The annoying thing is, Exalted's construction fundamentally doesn't mesh well with the core assumptions of wuxia. You don't achieve great power by investing great amounts of effort. You cannot learn the secret of the Unconquered Solar Sutra by study. Your power doesn't come from something which theoretically anyone could do if they had the opportunity to do so, the proper teachers and the requisite training from hell.

Amusingly, the Enlightenment hack is way more compatible with wuxia than out-of-the-box Exalted, especially at the DB-ish level. A combat-focussed Enlightenment 2 mortal is in the same weight class as a blood ape, and can beat up demons with his sick modelled-as-Spirit-Charms fighting moves (probably Style-based).

No, Exalts can't learn those things. They have a different theme.

Of course, when a Celestial shows up, they're out-of-the-box more powerful than you can ever be and they run around being the Chosen One and upturning the setting, but that's literally what they were made for.
 
The annoying thing is, Exalted's construction fundamentally doesn't mesh well with the core assumptions of wuxia. You don't achieve great power by investing great amounts of effort.

You do, though. Being Chosen doesn't exempt you from the need to train your skills. You can't just slack off and let your Exaltation handle everything.

Sure, there are gulfs between character types that can't be bridged through effort, but within each character's life effort really does bring great power.
 
You do, though. Being Chosen doesn't exempt you from the need to train your skills. You can't just slack off and let your Exaltation handle everything.

Sure, there are gulfs between character types that can't be bridged through effort, but within each character's life effort really does bring great power.

...but that's true of literally any system or gameline that has XP and allows characters to get stronger?
 
Not really.

In D&D, for example, people can get stronger by overcoming deadly dangers without training at all.

And in my favourite game, DFRPG (which technically doesn't use xp, but whatever) your advancement in based on story milestones. The improvements in your character's power at those milestones can be based on training, the receipt of gifts from supernatural beings, or whatever else you think is appropriate.

Exalted's training time rules are, I think, deliberately intended to provide the wuxia-ish themes that Jon is saying aren't present.
 
You do, though. Being Chosen doesn't exempt you from the need to train your skills. You can't just slack off and let your Exaltation handle everything.

Sure, there are gulfs between character types that can't be bridged through effort, but within each character's life effort really does bring great power.
That's not what Jon is saying is lacking. In wuxia, the path to power is just effort; in Creation, effort will only do so much unless you're one of the lucky chosen few.
 
Ok guys, a question.

I'm going to do a story, in which a bunch of miners/ explorers/ archaeologists/ oil drillers manage to find a vast underground cavern, previously undiscovered. There, they find a previously undiscovered civilization of beings, that were there before mankind rose to prominence.

The question is, which should I use? Mountain Folk? Or Dragon Kings?

Also, I wish to make them able to, if not on par with modern nations, at least be able to give them a fight. So what should I do with their magitech and artifacts? Lower everything by 2/3/4/ dots? Make more artifacts?

thirdly, if I want to write down the people of Adamant, how would I write them as? Perfect statues, able to wring orichalcum swords out of ordinary rocks and stones? Able to conjure unknown and strange devices out of flashing light?

Fourthly, how do I write them so they don't become mary sues?
 
Ambiguous distance iterations. So somebody can be 'in meele range', 'close', 'not as close', 'a fair distance', 'other side of the football field' etc.
Just looked at the core

turns out its probably medium range, i.e. this:
A character at medium range is a fair distance away from an opponent. This is the range band of the most far-reaching Thrown weapons, and less powerful Archery weapons, and at this range it's impossible for two characters to communicate with one another without shouting. Characters cannot make Thrown or Archery attacks from medium range without first taking an aim action, or the attack will automatically miss. This aim action provides no accuracy bonus; to gain an accuracy bonus, two aim actions must be taken in a row before the attack.

Now if only I know how far it is that somone can throw something....
 
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The question is, which should I use? Mountain Folk? Or Dragon Kings?

Also, I wish to make them able to, if not on par with modern nations, at least be able to give them a fight. So what should I do with their magitech and artifacts? Lower everything by 2/3/4/ dots? Make more artifacts?

thirdly, if I want to write down the people of Adamant, how would I write them as? Perfect statues, able to wring orichalcum swords out of ordinary rocks and stones? Able to conjure unknown and strange devices out of flashing light?

Fourthly, how do I write them so they don't become mary sues?
These are all incredibly broad questions which basically boil down to "whatever works best for your story." Ultimately, the only real answer is to read up on Mountain Folk and Dragon Kings, either the canon versions or whatever homebrew strikes your fancy (personally, I'm fond of EarthScorpion's version, which can be found in this thread with a bit of searching), and deciding which of them offers elements that better suit the story you want to tell.

Or, in short, 'do your research'.
 
Not an Exalted question, but a bunch of folks in this thread expressed interest when it came up last: I've done a significant amount of work on Horizon Break, my post post-apocalyptic fantasy dice management RPG, and am currently at something of a design crossroads. If anyone's interested in helping me out, please send me a PM.
 
Yep. Really, even for xianxia, it doesn't really work - cultivation doesn't work.
It would be an interesting alternative way to do Dragonblooded, complete with weird Daoist alchemy stuff to purify one's Essence and increase your Breeding. "Society of obsessive violent asshole muscle-wizards" is a decent rough description of the Realm, to boot.

It's the Celestial Exalted that throw the whole thing off.
 
Can someone please link me to Yozi charmsets? Basically all the non-canon ones? I'll compile the links since they're not linked in the threadmarks, as far as I can tell. Also, I need them for a thing, and I'm having trouble finding them with Google.

Specifically looking for:

Metagos ( @Revlid [probably])
Isdoros (Probably Revlid)
Fan SwLiHN (Probably Revlid)
Elloge (Revlid)
Oramus (Probably @EarthScorpion )
Mardukth (Can't remember)
Ta'kazoa (Can't remember)

Though any additional ones would be welcome.
 
Can someone please link me to Yozi charmsets? Basically all the non-canon ones? I'll compile the links since they're not linked in the threadmarks, as far as I can tell. Also, I need them for a thing, and I'm having trouble finding them with Google.

Specifically looking for:

Metagos ( @Revlid [probably])
Isdoros (Probably Revlid)
Fan SwLiHN (Probably Revlid)
Elloge (Revlid)
Oramus (Probably @EarthScorpion )
Mardukth (Can't remember)
Ta'kazoa (Can't remember)

Though any additional ones would be welcome.

Metagaos(Revlid)
Isidoros(Revlid)
SWLIHN(Revlid)
Elloge(Revlid)
Oramus(ES)(Link to thread post)

Mardukth and Ta'kazoa were both written by Reminiscent Oasis. Imrix apparently has the former, but I'm not sure if the latter is still laying around somewhere.
 
I remember that someone once wrote a Yozi version of Mardukth known as Eridu, but the data was lost with the White Wolf forum archive. Did anyone keep a copy of those Charms?
 
Buckle up boys and girls and people who think the gender binary is for squares: This is a long one.
Are These Mardukth Charms? said:
Charms with this keyword require the character to possess a minimum rating in the Followers Background in order to gain its benefits. With Storyteller approval, a character may substitute the Followers background with a similar one, such as Henchmen or Retainers. This does not provide a direct correspondence to the Followers background however. Instead, an effective Followers rating is determined by comparing the number of beings provided by those used as a substitute to the number of loyal extras provided by Followers. For example, a character with Henchmen 5 has fifteen Heroic Mortals in his employ, which would provided an effective rating of Followers 2. This effective rating is used even for non-Entourage Mardukth Charms.
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Mardukth: The Mountain and the Beast Upon It is immense, impressive, and intimidating. His ways are the old ways, barbaric and demanding. He strides vaingloriously across even the most treacherous landscapes, exerting undeniable dominion over slaves and beasts alike. He wields authority without mandate, for no one else could grant it to him. All recognize his mastery intrinsically. As a being of immeasurable might, he maintains his claim simply by being unchallenged. Unconsciously prominent, he attracts an entourage and shelters them with his seemingly impossible grandeur. Those who submit or yield are blessed by the magnifying power of his name. Hearing their praise, he conforms to legends and satisfies their expectations of greatness. Those who foolishly attempt to resist the irresistible he overwhelms without comment or remorse. Fortunately for most of Creation, he considers the affairs of others are beneath him. He resides amid the cyclopean memorials, hunting and seeking answers that will appease his vanity.

This Charm may always be used to help the character climb or while the character gains an advantage for possessing high ground. It can also be used to expand prior works. It cannot help the character hide, disguise, or lie about his identity or while engaged in such deceptions.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Mardukth Excellency
Mardukth: The world surrenders to the might of the Mardukth Who Holds In Thrall. When the character successfully stunts an action which could benefit from the First Mardukth Excellency, he may forfeit the usual rewards of the stunt. Instead, he causes the least gods in the area to call out his name and recognize his impossible grandeur. This imposes a -(Stunt Dice) External penalty on all actions which would cause him harm until his DV refreshes. Even if there are no least gods to cry out, this works equally well in all realms of existence as imprisoned Yozis tremble at the prospects of their comrade reborn or the nightmares of He Who Holds in Thrall quake at the memory of his former glory. As for the Wyld, it has long known to fear the might of the Primordials.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Mardukth Excellency
Mardukth: The King in the Mountain has an affinity for animals unlike any other Primordial, except perhaps the Emerald Mother herself. Spells which summon, create, or command automata or animals cost 10 motes and one willpower less, to a minimum of 5 motes and one willpower. The power of this Enlightenment warps automata created with it into living, though supernatural, beasts. This includes spells such as Infallible Messenger, Calling the Stalwart Servitor, Commanding the Beasts, Conjuring the Azure Chariot, Dance of the Smoke Cobras, Dragon of Smoke and Flame, The Horse That Travels Earth and Water, The Hound of Five Winds, Plague of Bronze Snakes, Summoning the Harvest, The Princes of the Fallen Tower, Servant of Infallible Location, Swift Spirit of Winged Transportation, and Enemy of Nature. Spells which steal or command shadows, even if they act as an automaton, do not benefit from this Enlightenment, nor do spells which summon the minions of the Eyeless Face. Those who possess this Enlightenment cannot cast spells which inflict damage only upon a single target as their primary effect or those that obscure or disguise, for Mardukth is too vast to concern himself with so petty a foe and too impressive to be hidden.
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: Native, Entourage 4
Duration: Permanent
Prerequisite Charms: First Mardukth Excellency
Mardukth: The Questing Throne seeks self-definition from the response of the slaves and serfs he commands. In order to enjoy the benefits of his transcendent Essence, the character must maintain a minimum of Followers 4.
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: None
Mardukth calls; the world responds. His name echoes through the sky and is etched upon the very foundations of earth. Learning this Charm, the Infernal inscribes his own name upon the nature of reality.
  • No effect can cause him to forget his own name, steal it away from him, or prevent him from speaking it.
  • He gains (Essence) automatic successes on Read Motivation actions to discern whether the target possesses an Intimacy regarding him and in what context.
  • Anyone who speaks his name in his presence counts the scene as one spent building a positive Intimacy toward him, with the precise nature of the Intimacy determined by the context of the scene. Even his enemies will gain a positive Intimacy toward him as a Worthy Opponent if he has not given them reason to be personally offended by his actions. If the context is excessively negative, such as when the Infernal goes out of her way to inflict harm upon his enemy or something his enemy cares about, this Intimacy becomes a negative one. A barbarian fighting for his homeland can be respected as a noble warrior; the general who slaughters his captives and salts conquered fields is a foe to be dreaded. This Emotion effect can be resisted by spending one willpower per scene.
What's In A Name? said:
Several of Mardukth's Charms require other beings to refer to him by name. For the Primordial himself, this includes "Mardukth" and any of his sobriquets. Any of these are acceptable options for those forced to speak the Primordial's name.

For those adopting Mardukth's power as their own, the name they force others to speak is the one the character most readily identifies with. A player character's name, for example, is the one defined on his character sheet. Later Mardukth Charms allow the character to expand his "name" to include various sobriquets as his legend expands. If his name is ever stripped away by his own Charms, these name-based powers become useless unless the character has acquired the Charms necessary to expand the definition of his name.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 3, Shaping
Duration: Permanent
Prerequisite Charms: Written Upon the Stone
Although none now speak of it, Mardukth was first declared king among the Primordials when his form leered out of the mists of Faraway, less a birth and more an unveiling, like some gargantuan idol hewed from the bedrock of reality. The others of the Primordial tribe turned to their wise woman, whose scrolls held all knowledge. She opened them to the correct page and began to read, then paled and would not speak. The Primordials were so awed by this that they declared him their ruler, though he hardly noticed.

This Charm affects other characters in the same realm of existence as the Infernal, as described below. With a second purchase at Essence 6+, it affects all characters in every realm of existence.
  • Every character who attempts to uncover information about the Infernal or has such information related to her treats that attempt as a scene spent building an Intimacy toward him, with the context chosen by the character's player as appropriate for the character's opinions regarding the information she possesses. This effect may be resisted for one willpower per day. This affect also applies to any character that personally interacts with the Infernal for a scene as well.
  • All Extras reduce the number of scenes necessary to build an Intimacy toward the Infernal to one. At Essence 4+, this applies to all mortals as well. At Essence 6+, this applies to all characters with an Essence rating at least two dots lower than the Infernal's. At Essence 10, it applies to all characters.
  • No character with an Intimacy toward the Infernal can erode it on their own through mundane means. The terror and passions he has inflicted remain until they are actively removed through social combat or magic, or he has departed to worlds beyond. If the character has not interacted with the Infernal for twenty-five hours, she may spend one willpower per day to permit this Intimacy to naturally erode.
  • Any character in the same realm of existence as the Infernal who makes an Investigation roll to uncover information about him or a social roll to relate information about him benefits from one automatic success as a Shaping effect, as the warlock's Essence impresses his looming silhouette on the shape of the world. This even applies to characters that should not have a dice pool, by all rights; the small gods of Creation know the Infernal by sight, and the furred shadows of the Things That Lurk in Corners will visibly react to his name.
Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
Mardukth would never stoop to performing petty or mundane tasks, nor should those who seek to emulate his power. This Charm enhances all actions the Infernal undertakes for its duration. Anyone whose Dodge MDV is less than his (Charisma + Presence + Essence) suffers an Illusion that causes them to remember the Infernal's actions as grander and more impressive than they truly were. This does not affect their perception within the moment, only when the recall the events later. The Illusion lasts until it is resisted for two willpower. Any Intimacies a character gains toward the Infernal while suffering from this Illusion are likewise exaggerated. Characters gain Intimacy of obsessive loathing, slavish devotion, soul-aching love, terrified awe, and so on. The bonuses and penalties such magnified Intimacies cause to the character's MDV are doubled.

With Essence 3+, the Infernal may also use this Charm to enhance Social Attacks made during the scene in which he exaggerates and embellishes his own past actions. If the attack overcomes the target's MDV, she immediately gains the Illusion and accepts the Infernal's version of events.These narratives cannot be outright fabrications and must have some basis in truth.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Legend-Carving Impressions
By the adoration of his inferiors, Mardukth is magnified. This Charm provides the Infernal with an additional ten motes to his Peripheral Essence pool. These motes can only be refilled when he hears his name spoken by another being within (Essence x 50) yards. He gains one mote per person who speaks his name per scene, to a maximum of (Essence) motes per scene.
Cost: 3m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Emotion, Entourage 2, Social
Duration: Instant
Prerequisite Charms: Legend-Carving Impressions
Tales of the Infernal's grandeur spread rapidly. Having spent at least a day interacting with a Social Unit or Creation-Ruling Mandate organization, he makes a (Charisma + Socialize) attack against the society, adding his Followers in automatic successes. If successful, the Infernal's prior exploits become ingrained in the group. Within (Magnitude or Reach) days, his tale has effectively reached every ear, granting all within the group an Intimacy as appropriate for the Infernal's actions as per Written Upon the Stone. The emotion granted by this Charm always cast the Infernal in an exaggerated light. He's not merely a war hero, he is swordsman whose talents have never been rivalled. He's not merely a thief; he's an elusive master criminal. This Intimacy may become ingrained in the group's Policy. Resisting this Emotion costs (Followers) willpower or Loyalty.

If the Infernal employed Legend-Carving Impressions while interacting with the group, he may employ his Manipulation on the attack roll instead, taking advantage of the distorted memories of witnesses.
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Entourage 1
Duration: Instant
Prerequisite Charms: Legend-Carving Impressions
Who is Mardukth? The world knows and shouts his praises in recognition. The Infernal calls out to a Follower within (Essence x 10) yards and asks, "Who am I?" or some suitable variation. The Follower is compelled to reply truthfully. Doing so shatters any undesired Shaping effect currently affecting the Infernal as his identity is reestablished. If activated within a region the character has claimed with Megalithic Orogeny Memorial, no Followers are need. The land itself responds and this Charm becomes Obvious.
A Hero Chooses. A Slave Obeys. said:
Several of Mardukth's Charms compel his Followers to respond or act in a particular fashion. Generally speaking Followers are Extras by default and cannot act contrary to the dictates of these Charms unless compelled by another magical being. In such cases, a contested Essence roll determines which character dominates the Extra, with Mardukth adding his Followers in automatic successes to the roll.

In the rare case that the character might have non-Extra Followers, those characters may spend one willpower to resist the dictates of the such Charms.
Cost: — (+3m); Mins: Essence 2; Type: Permanent
Keywords: Counterattack, Entourage 2
Duration: Permanent
Prerequisite Charms: Echoing Identity Affirmation
Mardukth is shaped by those who grovel at his foothills, and no one else may gainsay him. This Charm enhances its prerequisite, allowing it to be activated against passive mental influences or in Step 9 of Social Combat resolution in response to a successful social attack against him. He questions a nearby Follower regarding the Social Attack. The Follower responds in such a fashion indicating that the Infernal should not acquiesce to the attacker's demands or heed such folly. This perfectly negates all effects of the attack.
Cost: — (+2m or +2m, 1wp); Mins: Essence 3; Type: Permanent
Keywords: Entourage 3, Obvious
Duration: Permanent
Prerequisite Charms: Echoing Identity Affirmation
The King in the Mountain has beaten the world into a finally polished mirror to reflect his legend. With but a glance and a question, every tongue confesses his glory. This Charm enhances its prerequisite. By spending two additional motes, the Infernal expands the radius required by that Charm to (Essence x 100) yards. All Followers within this radius shout their reply in one voice, negating all attempts at Stealth. At Essence 6+, Followers 4+ and at Essence 8+, Followers 5+, the Infernal may instead pay an additional two motes and a willpower. Doing so affects all Followers within (Essence) miles or within the same realm of existence, respectively.
Cost: — (1 Limit); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Legend-Carving Impressions
Mardukth knows his greatness is beyond compare. Learning this Charm, the Infernal is likewise assured of his own absolute grandeur. This certainty provides him with a +3 MDV bonus against any social attack which would convince him that he possesses some failing or to convince him that some other being is his superior. Conversely, he suffers a -3 MDV penalty against any social attack which praises him or convinces him that some other being is his inferior. This does not count as a bonus from Charm, but rather as one from an Intimacy, albeit a magnified and supernatural one. The Infernal may gain one Limit to suppress this effect for a scene. So long has he has not suppressed this Charm since he last slept, he converts up to two dice into automatic successes on his Conviction roll to regain willpower from sleep.

Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Entourage 1
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
Though he appears monolithic, this is but an image of himself Mardukth has cultivated in the minds of others. In truth, he is little more than a legend given form anchored to a name that resounds down long ages and across cultures. Activating this Charm and demanding to know "Who am I?" the Infernal rolls a (Charisma + Investigation) social attack against all beings within (Essence x 5) yards, adding his Essence in automatic successes. All beings whose MDVs are overcome are compelled to answer in accordance to their beliefs about the Infernal. This unnatural mental influence costs two willpower to resist.

Choosing an answer that appeals to him, the Infernal gains (Followers) extra dice on all actions which would adhere to or promote that concept of his character. He also suffers a -(Followers) Internal Penalty for behaving counter to the chosen belief. If he does not choose an answer, either because none was given or because he found none acceptable, he immediately loses a temporary willpower from the despair of anonymity.
Cost: 2m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Entourage 2
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
Is there anything beyond Mardukth's power? If there is, that is a story none have yet heard. This Charm may supplement any action the character undertakes while A Name That Shakes the Heavens is active, so long as it serves to enforce his chosen legend. This converts the dice gained from that Charm into automatic successes. If this action targets a being who possesses an Intimacy toward the Infernal, he gains one additional success.
Cost: 4m, (+1wp); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion, Reactor, Sorcerous
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
Anyone who does not know the Infernal must be made to learn. Such is the way of Mardukth. This enhances a (Charisma + [Investigation or Presence]) social attack against a single target in which the Infernal either recounts his own exploits or demands the target identify him by some means. This attack always penalizes the MDV of a target who possesses an Intimacy toward the Infernal as though it resonated favorably. If the attack is successful, the target is suddenly overwhelmed by the major events of the Infernal's life story, truthfully told. If the Infernal has Legend-Carving Impressions active, the biography is appropriately exaggerated but otherwise honest. The target instantly gains an Intimacy regarding the Infernal based on her opinion of his actions or, if she already possessed such an Intimacy, she changes it to new one that better reflects what she has learned. Resisting this Intimacy costs five willpower, which can be spent at any time, and immediately shatters the influence of this Charm.
  • If the target has a positive Intimacy toward the Infernal, she revels in the Infernal's success and mourns his failures. The first time each scene she witnesses the Infernal successfully perform an action with a difficulty equal to at least half her MDV, she regains one temporary willpower. The first time he fails an action with a difficulty less than half her MDV, she rolls her Willpower with a difficulty equal to his Essence. Unless she succeeds, she loses (6-Conviction) willpower and gains an Intimacy of (despairing futility) regarding the task.
  • If the target has a negative Intimacy toward the Infernal, she quails before his success and rejoices in his failure. This is an effective inverse of the prior situation. She gains a willpower when he fails an appropriate task and loses (6-Valor) willpower when he succeeds, gaining the (despairing futility) Intimacy toward opposing the Infernal.
  • If the target is a Follower, the Intimacy gained or transformed is always positive. In addition the the described effects, the Follower sings her praises of the Infernal whenever he succeeds at an action with a minimum difficulty of at least (Infernal's Essence +5) in her presence. This negates any Stealth the Follower might be attempting, but allows the Infernal to roll (Followers) and regain one mote per success. If enough of his Followers are under the influence of this Charm and present in the scene to qualify as (Followers -1) on their own, he forgoes the roll and gains (Followers -1) motes instead, but he does not otherwise gain any benefit from having multiple Followers singing his praises. This mote-regeneration is a Reactor effect. If the Infernal possesses an Overdrive pool, he may channel these motes into that.
  • Any scene in which the target mentions the Infernal by name counts as one spent building the Intimacy as per Written Upon the Stone, even if the Infernal is not present. If the Intimacy lost or completely erode, this Charm ends.


A second purchase at Essence 4+ allows this Charm to enhance a Performance-based social attack as well at the additional cost of a willpower.
Cost: 2m+; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion, Emotion, Obvious, Social
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
When Mardukth questions the world, he is satisfied with nothing less than the truth, as far as he can perceive it. This Charm enhances an Investigation-based social attack that takes the form of a question. If the attack is successful, the target is compelled to answer truthfully. Resisting costs two willpower, but the target may reduce this by one if she responds in a way that appeals to the Infernal's ego. If the target possesses any Intimacy toward the Infernal, the Intimacy always penalizes the target's MDV for the purposes of this Charm.

If the targeted resisted, the Infernal may repeat his question with additional social attacks. Each subsequent attempt against the same target in a scene costs an additional two motes but does not suffer from retry penalties. Additional, if it is again successful, the willpower cost to resist cumulatively increases by one, to a maximum of five, for each previous attempt against that target in the scene. If the target eventually succumbs to the influence of this Charm after previously spending willpower against it in scene, she weeps before the Infernal's irresistible glory and whimpers her answer. She gains an positive Intimacy of Awe toward the Infernal. If this Charm is used on an extra, this effect may occur after only the first application; the extra must succeed on a reflexive Conviction roll to avoid being overcome by the Infernal's majesty.
Cost: 10m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Combo-OK, Entourage 4, Obvious, Sorcerous
Duration: One Scene
Prerequisite Charms: A Question That Demands Reply
As the baying hound guides its master to his prey, so too does the chorus of the earth guide the Infernal to his. With the world as his informer, nothing can escape his pursuit. If the Infernal requires to know where or what something is, he need only voice the question. The trees, the rocks, the animals, the very sky itself, will answer him. This Charm duplicates the practical effects of the Charm Eye of the Unconquered Sun, (Exalted, p. 226), save that it does not flare the Infernal's anima and is render Obvious due to the call and response between the Infernal and the environment.
Cost: 2m, (4m); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
The Questing Throne seeks answers wherever he roams,and it always receives the answer he wishes. Sometimes he questions the sincerity those replies, but he never doubts their utility. While this Charm is active, the character may take a Speed 5, DV -0 Miscellaneous Action to question any object he object he touches. The Infernal asks "What are you?" The object's least god cries out, straining its voice to be audible to the Infernal, identifying the object's purpose. The Infernal automatically understands the object's value and function.

If a mundane object does not function in manner he requires, he may repeat the question. In a quivering voice, fearful of disappointing the Infernal, the object's least god replies again: "Whatever you desire. I am yours to command." Having gained this admission, the Infernal spends four motes and reshapes the object according to his needs. It becomes a crudely hewed item, something a stone age barbarian might wield. This provides the Infernal with a +1 equipment bonus or a Resources 1 weapon or armor of roughly equal mass. Knives, bows, hatchets, and spears are the most commonly available weapons, while leather and interwoven bone are common choices for armor. Even after the Charm has ended, the objects altered by this Charm remain until the Shaping effect is removed by some other means or the Infernal commands it to adopt its old form.

At Essence 3+, the Infernal may purchase this Charm a second time. Even if he does not wish to transform the object, he may ask his second question. Whenever an object's least god replies to that question, ownership automatically passes to the Infernal unless the current owner's claim is magically reinforced or the owner's Permanent Essence exceeds the Infernal's. Additionally, the character may target up to (Essence) objects simultaneously with this Charm.
Cost: 4m; Mins: Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Reinventing Ancient Stone
Mardukth prefers the primal might of the club to the sword, and the timeless grandeur of a henge to all the stately majesty of gilded palaces. Their raw appearance seems an improvement in his eyes. With this Charm, the Infernal spends a scene improving a mundane item he owns. He rolls (Intelligence + appropriate Craft), with a difficulty of item's current Resource value, plus one. If successful, this upgrades a normal item to Fine, a Fine item to Exceptional, and so on (Exalted, p. 365). No item may benefit from this process more than (Essence) times. Items that benefit from this Charm take on a primitive, stone age appearance; swords take on the appearance of macuahuitls, for example. These items increase the (Strength + Athletics) necessary to destroy them by two for each application.

With Essence 3+, mundane structures may likewise be improved with this Charm but require (structure's Resource value) successful applications of this Charm before the transformation is complete. They become megalithic structures and gain the benefits of their new stone construction; all structural elements are treated as Stone Walls for the purposes of taking damage (Exalted, p. 154).

This Charm may be used as an alternative prerequisite to Unsurpassed Devil-Craft.
Cost: 15m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Until ended
Prerequisite Charms: Mythic Glory Wrought, Hand and Quern Grindstones
Standing near the center of an area of exposed earth or stone at least (Charisma x 10) yards in radius, the Infernal asks the question: "What will remain when all else has fallen?" In reply, the ground trembles. Concentric circles of vast megalithic arches rise from the bedrock within the designated radius. As one they growl in stony voices: "Your name. Your legend. Your life." In the center of the structure emerges a stele carved in the likeness of the Infernal and bearing his name in Old Realm. A praising account of the Infernal's exploits to date adorn the base the monument, in any language or combination of languages the Infernal knows and desires. This counts as written social attack to convince any reader of the Infernal's glory, with a number of automatic successes equal to the Infernal's (Charisma + Essence) and a Linguistics rating equal to his (Linguistics or Craft [Earth]). The stele continuously updates its account, marking all notable events in the Infernal's life.

This Charm may be used in Creation or similarly shaped lands (the relic landscape of Zen-mu, for example, if it could be found) or areas close enough that the radius of this Charm at least touch that land. The land becomes part of whatever realm it borders and cannot be activated within ten miles of the border of a land shaped with Chirality Prohibition Index or Holy Land Infliction (and vice versa) or within five miles of another application of this Charm.

The land within this radius becomes the property of the Infernal automatically. Beings with higher Essence may contest this effect with an Essence roll off, to which the Infernal adds (Followers) automatic successes. While within this area, the Infernal gains a +1 situational bonus die on all his actions as his legend feeds back into himself. Additionally, anyone within the area who does not confess before the Infernal or his stele that he is their superior receives a -1 External Penalty while in this land.

The land is attuned to the Infernal's legend. Whenever he accomplishes a key facet of his Motivation such that he would regain a willpower (Exalted, p. 89) or whenever he accomplishes his Motivation, he may reflexively reactive this Charm wherever he is. He demands to know the present state of his glory; far off, a megalith of his choice respond in a voice that thunders over the horizon. If he accomplished an aspect of his Motivation, the affected territory surrounding that megalith expands its radius by (Charisma x 100) yards and the original central region rises by (Charisma x 25) yards; the area is now considered Difficult Terrain as it slopes and sheers to accommodate the nascent mountain. If he completed his Motivation, the region expands by one mile and rises by one thousand feet; the area is now considered Extreme Terrain. The maximum radius of area is (Followers) miles; its maximum height is (Followers x 5) thousand feet. If this expanding region contacts another like it, the two growing mountains merge into the spine of new-born mountain range.
As the land shifts and buckles during its reshaping, structures can be damaged or destroyed, as though the Infernal had employed Footsteps Like Thunder throughout the region for the duration of one hour. During the upheaval that occurs when the Infernal completes his Motivation, all structures not made of stone and with a Resource cost less than his Essence are automatically shaken apart and destroyed.

Once the megalith increases its height by two-thousand feet, for either reason, the region becomes a persistent Blasphemous effect and Yu-shan will respond accordingly. The countermagic needed to terminate this effect is based on the Infernal's current Essence or Followers, whichever is higher, rather then minimum Essence of the Charm.
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Megalithic Orogeny Memorial
Every stone and cliff within the Infernal's dominion is suffused with his legend. This Charm permanently upgrades its prerequisite. When he creates a megalith, all the stone arches are also engraved with a written and pictorial account of his exploits.The written social attack inflicted by the stele now affects everyone who enters the original radius of the megalith, literate and illiterate alike and does so once a day. If successful the attack counts as (Followers) scenes spent building an Intimacy toward the Infernal's legend.

A second purchase of this Charm causes his legend to pour through the entire region surrounding the megalith. Any territory under the effects of Megalithic Orogeny Memorial speak of the Infernal's glory. From certain angles a cliff face resembles his profile; from the air, forests and rivers crudely spell out his name. Anyone venturing within this territory encounters the social attack once a week.

While new megaliths gain this benefit immediately, older ones are only upgraded appropriately when the Infernal reflexively expands that territory.
Cost: — (+5m); Mins: Essence 4; Type: Permanent
Keywords: Entourage 3
Duration: Permanent
Prerequisite Charms: Megalithic Orogeny Memorial
To affirm Mardukth's majesty, the earth rose in song. By such music, the tide of chaos was driven back. This Charm permanently enhances Megalithic Orogeny Memorial. Unless otherwise prohibited by the application of another area-affecting Charm, the Infernal may activate Megalithic Orogeny Memorial within five miles of another application of this Charm, even if this would place it outside the lands of Creation or similar territory. In this way, he may expand his influence into the Wyld and elsewhere. Additionally when he is given the opportunity to reflexively activate Megalithic Orogeny Memorial to expand one region, he may pay an additional five motes to simultaneously expand all additional regions he created within five miles of the chosen one. A second purchase at Essence 5+, Followers 4+ allows the Infernal to pay an additional five motes (for a total of +10m) to expand all megaliths within five miles of the secondary megaliths affected. With Followers 5, the Infernal may continue repurchasing this Charm each time his Essence increases, expanding all his megaliths within five miles of previous set for another five motes.
Cost: — (2m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
High upon a cloud-crowned pinnacle, the Questing Throne ensconced itself where all could see. The Infernal who glories in Mardukth's wake learns to survive at such altitudes as well.
  • While travelling on foot through hilly or mountainous regions, the Infernal considers all Extreme or Difficult Terrain to be Open and gains the benefit of Trails (Exalted, p. 266).
  • So long as the Extreme or Difficult Terrain is not owned by another essence-user, the Infernal gains metaphysical ownership of such uplands within (Essence x 10) yards of himself. The land reverts to being without an owner once it is outside of this radius.
  • While in such terrain, the Infernal gains the benefits of Graceful Crane Stance (Exalted, p. 222) and never risks unintentionally causing landslides or breaking a handhold while climbing.
  • He halves the difficulty for climbing (Exalted, p. 126) in any location and may reflexively spend two motes to cancel all Falling Damage.
  • The Infernal may communicate simple ideas with natural animals and may make social attacks against them.

Cost: — (+1wp); Mins: Essence 2; Type: Permanent
Keywords: Entourage 1
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
Under the Beast's watchful eyes, the Mountain's forested slopes provided homes for those that flocked to bask in their immensity. As the Infernal attracts his own entourage, he learns to keep them safe for they reflect his greatness. Once he has learned this Charm, all of the Infernal's Followers and Familiars gain the benefits of Mountain Beast Dominion, with the exception of claiming ownership of the land. Since it is rare for his loyal troupe to possess their own motes, the Infernal may reflexively spend two motes and a willpower to protect any number of his Followers and Familiars, as well as himself, from Falling Damage for (Followers) actions.
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
The animals that prowl the Mountain of Mardukth are among the most fearsome seen anywhere in the world, and all belong the the Beast Upon It, recognizing that frightful creature as the predatory apex of the universe. This Charm permanently enhances the Infernal. All animals owned by the Infernal count as Followers if they are more than mere livestock or ornamental pets. His pack of hunting dogs, his faithful destrier, and his messenger pigeons may be counted; the cattle grazing idly in his fields or the koi circling repeatedly in his garden pond do not. Additionally, the Infernal gains (Essence) automatic successes on any attempt to control or tame animals. This includes Breaking Wild Souls if the Exalt knows that Charm as well.
Cost: 3m, (+1wp); Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Beast Master's Menagerie
What purpose do the beast of the earth have but to fall before the hunter's spear and arrow? The Infernal asks and the animals come forth to give their reply. This Charm supplements a Survival-roll to acquire food in the wilderness. The Infernal calls out his intent to hunt within the local wilderness. No natural animal in the Infernal's hunting grounds will flee, and all are compelled to make their presence known to him. Some will offer themselves up as food for the Infernal, knowing their lives are fit for nothing more than to be prey for the Infernal. Others will attempt to make their worth as something other than food.

If the roll gains at least one threshold success, the Infernal gains enough food to feed a unit with a Magnitude no greater than his Essence for a number of days equal to his extra successes. He also may roll (Survival + Essence) to gain additional animal followers; he may divide his successes as he chooses with each animal requiring a number of successes equal to its base Familiar rating. This Charm may only be used in the same (Essence x 10) square mile area once per week. Heroic animals and Familiars are immune to this effect; all others must spend (Infernal's Essence, maximum 5) willpower to resist heeding his call, if they are capable of spending willpower at all.

With a second purchase at Essence 3+ may pay an additional willpower when activating this Charm. This reduces the difficulty of the roll to one, regardless of the nature of the habitat in which he hunts and removes the restriction on the number of times per week this Charm may be activated in the same area. As a Shaping effect, animals are spontaneously generated to meet the Infernal's needs. He may spare all the animals generated by this Charm, thus populating the region with a number of random animals totaling a Magnitude (Essence) if they were placed in a unit. For one season, the animals created by this Charm add their Magnitude to the difficulty of their own rolls to find food, meaning that in a harsh environment many will likely starve.

If the Infernal knows Chattel Deva Bondage, he may generate Primordial-spawned animals (such as those described in Compass of Celestial Directions, vol. 5: Malfeas, p. 151-153) no larger than a elk. At Essence 3+, they may be no larger than a rhinoceros. At Essence 4+, they may be as large as yeddim or tyrant lizard. The Infernal may never create spirits or godblooded animals with this Charm.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Beast Master's Menagerie
The Beast rides upon the Mountain, and by its alpine height appears all the more terrifying. This Charm grants the Infernal an overdrive pool of 10 offensive motes. Intially empty, he gains (mount's control rating) motes whenever he rolls Join Battle and gains an additional offensive mote each action for the remainder of the battle while mounted. If the Infernal also knows Breaking Wild Souls, when he rolls Join Battle all other mounted enemies must immediately make a (Wits + Ride) roll with a difficulty equal to the Control rating of the Infernal's mount to keep their own from panicking. The Infernal gains an additional mote for each rider who fails to keep his mount under control.
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Entourage 2, War
Duration: Permanent
Prerequisite Charms: Beast Master's Menagerie, Mountain Shelters Many
Those who inflate Mardukth's ego share in his grandeur. They become his tools to wield; their claws and fangs are his weapons. While the Infernal engages in physical combat within (Essence x 10) yards of his Followers and Familiars, they add his (Essence) to their Lethal and Bashing Soak. When they undertake a Coordinated Attack at his request, they gain (Essence) automatic successes on the attack. In mass combat, if the Infernal leads a unit composed predominantly of his Followers and Familiars, the unit gains a minimum Might equal to his Essence, to a maximum of five, regardless of distance. If the unit is composed entirely of his Followers and Familiars, it treats its Magnitude as being one higher for any purpose the Infernal desires.

Followers and Familiars within land consecrated by Megalithic Orogeny Memorial gain these benefits even while the Infernal is away.
Cost: 3-5m; Mins: Essence 2; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Compulsion, Shaping, Training
Duration: Instant
Prerequisite Charms: Mountain Beast Dominion
The might of Mardukth is unrivalled; to oppose him is folly. Even the beasts of the earth know this truth. By spending five motes and asking if anyone would dare defy him, the Infernal rolls a (Charisma + Presence) social attack against a single target. If it overcomes her MDV, the target is compelled to shout out "No one!" or "Not I!" or some other suitable reply to the Infernal's question which emphasizes her unwillingness to challenge him. Animals answer in their own bestial language. For the remainder of the scene, the target may not take actions against the Infernal unless previously provoked by the Infernal or another being. Resisting this Compulsion costs two willpower.

If applied to the same target a second time in the scene for the cost of four motes, the Infernal asks if anyone is his equal. The target pauses briefly in its actions and recognizes that no force is more threatening than the Infernal. They will no longer act against him even if provoked by another being. Armies will falter; horses will buck their riders. Resisting this Compulsion costs (Infernal's Essence - Provoker's Essence, minimum 1).

A third application of this Charm costs only three motes and allows the Infernal to ask the target "Who is your master?" If the target is an animal, it cries out in an inhuman but intelligible voice, proclaiming the Infernal. This instantly binds the animal to the Infernal as his Familiar, as a Training effect for the Infernal and a Shaping effect against the animal.

A second purchase at Essence 3+ allows the Infernal to use Performance with this Charm and target all within ear-shot. The Infernal may also acquire up to (Essence) Familiars.
Cost: 2m+, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Action-Only, Combo-OK, Shaping, Sorcerous, Stackable
Duration: Instant
Prerequisite Charms: Breaking Wild Souls
For all their fangs and claws, fur and scales, all the strength of beasts only serves to demonstrate and reflect Mardukth's own prowess. Is their anything advantage they might claim that Mardukth could not possess? This Charm allows the Infernal to adopt a variety of mutations thematically appropriate to one of his Familiars. If, for example, his Familiar was a hawk, he might grow wings or talons. If he possessed a hound as his Familiar, he might gain the Wolf's Pace or Enhanced Senses (Smell) instead. He may adopt up to (Essence) separate mutations at one time, paying two motes per Mutation point. He may activate this multiple times but may never have more than (Essence x 2) separate mutations from this Charm. He may reactivate this Charm to swap current mutations for new ones.

If the Infernal also knows Wearing the Beast's Skin he may also claim mutations thematically appropriate for the skins and bestial armor he wears.
Cost: 3m (+1wp); Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Roaring Hunter Ridden, Breaking Wild Souls
Roaring into battle, the Beast scatters all lesser creatures before him. They flee to their burrows and to their distant lairs, desperately seeking any shelter from the monster's looming shadow. Whenever the Infernal causes a rider to lose control of his mount due to Roaring Hunter Ridden, he may activate this Charm and roll (Charisma + Presence), adding the Control Rating of his own mount in automatic successes. If this exceeds the MDV of his opponent's mount, the mount is overwhelmed with the Compulsion to flee from the Infernal's presence. For one day, it gains the benefits of Flashing Thunderbolt Steed (Exalted, p. 236) and is compelled to travel as quickly as it can away from the Infernal. The rider may suppress this compulsion if he regains control his mount but the compulsion arises again as soon as control is lost. This Charm also increases the targeted mount's Control rating by half the Infernal's Essence, rounding up.

The Infernal may pay this cost for each viable target individually or may target only those he wishes to scatter. If the Infernal has two purchases of Breaking Wild Souls, he may spend one willpower to roll (Charisma + Performance) and affect all viable targets simultaneously.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Breaking Wild Souls
Mardukth's beasts are extensions of his own soul. It would no do for them to appear weak. This Charm allows the Infernal's Familiars to activate his Charms with a minimum Essence requirement no greater than 2 as if they knew them, drawing from their own five-mote pool. If the Infernal knows Reassuring Slave Chorus, his Familiars gain an additional ten motes as well, though the Infernal cannot siphon off these additional motes for his own purposes.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Breaking Wild Souls
Before the war against the gods and their Exalted, the Primordials had little need for First Circle deva. Experiments were conducted in their production now and then, but they were never created in great numbers until the Primordials required cannon fodder for their armies. Though he did not originate the concept, Mardukth recognized the potential immediately.

This Charm expands the potential of its prerequisite to include preternatural Primordial-spawned animals, such as the infernal creatures of the Demon City to be treated as natural animals. Also it allows the Infernal to treat First Circle deva and demons with Permanent Essence less than his own as animals for the purposes of Breaking Wild Souls; in which case the Infernal gains the Demonic Familiar background rather than the basic Familiar background. If he also knows Wearing the Beast's Skin, he can now wear the pelts and hides of Primordial-spawned animals, deva, and demons as well as though they were natural animals. The trophies he claims always remain materialized as would he normal clothing, even if the rest of the remains dissolve into essence.

A second purchase expands this definition of "natural" animals further, allowing the Infernal to claim god-blooded animals, as well as animal-form elementals and Terrestial gods with Essence less than his own. Such elementals and gods include the Mercury Ants and Dogs of Unbroken Earth. Using the Charm in this way is considered Blasphemous.
Cost: 4m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Entourage 2, Servitude, Sorcerous
Duration: Instant
Prerequisite Charms: Breaking Wild Souls, Beast Master's Menagerie
All the life that scurries beneath the majestic shadow of the Mountain and the Beast Upon It exists only to serve his needs. Only by submitting to his unfathomable authority do they find themselves truly free from the troubles of their life. This Charm supplements a social attack which commands a single target to perform to a task or otherwise suggests a task that need done. For example, if the Infernal wishes a meal cooked, he may demand that the target prepare meal for him or ask the target why his plate is yet empty.

If the attack is successful, the target seeks to perform the task exclusively, to the best of her abilities. Her Motivation is temporarily replaced with the designated task until it is completed and she will consider no other task worthy of her attention. She will also not abandon the task unless someone else comes to relieve her. While this Servitude effect is active, she requires no food or water, so long as she focuses ten hours or more of her day to performing the task.

Heroic characters may resist this effect for two willpower; non-heroic characters require four willpower. Spending this willpower removes the Servitude effect and renders the target immune to further applications for (target's Essence) weeks. The Infernal's Followers cannot resist at all.
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
In ancient days, the Questing Throne was a hunter unrivalled until Luna first rose over Creation. Clad in the skins and bones of his trophies, he advertised his strength. This Charm offers the Infernal the chance to glorifying in his own hunts. While he wears the skins of natural animal he has killed, whether it be a heavy bear-skin cloak, a fox-pelt loincloth, or a coonskin cap, the Infernal treats the article of clothing as armor with Lethal and Bashing soak equal to the animal's soak in life. This is incompatible with other armor but does not count as armor itself. The animal may not have been much larger than a bear. If the Infernal wears more than one such article of clothing, only the greatest benefit applies.

Additionally, the Infernal adds (Survival) automatic successes if he chooses to craft a suit of armor from the remains of any being he has slain. For example, he may make Lamellar from a claw strider's hide, a yeddim-fur coat as resilient as chain swathing, or tyrant lizard articulated plate.

Mardukth has a fondness for the fur of beasts. With a second purchase at Essence 3+, the Infernal adds his Essence to the Lethal and Bashing Soak provided from his the skins and armor crafted from furs.
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisite Charms: Wearing the Beast's Skin (x2)
The Infernal's clothing once stalked and breathed and bled. Claiming the skin of the beast, the Infernal steals its life. The Infernal may activate this Charm while benefiting from the clothing upgraded into armor by Wearing the Beast's Skin.The Infernal gains a secondary pool of Health Levels equal to those possessed by the animal in life. All damage applied to the Infernal in Step 10 is instead applied to his clothing's health levels, unless the attack ignored his armor completely. The clothing's wound penalty is treated as a Mobility Penalty on the Infernal from his armor. When the clothing's Incapacitated health level is full, it is completely destroyed and falls apart in tatters. The Charm automatically deactivates. No article of clothing may be used with this Charm more than once a day and, so long as it survived the experience, it heals all damaged health levels in the intervening time.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 1, Illusion
Duration: Permanent
Prerequisite Charms: Perfected Egotistical Self-Image, Wearing the Beast's Skin
Seeing him adorned with a circlet crafted from the fangs and horns of beasts he slew in the Chaos surrounding the Faraway, the Primordials mistook Mardukth for a king. He cared little for why they bowed before him, so long as they did. To gain the benefits of this Charm, the Infernal must craft a trophy of a natural animal he has slain into an item he can wear. He might, for example, make a necklace from the teeth of a river dragon or wear a lion's pelt as a cape.

Anyone with a Dodge MDV less than the highest Physical Attribute of the slain animal, to a maximum of the Infernal's (Charisma + Presence + Essence), suffers an Illusion effect which causes them to gain the same +3/-3 bonus and penalty on their MDVs as the Infernal gains from Perfected Egotistical Self-Image, such that they are disinclined to believe that the Infernal has any equal or any fault and will readily accept all tales of his greatness. This may be resisted for one scene by paying (Followers) willpower, with a maximum of the Infernal's Essence. This immunizes the character against this Illusion for a year and a day.

Unless it is resisted, the Illusion lasts until the Infernal is no longer in their presence or indefinitely if the being possesses an Intimacy toward the Infernal. Those with negative Intimacies suffer a -2 Internal Penalty on their roll to regain willpower, as they despair at the Infernal's very existence, rather than gain the two automatic successes that the Infernal and his joyful sycophants receive.
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sharing the Beast's Life, Mocking the Beast's Strength, Twin Predator Dualism
The Mountain and the Beast Upon It are separated by only the thinnest veil of identity. There is more to their relationship than what typically links two jouten. Their bond is deeper and stronger.

The Infernal must possess at least one Familiar when learning this Charm. Choosing one of his Familiars, the Infernal's soul expands and blends with the beast's. There is no longer any distinction between himself and his familiar. He converts the background dots associated with that Familiar into three experience points each and gains a second body to inhabit. The Infernal's player now effectively has two character sheets. The original represents the Infernal's human body. A new one represents his new animal body. The animal body gains the Beast Form mutation (Scroll of Heroes, p. 138) and any mutations necessary to adequately portray the creature, with Storyteller approval.

The two bodies share all Traits (including Charms and mote pools), except Physical Attributes, Soak, health levels and mutations. Those excluded Traits are accounted for independently and the Infernal's animal form retains whatever those Traits would be for its species, plus any bonuses or penalties provided by his Charms (such as additional health levels from Harden Devil Body). The Infernal's animal-body loses any Charms it may have possessed on its own and its former personality is blended with the Infernal's to produce the new, unified whole. If the Familiar's body would normally be naturally dematerialized, its material-state is now tied to that of the Infernal's human body and whatever Charms the Infernal possesses. If the Infernal uses a Charm that influences his mind or soul, both bodies are affected equally; if he uses a Charm which influences his body or his physical actions it applies to one or the other, unless he pays a surcharge of two motes to affect both of his bodies simultaneously.

If either body is slain, the Infernal continues to live on in the remaining body but loses one dot of Permanent Essence. So long as he retains Essence 5+, his soul slowly recuperates and expands into another Familiar of his choose after one month of regular interaction. If it were the Infernal's animal body that survived he may employ Breaking Wild Souls on a human extra, binding himself to that mortal as a Familiar. After a month, Infernal overwhelms his human as his human body would a Familiar. If he knows Echoing Identity Affirmation, he may uses that Charm to discard any element of the new human body's appearance that he dislikes, reverting back to the equivalent of his any former human body he possessed.

If his Essence falls below Essence 5, he is trapped in whatever body remains until he increases his Essence to 5 again. If his body is slain in this state or before he has acquired a new secondary body, the Infernal dies as normal.

Cost: 10m; Mins: Essence 2; Type: Simple
Keywords: Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Mountain Beast Dominion
The seas crashed against Mardukth's foothills. The clouds encircled his crown. Upon activating this Charm, the Infernal inherits a taste of that immensity. In an instant, he and his possession increase in size by (Essence) times. He adds his Essence to both is Strength and Stamina for all purposes; while this counts as extra dice from Charms it may exceed the usual limit. He also gains (Essence) extra -0 Health levels. If this Charm ends while those health levels are damage, the damage cycles into the remaining health levels. Also, the Infernal gains (Essence) automatic successes on any action to intimidate or cajole other beings. However, due to his immense size, the Infernal's Dodge DV suffers a -(Essence) penalty. Unlike many other Sorcerous Charms, the Infernal must commit the cost of this Charm but may voluntarily end its effects whenever he wishes by releasing the commitment. This Charm does not stack with size-increasing mutations; where the two overlap, only the greatest benefit applies.

A second purchase of this Charm at Essence 4+ adds the Entourage 2 keyword and adds the Infernals Followers rating to his Essence for all purposes related to this Charm.
Cost: 2m or 5m, (+1wp); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Towering Barmanu Body
The earth trembles at the approach of the Mountain and the Beast Upon It. Inheriting that dread power, the arrival of the Infernal is heralded by tremors and earthquakes. Activating this Charm, the Infernal shakes the earth within (Essence x 10) yards whenever he moves.This imposes a -3 External Penalty on the Infernal's Stealth and requires all beings within the area, except the Infernal and anyone under the influence of Mountain Beast Dominion, to check against Unstable Footing (Exalted, p. 155) at a +3 Difficulty. Any structure partially within this region takes one die of damage whenever the Infernal's DV refreshes. If the structure is entirely within this region, it instead takes (Essence) dice of damage instead. This damage is unsoakable and ignores the hardness of mundane structures, but those made predominantly of stone are immune. This costs two motes if Towering Barmanu Body is active, or five motes otherwise.

If the Infernal goes more than (Essence) Actions without moving, this Charm automatically deactivates. A second purchase at Essence 3+ makes this Charm Sorcerous for the additional cost of a willpower, lasting until the Infernal stops moving long enough to calm the earth. Additionally, the region is expanded to (Essence x 25) yards and the Infernal automatically fails all Stealth rolls. A third purchase at Essence 4+ expands this to (Essence x 100) yards.
Cost: 1m or 3m, (+1wp); Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Towering Barmanu Body
Channeling the immensity of Mardukth, the Infernal's blows become inescapable. This Charm supplements a physical attack. From the target's perspective, the Infernal's weapon appears impossible vast, filling her entire field of vision with the certainty of her defeat. This halves the target's Dodge DV against the attack. This costs one mote if Towering Barmanu Body is active or three motes otherwise. In Mass Combat, this Charm also negates the bonus a unit with a larger Magnitude receives against the Infernal's attack.

With a second purchase at Essence 3+, the Infernal may spend an additional willpower to render the target's Dodge DV inapplicable against the attack.
Cost: — (+3m or +6m); Mins: Essence 3; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Fists Like Avalanches
Legends say that a mere flick the Beast's tail would level forests in the Mountain's path. When have the legends of Mardukth ever proven false? When the Infernal enhances an attack with Fists Like Avalanches, he may pay an additional three motes to have the attack strike everything, including objects and structures, within (Essence) yards of the primary target. Each target resolves their defense separately. The Infernal selectively render stone objects and structures immune; his Followers and Familiars are automatically protected. An attack enhanced with this effect reduces its Rate to 1, after all other effects.

A second purchase at Essence 4+ multiplies causes this attack to strike everything with (Essence + Followers) yards instead for yet another three motes. A third purchase at Essence 6+ makes this (Essence x Followers) yards instead for the same (+6m) surcharge.
Cost: — (2m+ or 5m+); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Towering Barmanu Body
As incomprehensibly vast as Mardukth is, even the mightiest blow can only harm a mere fraction of him. The Infernal halves all pre-soak damage over 20, and gains a Negation Threshold of 50. In Step 8 of combat resolution, he may reflexively lower the Negation Threshold by 10 for every five motes committed. If Towering Barmanu Body is active, this costs only two motes each 10 points the Negation Threshold is lowered. The Negation Threshold may never be lower than 20. This reduction may last until the end of the scene so long a the motes remain committed.

At Essence 4+, the Infernal may purchase this Charm a second time. It gains the Entourage 3 keyword and the Negation Threshold is automatically lowered to 40. At Essence 5+, Followers 4, the Negation Threshold is lowered to 30. At Essence 5+, Followers 5, the Negation Threshold is lowered to 20.

Attacks which completely circumvent the Imperfection of the Mountain and the Beast Upon It bypass the Negation Threshold
Charm Concept: Negation Threshold said:
The metaphysical enormity of Mardukth limits the effectiveness of most attacks against him. Only a small portion of himself is exposed to an attack at any particular time. This grants him a Negation Threshold, beyond which all dice of damage are superfluous.

For example, with a Negation Threshold of 20, the Mardukth never suffers more than 20 dice of pre-soak damage. However the excess damage is still considered for the purposes of determining if the attack was forceful enough to overcome his Hardness. The functionality of the Negation Threshold can be expanded upon by other Charms.

Other Primordials possess their own Charms which grant them Negation Thresholds or have adapted the Charms of others to their own purposes, but all such Charms suffer from the Imperfections of those who know them. For Infernals aspiring to gain such an advantage, Mardukth and Cecelyne provide the swiftest paths to that goal.
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Behemoths Like Gnats
Tales of the Infernal's indomitable prowess spread far a wide. Everyone knows his flesh turns aside swords like stone, and so it does. This Charm permanently enhances its prerequisite. All its effects now apply to post-soak damage as well as pre-soak. A second purchase at Essence 4+ also expands the effects to apply to the final levels of damage the Infernal receives. Damage applied after the fact, such as by Green Sun Nimbus Flare, is also considered in the overall total of final damage applied to the Infernal.
Cost: 2m or 4m; Mins: Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Entourage 2, Obvious
Duration: Instant
Prerequisite Charms: Behemoths Like Gnats
What harm can a man do to a mountain? The legend of Mardukth is invisible. Every blow seems to shrink before the Infernal. For two motes the Infernal may momentarily lower the Negation Threshold to 10 for the remainder of the attack. If the Infernal also knows Flesh Like Granite, this also lowers Negation Threshold wherever applicable.

Alternatively the Infernal may spend four motes to lower the Negation Threshold for all damage to 0. This cancels all damage from the attack (pre-soak, post-soak and otherwise) as a perfect defense. This complete negation of damage carries the Imperfection of the Mountain and the Beast Upon It.
IMPERFECTION OF THE MOUNTAIN AND THE BEAST UPON IT said:
Mardukth is immense, and in his immensity defines the world around him. Such is his impossible size t hat the Primordial oft views his own being with incredulity, so those who refuse to acknowledge him can provoke renewed existential frustration—a distraction that proved fatal in the Primordial War. If a Charm with the Imperfection of the Mountain and the Beast Upon It is used to defend against a character who lacks an Intimacy of any kind toward the Infernal, its cost increases by four motes. If there are no characters with an Intimacy of any kind toward the Infernal within (Essence x 10) yards, the Imperfection is complete circumvented and such Charms cannot be activated at all.

In the case of an attacker incapable of bearing Intimacies, such as an undirected environmental hazard or an automaton, the Imperfect does not apply. Such unknowing assaults are little more than the inklings of a world too small to be noticed.
Cost: — (1lhl); Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Wounding the Giant Futility
All attacks appear insignificant before infinite magnitude of Mardukth, but even the smallest pebble may trigger the avalanche. When the Infernal is successfully affected by a Touch-keyworded Charm or any harmful effect which only needs to strike him rather than requiring actual damage to be done, he may inflict one lethal health level of damage upon himself. Drops of blood fly from his wound, carrying the Touch-based or otherwise harmful effect away, preventing it from affecting him. The blood drops expand and lithify, becoming an avalanche of boulders. This creates an Environmental effect over an area (Essence) yards wide and (Essence x 10) yards long, in the direction of the originator of the effect. If this direction is downhill the boulders continue rolling until they reach level ground but is never more than (Essence x 10) yards long at any one time and moves that far every Action. In either case, they may be stopped by a sufficiently sturdy barrier. This effect has a Damage of 5B/Action and a Trauma of (Essence).
Cost: 7m, (+1wp); Mins: Mardukth 0, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Entourage 2, Counterattack
Duration: Until Next Action
Prerequisite Charms: Legend-Carving Impressions, Towering Barmanu Body
Against Mardukth, none can compared. But let the world's heroes try their strength all the same, for the legend of Mardukth is built upon the foundation of their failures. The stronger the foe, the greater Mardukth's prowess is in return. For the duration of this Charm the Infernal may make a counter attack against every physical attack targeting him, so long as his attacker is within his Engagement Range. His counterattack gains a number of automatic successes equal to the the total Onslaught and Coordinated Attack penalty the prompting attack inflicted, even if those penalties are negated by other effects.

This Charm can be purchased a second time at Essence 4+. For the additional cost of a willpower, the Infernal also gains automatic successes on his counterattack equal to the Minimum Essence of greatest Charm or Sorcery applied against him, plus one for each additional Charm or Sorcery, to a maximum of the Infernal's Essence. This includes Permanent Charms and repurchased upgrades which enhance the attack. Those who acknowledge the Infernal's greatness by attempting such attacks only augment his legendary abilities.
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Entourage 3, Overdrive
Duration: Permanent
Prerequisite Charms: A Battle Worthy of Song, Behemoths Like Gnats
From time to time, Mardukth's troubled solipsism seems to conjure rivals to challenge him. Perhaps he does this to convince himself that his greatness is not so unbelievable after all. Surely it could not be that beings of such greatness exist in their own right! Whatever the reason, as the futile champion crashes against the King in the Mountain, she serves only to demonstrate his fearsome might.

This Charm grants the Infernal an Overdrive pool capable of holding ten motes. Initially empty, whenever the Infernal rolls Join Battle, he gains a number of motes equal to the highest Essence rating of any foe whose Essence is at least equal to his own. If he rolls Join War, he may gain motes equal to the highest 3+ Magnitude present. For the remainder of the scene he gains one mote in any of the following situations:
  • He is attacked by an enemy whose Essence is at least equal to his own.
  • An attack targeting him is enhanced by a Charm with minimum Essence at least equal to his own, including relevant Permanent Charms.
  • He is attacked by a unit with Magnitude 3+.
  • He gains one mote for each die of pre-soak damage beyond his Negation Threshold. If this completely fills his Overdrive pool, he gains no additional motes at the time but increases the maximum capacity by ten for the rest of the scene. This may occur multiple times within a scene, until the Infernal's Overdrive pool has reached a maximum of 50 motes. This effect is incompatible with Wounding the Giant Futility and he gains no motes from any attack against which he employed that Charm.
Cost: — (+30m, 3wp); Mins: Essence 5; Type: Permanent
Keywords: Blasphemy, Entourage 5, Form-Type, Servitude
Duration: Permanent
Prerequisite Charms: A Tale That Makes Men Quake, Epic-Recording Strata Petroglyph, Ravenous Beastlord's Arsenal, Behemoth Like Gnats (x2), First Mardukth Excellency

Mardukth is not just the Beast that prowls atop the mountain. He is the mountain itself. This Charm enhances Towering Barmanu Body if it activated within a region claimed by the Infernal's use of Megalithic Orogeny Memorial. By an additional thirty motes and a three willpower, the Infernal's body momentarily becomes a statue of roughly-hewed granite. The landscape trembles and the statue shakes itself into tumbling stones.

  • The Infernal no longer needs to commit motes to Towering Barmanu Body, but can still voluntarily deactivate it.
  • For (Essence) actions after activating this Charm, the landscape uplifts as though the Infernal had completed his Motivation and employed Megalithic Orogeny Memorial each action.
  • He becomes the genius loci of the region, permeating every stone, tree, shrub within the area. He can observe any point within his landscape-body but does not do so equally.
  • Unless Footsteps Like Thunder is active, the Infernal is immobile. Even with that Charm active, he may not Dash or Jump. While moving, he earthquakes caused by Footsteps Like Thunder extend out (Essence) miles. Most structures will be destroyed by his approach, but stone and magical structures are immune. Magical structures attuned to the Infernal and stone structures of any sort may be swept up into his landscape as he moves or pushed harmlessly aside; all other magical structures are always pushed aside.
  • He churns the land as he moves. The path the Infernal takes is considered Difficult terrain, or Extreme terrain with Essence 6+, even after he has moved on.
  • He may make unarmed attacks with Survival or Martial Arts, which take the form of falling branches, tumbling stones, and other natural hazards. For example, he may make a Clinch attack by pinning an enemy beneath a boulder.
  • He may make social attacks against any being within his landscape-body and Presence-based Social Attacks out to (Essence) miles. He may be targeted by social attacks from anywhere within his landscape-body but may withdraw his attention from that region as a perfection mental dodge against the attack.
  • He may command all natural animals within this region as a Servitude effect and may use these as means of further interacting with his environment. Even if they do not count as his Followers, they gain the benefits of Ravenous Beastlord's Arsenal.
  • He is immune to Poison, Crippling, and non-Magical Sickness. He cannot be starved or suffocated.
  • All attacks against him are undodgeable. However the Infernal also gains a final damage Negation Threshold of one, which may be ignored by similarly scaled beings or attacks which affect at least a tenth of his area.
  • At the beginning of every scene, the Infernal must use A Name That Shakes the Heavens. If he fails to gain an acceptable mythos from that Charm, he loses an additional temporary willpower and his effective Essence drops by one for the purposes of his Charm.
  • If he fails to activate A Name That Shakes the Heavens, if he has none remaining Temporary Willpower, or if the central megalith is targeted by appropriate countermagic, this Charm terminates immediately. The landscape reverts to its prior elevation and the Infernal appears at any point within the landscape that he desires.
Wow, this stuff takes me back... I helped write some of these, along with Revlid and RO's IRL group.
 
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