BTW, here is the latest in my series of essays on the Exalts. This time we cover Infernals, my fav splat.
Born in Tragedy
A Solar's Second Breath is the greatest moment of their life. They exalt in triumph, as they face their greatest challenge and overcome it.
An Infernal is not so lucky. For Infernals are born in tragedy. For an Infernal, their second breath is the worst day of their life.
And this failure
defines their life as an Exalt.
In many ways, deciding on your Infernal's tragedy is the most important part of creating their character concept.
Luckily, there's quite a few ways methods you can use.
Failure
My personal favorite tragedy, and the one that defined them in previous editions, the Infernal can exalt during or as a result of their failure.
This
could be a failure of capability. A child may be too weak to protect their loved ones. A woman may run her business into the ground through dumb investments. A doctor may be unable to prevent the spread of a plague.
However, I find that
moral failures tend to be more interesting, as they are the character flaws which cement Infernals as villains (or anti-heroes). The child was not too weak, they ran in fear. The woman was too ambitious and got involved in shady investment. The doctor was too greedy, and accepted bribes to let (seemingly) healthy people leave and preventing a proper quarantine from going into effect.
Regardless of what form the failure takes it should profoundly effect your Infernal, either as a consistent character flaw they never move past or as something they consciously choose to change about themselves. The child hates themselves for their fear and tries to overcome it. The woman never loses her ambition and her overreach consistently foils her plans (or maybe with her new power her capabilities now match her ambition). The doctor's greed never leaves him, but he seeks to make amends by ending the plague itself.
Example Characters: Batman (especially if he chooses to focus on vengeance over justice), Taylor Hebert (really any parahuman from Worm), Edward Elric (when his ambition cripples him and his brother), Griffith (when he breaks from seeing the loss of his dream), Guts (when he fails to save his friends, when he kills his father, when he realizes that he only appreciates things when they're gone, etc. Listen, Guts is great and you should read Berserk.)
Deal with the Devil
This origin is one that I
personally do not find as interesting or evocative, but it does offer a broader range of options when making an Infernal. Rather than being a response to a tragedy, the Infernal's second breath could be a deliberate thing. A conscious choice to take on the powers of the Yozi to achieve their goal.
This could be benevolent. A farm boy could be offered the power and knowledge he needs to save his sickly father and choose to take it. Or it could be purely selfish. A skilled sorcerer may make fell bargains with a demon prince and receive an exaltation in return.
The Solars of Sin
The Infernals are villains and anti-heroes. You
can be purely benevolent, and it can be really interesting to learn how to turn their charms to purely benevolent means, but generally if you want to play a hero you'll want to pick another splat.
And often, what separates a villain (or anti-hero) from their heroic counterparts is what drives them. While a hero is driven by pure motives, by a desire to protect, or a love for one's fellows a villain is driven by darker emotions. Envy, hate, pride, cowardice. The ugly emotions of life. Just as powerful as other emotions, but much less appealing.
When making an Infernal, it often helps to identify a darker emotion at the core of their character which can define them. Something which can push them to new heights of evil and evil simultaneously. Any "dark" or "evil" emotion will do, but so can traditionally "good" ones if you give them a proper twist. A hero's self-sacrificing compassion could be rooted in a lack of self-worth for instance.
Examples: Cassandra's envy (
https://www.youtube.com/watch?v=iaHBg8E1o00), The Count of Monte-Cristo's desire for revenge, Lucifer's Pride, Scar's Hatred (FMA, not Lion King. That Scar is envy), Walter White's fear of dying without achieving anything, etc.
Weird Charms
The Infernal charmset is notorious for being weird. Its trees are grouped thematically rather than by ability, making it hard to plan out a specialized build and its charms are designed for a very specific (often evil) purpose which means that the player needs to learn to use them in ways orthogonal to their origina'l purpose.
Which can honestly make
making a character relatively easy. Just make a generic one. Make an Invcible Sword Princess, or an Invisible Ninja or a Scavenger-Scientist Warlord. The Infernal charmset is weird enough that you'll still come up with a unique character, and then you can backfill those charm choices to learn about your character.
After all, if your character invested a lot into the Malfean charmtree that says something about them.
Transhumanism
The Infernal's charms have always carried a large streak of transhumanism. Their bodies and minds are warped by the essence of their hell, changing them to be more like the Yozi who are their patrons. However, these changes have never been anything so crude as a possessing spirit. There is no outside force trying to corrupt the Infernal or steal control of their bodies.
Instead the Infernals are provided the powers of the Yozi, and given the choice to use them. With Freedom Lets Go they can cut toxic relationships and ideas from their lives. With Green Sun Nimbus Flare they can smite their foes with nuclear fire. And none of these powers are inherently evil, but just having access to them changes the way Infernals think and act, because it gives them more options. When all you have is a hammer, everything looks like nail. And the Infernal has been given all sorts of hammers.