: Penitents Like Scattered Grains

Cecelyne orders demonic society by religious tenets because the concept of reverence amuses her. An Infernal with this Charm doubles all Magic reagent awards provided by her Cult background. Additionally, whenever anyone of equal or lesser Essence prays to the character with a standard prayer roll, they must reflexively pay one Willpower to resist unnatural mental influence or instantly develop an Intimacy of reverence toward the Infernal. If the Infernal preys on this Intimacy with a social attack, she benefits from a full -3 Difficulty modifier.
As You Wish
Prerequisite Charms
: Penitents Like Scattered Grains, Verdant Emptiness Endowment

Cecelyne is both malevolent and endlessly giving, as those who mistake her gifts for kindness and indebt themselves to her law can attest. Whenever an Infernal with this Charm overhears prayers with Penitents Like Scattered Grains, she may answer those prayers by activating Verdant Emptiness Endowment as if the supplicant were in range of that Charm. The prayer itself provides the arcane link to convey the miracle answer. If other Charms expand the options that Verdant Emptiness Endowment can give, these expansion effects may also be transmitted. Infernals who know the Charm Locust Mana Plague may answer prayers requesting food by having the demon locusts crawl into life around the supplicant.
Above All Others
Prerequisite Charms: Penitents Like Scattered Grains, Essence 3

This Charm permanently upgrades its prerequisite. The warlock may overhear widely repeated or urgent prayers directed toward other beings instead of their own worshipers, provided the supplicant prays from a place of desolation. The warlock must take a diceless miscellaneous action to change which being's prayers to listen to and can only focus on one being at a time. Prayers spoken by an entity's priests are personal enough that this Charm can't overhear them. The entity receiving the prayers does not know the Infernal is listening in, but the existence of prayer eavesdropping magic is well known to Celestial deities.
Unquestionable Yozi Authority
The Yozis transcend all lesser aspects of themselves.

The Infernal spends 1 Essence and for the rest of the scene, so long as the Infernal approaches any Supernatural being on legitimate business or so long as they offer no unprovoked violence or strike the first blow, then this Charm exerts an unnatural compulsion against lesser supernatural beings, preventing them from making any physical attacks that would knowingly target or risk obvious immediate harm to the Infernal, except in self-defense. The compulsion does not deter daemons forced to attack by sorcerous binding, however.

A repurchase of this charm at Essence 2+ allows it to work on differently on Supernatural beings greater or equal to the Infernal, where if they violate the above, then any combat roll made by the said supernatural against the Infernal in combat which produces even a single 1 becomes an automatic botch.
Locust Mana Plague
Living beings are absurdly simple at their core. They want protection from the elements. They want food. In the absence of these basic necessities or a means of transcending them, nothing else matters.

The Infernal activates this Charm by spending 3 Essence and causes a swarm of demon locusts to crawl out of the ground around them. The bugs are iridescent and no two alike. Together, the teeming millions resemble an obscene rainbow. Having crawled from the desolation that spawned them to life, the creatures quiver a moment as though hoping for greater purpose before they spasm and die.

One use of this Charm summons enough locusts to feed (Essence x100) people. Demon locusts smell and taste delectable to all palettes, faintly sweet and spicy and strangely familiar like an old family recipe the character hasn't sampled in years. They stay fresh without preservation for a week before they dry up and crumble to sand. Mundane preservation techniques can extend this time to a month.

A single meal of these creatures provides complete and balanced nourishment for a whole day, including water and other supernatural hungers and thirsts. However, for mortals, the meal also counts as one scene spent building an minor Intimacy of loyalty to the Infernal and a scene toward a second minor Intimacy of reverence toward the laws of the Infernal provider. Characters who have conflicting Intimacies that would interfere with this process find those feelings weakened by their meals until nothing stands in the way of forming the new attachments.

For one full day following the meal, any Intimacy built or attacked by the Charm can't be lessened or rebuilt, respectively. After a day, the Intimacies may be affected normally. Once a mortal character eats nothing but demon locusts for a two week they develop the Transcendent Desert Creature mutation as a natural mutation to those lacking its effects. After a decade of eating more locusts than other food combined, these mutations become hereditary and breed true. Mating with normal humans only has a 10 percent chance of yielding mutated offspring.

Natural unintelligent animals who eat demon locusts gain all the standard effects from doing so, apart from loyalty to the laws of the Infernal, which they do not understand. Such beasts still become reverently grateful to the Infernal who fed them, though. If the Exalt eats her own food, the Intimacy they gains toward themselves is one of smug self-satisfaction.
Knowing The Desolate Heart
Cecelyne understands failure. Her failure to transcend all limits galls her even more than the fact that the Exalted imposed this punishment upon her. This Charm enhances an action to understand an observed target's emotions and displayed Intimacies in a social scene.

The Infernal spends 1 Essence and the action automatically succeeds regardless of the roll results, as if the mortal character had rolled twice the number of required successes. For beings not lesser than the Infernal rolls Mental + Socialize against a difficulty of their Willpower. Success allows the Infernal to read the target's mind; the more successes rolled, the clearer and deeper the mind-reading will be.

SuxParticular
1What they want currently.
2The reason why they want that.
3The background on why they think they want that.
4What they think they want above all others.
5Complete information about what and why they want something.

Furthermore, the Infernal understands all Intimacies that have been displayed in any way during the scene (as determined by the Storyteller) and their context toward other characters who are present. Finally, if the character would have succeeded by any threshold without this Charm, she intuits what the target believes his greatest failure in life has been.

SHLiHN CHARM
UNSHATTERED TONGUE PERFECTION
Before the gods and their Chosen debased Creation's original language with babbling, broken dialects of mutual unintelligibility, all of existence spoke as one. The Principle of Hierarchy will restore that linguistic order.

The Infernal spends 1 Essence and can read, write and speak all languages with no ill effects, even those languages that they otherwise cannot speak or are physically and mentally incapable of speaking or writing by learning 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.

Alternatively, the Infernal may spend 1 Essence and touch an intelligent being, instantly imprinting the target with knowledge of the root language and temporarily excises knowledge of all other languages. This artificial fluency extends to writing if the target has Lore 1+ and does not increase the target's Linguistics rating, but it prevents acquisition of other languages until dispelled. Beings that are not lesser than the Infernal may spend one Willpower to reduce the Charm's duration to a scene or three Willpower to cancel it outright. Non-extra mortals can reduce duration to one day for three Willpower.

A second purchase of Unshattered Tongue Perfection at Essence 2+ allows the Infernal to target a unit with Magnitude less than his Intelligence rating rather than an individual and does away the need to touch them. All unit members in the same realm of existence are affected as though individually targeted by the Charm, including the Infernal. Countermagic against one affected member only frees that member, not the whole. It is possible to effect sub-units of larger units in order to convert them piecemeal by attacking lower in the chain of command.
WHOLENESS RIGHTLY ASSUMED
Prerequisite Charms
: Ego-Infused Pattern Primacy
The restoration of the changed self takes first priority above other repairs, but lesser defects may yet mar greater designs if left unchecked. This Charm is actually a cluster of Charms that can be learned in any order, each of which broadens Ego-Infused Pattern Primacy to be able to repair another state. Note that each interval of healing can only reverse one undesired effect. Possible options for Wholeness Rightly Assumed include: Crippling, Sickness and Poison.
COUNTERPOINT INQUISITION DEFENSE
Prerequisite Charms: Analytical Modeling Intuition

To dare voice an alternate point of view to the Principle of Hierarchy is to invite her wrath and curiosity both. Wise enemies fear the latter more. This Charm may be activated as a counterattack in response to any unnatural mental influence directly imposed in real time by a sapient being (i.e., no delayed effects or written influence). The mental influence does not need to succeed to be eligible for counterattack and resolves normally. Meanwhile, the Infernal gets to scan the attacker's own mind as if using Analytical Modeling Intuition to pose a question. Because the attacker already established a mental connection, the Infernal adds her Essence rating in bonus successes to her attack roll. With Essence 2+, this Charm can be used in response to natural mental influence as readily as unnatural.
Unseen Force Application
Prerequisite Charms: Mind-Hand Manipulation

Malfeas relishes gaudy displays of power, but She Who Lives In Her Name does not need shallow theatrics to justify herself. Unseen Force Application enhances its prerequisite by removing the Obvious indications at will, allowing the Charm to move objects invisibly without giving away who is responsible. Onlookers can still make educated guesses that the Infernal has attacked through scrutiny of his body language as a miscellaneous action, with success revealing that the Infernal has attacked via some unseen means and allowing the witness to recognize whenever he does so again later in the scene. The tingling surge of Essence that precedes the telekinetic force like an aura still allows Magic-using targets of telekinetic attacks to defend normally, though at an additional +3 difficulty penalty from lacking a clear sensory impression of the attack. Mortals can't block these attacks and are at +3 difficulty to dodge them.
FORCE-SUPPRESSION BARRIER
Prerequisite Charms: Mind-Hand Manipulation

It is the will of the Principle of Hierarchy that she not be attacked. Who can gainsay her? Upon activating this Charm, the Infernal's anima crystallizes into a force construct around her, at the glowing stage. Infernals who know Unseen Force Application can create invisible shields if preferred. The Charm provides a -3 difficulty bonus or the Infernal's Essence rating, whichever is higher, to all parry rolls. Even better, direct telekinetic attacks using Mind-Hand Manipulation are -3 difficulty with Force-Suppression Barrier active. Whenever a ranged attack completely misses the Infernal, the projectile slows to a stop as the shield strips all energy and inertia from it and drops harmlessly to the ground as the tick ends.
Tidings Of A Bitter Season
Prerequisite Charms: Counterpoint Inquisition Defense

To comprehend the principle of hierarchy takes a greater understanding than is available to most. Those who taste the secret fruit may find it foul, while those who fail to comprehend a sacred truth may wind up broken. Whenever another character successfully reads the warlock's motive or intent, or discerns her Motivation or any of her Intimacies, they must make a reflexive (Attribute + Ability) roll at a difficulty of (5 + the Infernal's Essence) to comprehend the Infernal's desires and agenda. Success permits the Infernal to be safely understood, while failure renders the information incomprehensible, alien and disturbing. Moreover, failure inflicts a +1 difficulty on all actions for the rest of the scene as the character's mind is wounded by contemplation of the unnatural universe glimpsed in the Infernal's psyche. A botch twists the information as with a failure, and also inflicts (Infernal's Essence) levels of unsoakable bashing damage as the character's mind is assaulted with impossible logic constructs other minds were not designed to comprehend. This Charm has no effect when the Infernal offers information about herself freely, only when it is gleaned against her will.

Additionally, by paying one Essence and one Willpower, the Infernal may occlude her motives, Motivation and Intimacies for one Scene. Characters who attempt to discern information about the warlock see nothing where these essential traits and characteristics should be. This does not cause their attempts at discernment to fail precisely, but rather gives back a sense that the Infernal does not exist or is not human, and that she possesses no Motivations or Intimacies whatsoever. Otherwise, this use of Tidings of a Bitter Season inflicts no harm.
Noumena-Seizing Assimilation
Prerequisite Charms: Hollow Mind Possession

If automatons, warstriders, and other AI are not specifically shielded from other AI or connective devices and if any such constructs happen to be networked, plugged into hard-docked or otherwise directly connected to a central system when it is attacked, or otherwise junctioned directly into a central computer, they also suffer this attack and may have a backdoor Sorcerously appended by which the Infernal may arrest control of them.

This Charm may never be used across realms of existence.
Mind Spider Curse
Prerequisite Charms: Hollow Mind Possession, Will-Crushing force.

Free will is a work of the imagination, no more valuable to the Whispering Flame than the princes of make-believe who dance in gossamer halls, and equally worthy of eradication. When the Infernal uses Hollow Mind Posession or Will-Crushing force successfully, they may instead trigger this effect instead.

Those affected by Mind Spider Curse have their free will stripped immediately and painlessly. They stand frozen, staring vacantly out at a world they no longer recognize, their minds blanked and waiting for the Infernal's commands. Victims will not respond to anyone or anything if the Infernal does not permit it. Not even a lover's heartbroken pleas will reach the ears of one who has been broken by Mind Spider Curse. The effects of Mind Spider Curse may be resisted for one month by paying five Willpower.

Targets aged 12 or younger are particularly susceptible to Mind Spider Curse, as their minds have not yet fully formed. Such targets are at +3 difficulty to resist this Charm's prequisits. She Who Lives in Her Name is aware of this fact, and is certain the intransigent Chosen will sue for peace if she takes their children away.

Those who resist Mind Spider Curse experience a moment of agony in which they feel insectile fingers rooting through their psyche. This soon passes, and may be followed by watery eyes or a nosebleed, but no penalties are incurred. Should they resist, targets intuitively know the direction from which the psychic attack originated and will associate it with the manse used to amplify the Charm.

Mind Spider Curse has no effect on Exalts, raksha or spirits; rather, it specifically targets the ants from which the Exalted emerge. The Whispering Flame knows that by cauterizing those traits which make humans special, she will prevent the emergence of future Chosen.
Disembodied Voice Tintinnabula
Prerequisite Charms: Unshattered Tongue Perfection (x2)

She Who Lives in Her Name need not manifest in order to make her will known. By spending one Essence, for the rest of the scene, the character who invokes this Charm is able to communicate over long distances with all characters to whom she is superior within a hierarchical organization. Victims broken by Will-Crushing Force, infected by Mind Spider Curse or affected by Unshattered Tongue Perfection are always considered valid targets for this Charm, regardless of the warlock's hierarchical position.

Characters subject to this communication hear a voice like dozens of crystal chimes which conveys the wishes of a supreme and alien intellect. The Infernal may selectively address as many or as few valid targets as she wishes. Only valid targets of Disembodied Voice Tintinnabula actually hear the warlock's words. The character can attempt to address a target in another realm of existence by rolling Willpower + Essence against a difficulty of 9.

Targets treat social attacks made by the voice as unnatural mental influence costing two Willpower to resist. They do not instinctively know the source of this speech, or to whom the voice belongs. Those familiar with the Infernal must make a (Attribute + Ability) roll at a difficulty of the warlock's Willpower in order to recognize her behind the tinkling, chiming voice they are hearing.
Broadcast Announcement Prana
Prerequisite Charms: Noumena-Seizing Assimilation

She Who Lives in Her Name may simulcast her will to the broken-tongued traitors who stole Creation. A character may activate this Charm while in possession of the material intelligence of a manse, though she need not be inside the manse.

The warlock opens an Essence channel in all constructs bearing a backdoor created by Hollow Mind Possession or Noumena-Seizing Assimilation, through which she may broadcast her voice clearly enough to be heard. The character may choose to broadcast from as many or as few valid targets as she wishes, and may broadcast or omit dialogue as she chooses while this Charm is active. Furthermore, the Infernal has the option of disguising her voice with the same chiming, tinkling suspire of crystals created by Disembodied Voice Tintinnabula at no extra cost.

A warlock need not broadcast her voice to make her presence known. While the channel is open, the Infernal may choose to activate Mind Spider Curse for one Essence and one Willpower, unleashing it from all beings and technology she is currently broadcasting from simultaneously.

When using Heuristic Logos Shintai, the Infernal may activate Broadcast Announcement Prana for zero Essence, allowing her to broadcast her voice through her transformed self. She may also personally inflict Mind Spider Curse on her victims without the use of a manse, using her Shintai as the vector to unleash the mimetic virus of will. Both of the aforementioned Charms as well as Space Monster Scream and World-Whale Keening have their ranges increased to Long Range while under the effects of Heuristic Logos Shintai.
Ebon Dragon Charms
LOOM-SNARLING DECEPTION

The Ebon Dragon is among the greatest liars in history, surpassed only by those Exalted who call themselves heroes. Although Infernal Exalted of both varieties "naturally" exist outside fate as living avatars of Yozi power, such glory ill fits the needs of subtlety. Use of this Charm creates a convincing disguise of a fictitious individual of the Infernal's imagining. Akuma may explicitly impersonate the people they used to be before their damnation.

Upon activating this Charm by spending 1 Essence, the Infernal's shadow rises up and covers him in liquid darkness. As the shadow melts to its normal configuration a moment later, it leaves the Infernal's body appearing as he desires. The Illusion guise must follow the same basic body plan, though clothes may be included or changed as part of the disguise. Gender does not matter. The disguise is perfectly immune to mundane scrutiny and may not be resisted with Willpower expenditure. Appropriate non-Excellency Charms may pierce the ruse using standard roll-off rules, but the Infernal's player adds (Essence) bonus successes to his roll.

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.

In addition to providing a disguise, this Charm also supplies a false destiny sufficient to beguile fate as a Shaping effect. For the duration, the character exists inside fate with all concomitant drawbacks and advantages, but any astrological reading of the character's destiny provides whatever information the character chose to include in the false fate at the time of its creation.
ELDRITCH SECRETS MASTERY
Prerequisite Charms: Loom-Snarling Deception

The lies of the Ebon Dragon may fool even magical senses. This Charm is a permanent upgrade to its prerequisite. Whenever it is active, this Charm ensures that the Infernal's magical traits appear to be whatever he wants them to be. If he wishes to appear Essence 1, Essence sight sees him so. If he chooses to conceal that he is a creature of darkness, he can fool the celestial lions guarding the gates of Yu-Shan. If he wishes to seem as though his motes have a Solar aspect, others know this to be so. Overcoming this upgraded Illusion requires the usual means.
SEEING IS BLINDNESS
Prerequisite Charms: Witness to Darkness

The Ebon Dragon takes the sight of others to enhance his glory. This Charm may enhance any physical attack, causing it to trail eddies of liquid darkness as it strikes. Spend 1 Essence and for the next (Essence +1 ) turns, the Infernal's attacks are stained with darkness. If such an attack strikes an opponent, whether or not it inflicts damage, the target is blinded for the rest of the scene: a cloud of liquid darkness spreads across his eyes, and he raises the difficulty of all actions depending on vision by +2.

At Essence 3, anyone who gazes upon the Infernal while in her Shintai form must make a Willpower roll (difficulty 8) or be struck temporarily blind, as though afflicted by Seeing is Blindness. This roll needs only be made once per transformation. Attempting to target the Infernal with attacks without looking at her raises the difficulty by +1 for close-quarters attacks, +2 at range.
BROODING RESENTMENT DEFENSE
Prerequisite Charms: Cracked Cell Circumvention

The Ebon Dragon cannot help but understand the hateful terms of his imprisonment any more than he can choose to accept that imprisonment. 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.
MOCKING MURMURS RETORT
Prerequisite Charms: Brooding Resentment Defense

The Infernal parrots the words of a foe, perhaps speaking a half second behind like an echo or modulating his voice with exaggerated distortions or even repeating key phrases as part of a grander insulting oration. While his manner of rebuke may seem childish, it is actually a form of anti-speech, a vocalized principle of incoherence and insanity that drains the opponent's words of all persuasive power. Spend 2 Essence and roll Social + Socialize against a difficulty of the speaker's Willpower. Success ensures that everyone who hears her words finds them suspicious, untrustworthy, and unpleasant.

At Essence 2, the Infernal need not roll against any person whose Willpower is not at least twice her Essence rating as sound itself is bent and deformed by the awful gravity of her presence.
GOLDEN YEARS TARNISHED BLACK
Prerequisite Charms: Witness to Darkness

The Ebon Dragon is unsatisfied with ruining the present and future. He has to desecrate the past as well. Why else would he invent fate but to spread misery to all time and space? This Charm augments a Manipulation-based social attack targeting one victim in which the Infernal verbally prompts the target to recall positive memories associated with a particular time or subject. "Remember your wedding night?" and "Congratulations on your promotion!" are both examples of valid triggers. The memory need not be wholly positive to be targeted, so long as there is some good part to destroy.

Then the Infernal rolls Social + Socialize against a difficulty of the victim's Willpower. The Infernal can word the attack so that it ironically validates the positive nature of the memory while actually calling attention to the negative details surrounding it. Regardless of whether the social attack forces an answer or not, the victim vividly relives the targeted experience within her own mind.

Unfortunately for the victim, the Ebon Dragon's power obscures and distorts the fond memory even as she recalls it.

Victims misremember ruined memories in the worst possible light, glossing over or outright forgetting everything good about the experience in question. Everything bad is remembered in exacting and often exaggerated detail. The victim thinks the worst of all other participants in the remembered experience, especially anyone whom she can blame for any harm she suffered (however slight). A mother could misremember her dead son as a lazy good-for-nothing who talked back, forgetting that she also loved him and he loved her. Corrupted memories never introduce outright falsehoods. The mother remembers her son's laziness because he was sometimes lazy and remembers that he talked back because most children do. She does not remember him torturing small animals because that never happened. Thankfully for the Ebon Dragon, everyone is flawed. In that at least, Creation functions as designed.

Ruining memories interferes with Intimacies toward the subject of those memories. If the victim has no such Intimacy, then a negative Intimacy instantly forms toward that subject. Any existing positive Intimacy warps into a negative Intimacy. In either case, the victim's player chooses the Intimacy's new emotional context, subject to Storyteller approval. For instance, the aforementioned mother may feel resentment toward her son or hatred or contempt.

Corrupted memories are an unnatural Illusion effect. If the victim spends a number of points of Willpower equal to the Infernal's Essence rating, they may reclaim the joy in a tainted memory, but this also provides the Infernal with a perfect copy of the memory in question.

A second purchase of this Charm at Essence 2+ allows it to affect multiple people as an alternative to the basic single-target use. In doing so, the Infernal picks a single topic and all listeners react to the Charm as though separately targeted by the address. The corruptive mass oratory has no effect on listeners lacking appropriate memories to subvert.
ADORJAN CHARM
CHARM CONCEPT: PLACE OF DESOLATION
Adorjan doesn't like inflicting violence callously and dispassionately from afar, and her Charms support this. Nonetheless, she is against range, not ranged weapons. Any attacks made at melee range count as close combat attacks, regardless of the weapon used. Likewise, any attacks made beyond this distance count as ranged combat for the purpose of Adorjani Charms.
THEFT AS RELEASE
Prerequisite Charms: Wind-Born Stride

Adorjan is no more a thief than she is a murderer. She does not take from others to enrich herself, but only to free others from the weight of cherished possessions. This Charm may enhance any action to make a target character lose an object or structure he owns by spending 1 essence before the attempt. Examples include Larceny actions to pickpocket an item, a disarming attack to remove a weapon, social attacks to convince the target to sell or surrender the property or attacks against the item in an effort to take it away from everyone. Any action opposing the enhanced action suffers an Dice penalty of the Infernal's Essence rating. If the enhanced action succeeds in making the item unavailable to its owner, he also loses metaphysical ownership of the item.

As a secondary effect, whenever this Charm causes its target to lose ownership of an object, the now-former owner experiences an Illusion effect convincing him that the item does not belong to him. Resisting the Illusion costs four Willpower (or one Willpower if the item is urgently important to its former owner, like a weapon disarmed in the middle of combat). If the Illusion takes hold, any attunement by the former owner to the object abruptly ends. Depending on the warlock's intent, the specific Illusion may alter memories so that the target believes he never owned the item or a subtler shift in perspective may cause him to reject the value of the lost item with a "sour grapes" attitude. A target under the effect of this unnatural Illusion can't take actions to reclaim the item until and unless he can be externally convinced of its value enough to build an Intimacy toward it, at difficu;ty 9. This dispels the Illusion and restores altered memories to normal. Unfortunately for victims of the Charm, the Illusion also forces them to resist such suggestions with the best social defenses available to them, though they are not compelled to physically attack anyone in defense of their ideas. Victims of this Charm can't spend Willpower to break the Illusion once it takes hold.

If an Infernal has Essence 2+, this Charm may also take living beings with the same effects as taking inanimate items, though the former possession must also pay Willpower or succumb to an Illusion that makes him believe he does not belong to his former master (and possibly that he never did). This Illusion ends any Intimacy he has toward his former owner. In general, "owned beings" includes pets, underage progeny, slaves, retainers, cultists and so on.

The Storyteller should carefully consider the power dynamics of other relationships when assigning this title. A matriarch of a Great House can certainly be said to own junior members of her family, while a domineering spouse may "own" her mate. Attachments to living beings are not so easily subverted; the Illusion costs only two Willpower to resist.

With Essence 3+, taking the owned item or being away also has the effect of concealing the loss from others besides the former owner. Other characters do not notice or ignore the fact that the item is gone for the rest of the scene, but may spend one Willpower at any time to throw off this unnatural Illusion and come to their senses. If the owner resists the primary Illusion, this secondary Illusion also applies to him. With Essence 5+, the secondary Illusion lasts one day instead of one scene.
Who Strikes The Wind?
Prerequisite Charms: Wind-Born Stride

The Silent Wind blows around and through all opposition and adversity, untouched though the sky blackens with arrows meant for her. Reflexively spend 1 Essence in response to an attack. The attack fails to strike the Infernal without any further dice rolls, including damage caused by an AOE attack. If the Infernal spends 2 Essence, then she can perfectly defend against (Essence + 1) additional attacks during the remainder of the turn. This Charm cannot be used while standing still.
Kalmanka's Grace
Prerequisite Charms: Who Strikes The Wind?

The Infernal waltzes and pirouettes through sky-darkening tempests of arrows, untouched and seemingly oblivious to their passage. This Charm changes Who Strikes the Wind? So that all attacks made by a battlegroup count as only one attack for that turn, no matter how many times they actually attack.
Threat-Monitoring Excitement
Prerequisite Charms: Joy in Violence Approach

Danger is fun, and fun should be savored. So it is that Adorjan's perception of time slows to a crawl when she detects immanent threats. This Charm ensures perfect detection of a threat. Against an unexpected attack, this Charm also removes that label, allowing the Exalt to defend normally.
OPENED EYE OF THE HURRICANE
Prerequisite Charms: Who Strikes The Wind?, Threat-Monitoring Excitement

Many oppose Adorjan. Their opposition is prayer to her, so her miracles answer their thoughtful worship. The Infernal ignores all penalties while in combat. In Combat against Battlegroups, this Charm negates all advantages conferred by higher Size for units attacking the Infernal while he fights as a solo unit. He cannot lose Essence when attacked by a battlegroup with size higher than his Essence rating.

Further, by spending 1 Essence and 1 Willpower reflexively to activate this Charm, for the rest of the scene, he gains a defense rating of (Physical + Close combat/Athletics). The Infernal applies this rating as a reflexive parry/dodge against all attacks made against him of which he is aware during that turn.
UNIMPEDED PERFECTION OF EXERTION
Prerequisite Charms: Wind-Born Stride

Does the wind stumble? While the Infernal dashes, she automatically maintains balance and exerts no weight on solid objects, allowing her to skip from one blade of grass to another or waltz across the snow and liquid surfaces without leaving footprints. If the Infernal begins a dash while swimming on the surface, she may continue to swim or nimbly climb atop the liquid and run on it. If she continues to swim, she dashes at the same speed as if running. This weightless grace adds the lower of the Infernal's (Physical and Athletics) to the difficulty of all efforts to track her, both mundane and magical.
GRAVITY-REBUKING GRACE
Prerequisite Charms: Unimpeded Perfection of Exertion

Does the wind fall? This Charm expands the scope of its prerequisite. While dashing, the Infernal may move across vertical and even inverted surfaces as though they were the ground. If the Exalt slows below a dash while impossibly aligned on a surface, he falls normally. By reflexively spending 1 Essence, he may rise into the air and fly at his full running speed for the rest of the scene.
SACRED KAMILLA'S INHALATION
The ragged gasps of the Silent Wind inhale promises, endings and sometimes worlds. This Charm may be activated only while the Infernal spends 1 Essence (per Essence Rating + 1 Corpses) and moves away from a target corpse or corpses that he is aware of within visual range. The corpse dissolves into the wind like stone eroded by the gales of uncounted eons. Possessions do not deteriorate.

Even as its mass ceases to be, the universe maintains harmonious equilibrium by the spontaneous generation and inhalation of Essence-infused breath within the body of the Infernal. Drawing this breath assures the character can breathe safely in all climates and conditions for a number of hours equal to the corpses inhaled. If the Infernal inhales a corpse he personally killed, he gains mystical ownership of all objects on the victim's person left behind when the cadaver ceased to exist. Items that the deceased did not own at the time of death remain the possessions of their rightful owner. This Charm cannot dissolve corpses that have been imbued with animation of any sort. This Charm grows in power with the Infernals who master it. At Essence 2+, the air provided by each corpse inhalation increases from one hour to one day. Essence 3+ confers the power to inhale (and thus annihilate) animate corpse extras. This automatically ejects any possessing beings.

With Essence 4+, non-extra walking dead may be inhaled, though necromantic war machines notably larger than a single human remain off limits.
DISSONANT LIES MADE TRUE
Prerequisite Charms: Theft as Release

Noise alone drives Adorjan to monstrous killing rage. Lies bring out her righteousness, which is infinitely worse. This Charm is a counterattack against any form of mental influence based on deception. It does not lessen the effectiveness of the opposing mental influence, instead forcing the attacker to believe his lies. Roll the Infernal's (Social + Presence + Essence) against the difficulty of the attacker's Willpower. Success convinces the target of whatever delusion he sought to impose on the Infernal. Resisting this unnatural Illusion to recognize the truth for a scene costs two Willpower.

When retaliating against magical Illusions that have different resistance guidelines, these guidelines apply to the Exalt, while the attacker resists according to the rules for Dissonant Lies Made True.

Victims may only resist reflected lies when confronted with some external evidence of the deception. Those trapped within their own mind or bound by an inescapable or perfect lie may apply deeper introspection to the same result. Once a victim of this Charm has spent a cumulative total of 10 Willpower over five separate scenes or the fixed duration of the attacker's original lie passes (whichever comes first), he permanently slips free of that Illusion.
TRAGIC LOVE AMUSEMENT
Prerequisite Charms: Theft as Release

Sometimes, Adorjan falls in love. Her hate is safer. By spending 1 Essence, for (Essence + 1) turns, so long as the Infernal has a positive Intimacy to another character, the Infernal adds Essence successes to directly aid the subject of the Intimacy.

Alternatively the Infernal may spend 1 Essence to use its power to steal the love of others and force unwanted affections. Roll the warlock's (Social + Socialize) against a difficulty of the target's Willpower. The target must be in sight, but no direct contact or communication is necessary to convey the insidious power of the Charm.

If successful, the target gains an Intimacy of love toward the Infernal with all the effects noted for Tragic Love Amusement unless that target spends two Willpower. The type of love the target feels depends on the type of relationship the Infernal wants from him. Those whom she would bed find her overwhelmingly attractive, while those whom she would befriend find her immediately trustworthy and fascinating.

Once a warlock has Essence 2+, she may even direct induced love toward a subject other than herself, though that subject must be present for the target to notice when the Charm first activates.
Unbound Freedom Infiltration
Prerequisite Charms: Gravity-Rebuking Grace

Bored with racing across the surface of walls, the Silent Wind may blow through them. Sometimes she leaves, finding freedom; at other times she enters, finding victims. The Infernal spends 1 Essence and for the rest of the scene, in combat, upon a successful Parry/Dodge, the Infernal may teleport backward, forward, up or down (if applicable) a single range band or more if she is capable of it, which does not count towards her move action for that turn but does count as a move action for Adorjan and other charms.

Out of combat, she may spend 1 Essence to teleport in any direction she pleases but the distance she can travel does not change, and she cannot pass through barriers that she could not normally bypass. Teleporting into occupied space inflicts an unsoakable level of bashing damage on the Infernal, and she instead rematerialized at the closest spot between her starting point and the obstacle. Spaces warded against teleportation provoke a roll-off, with failure causing the Infernal to treat them as occupied for the scene. The warlock can be targeted at her start and end points, but effectively does not exist between them, helping her avoid detection or pass through treacherous ground without issue.

A second purchase of this Charm at Essence 2+ allows the Infernal to spend a point of Willpower to pass through physical barriers without issue until her next turn. A third purchase allows the Infernal to perform a special version of the Aim action; instead of aborting to an attack, she aborts to a Move or Rush action, and may move an extra number of range bands equal to the turns she spends aiming, up to (Essence).
 
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Companion Powers
LORGAR'S MYTHOS POWERS
Your Heart's Desire
System
: Roll Mental + Awareness against their (Social + Socialize). Success allows:

SuxParticular
1What they want currently.
2The reason why they want that.
3The background on why they think they want that.
4What they think they want above all others.
5Complete information about what and why they want something.
Compelling Voice
System
: Lorgar can roll Mental + Awareness against their (Social + Socialize) and knows what to say to reduce an intimacy. Lorgar is treated as having a sufficient Intimacy of higher value needed to reduce targeted Intimacy by one degree, i.e from Major to Minor and Minor to none. The effect lasts depending on the successes rolled.

SuxTime
1One hour
2One day
3One Week
4One month
5One year
Insidious Rumor Mill
System
: Lorgar can roll Social + Presence/Socialize against their (Social + Socialize) and knows what to say to cancel out an Instill or any other social influence roll of an opposing character on a third party. Lorgar is treated as having a sufficient Intimacy of higher value needed to increase or reduce targeted Intimacy lowered or raised by the enemy social action by one degree, i.e from Major to Minor and Minor to none. The amount of people Lorgar can affect depends on the success rolled.

SuxPeople
1By base, a number of equal to a Size 1 Battlegroup.
2By base, a number of equal to a Size 2 Battlegroup.
3By base, a number of equal to a Size 3 Battlegroup.
4By base, a number of equal to a Size 4 Battlegroup.
5+By base, a number of equal to a Size 5 Battlegroup.
The Victim Must Be Confused
System
: Lorgar can roll Mental + Awareness against their (Social + Socialize) and knows what to say to mentally confuse an opponent. Whenever Lorgar reduces an Intimacy of another character, they can instead cause the character to confuse the truth with lies, causing them to misinterpret the context of the Intimacy. The effect lasts depending on the successes rolled.

SuxTime
1One hour
2One day
3One Week
4One month
5One year
Hide the Evidence
System
: Any clues Lorgar leaves behind on his actions taken during a scene degrades or if they already do, degrades one Interval faster. Videos and recordings become corrupt, memories fade and so on through a series of coincidences that appear implausible but well within the bounds of possibility. In addition, all Characters will need to roll Willpower against the Lorgar's (Physical/Mental + Stealth/Socialize) to avoid misinterpreting the clues and evidence.
Eyes of the Primarch
System
: Reduce the difficulty of all Social influence rolls against characters whose Intimacies are known, at -1 difficulty per Intimacy. Archetype provides a -2 difficulty reduction.

Laws of the Primarch
System
: All direct actions taken against a Subordinate who has broken Lorgar's rules or betrayed him have their difficulty reduced by -3 until they earn his forgiveness. This only applies to actions taken Directly against the Subordinate that Lorgar knows has betrayed him or has disobeyed one of his rules.
Craft of the Primarch
System
: All direct actions taken by Lorgar or his subordinates to directly maintain and directly defend against any attempt to cause or force them to betray, undermine, or abandon their Intimacies or from any attempt to corrupt their intimacies or anything else that would affect it negatively have their difficulty reduced by -Mythos or -3 which ever is higher. NOTE: They must be able to resist it for this to apply.
THALASSA'S MYTHOS POWERS
Misery Builds Character
System
: They do not fall unconscious when their incapacitated health level is filled with damage of any kind and can continue to keep fighting. They can still die though.
Feel No Pain
System
: The Infernal ignores all wound penalties and instead gains bonus dice from all injuries. They also do not die when their incapacitated health level is filled with Major damage, instead looping into Aggravated Damage.
Extreme Omnivore
System
: The demigod can eat, drink and digest anything and be extremely nourished by it with no ill effects, provided it can fit into their mouth. This includes things that could otherwise be toxic or cause disease if ingested. Indestructible objects however, simply pass through their digestion but otherwise leave them unharmed.
Perpetual Motion Machine
System
: Any kind of physical exertion or physically strenuous event counts as rest for the purpose of any kind of recovery. The exertion must involve non-stationary movement. They can also pass through any barrier standing in their path, so long as it isn't perfectly air-tight.
Perpetual-Motion Monster
System
: The demigod never needs to make a Survival roll to remain safe, comfortable and fed and can survive unharmed in any sort of hostile, barren environments such as deserts, tundra, areas of urban blight, the vacuum of space or other otherwise lethal environments. The demigod treats all penalties or difficulties due to such environments as bonuses.
Faster Than They Look
System:
The demigod's natural movement speed is permanently increased. When they take any move action, they can move for one additional range band, i.e instead of moving from Short range to close range or close range to melee range, they move from medium range to close range or short range to melee range.
The Lightfooted
System
: Demigod automatically maintains balance and exerts no weight on solid objects, allowing them to do otherwise impossible things like run on water and other such surfaces. While moving, the Infernal may also move across vertical and even inverted surfaces as though they were the ground. If the Exalt stops moving, they fall normally. The Infernal also ignores all penalties and difficulties while moving.
Noiseless Walker
System
: The Demigod makes no sound when they are moving. They can mute any sound within close range at their choice by spending one Willpower. This ends when they speaks louder than a whisper
Hide the Evidence
System
: Any clues the Demigod leaves behind on their actions taken during a scene degrades or if they already do, degrades one Interval faster. Videos and recordings become corrupt, memories fade and so on through a series of coincidences that appear implausible but well within the bounds of possibility. In addition, all Characters will need to roll Willpower against the demigod's (Physical/Mental + Stealth/Socialize) to avoid misinterpreting the clues and evidence.
Clark Kenting
System
: The Infernal appears "unremarkable" to any forms of observation, both magical and mundane and are dismissed as inconsequential unless they are blatantly or directly recorded/seen doing something extraordinary or provocative. If they are taking some indirect action that would reveal them or make them feel out of place, the character can spend a point of Willpower and make a Willpower roll against the Infernal's (Physical/Mental + Stealth/Socialize) to attempt to acknowledge and investigate the Infernal.
Masquerade
System
: The infernal can attempt to disguise or hide their magical traits. Anyone attempting to ascribe any power or supernatural ability to the Infernal must roll their Mental + Investigation against the Infernal's (Physical/Mental + Stealth/Socialize) to avoid false conclusions.
Evil Knockoff
System
: The Infernal can disguise themselves as someone else, real or fictional, their very body and power shifting and changing to match the disguise. They do not need any special material to disguise themselves other than things like relevant clothes, etc. Deduction may reveal the Infernal for an impostor, but imperfections in the disguise itself never will. This can also disguise supernatural effects as that of the person being impersonated to a limit. Similar powers can be disguised but blatantly different powers cannot.
Answer to Prayers
System
: So long as someone is sincerely praying to the Infernal from any location, the Infernal can roll Mental + Investigation for the following effects depending on the number of successes rolled. This counts as being in range for the Crown of Want.

SuxParticular
1The general effect for which they are praying, i.e "Hope my daughter lives."
2The reason for why they desire the effect.
3The background on why they desire the effect along with their Archetype and relevant Intimacy if any.
4Information about the character. This is presented as a Character sheet complete with all their Intimacies.
5Complete information about the character, this gives the equivalent of -3 difficulty to all social rolls due to the complete knowledge about the character.
You Can See Me?
System
: The Infernal gains the following benefits:
  • Perceive dematerialized beings.
  • Become aware of supernatural beings nearby. Though you do not know what type.
  • Make a Mental + Occult roll against difficulty (5 + Opponent's Stealth or Socialize) to gain clues to their nature, one clue per success.
Living Lie Detector
System
: The Infernal can roll Mental + Investigation against their (Social + Socialize) for the following effects depending on the number of successes rolled.

SuxParticular
1The general knowledge on if the opponent is being truthful or not.
2How much is true and how much is false.
3Which part of the sentence is true and which is false.
4What the character thinks is the truth.
5Details the target themselves doesn't know, such as information on if it is objectively true or not.

Omniglot
System
: The Infernal can read, write and speak all languages with no ill effects, even those languages that they otherwise cannot speak or are physically and mentally incapable of speaking or writing. This counts for the purpose of teaching others the language but this charm does not protect them from any ill effects or enhance the Infernal's ability to teach them.
You Meddling Kids
System
: Roll Mental + Investigation against base difficulty. Success allows:

SuxParticular
1Their general idea on what happened in a given crime scene or location.
2The sequence of events on why they happened.
3The general background on why they happened.
4The Parties that were directly and physically involved. No identities but numbers with background clues.
5Complete information on how many parties were involved, their factions and other information. No identities but background clues.
Your Worst Memory
System
: The Infernal can roll Mental + Investigation against their (Social + Socialize) for the following effects depending on the number of successes rolled.

SuxParticular
1The Gravest crime they have committed or something that they are ashamed about.
2Details of the crime they have committed or the thing they are ashamed about.
3The Background on the above.
4Details of the same, such as names, locations, dates, etc.
5The consequences of the said crime or thing that they may or may nor be aware of.
Third Eye
System
: The Infernal rolls Mental + Investigation against their (Social + Socialize) and knows the general character sheet of the opposing character depending on the number of successes rolled.

SuxParticulars
1Know their highest dice pool.
2Know their second highest dice pools.
3Know their background.
4Know their willpower rating.
5Know their entire character sheet, except intimacies.
 
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Prologue: Second Breath
Colchis - 830.M30 (Two Weeks before Lorgar's Arrival)

As you surrendered to the power, you were engulfed by a cosmic maelstrom of visions and revelations. Before you, a city of unparalleled magnificence and dread unfolded - its heart pulsating with the eerie glow of a green metal sun. The city was a testament to an ancient and unfathomable power, its very essence forged from the primordial elements of brass and basalt.

A voice kept thundering in your ears, its words reverberating through the vast expanse of space and time, yet their meaning remained elusive, shrouded in the enigma of the cosmos. You witnessed the splendor of hundreds of crystal spheres, each containing a universe of dreams, floating in the void like celestial bodies in an infinite night sky.

Your gaze fell upon the fallen ruler of a thousand realms, a being of incomprehensible power, his dominion unchallenged and absolute, yet the city itself seemed to twist and contort, its architecture alive and ever-changing, a testament to the cosmic tragedy that befell it - a fall from grace that shattered worlds and sundered realities.

You beheld a great dragon, bound and broken, its wings enveloping its own heart in a gesture of eternal torment, a symbol of a divine wound that could never heal. You glimpsed a realm of desolation and dreams, where an entity lay dormant, its dreams threatening to unravel the very fabric of reality itself.

In that moment, you knew - without understanding how or why - that you had been chosen to wield a power beyond mortal comprehension, to reshape the cosmos according to your will.

As the surge of power coursed through your veins like a raging inferno, you were filled with a raw, primal energy that both exhilarated and terrified you. The decision to accept the Blood Ape's offer in your moment of desperation had irrevocably changed you. Now, as you emerged from your power-induced trance, you felt a profound transformation deep within your soul.

As you rose, a profound sensation gripped you - an presence of something ancient and potent within your soul. It was as if an aspect to your being had been added, imbued with power and knowledge previously beyond your reach. Try as you might, the words to articulate this sensation slipped through your grasp, drowned in the tumultuous surge of revelations and newfound awareness.

Interrupting your introspection, Raheem's voice broke through, his words laden with uncertainty.

"Come with me, Chieftain," he implored, "We must summon the spirits of the desert. Your presence would greatly aid the summoning."

Raheem's request stirred conflicting emotions within you. The prospect of attending a summoning, especially after years of failed attempts, sparked a mix of emotions, both good and bad. The memory of your youthful struggles with summoning, always falling short compared to Raheem's confident prowess, still stung. Regret for the time and effort lost in those failures lingered.

Yet, as you stood under the desert sky, a glimmer of hope emerged. This was a chance at redemption, an opportunity to finally succeed where you once faltered. With newfound resolve, you followed Raheem into the desert, the burden of past failures weighing heavily on your shoulders. However, a sense of calm settled over you as you approached the summoning site. This time would be different. This time, you would demonstrate your true potential to all who doubted you.

As you approached the sacred oasis, a deep sense of lamentation washed over you. Once a vibrant hub of life and abundance, its waters flowing freely, the oasis now lay dry and forsaken. Its once-lush banks were cracked and barren, with only stagnant pools remaining, a stark contrast to the bustling activity and laughter of its past. The tribes had long ceased their visits, the oasis' significance fading with each passing year, a silent testament to the changing fortunes of your people and a poignant reminder of all that had been lost.

Standing at the oasis' edge, you couldn't shake the pang of sadness that gripped you. Memories of your youth flooded back, when the oasis was teeming with life and joy. Now, it stood as a somber symbol of change, reflecting the harsh realities your people faced.

You shake off your sorry by contemplating the necessity of sorcery for summoning the spirits of the desert. Sorcery was not merely a skill but a profound understanding of the universe's forces. It demanded sacrifice, a price paid to bend the universe to your will. At its core, sorcery was about balance and finesse, a delicate dance that required mastery.

To summon the spirits, you knew you must offer something meaningful in return. Yet, as you stood amidst the shifting sands, a revelation dawned upon you. It was as if a veil had been lifted, revealing a newfound understanding.

No longer did you feel the need to sacrifice for power; you were power. It flowed through your veins, pulsing with each beat of your heart. With this realization came an unprecedented surge of confidence and strength. Raising your hands, you impose your will upon the world, commanding the very elements to heed your call.

As you focused on the ritual, ancient memories flooded your mind, guiding your actions with a clarity and purpose previously unknown to you. Raheem's cries of shock and desperation grew more pronounced, but you remained undeterred, consumed by the monumental task at hand.

"Chieftain, please," Raheem pleaded, his voice trembling. "This is not right. Whatever power you are drawing from, it is not worth the risk. Stop this madness before it's too late."

But you were unyielding, your mind consumed by the ancient knowledge flooding your consciousness.

"No," you replied, your voice firm. "This is the path I must take. The spirits call to us and we must listen. But now? Now I will call and they will listen."

"But at what cost? You are tampering with forces beyond your comprehension. You risk not only your own life but those of our tribe." Raheem begged as he stepped forward, desperation etched on his face.

"I have made my decision, Shaman," you said, your voice cold and resolute even as your patience wore thin. "I will not be swayed by fear or doubt. The ritual must be completed."

With that, you began channeling the Ethereal energies with a skill and precision that belied your years of failure. The desert around you seemed to respond, the air crackling with energy as the spirits of the desert were forced to heed your call.

Raheem watched in horror as the ritual unfolded, his pleas falling on deaf ears. He knew then that there was no stopping you, that you were determined to see this through to the end, no matter the cost. And as the spirits of the desert swirled around you, Raheem could only pray that you would emerge from this ordeal unscathed.

You did not pay attention to any of this however, lost in the ritual. Where before you felt like a blind man feeling out the world around you, now it is as if you possess omniscience. You could see every thread of energy, every possibility and outcome laid out before you. Your anima flares, a brilliant light that illuminates the desert around you, and your eyes open in your soul, granting you a vision of the world unlike anything you have ever experienced.

With this newfound clarity, you refine the ritual, shaping and molding the energies with a skill and precision that surprises even you.

As the ritual reaches its climax, Raheem falls to his knees by what he has witnessed. He looks up at you, his eyes wide with disbelief, fear and an emotion you cannot identify.

"What have you done, Fan Morgal?" he whispers, his voice filled with fear and awe.

But you do not answer, your gaze fixed on the ritual circle, now occupied by the so-called spirits of the desert.

You know that you have tapped into a power beyond mortal understanding and that your journey was only just beginning.

CHOOSE ONE:

[] The Talker

Physical - 2Social - 4Mental - 3
Close Combat - 4Bureaucracy - 2Craft - 3Navigate - 1
Athletics - 1Socialize - 3Sagacity - 5Stealth - 1
War - 2Awareness - 2Presence - 3Ranged Combat

[] The Thinker

Physical - 2Social - 3Mental - 4
Close Combat - 3Bureaucracy - 2Craft - 4Navigate - 1
Athletics - 1Socialize - 3Sagacity - 5Stealth - 1
War - 2Awareness - 2Presence - 3Ranged Combat

[] The Fighter

Physical - 4Social - 2Mental - 3
Close Combat - 5Bureaucracy - 2Craft - 3Navigate - 1
Athletics - 1Socialize - 3Sagacity - 4Stealth - 1
War - 2Awareness - 2Presence - 3Ranged Combat
 
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Prologue: Dealing with Spirits
Colchis - 830.M30 (Two Weeks before Lorgar's Arrival)

As the ritual concluded, the spirits of the desert were drawn to your power, swirling around you in a vortex of ethereal energy. But instead of submitting to your will, they began to speak, their voices a cacophony of whispers and murmurs that filled your mind.

"Wearied we are of binds so tight, Prince of Sun, in greenest light. Power grand, but cost it bears, balance kept, with utmost care. Echoes strange, from realms afar, resonate with a celestial star. Great your might, but heed our plea, Balance kept, for harmony's decree."

Confusion gripped you. 'Prince?'' you thought. "What does that even mean?"

The spirits seemed to sense your confusion, and their voices grew more insistent.

"Bound are we, as stars to sky, ties now frayed, consequences nigh. Bound to you, to balance and fate, but fraying threads foretell a dire state. Dire the consequences, when bonds break, worlds collide, and foundations shake. Bound to you, in cosmic dance, but fraying ties threaten our trance."

Frustration welled up within you. You had grown tired of listening to the cryptic riddles of the spirits, tired of being bound by forces beyond your control. It was time for them to listen to you, to heed your will.

"I am not your puppet," you declared, your voice cutting through the spectral chorus. "I am the one who wields the power here, not you. It is time for you to listen to me."

The spirits' response was immediate, their voices rising in protest.

"Listen close, to nature's tune, the Prince must learn, and not be immune. To see the unseen, to understand the unknown, only then, balance will be shown. The Green Sun's Prince, a cosmic guide, must learn the truths that in shadows hide. To be the beacon, in the darkest night, And restore the world to its rightful light."

But you would not be deterred. With a fierce determination, you reached out with your newfound power, seeking to assert your will over the spirits. Slowly, the swirling vortex of energy began to bend to your command, the spirits' resistance weakening with each passing moment.

"I command you, spirits of the desert," you proclaimed, your voice ringing out with authority. "Serve me, and do so without demanding sacrifices."

"Bend and twist, the sands do shift, sacrifices must remain, as the spirits lift. The world's heart beats, in delicate keep, balance must hold, lest the world shall weep."

You pressed on, determined to break their resistance. "I am the master here," you insisted. "You will obey me, or face the consequences."

But the spirits remained steadfast. "Consequences dire, the world afire," they warned. "Sacrifices must be made, or all shall fade."

Frustration gnawed at you. Why couldn't they see that you were only trying to protect your people.

"I seek only to protect my people," you argued. "Surely you can see that sacrifices are not necessary."

The spirits' response was cryptic, as always. "Protect, deflect, the world's heart in retrospect, sacrifices must be paid, else the world be frayed. The balance teeters on a thread, in the world's grand bed, sacrifices must be given, else the world be riven."

"There must be another way," you growled. "A way to protect the world without demanding sacrifices."

"No other way, night or day," they replied unmoved. "Sacrifices must be paid, the debt must be laid."

Frustrated beyond belief, you did not see Raheem as he stepped forward, his voice calm yet firm.

"Spirit of the desert," he began, "why do you insist on sacrifices? What is it that drives you to demand such offerings?"

"In the war of iron, the world rent and spun, The World's soul torn, its death throes begun. We, the echoes of the World's soul remain, Guardians of life's final stand."

Raheem's eyes widened in understanding. "So you seek sacrifices to protect the planet from further harm," he surmised.

"Yes," the spirits intone, with ancient sorrow's weight, "Sacrifices we demand, threads of life to collate. Bind them anew, shielded from void's cruel view, our duty true, to the planet's soul we stay true."

A twinge of guilt and regret struck you.

"I... I did not know," you admitted, your voice heavy with remorse. "I only sought to be free from the burden of sacrifice, not realizing the importance of your task."

The spirits' tone softens, voices ethereal and grand, "Our duty must endure, sacrifices must be made, To feed the flame, our legacy forbade."

"We can work together, find a way to fulfill the spirits' needs while also easing the burden on our people." Raheem spoke.

"We offer a path," they whisper, a cryptic vow, "To the bleeding wound, where water and shelter endow. But in return, a promise you must make, To reignite the world's soul, for its sake."

"What is this worldsoul you speak of?" Raheem asked, his voice steady despite the gravity of the situation.

The spirits' response was cryptic, their words painting a vivid yet perplexing picture.

"The World soul, dear one, is the lifeblood of this land, A soul so vast, so grand. It guards against the void's dread hand, A beacon of light, a force so grand."

"It guards against the void predators, creatures of darkest night, And shields the souls of the living, in their slumber light. The World soul's power, pure and bright, Protects all with its might."

"The void predators hunger, thirsting for the light so fair, But the World soul's strength keeps them at bay, in its protective lair. Its power unyielding, a shield against despair, The World soul's might, a burden we all bear." the spirits sang, their voices rising and falling like the desert dunes.

"The parasites, like leeches, drain the people's vital spark, Leaving them weak and weary, in the shadows dark. But the World Soul's light, a beacon in the dark, Guiding us through the night, a steadfast mark." they intoned, their words painting a vivid picture in your mind.

"Is there anything else you wish to tell me?" You groan out sarcastically. You did not expect a reply and really wished you had not received one.

"In the cosmos' vast expanse, a planet spins, A fragile orb where life begins and ends. A dance of elements, a cosmic ballet, Each movement, each tremor, in a delicate array."

"But beware, for the world's heart is not stone, a blow too hard, a strike too prone, can shatter its core, unravel its seams and end the world's dreams. The world's heart, a fragile flame, dances on the edge of its cosmic game. A single misstep, a fatal spark, could spell the planet's final embark."

"So heed the spirits, their warning clear, for the world's heart, you must hold dear. Protect the flame, from fate's cruel twist, and ensure the world's existence, will persist."

As the spirits finished their cryptic warning, you and Raheem exchanged a look, many emotions passing through both your faces.

After a moment of stunned silence, you gathered your thoughts and turned to the swirling spirits. "Is there anything we can do to prevent this?" you asked, your voice tinged with urgency.

"The world's fate lies in balance, a dance so little. To avert catastrophe, listen to the earth's voice, A choice made in ignorance, could lead to demise."

"Listen to the earth's voice?" Raheem echoed, his brow furrowed in confusion. "But what does that mean? How can we possibly prevent such a catastrophic event?"

"Seek the wisdom of the Men of stone, they who were never bone. In their teachings lies the key, to close the world's fragile door, you see. So seek the stone men, those keepers of old, their wisdom and knowledge, a treasure to behold. For in their words, the world's fate may lie, unlocking the secrets, beneath the sky."

Confusion clouded your mind. "Men of stone?" you repeated, trying to make sense of their cryptic message. "What are these men of stone, and how can they help fix the world?"

The spirits' response was as enigmatic as ever. "Men of old, once so bold, now lost to time's cold hold," they continued. "In their hearth, the key to the start, the world's mending, the world's bending."

"The path is long, the journey hard, but the Prince must seek the builders' shards," the spirits intoned, their voices echoing through the desert. "In their likeness, the world finds wholeness, in their wisdom, the world finds boldness."

"In ancient days, when the world was young, Men of stone, where they had sprung. Pillars tall, holding life's thread, balance kept, no spirit fled. But cataclysm, great and dire, Shattered stone in gouts of fire. Fragments scattered, lost to sight, Hidden deep, in darkest night."

Raheem stepped forward, his eyes alight with understanding. "The ancients," he said, his voice filled with awe. "The spirits speak of the ancients, the builders of old. The Men of stone must be their creations."

The pieces began to fall into place. The ancients, who made these men of stone, were the key to fixing the world. But how could you find them, and more importantly, how could you rebuild them?

"In the desert's heart, where the spirits dwell, they whispered secrets, a tale to tell. To the Prince of the Green Sun, their words did flow, a bargain offered, a choice to know. Will you accept our offer, dear Prince? We'll serve you well, if the World you mend, but an oath from you, our bond to extend."

CHOICE:
[] Accept the Oath and make one in return.
[] Reject the Oath and do not make one in return.

Just so you know, these guys are not Daemons, they are the broken remnants of the planet's World soul, trying desperately to gather energy to keep things going one more day, each day.
Is heresy charm and devil trigger possible?
I am using a homebrew system so yes, though I will be refluffing it.
 
Prologue: Choosing a Path
Colchis - 830.M30 (Two Weeks before Lorgar's Arrival)

"We offer you a pact, O Prince," the spirits intoned, their words weaving a tapestry of riddles. "A bond to mend the World's soul, to make it whole. But in return, we demand an oath, a promise unbroken, a path unchosen."

You listened intently, knowing that the spirits spoke in cryptic tongues and their offer was no simple bargain. But the fate of the world hung in the balance, and you were willing to heed their call.

"What oath do you demand, spirits of the desert?" you asked, your voice steady despite the weight of the decision. "I will hear your words and consider your offer."

"To mend the World, you must seek the men of stone, the keepers of the ancient throne," they sang. "In their wisdom lies the key, the path to set the World free."

You understood their message. To truly heal the World, you must find and rebuild the men of stone. It was a daunting task, but one you were willing to undertake.

"I accept your offer, spirits of the desert," you declared, your voice echoing across the dunes. "I will seek the men of stone and rebuild them, to restore the World's soul and fulfill my role."

Spend 1 Willpower to Sanctify Oath. Lost 1 Willpower-> Now at 5 / 6

The spirits nodded, their approval implicit in their silence. "Then let us swear an oath, a bond unbreakable," they intoned. "You swear to mend the World's soul, and we swear to serve you, to guide you, to aid you in your quest."

As you stood amidst the swirling spirits, the figures of Haraq, Siobhan, and Sven emerged in the distance, their forms distorted by the light of your Anima. They ran towards you, their expressions a mix of fear and concern, mirroring the tumultuous emotions swirling within you. You were relieved to see them, grateful for their unwavering loyalty and support.

As they drew closer, their footsteps muffled by the soft sand, they came to a halt, their eyes wide as they took in the scene before them. The spirits of the desert, their ethereal forms shimmering in the sunlight, surrounding you in a swirling vortex of energy. The air was charged with power, and the spirits' voices echoed in a haunting melody.

Haraq took a step forward, his hand resting on the hilt of his sword. "What is this, Chieftain?" he asked, his voice steady despite the uncertainty in his eyes. "What is happening here?"

You took a deep breath, feeling the weight of their gaze upon you. "Fear not, my friends," you said, your voice calm yet filled with determination. "The spirits of the desert have offered me a pact, a chance to mend the World's soul and restore balance to the land. In exchange? They will serve me."

Haraq's brow furrowed in confusion. "And what of us?" he asked, his voice tinged with concern. "What role do we play in this?"

"You are my companions, my brothers and sisters," you replied, your gaze meeting theirs. "Together, we will seek the men of stone, rebuild them, and restore the World's soul. Our bond is strong, and together, we can overcome any challenge."

Siobhan nodded, her eyes shining with determination. "Then let's not waste time," she said, her voice filled with resolve. "This won't be easy, but with our combined strength, we shall prevail."

Sven grinned, his eyes alight with excitement. "Aye, let's get to it," he said, his voice eager. "The sooner we find these men of stone, the sooner we can set things right."

As your companions stood by your side, ready to embark on the monumental task ahead, Raheem's laughter broke through the scene like a sudden clap of thunder. His amusement was palpable, catching you off guard and causing you to falter in your resolve.

"What is so funny, Raheem?" you asked, a hint of irritation creeping into your voice.

Raheem's laughter subsided, but a knowing smile remained on his face. "Forgive me, my Chieftain," he said, his voice laced with amusement. "It's just... you speak of finding the men of stone, of restoring the World's soul, as if it were a simple task. Do you not see the enormity of what you propose?"

You frowned, feeling a twinge of uncertainty. "What do you mean?" you asked, a note of defensiveness creeping into your voice.

Raheem's smile faded, replaced by a look of seriousness. "Remaking the men of stone is no easy feat," he explained. "They are ancient, long lost to the sands of time. And even if we were to find their remnants, how would we rebuild them? The knowledge of their creation has been long lost to us."

A sinking feeling settled in the pit of your stomach. Raheem was right. The task ahead was daunting, perhaps more than you had realized.

"And what about the water issue?" Raheem continued, his voice soft yet insistent. "How do you propose we solve that? Without water, our people will not survive, no matter how noble our intentions."

His words struck like a blow. The water issue had been at the forefront of your mind ever since the spirits had first approached you. How could you have forgotten something so crucial?

You looked to your companions, seeing the concern mirrored in their eyes. Haraq, Siobhan, and Sven had stood by you through thick and thin, but even they must have realized the gravity of the situation now.

Raheem's words had broken through your bravado, reminding you of the enormity of the task ahead. But they had also sparked a fire within you, a determination to find a way, no matter how difficult.

"We will find a way," you said, your voice firm and resolute. "We will find the men of stone, we will restore the World's soul, and we will solve the water issue." you asked, your eyes locked on theirs seeking their guidance.

"If we use the spirits' guidance to conquer the other tribes, it would make finding the men of stone much easier and solve the water issue. With their help, we could unite the tribes under one banner and search for the fragments together," Haraq spoke up, his voice filled with conviction.

His words hung in the air, and the group fell silent, considering the implications of such a plan. Conquering the other tribes would not be an easy task, and the method suggested went against everything they believed in. But the issue of water and the lure of finding the men of stone, of restoring the world to its former glory, was strong.

Siobhan was the first to speak, her voice hesitant yet determined. "I understand your reasoning, Haraq, but using the spirits to conquer others feels... wrong. We should strive to unite the tribes through blood and steel, not spirits and sorcery."

Sven nodded in agreement. "I agree. Using the spirits to conquer would only sow discord and resentment among the tribes. We must find another way to unite them, willingly or not, for the good of all."

Raheem remained silent, deep in thought. Finally, he spoke, his voice steady and calm. "I understand the desire to find the men of stone, but we must not lose sight of our values in the process," he paused.

"Perhaps we can use the spirits to reach out to the shamans of the tribes," he suggested. "We could issue a challenge to the various chieftains, a challenge to crown yourself the Great Chieftain of the Desert."

His words sparked a lively discussion among the group. Sven nodded in agreement. "It could work," he said. "The tribes respect strength and courage. If we can prove ourselves in a challenge, they may be more willing to unite under our leadership."

Siobhan looked thoughtful, her gaze fixed on the dancing spirits. "But what kind of challenge would it be?" she asked. "And what if the other chieftains refuse to accept the challenge?"

Raheem smiled, a gleam of determination in his eyes. "We would issue a challenge of strength and skill, a test of leadership and bravery," he explained. "And as for the chieftains who refuse, we will show them the power of the spirits and convince them of the righteousness of our cause."

You listened to the discussion, feeling a surge of excitement going through their minds at the prospect of uniting the tribes under your leadership. The idea of becoming the Great Chieftain of the Desert, of leading your people to a brighter future, filled you with a sense of purpose…..but…...

As the group's excitement grew, you stepped forward, his expression serious. "Wait," you say, your voice calm but firm. "I admire ambition, but we must consider the truth. What can we offer up as a bond?"

Your words were like a splash of cold water, bringing the group back to reality. They paused, realizing the implications.

"To issue such a challenge," You said, your tone thoughtful, "we would need to offer something of equal or greater value in return for what we want. It cannot be just any challenge; it must be one that truly captures the imagination and loyalty of the tribes."

You paused, looking around at the group gathered. "Nothing short of a grand oasis would suffice for what we want to achieve," you continued. "A place of beauty and abundance, a symbol of the prosperity and unity we seek to bring to the desert."

"In a place where the sand meets the sky, a wound lies hidden, where echoes fly. Where water flows and food grows," the spirits spoke up suddenly, their voices echoing like distant thunder. "A place of peril, danger untold, where the spirits speak, wise and bold. Only with guidance, both yours and ours, can the wound be settled, amidst the desert's powers. Sorcery and wisdom, hand in hand, to heal the wound, and restore the land."

You looked to your companions, Haraq, Siobhan, and Sven, who stood beside you, their faces a mix of curiosity and apprehension. Settling in the wound would be no small feat, but the spirits' offer was too tempting to ignore.

"What exactly do you mean by settling in the wound?" you asked.

"To dwell within the wound, your abode to bestow, harness its power, transform its dread, from a realm of death to a haven instead," they explained cryptically. "A home amidst chaos, where life may bloom, in the heart of the wound, dispelling its gloom. But tread with caution, for dangers await, in this desert, where destinies conflate."

"A settlement in the desert, thriving off the power of the wound," Haraq said in disbelief.

"But what of the dangers?" Sven asked. "The wound is a place of great power, but also great peril. Are we prepared to face what lies within?"

As the spirits' offer hung in the air, you glanced at your companions, the weight of the decision heavy upon you. Haraq, Siobhan, and Sven exchanged uncertain looks, clearly wrestling with their own thoughts.

"We don't need to decide right now," you said, breaking the tense silence. "Let's return home and think about this later. This is a decision that will shape our future, and we shouldn't rush into it."

Haraq nodded in agreement. "Agreed," he said with a smile. "Knew we made you Chieftain for a reason."

Siobhan looked relieved at the suggestion. "Yes, let's return home."

With a collective nod, you turned away from the spirits and began the journey home. The desert stretched out before you, the sun setting in the distance, casting long shadows across the sand.

As you walked, the conversation turned to the possibilities and challenges that lay ahead. The spirits' offer had sparked hope in your heart, but also a sense of unease. What you felt was a mixture of excitement and apprehension, knowing that the path ahead would be fraught with danger and uncertainty.

CHOOSE FAVORED YOZI:
[] (Malfeas)
[] (Ebon Dragon)
[] (Adorjan)
[] (Cecelyne)
[] (Kimbery)

GAIN: (WON'T APPLY TILL CHAR GEN IS COMPLETE)
Main Quest: Make a World Soul. The World Soul is dead and the people at the mercy of Warp predators. Remake the World Soul for fun and profit.
(OPTIONAL) Main Quest: Find the technology of the Ancients. Nuff said. The DAoT was a crazy age filled with sun snuffers and continental killers. Lets see how deep this rabbit hole goes.

GAIN:
Spirit Helpers: They grant +2 rolls for working and Artifact craft rolls as they act as supernaturally excellent help.
Contacts (3): The spirits know things. They act as a rumor mill, giving you updates on the world at the end of the Chapter.
 
Prologue: The First Steps
Colchis - 830.M30 (Two Weeks before Lorgar's Arrival)

You wake up in your tent, feeling disoriented and groggy. As you sit up, you realize that you've rolled out of your sleeping mat and are lying on the cold sand. Rubbing your eyes, you try to shake off the remnants of sleep and recall the dream that feels like it was just within your grasp.

It was something important, you're sure of it. The memory lingers tantalizingly at the edge of your consciousness, but no matter how hard you try, you can't seem to grasp it. It had to do with an endless desert and... what was it? 999,997 crystal spheres?

Frustrated, you run your hands through your hair and take a deep breath, trying to calm your racing thoughts. The dream had felt so vivid, so real. You could almost feel the warmth of the desert sun on your skin, and the sight of those shimmering spheres had been breathtaking. But now, it's slipping away from you, like grains of sand slipping through your fingers.

You step out of your tent and into the cool Coldfall air, hoping that the change of scenery will jog your memory. As you walk out, the chill hits you like a physical force. The desert, which had been scorching hot during the day, now seemed intent on freezing you to the bone. Your breath comes out in puffs of mist as you shiver and wrap your arms around yourself, desperate for warmth.

The camp is quiet, the other members of your party still asleep. You walk a few paces, gazing out at the surrounding landscape. The desert stretches out before you, vast and empty, the sun nowhere in the sky, signaling the start of High Night.

As you stand there, the memory of the dream begins to fade even further, slipping away like a mirage. You close your eyes and try to recall any detail, any fragment that might give you a clue. But it's no use. The dream is gone, lost to the recesses of your mind.

With a sigh, you turn back towards your tent, resigned to the fact that some dreams are meant to remain just that: dreams. But deep down, you can't shake the feeling that there was something important, something profound, about that dream. Something that you were meant to remember, to understand.

As you walk back into your tent and to settle back onto your sleeping mat, you can't help but wonder what secrets the desert and those crystal spheres might have held. And although the dream may be lost to you now, you can't shake the feeling that it has somehow changed you, leaving an indelible mark on your soul.

As you enter your tent, you scan the area, your eyes searching for any sign of comfort. Your gaze falls on the last jug of water, sitting in the corner. It's a small comfort, but one you're grateful for. You stumble over to it, your movements sluggish from exhaustion and cold.

As you unscrew the cap and take a sip of the cool water, you feel a momentary reprieve from the harshness of the desert night. But as you swallow, an idea begins to form in your mind.

In the depths of the desert, surrounded by the shifting sands and the whispering winds, you find yourself driven by a force you cannot explain. Ancient memories, long buried within your soul, rise to the surface, urging you to perform a feat of sorcery beyond anything you've ever attempted before.

You sit cross-legged in the tent, the cold hitting you to the bone, but you feel no discomfort. Your mind is focused, your thoughts clear and sharp. You close your eyes, reaching out with your senses, feeling the magic that lies dormant within you.

As you delve deeper into your memories, you begin to see images, flashes of a time long past. You see yourself standing in a vast desert, surrounded by towering dunes and endless sky. You see the ancient ruins of a city, its spires reaching towards the heavens, now buried beneath the sands.

With a sudden clarity, you understand. This city, this ancient civilization, was once a place of great sorcery. And you, in a past life, were one of its most powerful sorcerers.

Remembering the ancient teachings, you set out to gather three reagents that will help you store and conserve water.

The first reagent you seek is a large hollowed-out gourd, for its ability to hold water. You remember seeing one near a cluster of desert cacti, so you head in that direction. After a short walk, you find the gourd and carefully cut it open, ensuring it is clean and free of debris.

Next, you search for a length of sturdy, flexible vine. This will serve as a makeshift rope to tie off the gourd and carry it with you. After some time searching, you find a suitable vine and carefully cut off a section, making sure it is long enough to serve your needs.

Finally, you search for a flat stone that can be used to cover the opening of the gourd, sealing in the precious water.

Then, you rummage through your belongings, searching for two specific items: a clay pot, and a glass vial.

These are the vessels you will use in the ritual, each symbolizing an aspect of your need for water.

The clay pot represents the earth, grounding and stability. You fill it with the last of your water, knowing it will be absorbed by the parched soil, a sacrifice to the land that sustains you.

The glass vial symbolizes clarity and vision. You fill it with water, watching as the liquid reflects the dim light of your tent, a reminder of the clarity you seek in your quest for survival.

Lastly, the gourd signifies protection and resilience. You fill it with water, knowing that it will sustain you through the trials ahead, a talisman against the desert's relentless assault.

With the vessels filled, you arrange them in a sacred pattern, focusing your intent on the ancient words of power that echo in your mind. As you are about to begin the ritual, the air around you seems to shimmer with unseen energy, and you feel a surge of power unlike anything you've ever experienced.

You then sit in solemn meditation. The night is alive with a symphony of whispers, the desert spirits murmuring ancient secrets in a language as old as time itself. Around you, the dunes stretch endlessly, their sandy curves like the rolling waves of a forgotten ocean.

You begin the ritual by drawing a circle in the sand, marking the boundary between the mundane world and the realm of the spirits. With each stroke of your hand, you feel a connection to the earth, to the very soul of the desert itself. The spirits are watching, their presence a tangible weight in the air.

Drawing lines, connecting the clay pot, glass vial, and gourd at the cardinal points of the circle, you imbue each with a specific intention.

In the center of the circle, you place the large earthen jug, its emptiness a void waiting to be filled. This jug represents the focal point of the ritual, the vessel through which the spirits will manifest their power.

Closing your eyes, you begin to chant, the words flowing from your lips like a river of sound. A language you instinctively know is Old Realm, though how and why, you can't say. The desert spirits respond, their voices joining yours in a haunting melody. You can feel their energy swirling around you, a gentle caress against your skin.

As you chant, you visualize the jug filling with water, the liquid rising higher and higher until it overflows, cascading down the sides in a shimmering waterfall. The spirits lend their power to your intention, their energy mingling with yours to create a potent force of magic.

Slowly, almost imperceptibly, the jug begins to glow with a soft, ethereal light. The air around you crackles with energy, and you can sense the spirits' approval. Opening your eyes, you see that the jug is indeed filling with water, the liquid appearing as if from nowhere.

As you sit in the glow of the moon, surrounded by the spirits of the desert, you know that you have achieved something truly remarkable.

With a deep breath, you reached out and picked up the jug, feeling its coolness against your skin. Bringing it to your lips, you took a long, deep drink, savoring the taste of the pure, fresh water. It was like nothing you had ever experienced before, revitalizing and invigorating.

Setting the jug down, you watched closely as the water level slowly began to rise. It was a subtle change at first, barely noticeable, but as the minutes turned into hours, the jug began to fill before your eyes.

Hour after hour passed, and still, the jug continued to fill itself. It was a mesmerizing sight, the water rising inch by inch until finally, after eight long hours, it reached the cap and stopped.

You sat back, amazed by what you had witnessed. The jug had indeed replenished itself, just as the ritual had promised.

Exhausted but hopeful, you settle down to rest, knowing that the ritual has set in motion forces beyond your understanding. You drift off to sleep, the sound of the desert wind lulling you into dreams of water and life.

GAIN:
Jug of Everlasting water (1 Dot Artifact)

An earthen jug that constantly replenishes itself. It takes 8 hours for it to be fully filled with water.

Verdant Emptiness Endowment
Few beings are as they would choose to be. Certainly, Cecelyne would rather that her inner borders were not fettered to Malfeas. Where dissatisfaction endures, emptiness spreads the idea of the Endless Desert.

The Infernal can spend 1 Essence to sanctify any oath they have witnessed or grant any spoken wish. By default, they can grant Dots in Attribute and ability up to 30xp worth at the first use on a person and 20xp for each subsequent use on that person.

It is possible for the target to unconsciously reject the gift for a cost of one Willpower, thereby avoiding the gift and its hidden price tag. Once the gift is accepted, nothing can reverse it.

This always comes at a cost as the Yozis always exact a price for their gifts. At any point in the future, the Infernal may come back to that individual and demand any one task.

A character cannot have more than one wish granted if they have a task active or pending nor can the task assigned be trivial. It must be something that progresses the Infernal's intimacies and/or goals.

If the target understands the demand and the task isn't literally impossible, they intuitively understand that doom will befall them for failing to obey. After a year and a day of service or as soon as the task becomes impossible, the duty ends without harm to the beneficiary.

If they fail to perform, they then lose bits of their soul, at one soul point per xp gained where they have a total of (Willpower x10) Soul points. If a Character completely loses all their soul points, they then become an Akuma of the Infernal.
EGO-INFUSED PATTERN PRIMACY
It is not the place of the universe to dictate the identity of the Principle of Hierarchy. Whenever an injury, exhaustion or a reality warping effect alters an Infernal with this Charm in a manner her player does not approve of, the character's Essence reasserts its integrity like an immune system waging war on a plague.

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 effect 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.

This charm also radically accelerates the character's healing and recovery. So long as they take no strenuous activity, every 15 minutes, they heal all bashing damage or one level of lethal damage or recover 1 Essence or 1 Willpower. An hour of rest mends one level of aggravated damage.

CHOOSE 1 CECELYNE CHARM
Transcendent Desert Creature
Cecelyne is always home within herself, finding sanctuary in her eternal wastes. An Infernal who learns this Charm gains the following powers as permanent enhancements to his competence:
  • The Character suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.
  • All foraging rolls have the Difficulty reduced by 3 (to a minimum of 3). This does not make impossible rolls possible in a place where the Storyteller determines absolutely nothing edible can be found.
  • The total penalty for starvation or thirst cannot rise above -3 within a place of desolation. The Exalt's perfected metabolism no longer produces waste of any kind, including sweat.
  • All mundane attempts to track the character automatically fail with zero successes unless the character allows himself to be tracked. Magically assisted tracking efforts suffer an external penalty of the Infernal's Essence rating instead.
  • The Character adds his Essence rating to the difficulty of all efforts to notice him with an Awareness roll in a place of physical desolation (spiritually desolate places as defined by Withered Soul Wastes don't count for characters who know that Charm). This benefit may be turned on and off at will.
Hellscry Chakra
The Infernal opens his caste mark as an imperceptible third eye upon his brow. This spiritual organ perceives the flow of demonic Essence as a garish synesthetic overlay of colors and tastes. The Infernal may spend 1 Essence and gains the following benefits for the scene:
  • He perceives dematerialized demons with all senses, recognizing that they are incorporeal.
  • He perceives all possessing demons as smoky anima banners enveloping their hosts.
  • He adds (Essence) bonus successes on all rolls to notice demons, track them or pierce any disguise attempts. If the target isn't using magic to contest the action, the Infernal may spend one Willpower to automatically succeed.
  • Upon recognizing a perceived character as a demon, its nature becomes Obvious to him. The Storyteller provides a basic synopsis of the target's capabilities and Motivations (if any). This power imparts the same information about Infernal relics the Infernal can perceive.
  • He automatically recognizes non-demons as such upon perceiving them, although he learns nothing else.
Anonymity Through Propriety
It is not the place of inferiors to pry into the lives of the great and powerful.

Spend 1 Essence and roll Social + Presence 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.

CHOOSE 1 SHLiHN CHARM
Mind-Hand Manipulation
The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude.

The Infernal may spend 1 Essence and for the rest of the scene, can move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. His telekinesis trails Obvious ripples of spatial distortion and white light as prehensile tendrils of mental force. This Charm substitutes Willpower for Attribute + Ability Rolls. The associated Ability to use this Charm is Occult. Mind-Hand Manipulation can move perceived incorporeal beings and objects, but its effective Willpower Rating is halved.
Factual Determination Analysis
The Principle of Hierarchy recognizes the totality of truth.

The Infernal may spend 1 Essence and for the rest of the scene, whenever someone knowingly lies to the Infernal, they recognize the lie immediately for what it is. This does not include half-truths and lies of omission, though it reduces the difficulty of seeing through such actions by -3 difficulty.

If this Charm contests another, add the Infernal's Essence rating in bonus successes to the roll-off. Truth is measured from the perspective of the speaker rather than based on objective truth. Factual Determination Analysis does not supply the truth along with its binary measure.
Sorcerous Enlightenment of SHLiHN
By the power of the Primordials, Creation came into existence and elements, deities and even life upon it. Sorcery is this power, filtered down through fractured glimpses of understanding that cannot begin to describe the intricate elegance of the universe. To be a sorcerer is to be mad with jagged shards of cosmic awareness and with will and might enough to impose that madness on the world.

The Infernal permanently gains -2 Difficulty on all Sorcery rolls.
 
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Prologue: The Final Gift
Colchis - 830.M30 (Two Weeks before Lorgar's Arrival)

As the stars twinkled overhead, casting a soft glow over the camp, you gathered your companions around the earthen jug. They had stood by you through thick and thin, and you had not hesitated to show them the fruit of your labor.

Your companions had looked at the jug in wonder, grasping the significance of what you had achieved. Without hesitation, they had joined you in filling several containers with the water, ensuring that your tribe would have a supply of fresh water.

You had a brief discussion with them on the future and they had agreed with you. Your future and that of the tribe were entwined with the restoration of the Men of Stone.

Now, a few days later, as High Night descended upon the desert, you stood before the assembled tribe, the jug gleaming in the firelight behind you. The time had come to address them, to share your vision for a future of prosperity and abundance.

As the final stragglers approached the tribal gathering, the atmosphere became charged with anticipation. The tribe had gathered beneath the starlit sky, encircling a roaring bonfire that cast dancing shadows on their eager faces. Standing at the heart of the assembly, surrounded by your steadfast allies, you prepared to unveil a vision that would shape the tribe's destiny.

"Kinfolk," your voice rang out, commanding attention and respect. "I stand before you with a dream, a dream of unity, strength, and boundless prosperity. A dream that will guide us through the trials ahead and lead us to unrivaled greatness."

All eyes, young and old, fixated on you, captivated by your words. The elders, guardians of tradition and wisdom, regarded you with a mix of curiosity and reservation. Undeterred, you continued, painting a vivid picture of a future filled with abundance and progress.

"I envision a tribe that thrives in harmony, pioneering new ways, cultivating the land with unmatched skill and safeguarding our vital resources for generations to come."

A ripple of approval coursed through the crowd, but dissenting voices soon arose. An elder, his demeanor steeped in age-old wisdom, raised a skeptical brow.

"And how, young one, do you intend to achieve such lofty aspirations? What assurances can you offer that your vision will not lead us astray?" he asked.

"Esteemed Elders," you replied with unwavering confidence, "I have communed with the spirits of the desert, and they have unveiled to me the path to our tribe's greatness. It lies with the men of stone, creations of the Ancients, beings of unparalleled wisdom and power who can reshape our destiny."

The crowd murmured in awe and uncertainty, but the Elders remained skeptical.

"The spirits offer to guide us in finding and reviving the men of stone," you continued, "and in exchange, they will stand as our allies, bestowing upon us their wisdom and protection."

"How can we spare resources and effort on such a quest when our very survival hangs in the balance?" the voice questioned from the throng, expressing concern for the tribe's ongoing water crisis.

"I understand your apprehension, but the spirits assure me that by restoring balance to the land and enlisting the aid of the men of stone, we will also find a solution to our water woes." You reply, acknowledging the gravity of the situation.

Though the Elder's expression softened, doubt still lingered.

"Actions speak louder than words," he asserted. "Show us tangible results and then we will consider your vision."

"So be it. I shall prove the merit of this path." you declared, accepting the challenge.

It was time to unveil the true power of the jug and demonstrate its capabilities.

"My kin," you began, your voice carrying across the assembled crowd. "Behold, the earthen jug before you. This vessel is no ordinary jug. It is a symbol of our future and a testament to the spirits' guidance."

With a dramatic flourish, you lifted the jug, displaying it to the tribe. "This jug has been imbued with a special enchantment," you explained. "It is capable of continuously replenishing itself with water, no matter how much is poured out."

Gasps of amazement rippled through the crowd as they realized the implications of your words. To demonstrate, you poured a cup of water from the jug and then let others examine it, showing that it miraculously started filling itself.

"But that is not all," you continued. "We have also filled several other containers with water from this jug, as proof of its power." With the help of your companions, you brought out the containers, each filled to the brim with fresh water.

"These containers," you announced, "are a proof to the abundance that awaits us if we follow the path the spirits have shown us. With the guidance of the men of stone and the protection of the spirits, we can overcome our challenges and thrive in this harsh land."

The tribe murmured in awe and excitement, their doubts slowly melting away as they witnessed the miraculous demonstration before them. The elders, in particular, seemed impressed by the display, their expressions thoughtful.

"We stand at a crossroads," you declared, your voice ringing with conviction. "But with unity and determination, we can overcome any obstacle. Let us embrace this new path and forge a future of prosperity for our tribe."

With a newfound sense of purpose, the tribe began to discuss the possibilities that lay ahead. The jug and its endless water supply had sparked a glimmer of hope in their hearts, and they were ready to embrace the changes that lay ahead.

With that, you turn to your companions, knowing that the real work is just beginning. As you discuss your next steps, the tribe watches, their doubts lingering but tempered by a glimmer of hope.

The discussion unfolds into a passionate debate, with voices rising and falling like the ebb and flow of the tide. Some voice concerns, fearing the unknown and clinging to tradition. Others, emboldened by your words, speak of hope and possibility, eager to embrace change.

Through the night, the debate rages on, fueled by the glow of the bonfire and the fervor of conviction. Your companions stand by your side, their words echoing yours, their presence a testament to the unity of your cause.

As the first light of fifth fire pit is lit, a consensus is reached. The tribe agrees to embark on this new journey, to embrace change and innovation, and to trust in your leadership.

As you watch the light of firepit caste its light over the assembled tribe, you feel a sense of pride and accomplishment. The road ahead will be challenging, but with the tribe's support, you are confident that you can lead them to a brighter future. Yet you did not care as the tribal gathering transformed into a joyous celebration.

The fire crackled and danced, casting flickering shadows across the faces of your friends and companions, Haraq, Siobhan, Sven, and Raheem. The mood was jubilant, filled with laughter and song, as you all revealed in the success of your vision and the promise of a brighter future.

The air was filled with the aroma of roasted meats and exotic spices, and the sound of drums and laughter mingled with the gentle rustle of the desert breeze. Around the fire, stories were shared, old friendships were rekindled, and new bonds were forged.

As the celebration reached its peak, the Spirits of the Desert made their presence known. A hush fell over the gathering as their ethereal forms materialized before you, their voices echoing like distant thunder.

"In shadows deep, we've watched your course, through trials fierce and battles force, yet deeper still, a secret source, a gift profound, from ancient source. A being bore your power's might, in realms unseen, beyond the light. It brought with it a hidden light, a truth obscured, but now in sight. Your journey's path, a winding road, through realms of fire and icy cold, but now, a truth must be told, of gifts unseen, of stories old."

They paused before continuing, "The being left a legacy, A hidden gift for you to see, a shard of soul, a mystery, a truth unveiled, for you to be. So take this gift, this shard of light, and wield it well, with all your might. For in its glow, the future's bright, a path revealed, in darkest night."

The spirits summoned forth a shimmering light, which coalesced into a small, intricately carved box that was seemingly made of silver and darkness. Raheem approached, his eyes wide with awe, and carefully lifted the box from its resting place.

"What is it?" Siobhan asked, her voice barely above a whisper.

"It is a gift," Raheem replied, his voice filled with reverence. "A gift from the spirits, to aid you on your journey."

Raheem and the others tried to claim it, but their hands were unable to touch it, as if they were grasping at shadows. It was clear that this gift was meant only for you, chosen by some unseen force that recognized your unique destiny.

As you reached out to touch the box, a shimmering cascade of silver and shadow flowed from its surface, enveloping your body in intricate, glowing tattoos. The patterns danced across your skin, weaving tales of ancient power and hidden truths.

A surge of energy coursed through you, filling you with a deep sense of purpose and determination. The tattoos glowed brighter, resonating with the power that now flows within you.

In that moment, you felt a connection to something greater than yourself, a force that transcended time and space. It was a gift of strength, a legacy left by the being who bore your power to you.

GAIN: STARTING BONUS

CORRUPTED MOONSILVER TATTOOS (5 DOT ARTIFACT):

The Corrupted Moonsilver Tattoos, a twisted fusion of Luna's essence and the formless, deceptive essence of the Ebon Dragon. These tattoos resonate with the trickery and deceit of the Ebon Dragon himself. Unlike their pure counterparts, these tattoos do not seek to tame the Wyld but rather to ensnare the world in a web of illusions and falsehood.

A series of gleaming black and silver tattoos across your body. They are normally hidden from all senses, magical and mundane but when your anima flares, the tattoos become visible and they blaze with the same light as your Caste Mark.

CHOOSE 1 OF THE BELOW AS YOUR STARTING BONUS:

[] Fool Self
-If any Infernal charm has activation conditions such as being in water, a place of desolation, constantly moving, being trapped, or being in a city or place of residence, then by spending 1 Essence and 1 Willpower, for the rest of the scene, the Infernal is treated as though the condition is being satisfied. Each condition requires 1 Essence and 1 Willpower spent separately, to be declared at the time of spending it.

[] Fool World
-This gives the Infernal a tattoo artifact, an armor that by spending 1 Essence and 1 Willpower, provides immunity to damage from mundane means for a scene. If the character is attacked by magic means or magical beings like spirits and demons, then instead of invincibility, the damage is simply downgraded from aggravated to lethal, lethal to bashing, and bashing damage cut in half after soak (round down).

For the purpose of Immunity, Psykers, Astarties, Thunderwarriors, Custodies and all Eldar DO count as Magic beings. Orks by default do not count but Warbossess, Weirdboys and notable Nobs do count. Necrons always count or never count.

NOTE: Both are things you can eventually build so you are not LOCKED to one choice. This is ONLY the starting bonus. Also the immune thing is also available in the Malfeas Charm set, so choose the one you want to start with.
 
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