Green Sun, Black Shadows (CG/Exalted)

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BANG!

The blood feels scathing hot on your skin, almost like acid melting and gnawing at your...
OP

Alexander89

Pet the pretty kitty? Y/N
Location
Italy
BANG!

The blood feels scathing hot on your skin, almost like acid melting and gnawing at your bones. Until you realize the crimson liquid comes not from the dead girl lying at your feet but it's yours, that the pain in your right shoulder is because the bullet that pierced straight through her skull grazed it.

She is dead. You don't even know her name and yet she took a bullet destined for you like it's nothing. She is dead.

And it's your fault.

"I've would preferred to take her alive." The scar-faced captain scoffs before he looks down at you with an infuriating smirk. "This is what we are going to tell the higher-ups: 'We, His Highness's personal unit, found the terrorist base and destroyed it. However, the hostages had already been executed by the time we got there'."

First Suzaku. The two of you finally met after seven years, only for him to be killed because he refused the order to shoot you.

"What do you think about that, boy? Tragic, but so it's life."

Then those innocent Elevens, slaughtered like cattle because you escaped with the girl. Now she's dead too, and soon you will die too.

The last in the long list of failures that was your life.

When you demanded the Emperor to avenge your mother's murder exile is all you received.

When Suzaku became your friend Japan was taken by surprise by Britannia because your value as hostage was completely disregarded.

When you met Suzaku you lost him again almost immediately because the idiot refused an order for your sake.

A complete stranger sacrificed her life to save yours, and you don't even know how to feel about that.

"What's going on, cat got your tongue? That's fine I guess." The captain aims again his gun at you.

Failure after failure after failure. Everything happened because of you, because you were too weak to do something.

And now you're going to commit your last and most ignominious failure. You're going to die here, without being able to do anything.

Leaving your sister alone, blind and crippled in a world without respect for the weak and her heart broken because she has only you to rely on.

It's all your fault, because you are weak!

"Any last words boy?"

"How about 'look behind you'?"

The sound of tearing flesh, and you feel the crushing despair and self-loathing that plagued your mind take a backseat at the utterly bizarre sight of a pair of giant fangs popping out of the scarred captain's chest.

"Surprise! Go get them boys!"

The soldiers don't even have the time to react to the gruesome death of their commander before forms shimmer into existence like holograms and attack them with such speed and ferocity all they could do is scream in agony.

You watch in horror, and a little bit of awe, as the forms turn out to be giant spiders the size of a grown man, their bodies covered in silver and green fur and their limbs more akin to swords than something supposedly made of chitin. They savagely stab the soldiers before biting their throats and ripping them off, chewing a few times before swallowing. Then they lower their heads and suck the spewing blood.

It's too much. "Bluaarh!" You fall on all fours and empty your stomach.

"That's enough boys." A strong, rugged and authoritative voice barks. The spiders stop their carnage and part away, allowing the owner to slowly move towards you: it's another giant spider, maybe a bit bigger than the rest, its fur colored green and black with some patches of white near the head that, somehow, bring to mind the image of an aged veteran. Seven pupiless red eyes stare right at you, the eighth one white from a scar, a cold and calculating intelligence emanating from them. Around its abdomen it wears a belt covered with pockets.

You don't even try to move, too entranced by the strangeness of everything to even contemplate doing something that it isn't kneeling in a puddle of your own vomit. The monstrous being comes a few feet from you and stops, your nose picking a faint smell of cinnamon and...tobacco?

The spider uses its front limbs, each with a three-digited claw at the end, to take out from one pocket a lighter and a cigar, putting the latter in its mouth before lighting it up. It takes a mouth full of smoke and blow it in the air before looking back at you. "Sup, lil' wuss. Done wasting perfectly good food?"

Your brain kind of short-circuits. "WHAT?!"

"I mean this." It grabs a piece of half-digested hamburger you had for lunch before tossing it behind, where one of the spider catch with its mouth and swallow. The sight is enough to set off your stomach again, but you are interrupted by the spider slapping you. "Stop it. You're too skinny to think you can diet."

That's the last straw. You push yourself back on your feet and try to kick the monster. It dodges effortlessly. "Who do you think you are?! What are you?"

The spider chuckles. Seeing a spider doing something so human-like it's totally wrong. "Name's Seyrun kid. And for what I am..." It takes another long drag from the cigar before gesturing to the other spiders, who are watching in silence. "I am the boss of those good boys here." They cheer. It exhale the smoke. "I'm also someone with an offer for you."

"An offer?" You reply, now cautious.

"You don't think I saved your ass out of the goodness of my heart, do you?" Seyrun chuckles again before its voice takes on a more serious tone, like it's rehearsing a speech repeated a thousand times. "On behalf of my masters I am here to offer you the power to right your failures and reclaim what is rightfully yours."

Too good to be true. "What's the price?"

"Not your free will if that's your fear." It stops to smoke again. "Simply put, you will work for my masters. You'll be given orders and you'll be expected to follow them. You'll be held accountable for failures. Beside that you can do anything you want. I scratch your back, you scratch mine: that sorta thing." It tilts its head. "Savy?"

Your eyebrow twitches. This...thing-Seyrun is really starting to get on your nerves. "Who are your masters?"

"They created the world."

"Are they Gods?"

"No. They made the Gods. But I don't think you'll recognize something even if I start listing all the details." It sighs with a hint of...sorrow? "Creation has changed so much. So, so very much."

"Creation?"

"How the world was called in the past. Because it's the creation of my masters."

"Do they have a name?"

"The Yozi. They who once were the Primordials."

"Were? What happened to them?"

Seyrun shifts uncomfortably, mirrored by the other spiders. "They were betrayed. Those who were meant to serve them conspired with two traitors. Together they made things tailor made to defeat them. Things that make the impossible possible. There was a great war. Some died, the others were imprisoned. What I am offering you is one of those things."

You consider it. Seyrun's tale is outlandishly, yet you saw with your own eyes the strength of those creatures. Either teleportation or invisibility, it's a power Britannia would have no countermeasures against. To be able to wield it yourself... "What is the overall nature of my contract? There is no way they are offering away something so powerful just to get a new soldier."

"A smart one. I like that." It smirks before taking a long drag from the already half-burn through cigar. "To free and restore them to their rightful place. That's the end goal, but we're all doing our parts already. We call it the Reclamation."

Cigar held in a claw Seyrun release a cloud of smoke. "And what exactly is your part...Well, I was told you have a certain bone to pick up with the place those suckers are from." One of its rear limbs stabs straight a soldier's severed hand. "Isn't that right, Lelouch vi Britannia?"

You recoil as if slapped. "How do you know that?"

"The one who send me and my boys here told me." It frowns. At least you think it's a frown. "Said you would need help. He was right."

"Who is he?"

"One of my masters. Don't ask me his name!" It shouts. "I don't want to jinx myself."

You frown. "What else he said?"

"He knows you wants to take vengeance against Britannia." The cigar is almost completely consumed. "He is okay with that. Britannia is our enemy too. You will be given power, information and all the resources needed. How you deal with it is up to you...but whatever is left will then serve the Reclamation's goals. You will become a general. He said you have the brains for the role." The way Seyrun is looking at you, it's almost like it's raising a non-existent eyebrow. "Do you?"

You scowl. "Of course." You pause and think. "What happen if I say no?"

It shrugs. "Nothing."

"Nothing?"

"Nothing. We just pack up and leave you here."

"Which happens to be a warzone." You glare at the spider. "It doesn't look like a great choice."

"At least you have a chance to survive, albeit small. Unlike me."

"What do you mean?"

Seyrun points at itself. "That thing I said? It's inside me. It's killing me. Setting up our meeting took a lot of time. If you refuse I will not have enough time to find another candidate before blowing up. And believe me, I am completely replaceable so no safety measures."

You swallow, unnerved by how calm the spider is while talking about its death. "...It's not fair."

Seyrun shrugs again. "Life is not fair kid. Never was, probably never will be."

You look at the other spiders. "What will happen to them?"

"If you accept they will serve you. I asked and was granted this boon." It smirks. "They're good boys. Hunters and killers, the best of the best." The spiders cheer again. "Also good at sewing, in the case you need it."

"Sewing?"

"Spiders."

"Oh."

And then silence. You let it drag out for a full minute before posing a final question. "Why me?"

"Because you have potential kid." Seyrun replies. "And the Yozi want it."

That, more than anything, settles it. "Very well!" You shout, your open palm pointed forward. "I hereby accept the terms of your contract!"

"Good to hear." Seyrun looks at its fully consumed cigar, sighs and tosses it away. "I'm going to miss it."

Then it jumps at you, turns outside out and wraps around your body, plunging you into darkness.

{====}​

The spiders gather around and stare at the quickly forming cocoon. "Is this going to take long? We aren't exactly in a safe zone." One of them asks.

"Don't worry. I heard it once took five days, but now things are better and it only takes fifty minutes." Another replies.

"Look at this!" A spider is holding a machine gun in its front claws. "This is the biggest firewand I have ever seen!"

"You dumbass! That's a gun, not a firewand."

"What's the difference?"


A shrug. "No idea."

In that moment a Knightmare Frame bursts into the hangar. "What happened he-Oh my God what are those things?!"

All the spiders turn to it.

{====}​

You dream.

You dreams of darkness. A great oily abyss, the shadow of some great foul dragon slithering at the edges of your perception. It whispers of dark secrets and corruption, of worthless virtues and the power of lies over a cold, harsh and uncaring reality. A part of you resonate with those words, frightened by the dragon's presence and yet drinking deeply from its wisdom.

Yet the rest is not.

You feel another presence approach, the dragon slithering away. If in fear or something else, you cannot tell. You fall out of the darkness, the part of yourself that didn't resonate with the dragon reacting to the new presence.

And so you dream of...

[] Rage Malfeas
[] Law Cecelyne
[] Hierarchy She Who Live in Her Name
[] Obsession Adorjan
[] Depth Kimbery
[] Birth Cytherea
[] Consumption Metagaos
[] Reflection Szorney
[] Gravity Isidoros
[] Stories Elloge
[] Chaos Hegra
[] Paradox Oramus

{====}​

OOC: The merit to this idea's conception goes to Touhou Ranfuku and other great friends with whom I discuss Exalted with. And Crow too, whose quest inspired me.

Considering my past experiences with Exalted quests I am going to try to keep things as simple as possible so that even players with just a passing knowledge of Exalted can play and enjoy my quest. There will also be homebrew rules, as you will see once I put everything up.​
 
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Character Sheet
Character Info


Name: Lelouch vi Britannia
Aliases: Lelouch Lamperouge, Zero, Marshal of the Althing Infernal
Gender: Male
Exaltation Type: Infernal
Caste: Fiend
Motivation: To create a peaceful world from the ashes of Britannia
Urge: Forge a new empire greater and more unique than Britannia (Oramaic)
Anima Banner: Two eastern dragons, one with scales each a subtly different color and the other with scales of the purest black, moving and coiling around one another like a strand of DNA while supported by seven great wings made of unearthly kaleidoscopic light

Essence: OOO
Personal Essence: 16/16
Peripheral Essence: 20/39
Committed (Personal): 0
Committed (Peripheral): 19
Committed (Total): 19

List of attunements: Mask of Zero(2m), Silken Armor of Zero(3m), Infernal Hearthstone Amulet(1m), Infernal Hearthstone Amulet(1m), Weapon Ward - Machine Guns(4m), Hellcaster(5m), Stormwand(3m)

Willpower: 10/10

Stunt Pool: 4/6

Soak:
Bashing: 5 (+3 from armor)
Lethal: 6 (+5 from armor)
Aggravated: 0

Health:
-0 [ ]
-1 [ ] [ ]
-2 [ ] [ ] [ ] [ ] [ ]
-4 [ ] [ ]
Incapacitated [ ]
Dying [ ] [ ]

Join Battle: 5
Dodge DV: 5
Parry DV (Punch): 6 (+3 from mantle)
Parry DV (Kick): 5 (+3 from mantle)
Parry DV (Clinch): 5 (+3 from mantle)

Join Debate: 5
Dodge MDV: 6
Parry MDV: 4/4/3 (Presence/Performance/Investigation)
Unwoven Coadjutor
Seyrun, the Assassin Leader (Anuhle)

Motivation: To create an organization of assassins feared all across the Demon City

Attributes: Strength 3, Dexterity 5, Stamina 3; Charisma 3, Manipulation 3, Appearance 2; Perception 5, Intelligence 4, Wits 3

Virtues: Compassion 1, Conviction 5, Temperance 3, Valor 2

Abilities: Athletics 3, Awareness 3, Craft (Wood) 2 (Weaving Webs +2), Dodge 3, Integrity 1, Investigation 1, Larceny 3, Martial Arts 4, Presence 2, Resistance 2, Stealth 5, Survival 1 (In Malfeas +1), Occult 1 (Demons +1), Lore 1, Bureaucracy 1, War 1 (Chess +1)

Willpower: 8

Essence: 3
Essence Pool: 70
Pantheon Souls


Anesidora, the Exuberant Genius

Fifth Soul of Lelouch (Muse of Unearthly Delights)

Anesidora is the oldest soul born from Lelouch, and paradoxically also the youngest looking. She takes the form of a slim, young human girl around 11-13 years old wearing a purple sailor uniform. Her long, tidy white hair appear normal at first, but looking closer they are made of opalescent quicksilver, quivering from top to bottom like the surface of a waterfall, with a pale blue, purple, pink, green, and yellow tint. The pupils of her eyes are concentric rings of golden, red and orange switching color between themselves like a neon light, the change lacking any sort of coherence or rhythm.

Her behavior is often very childish, as well as odd. It is not out of the ordinary for her to behave strangely in conversation, be it doing a handstand or putting on a ridiculous hat the moment one's attention is away from her. Further, she is quite competitive. Perhaps it is because of this she is clingy regarding her beloved Papa, seeking his affection and hoping to be his favorite child. Boredom is anathema to her, and she picks up interests just a easily as she abandons them. She has a great love of games and hates to lose, even as she seeks worthy opponents who can provide her with a suitable challenge. Despite her childlike exterior she is in possession of a vast intellect, and on rare occasions she may seem unusually quiet and reserved. However, those who know her understand that she has simply dedicated the whole of her boundless energy to the task of solving a difficult problem that has caught her interest. Once she believes she has found a solution, one can expect a flurry of activity as she dedicates herself to implementing the fruits of her genius. Sometimes her plans can be shockingly ruthless, treating people she might normally care for a nothing but pieces on a board, but none can deny that her plans achieve results.

Motivation: To become the greatest player of games in Creation, or at least be the equal of her Papa in that regard.
Urge: To invent unique strategies, tactics, weapons, or games.

Intimacies:
5-dot
Lelouch (Absolute Loyalty, Daughterly Love, Possessiveness) (Positive)

4-dot
Games (Competitiveness) (Positive)

3-dot
Nunnally (Familial Love, Rivalry) (Positive)
Sinnihtáre (Sisterly Love, Rivalry) (Positive)
Emperor Charles (Hate, Problem to be Solved) (Negative)
Britannia (Problem to be Solved) (Negative)
Suzaku (Rivalry, Possible Useful Piece) (Positive)

2-dot
Seyrun (Amusement, Plaything) (Positive)
Schneizel el Britannia (Problem to be Solved, Worthy Opponent) (Negative/Positive)
Lelouch's Coven (Useful Pieces, Amusement) (Positive)
Reclamation (Interesting Problem) (Positive)

1-dot
Black Knights (Useful Pieces) (Positive)




Sinnihtáre, the Eternal Night of Grace

Sixth Soul of Lelouch (Darkling Grace Complete)

The second oldest of Lelouch's souls, being born almost simultaneously as Anesidora. She takes the form of 17 years old girl with flawless skin is of the purest white, raven tresses that reach her shoulders and eyes with glowing pupils of eerie, green witch-light. Her clothes consists of an one-piece dress the color of obsidian with black leggings, a hole in the back to accommodate two small bat wings. Whenever she goes light dimmers like dusk, and hidden beings in the darkness always play a slow, puissant concert of soft piano music and wind instruments: when not busy with something she joins the music, playing an elaborate transverse flute made of black and glowing green bone she always keeps on herself.

She is graceful and well mannered, taking even the absurd antics of her older sister Anesidora in stride, and if human she would not seem at all out of place among royalty. She is indulgent, both of herself and others, though not to excess. For herself she simply enjoys her music, and sometimes has a flare for the dramatic to make an otherwise boring conversation interesting. For those she cares about her indulgence is to ease their lives, be it alleviating Anesidora's boredom by using her shadow beings to entertain her or encouraging her progenitor to relax so he can burn off stress. When dealing with her enemies she is a consummate manipulator who will lull them into a false sense of security, getting them to lower their guard so that they will never see their doom coming. Deceit is one of her most potent tools, and she can easily convince someone that what she wants was their idea all along, though she will deceive even allies if she believes it to be for their own good.

Motivation: To get her father to relax. He works too hard.
Urge: To create moods and environments that are both relaxing and entertaining through music.

Intimacies:
5-dot
Lelouch (Absolute Loyalty, Daughterly Love, Concern) (Positive)

4-dot
Music (Enjoyment)
Anesidora (Sisterly Love, Amusement) (Positive)

3-dot
Nunnally (Familial Love, Protectiveness) (Positive)
Erembour (Daughterly Love) (Positive)
Emperor Charles (Hate, Disgust) (Negative)
Britannia (Hate, Contempt) (Negative)

2-dot
Milly (Amusement, Exasperation) (Positive)
Seyrun (Respect) (Positive)

1-dot
Kaguya (Respect) (Positive)
Anima Power
While their Yozi masters no longer have the power to directly manipulate the destinies of Creationborn, the Fiends still have the power to sanctify oaths in a manner conceptually similar to that of the Eclipse and Moonshadow Exalted, drawing upon their status as agents of the architects of Creation itself.

When a Fiend is party or witness to an oath, he may use his anima to sanctify it. The character must touch the other party or those making the pact to seal the agreement. In response his anima burns brightly, swirling with the words and runes by which the Yozi gave him the right to arbitrate such matters. The Exalt spends ten motes of Essence and one point of Willpower to sanctify the oath.

Those who break such an oath (including the Exalt himself) will suffer terrible luck from their oathbreaking. A number of times equal to the Exalt's Essence at the time he witnesses or agrees to the oath, the oathbreaker will horribly botch a critical action. When this happens is up to the Storyteller, but it is always at the worst possible moment. The Exalt needs not even be alive when the curse takes effect—he sanctifies the oath, but Creations itself enforces it. In addition the Yozis are, in many ways, the personification of inauspiciousness, and they have granted their diplomats the power to remove the burden of existing Eclipse, Moonshadow and Fiend oaths and transfer the penalty for any transgression onto the Yozis, for whom such penalties have no purchase. By committing five motes to a person who has sworn an oath sanctified by an Eclipse Caste Solar, a Moonshadow Caste Abyssal or another Fiend Caste Infernal, the Fiend can free the oath swearer from the effects of violating that oath, but only for as long as the Essence remains committed. The Fiend can end the commitment at any time. Violations of the oath that took place while the Essence was committed will have no effect on the oath breaker, but if he violates the oath again once the Essence is withdrawn, he will suffer the normal effects of violating it. In other words, an oath swearer's continued immunity to the effects of his oath are entirely dependent on the Fiend's continued largesse. This power can also be used to protect one who has sworn an oath sanctified by any deity of the Celestial or Terrestrial Hierarchies or sworn to the Fair Folk. However, a Fiend cannot shield an oath breaker from the effects of breaking the oath unless the oath was sanctified by a being (Exalt, deity or Fair Folk) whose Essence is less than that of the Fiend himself. Also, under no circumstances can a Fiend use this power to circumvent the oaths of surrender that bind the Yozi themselves and their demonic offspring.

Fiends, like their Solar and Abyssal peers, are talented generalists and can learn Charms from any type of Exalt or from spirits. The only limitation is that a Fiend can never use any Charm that carries the Holy keyword. She can learn holy Charms as prerequisites to other Charms that are not intrinsically holy, but holy Charms activated by Fiends automatically fail to function. All of a Charm's prerequisites must be purchased before the desired Charm may be purchased. Solar Mirror Charms may be substituted for their counterparts when learning Abyssal Charms. When a Fiend learns a foreign Permanent Charm they are not required to permanently commit the two motes surcharge for using the Charm. As with Eclipse and Moonshadow Caste Exalted, the cost for learning non-Infernal Charms is equal to double the normal cost for a Favored Charm and each such Charm costs an additional two motes to use. Should the Fiend anima power be used to learn a foreign Charm with a Flaw of Invulnerability, the Exalt must always add the Imperfection of the Shadow of All Things to non-native perfect defenses in addition to the already existing Flaw. No Green Sun Prince, even a Fiend, is capable of learning Sidereal martial arts.

Finally Fiends, understandably, are protected by diplomatic immunity in the Yozi realm just as Eclipse Caste Solars are, and they also serve as honored diplomats in both the Underworld and the courts of the Fair Folk. They carry no such immunity in the spirit world, where gods will almost certainly slay Infernal Exalts on sight once they realize what such strange beings are.

Effects common to all Green Sun Princes are as follows:
-A Green Sun Prince can spend one mote of Essence to cause his caste mark to glow brightly for a scene (as if the character has spent 4-7 motes of Peripheral Essence).
-A Green Sun Prince can spend one mote of Essence to cause his anima to clearly illuminate everything within a 10 yard radius for a scene (as if the character has spent 8-10 motes of Peripheral Essence).
-A Green Sun Prince can spend one mote of Essence to sense the nearest entry point into the Yozi realm or the nearest pathway that leads to the desert of Cecelyne.
Attributes
Strength: OO
Dexterity: OOOO
Stamina: OO

Charisma: OOO
Manipulation: OOOO
Appearance: OOOOO

Perception: OOO
Intelligence: OOOO
Wits: OOO
Abilities
Slayer
Archery/Firearms: OOO
Martial Arts:
Melee:
Thrown:
-War: OOOOO

Malefactor
Integrity: OOO
-Performance: OOOOO
-Presence: OOOOO
Resistance: O
Survival:

Defiler
Craft: OO (Water), OO (Wood)
Investigation: OO
-Lore: OOOOO
Medicine: O
Occult: O

Scourge
Athletics: O
Awareness: OO
Dodge: OO
-Larceny: OOO
Stealth: O

Fiend
-Bureaucracy: OO
-Linguistics: OOO (Native: English. Japanese, Chinese, Old Realm)
-Ride/Drive: OOOOO
-Sail:
-Socialize: OO
Specialties
Britannia (War): OOO
Nobility (Socialize): OO
Demons (Socialize): OOO
Knightmare Frames (Drive): OOO
Hacking (Lore): O
Sensing Ambushes (Awareness)*: OO
Poison (Craft)*: O

*From UC
Merits
Mantle of Kings: The character gains a two-die bonus on all rolls associated with leadership, from commanding troops to recruit them. (3 Points)

Silver Tongue: The character gains a two-die bonus to all Manipulation rolls based on deliberate deception. (3 Points)

Tactical Instincts: During mass combat, after observing the enemy's tactics for a single long tick, the character may roll (Wits + War) as a simple action. Each success on this roll goes into a pool of bonus dice the character can add to the attacks of any unit of which he is the commander or of which he is a special character (provided that he has the opportunity to communicate his observations to the commander). No more than three bonus dice may be added to a single attack. When the entire pool is expended, the character can roll (Wits + War) again and gain a new bonus dice pool, but doing so is a full action that may leave the character's unit exposed if he is the commander. In addition to its implications for mass combat, this Merit grants the character a natural brilliance at games of strategy such as Chess. As a reflexive action, if the character is involved in such a game he may review the board and roll (Wits + War), putting any successes into a pool that may be used on subsequent rolls made during the game. Again, no more than three bonus dice may be added to any single roll. (3 Points)

Traits from Unwoven Coadjutor: There is a green sheen to your black hair that is only visible on a dim light or in the darkness, and your eyes color appears more red than purple when it's dark. (0 Points)
Flaws
Dangerous Secret: You and your sister are Royals and believed dead. It must stay that way. (-2 Points)

Enemy: The nobles who were against your mother's position and commoner blood. (-3 Points)

Obsession: Nunnally. You react positively to anything related to her, even if it isn't in your best interest. (-2 Points)

Vengeance: Your mother's death. All of your long term plans include revenge one way or another, even if it may bring you or your friends into danger. This can rear it's head as you see opportunities to pursue it. (-2 Points)
Background
Backing (Yozi): O
Cult (Yozi): O
Influence (Yozi): O
Infamy (Britannia): O
Influence (Resistance against Britannia): OO
Cult (Zero): OO
Unwoven Coadjutor (Seyrun): OOOO
Contacts (Ashford Family): O
Demon Followers (Dark Green Fangs): OO
Followers (Black Knights): O
Resources (Gambling): OO
Ally (Coven): OOOO
Mentor (Remondin): OOOOO
Manse (Gem of the Conventicle Malfeasant): OOOOO
Manse (Wyld-Spreading Gem): OOO
Manse (Deceiver's Stone): O
Artifact (Infernal Hearthstone Amulet): O
Artifact (Infernal Hearthstone Amulet): O
Artifact (Weapon Ward - Machine Guns): OO
Artifact (Key to the Infernal Gates - Any door with a Yozi's name on it): OOO
Artifact (Hellcaster): OO
Artifact (Stormwand): O
Artifact (Mask of Zero): O
Artifact (Silken Armor of Zero): OO
Virtues
Compassion: OO
Conviction: OOOO
Temperance: OOO
Valor: OO
Torment
The Torment of Oramus: When an Infernal with an Oramaic Urge accumulates 10 points of Limit, he suffers the Torment of Oramus. For the duration of the scene, the character experiences a panicked feeling of unbearable confinement and claustrophobia as if he is trapped in a cell too small to hold him, even in a completely open space. The effects of this Torment are identical to the full effects of the Heart of Tears Virtue Flaw (see Exalted, p. 104). In addition, the same feeling imprisons a random positive Intimacy (said Intimacy must be a single being - if no such Intimacies exist this extension has no effect) for one scene.

Limit Points: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Act of Villainy
Grasping and Hoarding Secrets: The Dragon Beyond the World keeps his understandings mostly to himself, holding them tightly within his wings and giving them to others only where and when he chooses. Whenever an Oramus-favoured Prince is asked to reveal secrets he keeps to an ally (which may be another Coven member) or henchman and does not, he rolls Conviction and decreases Limit by the number of successes. In addition, when he makes said allies/henchmen do something (without explanation of the context they are acting in) that furthers his schemes he rolls Conviction and reduces Limit by the number of successes x2.
Intimacies
5-dot
Nunnally (Familial? Love, Obsession)(Positive)
Your mother's death (Trauma, Vengeance)(Negative)

4-dot
Emperor Charles (Hate, Disgust, Fear)(Negative)
Britannia (Hate, Contempt)(Negative)
Suzaku (Friendship, Rivalry)(Positive)

3-dot
Chess (Competitiveness)(Positive)
Sayoko (Respect, Like Family)(Positive)
Milly (Exasperated/Fond Friendship)(Positive)

2-dot
Rivalz (Friendship)(Positive)
Shirley (Friendship)(Positive)
Seyrun (Useful Head-Voice)(Positive)
Silk (Appreciation)(Positive)*
Oramus (Gratitude, Worship)(Positive)
Erembour (Massive Crush)(Positive)
Kaguya (Useful Ally)(Positive)
Anesidora (Affection?, Curiosity)(Positive)
Sinnihtáre (Affection?, Curiosity)(Positive)

1-dot
Nina (Fellow Council Member)(Positive)
Kallen (Useful Pawn)(Positive)
C.C. (Wariness, Possible Pawn)(Positive)
Akito (Useful Pawn)(Positive)
Rakshata (Useful Pawn)(Positive)
Leila (Useful Pawn)(Positive)
Caitlin Tiffany Glass (Begrudging Respect, Rivalry)(Positive)

*From UC

Equipment
Weapons
Standard Britannian Gun: Speed 5, Accuracy +0, Damage 5L, Rate 2, Range 40, Ammo 6, Str 1, Cost 1/–. Tag: S

Stormwand: Speed 5, Accuracy +1, Damage 10B/2 + stun*, Rate 1, Range 25, Ammo 3, Minimum Str 1, Attune 3, Cost 1/–. Tags: O, P **
* Targets that suffer at least one level of damage from a Stormwand, no matter their Stamina, must resist being stunned, at a minimum difficulty of 3.
** Stormwands may be wielded in hand-to-hand combat with the Melee Ability. Doing so does not consume ammunition.

Hellcaster: Speed 5, Accuracy +1, Damage 8L/2, Rate 3, Range 50, Ammo 15, Minimum Str 2, Attune 5, Cost 2/–. Tags: O
Armor
Mask of Zero (Artifact 1): It allows the effects of the Charm "Beautiful In My Way" to go through it even though the face is hidden. It also inflicts a two dice penalty to all rolls to determine the identity of the wearer. Attuning it costs 2 motes.

Silken Armor of Zero (Artifact 2). Soak: +5L/3B. Attune: 3m. It stacks with other forms of armor. It cannot be detected as magical without the use of magic-sensing Charms such as All-Encompassing Sorcerer's Sight. It can be worn while performing Martial Arts styles that normally prohibit the use of armor.
-Silken Mantle of Zero: part of Silken Armor of Zero. It increases Parry DV against attacks by 3.
Miscellaneous
7 Essence Traces of Britannian War Ghost (E2).

Ebon Dragon
First Excellency
Cost: 1m per die
Mins: Essence 1
Type: Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

"The Shadow of All Things is Other, not wholly of the world nor fully alien to its precepts like the Neverborn. He is self-indulgent and without conscience but can be trusted to act with enlightened self-interest at all times, making him the most dependable and trustworthy of the Yozis so long as those dealing with him don't forget his nature. He corrupts and seduces others away from virtue and honor because these concepts are poisonous to him rather than because he wants to enlighten or enslave. He genuinely believes the universe should be darkened until it approaches his unholy perfection, but his warped magnanimity hides a deeper and greater hatred of all light—literal or metaphoric. The Ebon Dragon is hollow, assembling his semblance of identity from lies, copied mannerisms and observed vices, constantly recreating himself in the image of whatever offends and frightens his adversaries the most. Moreover, he is The Nemesis, finding greater joy in thwarting the dreams of others than advancing his own agenda. Whereas the Silent Wind brings agonizing freedom to others, the Ebon Dragon can't abide his own restraint, whether by prison walls or social mores.

This Excellency enhances actions that attack morality, break established moral codes or cheat in lieu of playing fair. This includes most criminal acts, except in societies where crime functions with the knowledge and quiet approval of the reigning government. Direct and intentional violations of the laws of Yu-Shan or the dictates of Cecelyne always offer chances for antagonism. The Shadow of All Things gleefully turns heroes into villains or reveals to a self-styled hero how his actions were actually villainous all along. While a character with this Excellency experiences confinement or restraint, the Charm can only enhance actions that help him break free from that immediate imprisonment until he has done so. The Charm also can't assist actions that knowingly help anyone else more than they help the Infernal, even when he still stands to profit a great deal. A third limitation is that the character can't use the Charm when being honest, unless revealing a horrid truth that will hurt or debase the listener. Finally, all actions must show subtlety, if not outright guile. Choosing a brazen course of action over a subtle one forfeits any opportunity to use this Charm."

If the action uses only an Attribute or Ability and not a combination of the two, the dice limit is the (used trait + Essence) instead.
Ebon Dragon Mythos Exultant
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Ebon Dragon Excellency

Yozis revel in the exercise of their purview, drawing power from the very strategies they use to spread that power through Creation. This Charm may be purchased once for each First (Yozi) Excellency the character knows, though she can only enhance a given action with one of the versions. Whenever the Infernal succeeds while stunting on an action that could benefit from the appropriate Excellency, she may choose to receive the alternate rewards listed below instead. Characters may partake of these awards even if they did not use the pertinent Excellency to assist the action, just so long as doing so was an option.

Ebon Dragon: The Shadow of All Things is an unstoppable force of antagonism. The Infernal may choose to convert any stunt dice he receives to automatic successes. Each die converted lowers his next stunt reward by one mote (minimum zero). He cannot choose a Willpower reward if he has converted any dice with this Charm.
Ebon Dragon Inevitability Technique
Cost: — (1wp)
Mins: Essence 3
Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: First Ebon Dragon Excellency

The Yozis exist beyond fate, warping the flow of causality merely through the lightest touch of their cosmic infinitude. Whenever an Infernal activates the appropriate First (Yozi) Excellency to improve a rolled action, she may pay an additional Willpower to lower the enhanced action's target number to 6. This benefit is not cumulative with other effects that reduce target number. The Shaping effect of this Charm warps reality as a whole rather than any individual target; the improved Excellency use does not itself become a Shaping effect. Infernals with Essence 7+ no longer need to spend Willpower to benefit from this Charm; such characters automatically drop the target number of rolled actions to 6 whenever they use the appropriate First (Yozi) Excellency.
Ebon Dragon World-Shaping Cosmogony
Cost: 20m, 1wp
Mins: Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Ebon Dragon Mythos Exultant

The Yozis sang the laws of the world into existence, carving it from tides of endless possibility. This Charm works in the same way as the Solar Charm Wyld-Shaping Technique, and is similarly limited to Shaping within a radius of (Essence) miles. A second purchase at Essence 4+ allows this Charm to duplicate the effects of Wyld Cauldron Technology, while a third purchase at Essence 5+ allows it to shape lands within Creation that the Infernal owns as though they were bordermarches, as a Blasphemy effect.

Anything created or altered by this Charm must conform to the Excellency of the Yozi in question. When creating Land, the legend-chisel of She Who Lives in Her Name crafts ordered, planned landscapes, while Malfeas demands bombastic, scorched vistas, and Kimbery prefers seas, shores and floodplains. Demesnes created in this way must be aspected toward the relevant Yozi, or Vitriol. The Infernal can create other Yozi-aspected demesnes, but the required successes increase by two. Any materials the Infernal desires can still be created, but will have a hellish taint about them, appropriate to the associated Yozi.

People created by this Charm are always natives of Malfeas and Creatures of Darkness. If the Infernal wishes, she can spend an additional success to apply up to (Essence) points of mutations to such characters, which must be mitigated with an equal value of negative mutations (the creature of darkness deformity counts towards this). Alternatively, the Infernal may create an unbound heroic member of an existing First Circle race by spending successes equal to its Essence rating. Such demons come into existence with an Intimacy of loyalty toward the Infernal.
Shadow Spite Curse
Cost: 3m per -1
Mins: Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant (one scene)
Prerequisite Charms: First Ebon Dragon Excellency

The Ebon Dragon offers no certainty of victory apart from the certainty of an opponent's defeat. Accordingly, the Shadow of All Things lacks a Second Excellency but offers this hateful alternative. Upon witnessing another character perform a valid action within (Essence x 100) yards, the Infernal may spend three motes per -1 external penalty applied to the enemy. This penalty can't exceed the Exalt's Essence by default, but the Infernal's player may describe the target's failure in a way that earns a stunt bonus, and the rating of this stunt adds to the Exalt's Essence rating to determine the maximum penalty. Shadows ooze and lash out from the Infernal's anima to momentarily entwine the victim with obscene tendrils that inflict bad luck and sudden lapses in competence. A valid action as defined by this Charm is one that furthers the target's Motivation, supports or protects any of her Intimacies or directly contests the Infernal's own actions, provided the Infernal could enhance her own action with First Ebon Dragon Excellency. Once an Infernal has Essence 3+, she may remove the Obvious keyword from this Charm whenever she activates it.
Cracked Shell Circumvention
Cost: 2m (or 2m, 1wp)
Mins: Essence 2
Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

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. Cracked Cell Circumvention doubles the successes of any valid action (or doubles the size of a static pool). If used to enhance an attack, the accuracy successes double before applying the target's DV (or MDV), but this does not also double damage successes. Infernals with Essence 4+ may spend an additional Willpower when activating this Charm in order to ensure a threshold one success on the enhanced action 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.
Bloodless Murk Evasion
Cost: 8m
Mins: Essence 3
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Cracked Cell Circumvention

The Ebon Dragon has no form of his own under all his stolen shadows. This Charm provides a perfect dodge against any physical attack the Infernal can perceive, even undodgeable attacks. Rather than moving aside in a conventional sense, the Exalt's body and possessions dissolve into tarry, writhing shadows that immediately congeal back to normal anywhere within (temporary Willpower points remaining) yards. This sudden movement cannot pass through solid objects, though the slightest crack in a wall allows the Infernal's liquid self to slip through the chink. This Charm is vulnerable to the Imperfection of the Shadow of All Things.

However, Bloodless Murk Evasion can still be activated in response to Holy attacks. Doing so provides no defense against the attack, but allows the Infernal to teleport away from the attacker as a counterattack in Step 9.
Loom-Snarling Deception
Cost: 0-8m
Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Illusion, Shaping
Duration: Indefinite
Prerequisite Charms: None

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 (10 - Essence rating) motes, 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. 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. Some Infernals have been known to leave cryptic messages for one another in their fates as a way of communicating across the world. Whenever the Charm deactivates and the Infernal leaves fate, a random pattern spider in the Loom cries out in horror as it realizes how it has been used.
Eldritch Secrets Mastery
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Illusion
Duration: Permanent
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.
Witness to Darkness
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

The Ebon Dragon sees through darkness lesser than himself. The Infernal can ignore all penalties and sensory impairment associated with darkness in any form, 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. This attunement to darkness has a price, as direct sunlight in Creation imposes a -1 internal penalty to all non-reflexive actions. Said penalty can be ignored for a scene with the expenditure of one Willpower.

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 her Essence rating to her MDVs against inherently deceptive social attacks and as bonus successes to recognize or pierce another's deceptions. Her attunement to lies makes it harder to be honest, however, imposing a -(Essence) internal penalty to all attempts to be honest and straightforward, save when truth brings more pain than lies.
My Dark Lady
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Witness to Darkness

To those whose eyes are opened under the Shadow of All Things, he is a thing of wonderful beauty. Erembour is said to be as fair as the Argent Madonna, and she comes by her looks as honestly as any soul of the Ebon Dragon can. When not in direct illumination, the Infernal doubles the maximum MDV bonus or penalty he can inflict or benefit from based on difference in Appearance. In addition, when under this effect his unwholesome beauty leads men and women to revel and indulge knowing that they some day shall end; all social attacks he makes designed to form Intimacies of love or infatuation, or to prompt another to suppress Temperance, are Unnatural Mental Influence. If both conditions apply, the social attack costs an additional willpower to resist.

For the purposes of all Ebon Dragon Charms whose functionality changes in direct illumination, other characters unable to perceive light or who are blind treat themselves and the Infernal as being in a state of no visibility. This specifically refers to light; characters who can act as if they are not blind through superhuman hearing or some other mechanism are still treated as being blind. The Infernal does not take account of their own capacity to see, as their Essence recoils from the light whether or not they can perceive it. However, their own anima does not count as illumination for the purposes of Ebon Dragon Charms, unless specified otherwise.
Darkling Grace Complete
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Obvious, Pantheon
Duration: Permanent
Prerequisite Charms: My Dark Lady

The melancholy waltzes of the Ebon Dragon are accompanied by a clamour of instruments, played by ten thousand thousand shade-beasts born from his sun-obscuring majesty. When the Infernal is not fully illuminated, she counts as having the required tools for any performance where she dances, sings, or plays music. The Things Which Lurk in Corners born from her shadow play them for her, using her characteristics, and may be enhanced with Charms as usual. For any performance which might need a certain number of assistants, she counts the darkling-beasts of her shadow as (Essence) magnitude. The flickering creatures also obey her will to create tenebral images, Essence flares and other strange sensory effects within (Essence x 10) yards of her - the creativity of the Shadow of All Things allows these to be used to deceive or confuse others, with an appropriate stunt.
At Essence 4+, the Infernal may, when not directly illuminated, freely stunt the appearance of her iconic anima banner, and may also make use of the spectrum of black colours invented by the Shadow of All Things, shifting its colour to darker shades (which does not change its mechanical effects).
Life-Blighting Emptiness Attack
Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Witness to Darkness

The Ebon Dragon would transform all life into his own image, a universe of hollowed shadows. This Charm can enhance any ranged attack. Any living being hit by the attack suffers (Infernal's Willpower) lethal dice of piercing damage, resolved separately from and prior to any damage from the attack itself. Every level of damage, not including Dying levels, inflicted on a being this way restores one mote: any motes stolen by this Charm must be added to the Infernal's Overdrive pool as offensive motes. If he does not have an Overdrive pool, they are lost. If the attack harms multiple beings, only the highest Essence yield for any one victim provides motes. The additional damage of this Charm has minimum damage equal to that of the supplemented attack, ignores Hardness from armor and cannot be reduced below the minimum damage of the supplemented attack by soak.
Seeing Is Blindness
Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: One scene
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. Roll the Infernal's (Manipulation + Presence). Any target who is hit by the attack and has a (higher of Perception and Awareness) rating less than the number of successes rolled suffers complete blindness for the rest of the scene. The eyes of victims blinded this way darken to pure black without whites or irises, through which they see the Ebon Dragon in all his dark majesty and nothing else. If the Infernal has Essence 4+, imposed blindness takes the form of a Desecration effect that simultaneously bestows the Creature of Darkness deformity (if needed) and the Blindness debility. Emerald Circle Countermagic can still remove blindness imposed this way, though the Creature of Darkness deformity remains.
Nemesis Self Imagined Anew
Cost: 1m
Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisite Charms: Witness to Darkness

The Ebon Dragon defeats adversaries by becoming their perfect antithesis. The Infernal chooses a living being he can perceive within (Essence rating) yards. The Exalt's Motivation changes to some antagonistic opposite of the target's own Motivation as a Shaping effect (so the target's "Defend the Realm" could change the Infernal to "Destroy the Realm" or "Corrupt the Realm").
The Infernal knows the Motivation of the target. If that Motivation changes while the Charm remains active, the Infernal automatically shifts to oppose this new goal. When this Charm ends, the Exalt's Motivation reverts to what it was previously. The death of the enemy automatically ends the Charm. Completing the new Motivation also ends the Charm but doesn't afford a chance to bypass training time for raising Essence unless the target has an Essence rating greater than or equal to that of the Infernal.
This Charm also creates an Intimacy of spiteful hate in the Infernal toward the Charm's target. This Intimacy is inviolate while the Charm remains active.
Whenever the Infernal witnesses a social attack against the Charm's target that is aided or inhibited by one of the target's Intimacies, he recognizes this fact but does not know any details about the Intimacy. By reflexively spending one mote (which is not a Charm activation), the Infernal knows the Intimacy and instantly gains an Intimacy to the same subject with an opposing emotional context.
Infernals who learn and use Black Mirror Shintai automatically and reflexively reactivate Nemesis Self Imagined Anew when they cease mirroring a target. This does not require a Charm activation or follow normal range restrictions.

Imperfection of the Shadow of All Things
The Ebon Dragon is not simply a creature of darkness. He is The Creature of Darkness, the first to bear that judgment from the Unconquered Sun. Charms listed as vulnerable to the Imperfection of the Shadow of All Things cannot be used to defend against attacks incorporating any Holy effects.
Concept: Sunlight
Many of the Ebon Dragon's Charms are weaker or can't function at all in sunlight. This means the light of Creation's sun, not the blazing heart of Malfeas. As a reminder, Solar anima banners do not count as true sunlight. Full cover with regard to the sun (such as standing indoors) blocks the weakness, though even the heaviest clothing will not.

Oramus
First Excellency
Cost: 1m per die
Mins: Essence 1
Type: Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

"The Dragon Beyond the World is alien and unknowable. Existing beyond reality he disregards natural order, adhering to older laws and enigmatic principles only he knows. He simultaneously defines and transcends all boundaries, he shatters expectations and ignores conventions even as he seals away unknowable realities within his body. He defines all things by contrast with himself and lives on the border of possibility, looking both into and out of existence. The Worm that Digs Through Time is older than existence, and possesses wisdom commensurate, an impossible genius that defies all odds and finds solutions none thought possible. The Sevenfold Peacock is an artist without parallel, expressing his inspiration in eye-watering images and tales that drive men mad. Though a being of Order, the Galleon Atop the Waves of Madness holds within his belly the essence of the Wyld, and delights in the discovery of new and exciting anomalies, the tang of mystery and the texture of uniqueness. He is horror personified, his presence snapping minds and bringing nightmares unspeakable.

This Excellency may be used in any action which defies conventions; Oramus adores rebellion. It may also be used to enhance any action associated, however abstractly, with the number seven. It may not be used on any action in which the Infernal displays doubts; all who've spoken with the Infinite Doorway at Saigoth's Dawn know of his desperate faith, and he hides all doubts in dark places. It cannot also be used to enhance any action which the character does not willingly perform, such as if he were coerced by an unnatural mental influence, or an action dictated by an oath, contract, or other agreement he didn't willingly take. Finally, this Charm may be used to enhance prayer rolls, given that they are not directed at gods; Oramus shuns Creation's corrupted deities."

If the action uses only an Attribute or Ability and not a combination of the two, the dice limit is the (used trait + Essence) instead.
Second Excellency
Cost: — (2m per success)
Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Oramus Excellency

This Charm expands an Infernal's capacity to wield the relative First Excellency, allowing her to add successes in lieu of or in addition to adding dice. Every bonus success added this way counts as two bonus dice toward the maximum bonus the Charm may add, like a Combo of the First and Second Solar Excellencies. The addition of successes in all other ways uses the same rules as the Second Excellency of the Lawgivers.
Oramus Mythos Exultant
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Oramus Excellency

Yozis revel in the exercise of their purview, drawing power from the very strategies they use to spread that power through Creation. This Charm may be purchased once for each First (Yozi) Excellency the character knows, though she can only enhance a given action with one of the versions. Whenever the Infernal succeeds while stunting on an action that could benefit from the appropriate Excellency, she may choose to receive the alternate rewards listed below instead. Characters may partake of these awards even if they did not use the pertinent Excellency to assist the action, just so long as doing so was an option.

Oramus: Older and stronger than reality itself, the Dragon Beyond the World delights in the imposition of his will upon the world, his most outrageous actions sending waves through both space and time. Every time the character makes a successful two-die or three-die stunt she adds a single die to her next action. This doesn't count as dice added by stunts or Charms.
Oramus Inevitability Technique
Cost: — (1wp)
Mins: Essence 3
Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: First Oramus Excellency

The Yozis exist beyond fate, warping the flow of causality merely through the lightest touch of their cosmic infinitude. Whenever an Infernal activates the appropriate First (Yozi) Excellency to improve a rolled action, she may pay an additional Willpower to lower the enhanced action's target number to 6. This benefit is not cumulative with other effects that reduce target number. The Shaping effect of this Charm warps reality as a whole rather than any individual target; the improved Excellency use does not itself become a Shaping effect. Infernals with Essence 7+ no longer need to spend Willpower to benefit from this Charm; such characters automatically drop the target number of rolled actions to 6 whenever they use the appropriate First (Yozi) Excellency.
Oramus World-Shaping Cosmogony
Cost: 20m, 1wp
Mins: Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Oramus Mythos Exultant

The Yozis sang the laws of the world into existence, carving it from tides of endless possibility. This Charm works in the same way as the Solar Charm Wyld-Shaping Technique, and is similarly limited to Shaping within a radius of (Essence) miles. A second purchase at Essence 4+ allows this Charm to duplicate the effects of Wyld Cauldron Technology, while a third purchase at Essence 5+ allows it to shape lands within Creation that the Infernal owns as though they were bordermarches, as a Blasphemy effect.

Anything created or altered by this Charm must conform to the Excellency of the Yozi in question. When creating Land, the legend-chisel of She Who Lives in Her Name crafts ordered, planned landscapes, while Malfeas demands bombastic, scorched vistas, and Kimbery prefers seas, shores and floodplains. Demesnes created in this way must be aspected toward the relevant Yozi, or Vitriol. The Infernal can create other Yozi-aspected demesnes, but the required successes increase by two. Any materials the Infernal desires can still be created, but will have a hellish taint about them, appropriate to the associated Yozi.

People created by this Charm are always natives of Malfeas and Creatures of Darkness. If the Infernal wishes, she can spend an additional success to apply up to (Essence) points of mutations to such characters, which must be mitigated with an equal value of negative mutations (the creature of darkness deformity counts towards this). Alternatively, the Infernal may create an unbound heroic member of an existing First Circle race by spending successes equal to its Essence rating. Such demons come into existence with an Intimacy of loyalty toward the Infernal.
Beautiful In My Way
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: None

Oramus is alien—he is Other in a sense that none of the other Yozis, even the Ebon Dragon, can match. And yet he possesses an eerie, strange beauty that draws demons to his perpetually bound self like moths to a candle's flame. On purchasing this Charm the Infernal's Appearance is increased to the highest rating allowed by her Essence, without the need to purchase dots with experience. Every scene the Infernal spends with another character counts as Unnatural Mental Influence devoted to building an Intimacy of Rapt Fascination in that character towards her. In the case the Infernal's natural Appearance reaches its current cap, it is treated as being (Essence/2, rounded down) higher. The Exalt may spend 2 Willpower points (reduced to 1 point for positive Intimacies) to not cause this effect in a given character for a scene. If other characters pay Willpower to reject the Unnatural Mental Influence, they become immune to it for the remaining of the scene.
Secrets of the Self Held Fast
Cost: 5m
Mins: Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Beautiful In My Way

When Oramus is asked his cause for action, in most cases his only response is a wry, knowing smile that hides his actions in a veil of enigmas and riddles. The Infernal may invoke this Charm during Social Combat as a perfect parry against any form of mental or social influence aiming to obtain information from the warlock, so long as that influence is not unexpected; her body language disappears, the sole expression on her otherwise neutral face a knowing smile that seems to mock the interrogator as he struggles to discover her intentions. This Charm is subject to the Imperfection of Oramus.
Assumption of Mu
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Secrets of The Self Held Fast, First Oramus Excellency

Ask what Oramus is, and you will receive no answer. Ask what he is not, and you will receive them all. Any action or ability that reveals something about the Infernal (no matter where it's performed in relation to her) automatically succeeds, but instead of the truth reveals that some other thing, which must be plausible and fitting with the question asked (as determined by the Storyteller), is false. Against Charms and other magical effects this effect usually results in a roll-off, to which it provides (Essence) bonus successes. If possible, this Charm returns a different negative each time.

Example: Bob the paranoid Slayer uses Insignificant Embers Intuition on John the puny Malefactor. Normally the Charm would reveal that John has Essence 2, but if John has Assumption of Mu and wins the roll-off Bob will instead learn that John doesn't have Essence 3, leaving him wondering if John is weaker than his own Essence 3 or outweighs him at Essence 4+.
Words That Twist Like Daggers
Cost: 2m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Social, Shaping, Desecration
Duration: Instant
Prerequisite Charms: Beautiful In My Way

Those who talk with Oramus do so as gingerly as those who once warred against him, for it is in the nature of the Impossible Dragon to spread madness like the clouds spread rain. A Social Attack supplemented by this Charm becomes Unnatural Mental Influence. If the target of the Infernal's attack does not successfully resist it, the Infernal may choose to impose a Derangement of her choice on the target in addition to any other effects of the successful social attack. This Derangement lasts until the end of the scene. At Essence 4 the Derangement can become permanent as a Desecration effect at the Infernal's discretion if she successfully attacks the target with this Charm a number of times in the scene equal to the bonus point value of the Derangement in question; the Derangement is still temporarily imposed upon the first successful use of this Charm in a Scene, and subsequent uses simply build towards the Derangement's permanence.

As the Infernal increases in power this Charm becomes even more fearsome. At Essence 5 the number of successful attacks required to impose a Derangement are halved (rounding down). Finally, at Essence 7, the Charm becomes permanent and automatically supplements all of the Infernal's social attacks at no cost, regardless of whether the Infernal desires this effect or not.
What Is And What Should Never Be (x2)
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

The Dragon Beyond the World casts his mind on Is Not: the beings, concepts, and stranger things fundamentally forbidden to Creation by the nature of the Shinma chosen to define it. This is the Beyond: Oramus' forge, his dominion and birthplace. What stupefying wonders and bright horrors are there to behold! Compared to these, the material of Creation is as dross as ash, an unfit subject for meditation. By his deeds shall the Impossible Dragon sing this truth. The Infernal becomes the gatekeeper of unearthly magnificence, gaining a Stunt Pool equal to the sum of her two lowest Virtues. As with a Raksha Stunt Pool, the Infernal may draw dice from this pool to supplement any action, including an action that would not normally qualify for a stunt (the Storyteller always has first preference for granting stunt dice to an action). No action may have more than three stunt dice applied to it in total, whether from the Storyteller, this Charm, or a combination of the two. Successes granted by any stunted roll are treated as normal successes that can activate (Yozi) Mythos Exultant's benefits. This Stunt Pool automatically refreshes at the beginning of each story. Additionally, instead of being added to the next action dice that are gained through Oramus Mythos Exultant can be added to the Stunt Pool, up to the Stunt Pool's maximum.
An Essence 3 repurchase of this Charm increases the Stunt Pool to the sum of the Infernal's highest and lowest Virtues, while an Essence 4 repurchase increases the Stunt Pool to the sum of her two highest Virtues. A final repurchase at Essence 5 increases the Stunt Pool to the sum of all of the Infernal's Virtues.
However, dwelling on the insane, terrible beauty of the Beyond has a price: as the warlock's attention is drawn towards the Beyond, she finds it harder to focus on the mundane things of Creation. The Infernal suffers an internal penalty to all Perception and Awareness rolls equal to her permanent Essence while in Creation; the penalty doesn't stack in the case of a roll that use both.
Dual Gaze Paradox
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: What Is And What Should Never Be, Beautiful In My Way

The Dragon Beyond The World sees both Creation and the Impossible at once, his paradoxical and vast being allowing him to suffer no ill effect from gazing at the Beyond. Upon purchasing this Charm the Infernal expands her sight to gaze upon both What Is and What Cannot Be without distractions. This Charm grants the benefits of All-Encompassing Sorcerer's Sight (Exalted, page 222), as well as allowing the Infernal to reflexively roll (Perception + Awareness), plus (Essence) successes, for her dual vision to pierce through magical disguises and transformations.

However, by opening her sight to the Beyond the warlock also opens a portal for others to see Is Not, her eyes shining with a kaleidoscope of impossible colors. The effect is only Obvious when one looks at the Infernal directly in the eyes. Doing so ensnares the watcher, making it difficult to look away. The affected character builds an Intimacy of obsession toward the Infernal upon first making direct eye contact unless they reflexively spend one Willpower to avert their gaze, in which case they become immune to the effect for the rest of the scene. Characters who have conflicting Intimacies that would interfere with this process find those feelings weakened. For one full day afterwards, any Intimacy built or attacked can't be lessened or rebuilt, respectively. After a day, the Intimacies may be affected normally. If the Infernal spends Willpower to not cause the effect of Beautiful In My Way on a given character, it also applies to the effect of this Charm.

At Essence 5 the call of the Beyond becomes too strong to be resisted: the Charm becomes Obvious to all characters who see the warlock's eyes, the effects ensnaring them as surely as those making direct eye contact, requiring one less scene to build the Intimacy of Obsession. The Infernal cannot spend Willpower to suppress the effects of this Charm anymore.
Calculating Dho-Hna Angles
Cost: 0+m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: What Is And What Should Never Be

Through his unfathomable power and profound madness Oramus can defy the Shinma for brief periods of time, to impose alien principles and paradoxical truths on an unsuspecting reality; who can hope to defend against that which has no precedent or reference to the possible? A physical attack supplemented by this Charm becomes unexpected, with no chance for the victim to engage in a roll to remove this label. Only Charms or similar magical effects that explicitly remove the unexpected label, such as Threat Monitoring Excitement, can allow the target to defend normally. The Infernal can stunt the attack with an appropriate description of the impossible way the attack connect, in which case they become Obvious. An Essence 4 repurchase permits this Charm to be used to supplement Social Attacks.

This Charm has a tiered cost. If the Infernal is in Creation or Yu-Shan, it costs 6m. In the Bordermarches or the Underworld, it costs 4m. In the Middlemarches or Malfeas, it costs 2m. In Deep Wyld, it costs 1m. In Pure Chaos, it costs 0m.
Reality-Raking Claws
Cost: 5m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: One Scene
Prerequisite Charms: Calculating Dho-Hna Angles

Those things which fascinate or anger Oramus he erases, that their memory might serve as his muse and comfort. Upon hitting the target, an attack supplemented by this Charm leaves a small crack in the target, a jagged, otherworldly thing that shines from within with alien light. Should they die or be destroyed while this crack remains on them the crack spreads, covering their body entirely in a matter of moments before they explode in a fine shower of rapidly dissolving dust. This effect completely annihilates both body and soul of any target with less than Deathlord immortality as a Shaping effect (bypassing most Shaping defenses due to technically occurring after the target's death), leaving but a faint Trace of intangible Essence that ties around the Infernal's soul. The Infernal may use these Traces when crafting, infusing her creations with the essential nature of her fallen foe, treating them as an exotic component much the same in nature as they themselves could have been. She may tie up to seven Traces to herself at a time, and may reflexively discard any Trace she holds at any time.
Flowers Bloom Like Madness
Cost: 6m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: What Is And What Should Never Be

Kimbery fancies herself a great artist of grand guignol atrocities, and Autochthon was only tolerated by his brethren because of his abilities as the Great Maker, but no Primordial could match Oramus for the sheer, impossible splendor of his works: each one as unique as a snowflake, as precious as a jewel falling into a still pool of water, and as deadly as cold steel. This is only just: Oramus was inspired by the nightmare un-scapes of the Beyond, and nothing can behold such sights without being affected. The Infernal automatically acquires bonus successes on any Craft roll equal to the her permanent Essence. An Essence 4 repurchase of this Charm further reduces the required time between each Craft roll, if applicable, to (1/permanent Essence) the required time. However, all of these bonuses only function if the Infernal is creating a unique item. A stunningly-original garden or a sword the likes of which Creation has never seen would be eligible for the bonuses; recreating such things would not be. Furthermore, whenever an Infernal activates this Charm to supplement a Craft roll she becomes subject to a Derangement of the player's choice for the remainder of the scene, provided that it is not a Derangement that already afflicts the Infernal (although a player is permitted to re-select a partially-controlled Limit Break Virtue Flaw, upgrading it to the full uncontrolled version).
Muse of Unearthly Delights
Cost: 10m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Obvious, Shaping, Sorcerous, Desecration, Pantheon
Duration: One scene
Prerequisite Charms: Flowers Bloom Like Madness

Oramus is a generous soul, willing to impart stunning visions of the Beyond to those capable of appreciating its soul-wrenching vistas. That such an experience is invariably damaging to the mortal mind is something he either does not realize or does not consider important; demonic scholars continue to debate this issue. The Infernal acts as a wicked muse for another person she can see, granting that person successes to a specific kind of Craft roll. Upon activation of this Charm the Infernal learns what, if any, score the target has in Craft and she also determines the Craft specialty to which the bonus successes are applied (successes cannot be allocated among multiple Craft specialties without multiple activations of this Charm). The same restrictions regarding the unique nature of the crafted result as imposed by Flowers Bloom Like Madness apply to this Charm. In addition, the number of successes granted equals the bonus point cost of a Derangement mutation, chosen by the Infernal, that is imposed on the target at the same time as the bonuses. Both the bonuses and the Derangement last for the remainder of the Scene.

Because the Charm is Obvious, the target intuits that insanity will go hand-in-hand with the gift. Those who do not wish to trade lucidity for artistry may resist the effects of this Charm by paying one Willpower. Doing so immunizes the target from the effects of this Charm for the remainder of the scene. An Essence 5 repurchase causes the successes granted by a successful activation of this Charm to be permanent. The imposed Derangement also becomes permanent as a Desecration effect and imposes the Creature of Darkness mutation on the target at the same time as the Derangement, if the target does not already possess it.
Impossible Dragon Constitution
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: What Is And What Should Never Be

The Wyld is like an exquisite morsel to Oramus, its ever-changing possibilities caged by the contradictory paradoxical nature of the Impossible Dragon. The power of the Beyond creeps from the Infernal's mind into her body, granting her the following benefits:

- The Infernal may safely eat any Wyld tainted materials or anything made of Gossamer as if it were food. When the Infernal places a bite within her mouth the material is instantly changed into a random and unique food that is both delicious and highly nutritious. No morsel will be the same as the last, turning each meal into a veritable parade of flavors.
- The character may also safely eat the flesh of Raksha. Doing so grants the Infernal additional Essence regeneration of (Raksha's Essence) per hour for the next 24 hours. This benefit may stack, but may not exceed 10 motes per hour.
- The Infernal gains limited control over the effects of Wyld mutations inflicted upon her when she fails a resistance roll. She may always choose to receive a Derangement or set of Derangements of her choice matching the point value of the mutation she would have had in lieu of any other type of mutation.
- Raw impossibilities fill the Infernal's body. Any part of it always counts as an Exotic Material that may be used as a crafting component, with an Artifact rating equal to the (Infernal's permanent Essence)-1, up to 5. The most readily available source is to use one's blood, costing 1 lhl to extract enough for use in a crafting project: the blood must be processed within seven days or it will lose its special properties. The amount of damage caused by removal of other parts of the Infernal's body may be determined by the storyteller. However, the nature of Oramus leans towards uniqueness: attempts to craft anything that is not unique with a material from the Infernal's body suffers an internal penalty of (Infernal's Essence), to a maximum of 5.
Flesh of Horrible Hallucinations
Cost: — (5m)
Mins: Essence 2
Type: Permanent
Keywords: Shaping
Duration: One Scene
Prerequisite Charms: Impossible Dragon Constitution

The mind of Oramus is a place of madness and nightmares, fed by the brain-scalding revelations of the Beyond. His body, like all Primordials, is formed according to his own self-image, twisted as it may be. The Infernal may freely convert any Derangement she suffers from into another negative mutation of equal potency as a Reflexive action, which lasts for the rest of the scene before evaporating away. By paying 5 motes per Derangement the Infernal may instead select a positive mutation of equal potency, which also vanishes at the end of the scene.
Living Paradox
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Flesh of Horrible Hallucinations

Those who look upon Oramus are fascinated by his unreal presence, but they do not truly understand how alien he really is. By taking this Charm the Beyond within the Infernal's body expands its influence to change her biology even further. Outwardly the Infernal does not seem to change at all, and any mundane inspection will reveal nothing strange. Beneath the warlock's skin however a truly bizarre reality has taken hold: minor cuts, scrapes, or scratches will appear as normal wounds, but any deeper cut or wound that opens up the Infernal reveals that her innards have been replaced by clockwork gears, miniature galaxies, inky blackness filled with floating eyes that stare at the viewer or any other number of uncanny things. Maddeningly, each open wound appears to be something different from the others, but all are treated as an Obvious effect.
- The Infernal's wounds bleed as normal when inflicted, but the bleeding ceases almost immediately afterwards. She takes no damage from Bleeding, no longer needing to reflexively roll to close her wounds and cease the flow of blood. However, the Infernal may leave the wounds open without penalty if she so chooses to dramatically sow terror, disgust, or confusion among her attackers: doing so lowers by 1 all the Valor rolls made by the enemies.
- Her unarmed attacks are able to strike immaterial targets as if they are solid. Spending 1 mote per action allows her to extend the same benefit to other types of attack.
- The Infernal becomes immune to all magical poisons and diseases, even the Great Contagion. The Primordial within recognizes the intruding Essence and shapes it into harmlessness. Paradoxically, the warlock is still as vulnerable to mundane poisons and diseases as she ever was, even though her preposterous biology should logically make that entirely impossible. Furthermore she can breathe safely in all conditions and environments, though this drains 1 mote per hour until she is back to a place where she can breathe safely.
- The warlock may apply her DV even against unexpected attacks. This doesn't make them expected: the Infernal's body merely reacts even if her senses fails to register the danger.
- Mundane surgery on the Infernal's innards becomes nearly impossible. In order to have a chance of success the surgery must either be aided with an appropriate Charm that is not an Excellency or the surgeon must have an Occult rating of 4+ and an appropriate type of Essence sight such as All-Encompassing Sorcerer's Sight. Surgery that is skin deep, the use of medicines to treat poison or disease, and healing magic that does not involve surgery suffer no penalty.

Imperfection of the Dragon Beyond the World
The terrible power of the Beyond is inimical in the extreme to the mundane realities of Creation, but then again, the reverse is also true; they cut through each other like hot knives through butter. A Charm with this Imperfection is inapplicable against non-magical attacks or damage from non-magical sources. Additionally, activating a Charm with this Imperfection warps the Infernal with impossible energy, halving her DVs and setting her soak and Hardness from any magical source to 0 against non-magical attacks until her DV refreshes.
Concept: Magic
Magic is, in some small measure, an extrusion of the impossible into the real. Everything empowered by magic carries a small part of what Is Not with it at all times, and can be thwarted by the same. Anything that is enhanced by Essence, whether through a Charm, a spell, or the expenditure of motes, counts as magical, as do Artifact weapons and armor, weapons or armor formed by a Charm or spell, or an attack that is otherwise composed of Essence. For example, an attack supplemented by the First Melee Excellency is magical, as is the Godspear attack of the Five Metal Shrike and a melee attack from a Lunar with Claws of the Silver Moon active. Beings with Essence 10 are always magical, as are beings with any mutations or Derangements, the Raksha, attacks from any being that has used an Essence effect to passively boost an Attribute or Ability used in the attack, attacks from an Exalt in Limit Break, and any environmental damage that occurs in the Wyld. As an exception to the general rule regarding magical attacks, an attack supplemented only by Ghost-Eating Technique is not considered magical; Oblivion hungers for Primordial life and will not be denied.

Malfeas
First Excellency
Cost: 1m per die
Mins: Essence 1
Type: Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

"The fallen King of the Primordials is arrogant, cruel and given to excessive displays of obvious force for the chance to show off and the sadistic joy he feels when enemies and allies look upon him in awe and terror. He is vast and full of hate toward those who betrayed and imprisoned him, seeking vengeance with indiscriminate callousness to the collateral damage he inflicts on the innocent. The Demon City is resilient and strong enough to lift the world or crush it underfoot. The green fires raging in his heart blight the very Essence of everything they touch, marking the world with his wrathful glory. He holds authority over all things wise enough to bow before the world's creators.

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

If the action uses only an Attribute or Ability and not a combination of the two, the dice limit is the (used trait + Essence) instead.
Second Excellency
Cost: — (2m per success)
Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Malfeas Excellency

This Charm expands an Infernal's capacity to wield the relative First Excellency, allowing her to add successes in lieu of or in addition to adding dice. Every bonus success added this way counts as two bonus dice toward the maximum bonus the Charm may add, like a Combo of the First and Second Solar Excellencies. The addition of successes in all other ways uses the same rules as the Second Excellency of the Lawgivers.
Malfeas Mythos Exultant
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Malfeas Excellency

Yozis revel in the exercise of their purview, drawing power from the very strategies they use to spread that power through Creation. This Charm may be purchased once for each First (Yozi) Excellency the character knows, though she can only enhance a given action with one of the versions. Whenever the Infernal succeeds while stunting on an action that could benefit from the appropriate Excellency, she may choose to receive the alternate rewards listed below instead. Characters may partake of these awards even if they did not use the pertinent Excellency to assist the action, just so long as doing so was an option.

Malfeas: The Demon Emperor works his wrath through the sheer power of his terrible will, calling boundless power out of hatred and fury. A stunt enhanced by this Charm allows the Green Sun Prince to pay a point of Willpower in place of up to (Essence) motes when activating an Excellency of Malfeas to enhance the stunted action.
Malfeas Inevitability Technique
Cost: — (1wp)
Mins: Essence 3
Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: First Malfeas Excellency

The Yozis exist beyond fate, warping the flow of causality merely through the lightest touch of their cosmic infinitude. Whenever an Infernal activates the appropriate First (Yozi) Excellency to improve a rolled action, she may pay an additional Willpower to lower the enhanced action's target number to 6. This benefit is not cumulative with other effects that reduce target number. The Shaping effect of this Charm warps reality as a whole rather than any individual target; the improved Excellency use does not itself become a Shaping effect. Infernals with Essence 7+ no longer need to spend Willpower to benefit from this Charm; such characters automatically drop the target number of rolled actions to 6 whenever they use the appropriate First (Yozi) Excellency.
Malfeas World-Shaping Cosmogony
Cost: 20m, 1wp
Mins: Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Malfeas Mythos Exultant

The Yozis sang the laws of the world into existence, carving it from tides of endless possibility. This Charm works in the same way as the Solar Charm Wyld-Shaping Technique, and is similarly limited to Shaping within a radius of (Essence) miles. A second purchase at Essence 4+ allows this Charm to duplicate the effects of Wyld Cauldron Technology, while a third purchase at Essence 5+ allows it to shape lands within Creation that the Infernal owns as though they were bordermarches, as a Blasphemy effect.

Anything created or altered by this Charm must conform to the Excellency of the Yozi in question. When creating Land, the legend-chisel of She Who Lives in Her Name crafts ordered, planned landscapes, while Malfeas demands bombastic, scorched vistas, and Kimbery prefers seas, shores and floodplains. Demesnes created in this way must be aspected toward the relevant Yozi, or Vitriol. The Infernal can create other Yozi-aspected demesnes, but the required successes increase by two. Any materials the Infernal desires can still be created, but will have a hellish taint about them, appropriate to the associated Yozi.

People created by this Charm are always natives of Malfeas and Creatures of Darkness. If the Infernal wishes, she can spend an additional success to apply up to (Essence) points of mutations to such characters, which must be mitigated with an equal value of negative mutations (the creature of darkness deformity counts towards this). Alternatively, the Infernal may create an unbound heroic member of an existing First Circle race by spending successes equal to its Essence rating. Such demons come into existence with an Intimacy of loyalty toward the Infernal.
Hardened Devil Body
Cost: —
Mins: Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None

Though the Yozis are beyond awareness of most damage, let alone threatened by it, their servants can only manage to embody a fraction of this durability. This Charm may be purchased a maximum number of times equal to the lesser of (Stamina or Resistance). Each purchase gives the Infernal three additional -2 health levels and one extra -4 level.
Insignificant Embers Intuition
Cost: 2m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The heart of Malfeas burns jealously, invisible tongues grasping like talons at the lesser flames smoldering in other souls. This Charm enhances any standard (Perception + Awareness) roll to notice sensory details about a targeted being. In addition to whatever other information the character notices with any threshold of success, the Infernal also discerns the strength and aspect of the target's Essence relative to his own. The Storyteller should communicate this information numerically, even though the experience is more abstract and typically involves some form of personalized synesthesia.
Anyone observing this Charm in use may notice a momentary green glint that flashes in the Infernal's eye with a reflexive (Perception + Awareness) roll at difficulty 4. This telltale sign does not make the Charm Obvious, so astute observers will have to draw their own conclusions. This Charm is not a means of bypassing stealth and costs no motes when activated by Infernals with Essence 4+, though it still requires a Charm activation.
By Pain Reforged
Cost: 1hl
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None

Pain puts life in perspective, pushing aside all other distractions. This is the simplest truth Malfeas has learned from his imprisonment within himself. Use of this Charm allows an Infernal to ignore all negative effects associated with bashing damage she has suffered. Such injuries do not cause wound penalties or slow her down in any way. If reduced to Incapacitated by bashing wounds, she does not fall unconscious, but remains fully aware as further bashing trauma converts to lethal. Aggravated and lethal injuries penalize characters protected by this Charm normally. When this Charm ends, all suspended penalties resume immediately.

Imperfection of the Demon City
The Demon City is only invulnerable within itself, so Malfeas constantly seeks to crush the other Yozis with his layers. Being of equal infinitude, such ambitions avail nothing. Because of this, however, all active perfect defenses granted by Malfeas Charms only function in an area that has been deliberately developed for habitation or use. The level of development is irrelevant; the most primitive mud hut village or farmstead is just as viable a battleground as the plazas of Nexus or the palaces of Yu-Shan. Infernals can intuitively sense when they cross the border between protected and unsafe territory (or vice versa).
Concept: Green Sun Wasting
This disease, sometimes called Scalp-Shed Tonsure, is a supernatural infection without a natural vector. Only Malfeas Charms may impose this deliberate and wholly unnecessary form of suffering on the world. See Exalted, page 151, for basic rules on infections. Green Sun Wasting follows these rules except as stated.
Virulence: As listed for the Charm causing the infection. Most causes of Green Sun Wasting are perfectly virulent in that the victim receives no roll to avoid infection and must overcome it through treatment or his own immune system.
Morbidity/Treated Morbidity: These both begin at the Essence rating of the malady's source rather than 1 like mundane infections, but continue to increase each day normally.
Symptoms and Duration: The first stages of infection appear like extreme sunburn, itchy but hardly unbearable. Within an hour, hot sores appear around the wound, and the victim's hair begins to fall out in small clumps. The sores rapidly worsen into cancerous boils and pulsating sarcomas that reduce the victim's effective Appearance by one dot per day until cured (as far as to Appearance 0). As the infection progresses, organs necrotize and liquefy as a bloody slurry defecated along with actual wastes. This illness is among the most painful and grotesque ways a person can die. Natural animals will not attempt to scavenge the remains of any being killed by Green Sun Wasting, though demons descended from Malfeas find such meat delectable.
Treatment: Green Sun Wasting is often a death sentence for those without access to magical healing. The rare medicines needed for treatment regimens increase the Resource cost to four dots per treatment and five for the difficulty to gather the ingredients with Survival.
Special: This sickness can infect spirits and Fair Folk as if they were Exalted. All victims accrue a penalty of -1 per hour from growing discomfort, to a maximum of -4. Once mortals actually begin to die, they are at -8 instead. A far deadlier version of Green Sun Wasting also exists, called Final Viridescence. This malady affects Exalted and other supernatural beings as if they were mortals. Unlike its lesser counterpart, Final Viridescence can't be treated with mortal medicine alone, though sufficiently tough Exalted may still throw off the infection through their own supernatural constitutions.

Heretical
Fourth-Soul Devil Domain
Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Unwoven (1)
Duration: Permanent
Prerequisite Charms: One Yozi Pantheon-keyworded Charm, one Yozi geomantic Charm

The Sun-Heart Furnace Soul stirs a new soul to life inside the Infernal. But the princes of the green sun already have a fourth soul, and so, with this new realization of one's own metabiology and knowledge of terrain and how it can be manipulated, a sanctum akin to those possessed by gods may be forged within the Infernal for the coadjutor. This Charm creates a sanctum within the Infernal. This unreal place, called a Devil Domain, has a rating which is equal to and tracks the current rating in the Unwoven Coadjutor background - which gives the demon a reason to cooperate, as a disagreement can radically decrease the living space available to the coadjutor. The coadjutor is permanently materialized within the sanctum, recovering its body, and has full access to its own Charms and Essence while in it - it still fulfills all the normal tasks of a coadjutor. Unlike normal sanctums, there is no entrance to it; the Infernal controls passage exclusively. No entity or object may exit or enter it, save by methods described in this or later expansion Charms; this is resolved as if it was a defense again any effect which would contest this.
The Devil Domain lacks the grandeur and splendor of the later Spirit of the Living World; it is a strange un-place, a product of the coadjutor and the arcane spiritual machinery of the Yozi Charms known by the Heretic. Its geography and territory is produced by a fusion between the nature of the demon, and Charms known by the Infernal. For example, a neomah coadjutor may live in a great tower shaped like a nautilus, as might be expected from its kind, but Holy Land Infliction will introduce silver sands to the walls and floors, Mother Sea Mastery will make the walls drowned and wet, or Witness to Darkness may make thick dark clouds which obscure the tiny sun of Sun-Heart Furnace Soul. Even this Charm exists within the Devil Domain; a tiny model of the sanctum which exists at its heart... and to touch it will see a giant finger come down from above, for space is folded up in this oroborus-world. The world exists as long as the Infernal possesses the necessary rating in the Unwoven Coadjutor background, and expands and contracts when the background rating changes, destroying and/or making new terrain as it does so. As a result of this bribery and incentive, the Infernal may choose to render all of her social attacks against her coadjutor undodgeable unnatural mental influence; it is now fully aware of how its comfort depends on its good relationship with its greater self, and though it may argue against her, it cannot ignore her.
The rating in the Unwoven Coadjutor defines the maximum size of the Devil Domain; there is no way to expand it beyond the size limits of that background. The Infernal may visit the Devil Domain by meditating as per Spirit of the Living World. In addition, the coadjutor may invite the Infernal in whenever she sleeps; she is free to reject this invitation, and dream normally. The Infernal's Charms are represented as features of the world, and the coadjutor may reconfigure the world within those parameters and themes as if it knew Creative Convergence of Principles, spending its own motes and willpower to do so, save that any sentient beings it would produce are hollow shells as produced by Will-Crushing Force. The Devil Domain counts as Bordermarches for the purposes of any Wyld Shaping Charms used within, and may not be used to create demesnes or magical things by such methods. Changes which violate the established thematics of the Devil Domain revert over the course of one tick. Many coadjutors will change the appearance of larger Devil Domains radically; some may delight in surprising their Infernal each time they visit.
As a Miscellaneous Obvious action which may not be flurried, the Infernal may send any smaller-than-man-sized object that she owns and is touching into the Devil Domain, whether by forcing it into her own chest, tearing a hole in reality to lay it to rest, tossing the object into the air whereupon a demonic hand snatches it and it vanishes, or any other way. Objects may be recovered by taking another unflurryable Miscellaneous Obvious action, and require that the coadjutor, in the sanctum, be touching the object too. At least one Slayer with a heranhal coadjutor has put his demon to work making objects using raw materials he sends it, for which it thanks him for the appreciation of its craft and the joys of having flesh once more. Any artifacts within the Devil Domain are sent spinning into Elsewhere with the death of the Exalt, whereupon they wash up on the shores of Creation five days later. Anything else within the Devil Domain is destroyed if the Infernal dies.
Should the Infernal later learn Spirit of the Living World, she may chose to keep this place separate from her Inner World, or alternative expand it from this sanctum, which forms the omphalous of the new reality. The XP cost of this Charm is refunded if the Infernal merges the Devil Domain into the Living World.

Dark-Green Fangs (Demon Followers)
Info
An assassin gang of Anuhles founded by Seyrun, they made contract killing their trade and pride. Extremely good with ambushes and capable weavers, but not very so in head-on fights. Their poison is very deadly and can liquefy a mortal's insides within seconds. Currently there are 22 of them.
Average Traits
Motivation: All of their Motivations are centered around "Hunting" something
Attributes: Strength 4, Dexterity 5, Stamina 3; Charisma 2, Manipulation 3, Appearance 1; Perception 5, Intelligence 2, Wits 4
Virtues: Compassion 1, Conviction 5, Temperance 2, Valor 3
Abilities: Athletics 3, Awareness 4, Craft (Wood) 2 (Weaving Webs +2), Dodge 3, Integrity 1, Investigation 3, Larceny 3, Martial Arts 4, Resistance 2, Stealth 5, Survival 2
Backgrounds: Backing 1
Charms:
Bread of Weak Spirit—The demon spider may feed on spirits as a well as material beings
Calculated Order of Immediate Action—The anuhle constructs a tangled web of many layers in which to trap prey (the web has 10L/20B soak and takes 20 health levels to damage and 40 to destroy)
Capture—The demon spider whisks prey into the depths of its web
Chrysalis of Preservation—The anuhle wraps its victims for later consumption
Intrusion-Sensing Method—The anuhle senses intruders in its web
Landscape Travel—The demon spider may travel effortlessly across floors, ceiling and its web, as a mortal spider does
Materialize—Costs 35 motes
Meat of Broken Flesh—The anuhle feeds on its victims' Essence as well as their blood and flesh
Ox-Body Technique (x2)
Measure the Wind—Learn what kind of being the target is and its Essence
Principle of Motion—The spider typically has five banked actions
Touch of Saturn—The bite of the demon spider delivers a potent venom (Poison effect)
First (Ability) Excellency—Martial Arts
Second (Ability) Excellency—Stealth, Craft
Third (Ability) Excellency—Dodge

Join Battle: 8
Attacks:
Bite: Speed 5, Accuracy +1, Damage +4L (+ poison if using Touch of Saturn*), Parry DV —, Rate 1
Clinch: Speed 6, Accuracy +0, Damage +3B, Parry DV —, Rate 1
*(Damage 8L, Toxicity 4, Tolerance —/—, Penalty -4)
Soak: 7L/8B (Tough carapace, 5L/5B)
Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/Incap
Dodge DV: 5 Willpower: 6
Essence: 2 Essence Pool: 45

Allies (Coven)
Hyuga Akito (Slayer)
Sumeragi Kaguya (Malefactor)
Rakshata Chawla (Defiler)
Milly Ashford (Scourge)

Minor Allies
Leila Malcal (Dragonblooded) (with Hyuga Akito)
C.C. (Pizza-loving Witch) (with Lelouch Vi Britannia)
Diethard Ried (Solar) (with lelouch Vi Britannia)

Achievements
Draconic Urge - Do something so jaw droppingly evil that the rest of the gaming group is left speechless for a few seconds by how much of a dick move that was.
 
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Rules, Training, Links, Timeline
Experience and Training

New Traits:

Caste/Favored Ability: 2 - Immediate
Non-Caste/Non-Favored Ability: 3 - 6 days
Caste/Favored Specialty: 1 - Immediate
Non-Caste/Non-Favored Specialty: 2 - 6 days
Patron/Favored Yozi Charm: 8 - (Min. Essence) days
Non-Patron/Non-Favored Yozi Charm: 10 - (Min. Essence x 2) days
Martial Arts Charm (Favored): 8 - (Min. Ability) days
Martial Arts Charm (non-Favored): 10 - (Min. Ability + Min. Essence) days
Sorcery Spell: 9 - (spell circle) weeks

Improve Trait:

Attribute: 6/7/8* - 1 month
Caste/Favored Ability: 3 - Immediate
Non-Caste/Non-Favored Ability: 4 - 6 days
Caste/Favored Specialty: 2 - Immediate
Non-Caste/Non-Favored Specialty: 3 - 6 days
Virtue: 3 - Immediate
Willpower: 3 - Immediate
Essence (to 3): current rating x 8 - Immediate
Essence (to 4 and above): current rating x 8 - (current rating) months
*(6 Xp to improve it from 1 to 3, 7 Xp to improve it from 4 to 7, 8 Xp to improve it from 8+)
{====}​

Xp Rules

I'm going with an anti-xp sink houserule, where all the general charms (First Yozi Excellency, Yozi Mythos Exultant) are free when the minimum Essence is reached, repurchase Charms are also free. However, for Yozi that aren't Patron or Favored you still need to buy the First Excellency, but only that.
To get another Yozi's First Excellency and access to relative Charms you need to go to Malfeas, enter in communication with said Yozi and successfully convince it to open its Charmset to you. Minimum time is a full scene.

Gaining Xp happens at the end of each Scene and follow this formula:​
+5 xp for completing a Scene
+4 Xp for meeting the main objective of the Scene necessary for its completion
+1-3 Xp for various bonus goals accomplished
A bonus equal to the number of different people that voted during the scene divided by 5.

I don't think I need to say this, but like in all good stories writing omakes and creating fanart net you extra Xp.

{====}​

Xp Training

Current: 203 Xp
Total acquired: 464 Xp

In-Training:
Dexterity 5 (1/30 days accumulated)
Intelligence 5 (13 days left) (7 XP not yet paid)
Dodge (19/18 days accumulated)
Athletics (25/24 days accumulated)
Resistance (25/24 days accumulated)
Firearms (15/12 days accumulated)
Charms:
Titanic Spawn Uncountable (12 days left, 9 Xp)
-Create The Following Devas When the Charm Completes:
--Aldozati, the Rowdy Sacrifices (Free with Charm)
--Gardelivs, the Midnight Geisha (1xp)
--Gyilkos, the Moonlight Assassins (1xp)

Scar-Writ Saga Shield (Malfeas, 10 XP, 1 Day)

Preposterous Molding of Zero (Oramus - 8 XP, 2 Days)
{====}​

Stunts

Like in Exalted Stunting let you add more dices and recover motes/Willpower if successful. The only difference is that, by adding a Stunt, all the rolls in the update will receive the extra dices, even static values like DV. You can get the reward only once per Stunt however.

{====}​

Unwoven Coadjutor

The Fourth Soul.

Vessels and Knightmare Frames Combat

Vessel Combat Rules.

The Althing Infernal

List of all Infernal Exalts.

{====}​

Episode 1: Fiendish Advent

August 10th, 2017, a.t.b.
OP
Scene: Shinjuku 1.1
Scene: Shinjuku 1.2
Scene: Shinjuku 1.3
Scene: Shinjuku 1.4
Scene: Shinjuku 1.5
Interlude
Scene: Ashford 1.1
Scene: Ashford 1.2
Scene: Ashford 1.3
August 11th, 2017, a.t.b.
Scene: Ashford 1.4
Scene: Ashford 1.5
August 13th, 2017, a.t.b.
Scene Ashford 1.6
Interlude
Scene: Hell 1.1
August 16th, 2017, a.t.b. / Day 1 in Malfeas
Scene: Hell 1.2
Day 5 in Malfeas
Scene: Hell 1.3
Scene: Hell 1.4
Day 7 in Malfeas
Scene: Hell 1.5
Day 9 in Malfeas
Scene: Hell 1.6
Day 16 in Malfeas / August 31th, 2017, a.t.b.
Scene: Hell 1.7

Episode 1: Fiendish Advent - End

Interlude

Episode 2: Black As Night

August 31th, 2017, a.t.b.
Scene: Ashford 2.1
Scene: Ashford 2.2
September 1st, 2017, a.t.b.
Scene: Ashford 2.3
Scene: Infiltration 1.1
Scene: Infiltration 1.2
September 2nd, 2017, a.t.b.
Scene: Infiltration 1.3
September 9th, 2017, a.t.b.
New Arrivals 1.1
September 10th, 2017, a.t.b.
New Arrivals 1.2
New Arrivals 1.3
September 11th, 2017, a.t.b.
New Arrivals 1.4
Shinjuku Shadowland 1.1
Shinjuku Shadowland 1.2
Shinjuku Shadowland 1.3
September 14th, 2017, a.t.b.
New Arrivals 2.1
September 17th, 2017, a.t.b.
Lake Kawaguchi 1.1
Lake Kawaguchi 1.2
Lake Kawaguchi 1.3
Lake Kawaguchi 1.4
Interlude
September 20th, 2017, a.t.b.
Ashford 3.1
September 22th, 2017, a.t.b.
Ashford 3.2
September 24th, 2017, a.t.b.
Departures 1.1
Black Knights 1.1
September 26th, 2017, a.t.b.
New Arrivals 3.1
New Arrivals 3.2
September 27th, 2017, a.t.b.
Resistance 1.1
Resistance 1.2
September 29th, 2017, a.t.b.
New Arrivals 4.1
October 2nd, 2017, a.t.b.
High-Society Party 1.1
High-Society Party 1.2
High-Society Party 1.3
High-Soci—A Dance with Death, Act 4
A Dance with Death, Act 5
A Dan-High-Society Party 1.6
October 3rd, 2017, a.t.b.
High-Society Party 1.7
 
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Charms Shop
General

(Yozi) Mythos Exultant
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First (Yozi) Excellency

Yozis revel in the exercise of their purview, drawing power from the very strategies they use to spread that power through Creation. This Charm may be purchased once for each First (Yozi) Excellency the character knows, though she can only enhance a given action with one of the versions. Whenever the Infernal succeeds while stunting on an action that could benefit from the appropriate Excellency, she may choose to receive the alternate rewards listed below instead. Characters may partake of these awards even if they did not use the pertinent Excellency to assist the action, just so long as doing so was an option.
Oramus: Older and stronger than reality itself, the Dragon Beyond the World delights in the imposition of his will upon the world, his most outrageous actions sending waves through both space and time. Every time the character makes a successful two-die or three-die stunt she adds a single die to her next action. This doesn't count as die added by stunts or Charms.
Ebon Dragon: The Shadow of All Things is an unstoppable force of antagonism. The Infernal may choose to convert any stunt dice he receives to automatic successes. Each die converted lowers his next stunt reward by one mote (minimum zero). He cannot choose a Willpower reward if he has converted any dice with this Charm.
Malfeas: The Demon Emperor works his wrath through the sheer power of his terrible will, calling boundless power out of hatred and fury. A stunt enhanced by this Charm allows the Green Sun Prince to pay a point of Willpower in place of up to (Essence) motes when activating an Excellency of Malfeas to enhance the stunted action.
(Yozi) Inevitability Technique
Cost: — (1wp); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: First (Yozi) Excellency

The Yozis exist beyond fate, warping the flow of causality merely through the lightest touch of their cosmic infinitude. Whenever an Infernal activates the appropriate First (Yozi) Excellency to improve a rolled action, she may pay an additional Willpower to lower the enhanced action's target number to 6. This benefit is not cumulative with other effects that reduce target number. The Shaping effect of this Charm warps reality as a whole rather than any individual target; the improved Excellency use does not itself become a Shaping effect. Infernals with Essence 7+ no longer need to spend Willpower to benefit from this Charm; such characters automatically drop the target number of rolled actions to 6 whenever they use the appropriate First (Yozi) Excellency.
Effortless (Yozi) Dominance
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First (Yozi) Excellency

The more a Yozi uses its power to affect an encounter, the more its Essence begins to saturate the area and harmonize it with the fallen titan's efforts. This Charm may be purchased once for each iteration of First (Yozi) Excellency the character knows. Each iteration of this Charm triggers whenever the Infernal activates its prerequisite, cumulatively reducing the subsequent cost to do so in the scene by one mote, to a minimum cost of zero motes. For example, if an Infernal uses First Kimbery Excellency to add three dice to a roll, this costs three motes. The second use of that Charm in the scene to add another three dice to an action costs only two motes, and so on. Note that the progression of cost reduction only depends on the number of times the Charm gets used rather than the number of motes spent on any activation. Zero-mote activations of Yozi Excellencies do not trigger the discount of this Charm. No matter how many times the Infernal activates an Excellency, the discount cannot increase by more than three motes during any single action.
So Speaks (Yozi)
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Appropriate First (Yozi) Excellency

The Yozis do not need to think to express their natures. They simply act, and success flows through that action. This Charm permanently alters the cost of the chosen Yozi's Excellencies. The First Excellency now grants two dice for every mote spent on it, while the Second Excellency allows successes to be purchased for one mote each. (Yozi) Inevitability Technique can be activated for a cost of four motes instead of a point of Willpower. So Speaks (Yozi) is incompatible with any other Charm that provides cost discounts to the Excellencies, such as Effortless (Yozi) Dominance.
Sorcerous Enlightenment of (Yozi)
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First (Yozi) Excellency

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.

This cluster of Charms each grant the shallowest fragments of supernal wisdom, enough to learn and cast spells of the Emerald Circle. Subsequent purchases of the same version unlock higher circles. Spells require the usual costs and spell-shaping actions when cast this way. Each variation of this Charm belongs to one of the Yozis and grants a particular benefit that may be invoked whenever that Charm is used to cast a spell. In addition to these powers, each variant imposes the themes and imagery of the appropriate Yozi upon every spell cast using that initiation. For example, tarnished brass blades with barbed stingers replace obsidian butterflies for the Malfean spell that comes out Death of Brass Wasps. This substitution of imagery never materially alters the effects of a spell except in the slightest of ways and is not optional. The player may select the modified imagery with Storyteller approval.

The integration of Yozi themes can be subtle or overt and may even vary with each casting of the same spell, but Yozi power resists efforts to hide its glory. Even if the sorcerer attempts to minimize the warping effects on his sorcery by integrating extremely minor special effects, observers with Occult 1+ still recognize the taint with a reflexive (Wits + Occult) roll at difficulty 5. The only way to completely hide a Yozi's influence is to cast a spell that already completely resonates with the Yozi's thematic imagery, such as when Malfeas hurls Total Annihilation or the Ebon Dragon disgorges Summoning the Heart of Darkness.

Sorcerers may learn as many different initiations as they meet the prerequisites for. They can't cast a spell using multiple initiations at once, however.

This Charm may be purchased a second time by Infernals with Essence 4+, deepening the patterns of creative psychosis through which miracles occur. Such characters may learn and cast Sapphire Circle spells with the benefits and drawbacks of their initiation, though it is harder to hide the warping touch of the Yozis (difficulty 3 to recognize as above). A third and final purchase of this Charm at Essence 5+ unlocks the core truths of forces and principles by which worlds were fashioned and allows learning and casting of Adamant Circle spells within the bounds of initiation. Such spells proclaim the Yozi whose glory they express with all the subtlety of Erembour's horn (difficulty 1 to recognize).

Spells with any Holy effects represent innovations of Creation's Exalted never dreamed by the Primordials and whose nature is antithetical to Yozi Essence. Such magic can't be learned. Primordial sorcery does not bind demons through the oaths of the vanquished Yozis, but rather in fulfillment of Cecelyne's cruel law. Infernal sorcerers cannot learn conventional demon summoning spells, but they may learn variations that non-Yozi-bound sorcerers cannot hope to understand. The spell Summon Elemental is also forbidden by incompatible Essence. Finally, each Yozi has taboos against its nature that prohibit casting or learning of certain spells with that initiation.

Initiation of Oramus: The boundary to end all boundaries, Oramus' magic is particularly suitable for Spells that destroy or bypass barriers and cross boundaries, reducing the cost of such magic by 10 motes and 1 Willpower (minimum five motes, one Willpower). Examples include Open the Spirit Door, The Parting of the Seas and The Violent Opening of Closed Portals. The same discount applies to spells that create food and other physical things, but things created this way possess glaring differences that make each one unique, and yet still a recognizable member of their categories (an apple's tree may also grow oranges or be made of silver, but it remains a tree). Disgusted with the gods and the Exalts, Oramus does not wish to imitate their ways of rulership and commandments. Any Compulsion, Servitude or Total Control component of a Spell is ignored. Examples include Curse of Slavish Humility, parts of Threefold Binding of the Heart and most applications of Droning Suggestion.

Initiation of Ebon Dragon: Shadows of all sorts belong to the Shadow of All Things. Spells that naturally create or manipulate shadows or darkness or otherwise dampen light or incorporate reflections as a primary effect cost 10 motes and one Willpower less (minimum five motes, one Willpower). The same discount applies to spells that specifically open or shatter physical barriers such as doors or walls. Spells that incorporate these elements solely because of using this initiation do not count. Examples of valid spells include Open the Spirit Door, Shadow Summons, Shadowy Simulacrums of Smoke, The Spy Who Walks In Darkness, The Violent Opening of Closed Portals, Shadow Theft, Shadows of the Ancient Past, Summon the Heavenly Portal, Summoning the Heart of Darkness, The Crumbling Walls, Curse of Unyielding Mist, Evocation From the Mirror and Technique Mirror. The Ebon Dragon is as incapable of casting spells that generate meaningful illumination as Cecelyne is incapable of creating food and drink. This limitation may be bypassed to the same extent through spell warping.

Initiation of Malfeas: Spells that inflict damage as their primary effect such as Death of Obsidian Butterflies or Total Annihilation resonate with the hate of the Demon City, increasing their base damage by half again before attack successes factor in. For example, Death of Brass Wasps inflicts 12L rather than 8L. Spells that inflict damage over time may be enhanced this way, but only the first instance of damage inflicted against a particular victim gets the boost. Further damage to the same target does not increase, though those the spell has yet to damage are fair game. The Sorcerous Enlightenment of Malfeas cannot cast spells that bring peace or physical calm (however confused and mad). Examples include Mists of Eventide, Paralyzing Contradiction, The Battle's End, Wheel of the Turning Heavens and Winds of Confusion. The only calm that may result from his spells is the stillness that descends upon battlefields in the wake of the devastation he unleashes.
(Yozi) World-Shaping Cosmogony
Cost: 20m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: (Yozi) Mythos Exultant

The Yozis sang the laws of the world into existence, carving it from tides of endless possibility. This Charm works in the same way as the Solar Charm Wyld-Shaping Technique, and is similarly limited to Shaping within a radius of (Essence) miles. A second purchase at Essence 4+ allows this Charm to duplicate the effects of Wyld Cauldron Technology, while a third purchase at Essence 5+ allows it to shape lands within Creation that the Infernal owns as though they were bordermarches, as a Blasphemy effect.

Anything created or altered by this Charm must conform to the Excellency of the Yozi in question. When creating Land, the legend-chisel of She Who Lives in Her Name crafts ordered, planned landscapes, while Malfeas demands bombastic, scorched vistas, and Kimbery prefers seas, shores and floodplains. Demesnes created in this way must be aspected toward the relevant Yozi, or Vitriol. The Infernal can create other Yozi-aspected demesnes, but the required successes increase by two. Any materials the Infernal desires can still be created, but will have a hellish taint about them, appropriate to the associated Yozi.

People created by this Charm are always natives of Malfeas and Creatures of Darkness. If the Infernal wishes, she can spend an additional success to apply up to (Essence) points of mutations to such characters, which must be mitigated with an equal value of negative mutations (the creature of darkness deformity counts towards this). Alternatively, the Infernal may create an unbound heroic member of an existing First Circle race by spending successes equal to its Essence rating. Such demons come into existence with an Intimacy of loyalty toward the Infernal.
Ascendancy Mantle of (Yozi)
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: Native, Innovation
Duration: Permanent
Prerequisite Charms: Appropriate First (Yozi) Excellency

The Primordials did not wait to exert their will over Creation and the crashing maelstroms of the Wyld at its shores, their authority rooted in the elegant ecology of superior might. The Green Sun Princes now emulate this splendor with a Charm of their devising, hastening their growth toward unknowable transcendence. As a permanent upgrade, the Infernal can spend experience to buy his Essence rating up to a dot higher than his age should permit. Each version of this Charm carries a different drawback depending on the Yozi used as a springboard for enlightenment. These drawbacks persist only as long as the character's Essence rating is higher than it could be without this Charm. Upon reaching the age that Essence 10 is naturally available, the Infernal replaces this Charm with another of his choice. Characters may only learn a single Ascendancy Mantle of (Yozi).

Oramus: Without his will Oramus is nothing. When the Infernal is left with zero temporary willpower he loses all benefit from his excess Essence dot (high-Essence Charms, superhuman Attributes and Abilities, larger Essence pool, etc) for a day or when his temporary willpower bar is full again, whichever is longer. The same also happen if his permanent Willpower by some reason goes below 7.
Ebon Dragon: The Ebon Dragon's hollow Essence pervades the warlock, rendering him incapable of channeling Virtues.
Malfeas: The hate of the Demon City always burns hot. The first five boxes of the Infernal's Limit track are always full.
New Keyword: Innovation

While it is true the Yozis are able to adapt some of the Charms of their siblings to their own themes and limitations, and it is also true that every new Charm created by a Green Sun Prince which doesn't carry the Heretical Keyword is instantly learnt by the Yozi's whose Charmset the new Charm originate from, the Yozis themselves were not aware of the latter.

For the Exalts' imagination and creativity allow them to do in mortal lifetimes what took Titans aeons to do, the metaphysical link between their Exaltation and the Yozis' whose Charms are open to them working, indeed, two-ways.

The Keyword Innovation marks those Charms that are either created by expanding on already existing Charms, that involve technology and circumstances of the modern world (such as cars, Internet and space travel) or which are adaptations of the Charms of another Yozi, reimagined with new names and adapted mechanisms.

This is essentially a mechanism to indicate the new Charms that Infernals create from a single Yozi, instead of making an Heretical Charm from two different Yozi.
Roots of the Brass Lotus
Cost: —; Mins: Martial Arts 5, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

For the heroes of Hell it is an easy feat to master the arts of their inferiors. The experience cost of Terrestrial Martial Arts Charms is reduced to 4xp, or 5xp if Martial Arts is not a Caste or Favored Ability, and their training time is halved. During character creation, Terrestrial Martial Arts Charms cost half as much as native Charms, meaning that each starting Charm (or Charm purchased with bonus points) allocated to such a style provides two Charms instead. As a final benefit, the character no longer needs to pay a surcharge when using elementally aspected Terrestrial Martial Arts styles. Should a character who already knows Terrestrial Martial Arts learn this Charm, the experience cost of those Charms is retroactively lowered and the character is refunded the difference.

Oramus, the Dragon Beyond the World (Patron Yozi)

A list of Oramus Charms can be found here.

Ebon Dragon, the Shadow of All Things (Caste Yozi)

A list of Ebon Dragon Charms can be found here.

Malfeas, the Demon City (Non-Favored Yozi)

A list of Malfeas Charms can be found here.

Heretical Charms

New Keyword: Unwoven

Charms with this keyword require the character to have a number of points in the Unwoven Coadjutor background equal to the number listed in brackets beside it. All such Charms are Heretical in nature, and follow the same rules for costs and training times as normal Heretical Charms. The presence of the Unwoven Keyword allows Heretical Charms to be made with prerequisites from only one Yozi; the requirement of connection to a demon in essence working as a second Yozi prerequisite. Should the character's rating in the Unwoven Coadjutor background fall below the minimum value, she loses access to it until her rating returns to that minimum value again.
(Coadjutor) Flesh Extravagance
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Unwoven 1
Duration: Permanent
Prerequisites: None
The fourth soul of the Infernal Exalted always leaves a mark on its bearer. Some Infernals choose to take this fusion further, expressing the nature of the demon within them in their flesh.
Mechanically, this Charm is a framework for something which manifests uniquely for each Infernal and their coadjutor. The Infernal must take (Unwoven Coadjutor) points of mutations thematically appropriate to their coadjutor and may optionally take up to 8 more. All children sired or mothered by the Infernal are born as demon-blooded of the coadjutor, unless this would be overridden by another effect (such as certain other Infernal Charms, or by them being a half-caste). A child of an Infernal with this Charm inherits it, using their parent's coadjutor rating at the time of conception.

In addition, the Infernal acquires one of the signature powers of their coadjutor. These should be balanced appropriately, and should be chosen for their thematic resonance rather than their direct utility. The following entries are suggestions for these demon breeds, and may manifest differently for different Infernals. This is not an exhaustive list.

Angylaka: The Infernal gains the capacity to play the strings of time with her fingers. She gains a +3 Performance specialty in "Harps", and always counts as having the necessary equipment for her harp performances.
Decanthrope: As a simple, unflurryable action, the Infernal may touch a deceased body, spend 5m, 1wp, and Sorcerously animate it. Up to ten bodies may be animated in this style at once. They have the statistics of a zombie from the Exalted core, though they are not Creatures of Death, and obey her as a sorcerously bound demon would.
Firmin: By spending 1m, the Exalt may solidify a firmin-needle from her hair (forcing it from her scalp if she lacks hair). These may be used as a mundane stabbing sword, and in addition may be used in all the other way that such needles can be used.
Hopping Puppeteer: Earth now flows in his grasp and he knows precisely what to do. The Infernal gains a +3 Craft: Earth specialty in "Landscaping" and in addition is always treated as if he had the necessary mundane equipment for a project.
Neomah: Just as her now-adopted sisters in the neomah, the Infernal may produce one of their towers. Within the tower, she may forge life, following the same rules as the neomah - though she may not increase the rate of Dragonblooded Exaltation, and all creatures she creates are Creatures of Darkness.
Fourth Soul Externalization
Cost: - ; Mins: Essence 2; Type: Permanent
Keywords: Unwoven (1), Desecration
Duration: Permanent
Prerequisite Charms: By Rage Recast, Loom Snarling Deception

Within each Green Sun Prince lies a demon of the First Circle. Why would something empowered by their own Charms draw upon a pathetic servitor race, the Yozis may ask? In that, they show their lack of comprehension of mankind. This Charm enhances its prerequisites. Firstly, the Infernal may always choose to disguise herself as the demon who became their coadjutor using Loom Snarling Deception, and enjoys the benefits of Eldritch Secrets Mastery when indulging in that disguise, even if she does not know that Charm already. When so disguised, she gains any innate powers the species may have (such as an agata's ability to fly), but may not use its Charms. Secondly, the Infernal may choose to, either instead of, or as well as gaining mutations when her anima flares at the 11-15 mote level, reflexively and at no cost activate Loom Snarling Deception to disguise herself as her coadjutor. This deactivates if the anima banner falls below that level.
In addition, as a Desecration Effect, upon meditating or communing with their coadjutor for 8 hours, the Infernal may gain a mutation which is thematically appropriate for their coadjutor. The mutation appears as it would have for the demon; for example, armored skin from a teodozija will make the skin jade and leonine. A similar meditation allows the Infernal to remove a mutation gained this way.
With at Essence 3, this Charm gains an additional power. When assuming that form through a normal use of Loom Snarling Deception, the Infernal may choose to take a point of Limit and seal off her normal Yozi Charms, losing access to all non-General Charms. In return for this she instead gains access to all the Spirit Charms that the coadjutor knew, although may only use them if her Essence score is sufficient. The Infernal retains full access to her Martial Arts Charms and her sorcery, though one who flaunts this in the Demon City may have unproductive misunderstandings. Shedding the disguise restores access to her Yozi Charms, and instantly ends any Spirit Charms activated.
Serf-King Embodiment Shintai
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Unwoven (3)
Duration: Permanent
Prerequisite Charms: Devil Tyrant Avatar Shintai, Fourth Soul Externalization
The serfs of the First Circle who swell and throng through the streets of Malfeas are no threat at all, the Unquestionable know. Even those rare ones who exceed their limits are as dust before the very souls of the Yozis. But the same was thought of mankind before the Primordial War, and the power of Exaltation can do many things. This Charm permanently enhances By Rage Recast and Devil Tiger Avatar Shintai. Upon learning this Charm, the Infernal selects a new package of mutations for By Rage Recast, themed around her coadjutor as both a species and a concept. One with a teodozija coadjutor may select feline mutations, as well as one linked to freedom or opposition to holiness, to become some horrific jade-skinned sphinx with a human face and burning eyes. This pool is maintained separately, and the Infernal may not mix and match selections between the two sets when using either Charm.
In addition, any example of the same species who sees the Infernal when either of the modified By Rage Recast or Devil Tyrant Avatar Shintai Charms are active must spend 4wp, or gain an Intimacy of "Idolised Awe" towards the Infernal as an Emotion effect. Spending the willpower renders them immune to the effect for five days. Demons with an intimacy given by this Charm consider any order to attack, harm, or work against the Infernal to be an Unacceptable Order.
Fourth-Soul Devil Domain
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Unwoven (1)
Duration: Permanent
Prerequisite Charms: One Yozi Pantheon-keyworded Charm, one Yozi geomantic Charm
The Sun-Heart Furnace Soul stirs a new soul to life inside the Infernal. But the princes of the green sun already have a fourth soul, and so, with this new realization of one's own metabiology and knowledge of terrain and how it can be manipulated, a sanctum akin to those possessed by gods may be forged within the Infernal for the coadjutor. This Charm creates a sanctum within the Infernal. This unreal place, called a Devil Domain, has a rating which is equal to and tracks the current rating in the Unwoven Coadjutor background - which gives the demon a reason to cooperate, as a disagreement can radically decrease the living space available to the coadjutor. The coadjutor is permanently materialized within the sanctum, recovering its body, and has full access to its own Charms and Essence while in it - it still fulfills all the normal tasks of a coadjutor. Unlike normal sanctums, there is no entrance to it; the Infernal controls passage exclusively. No entity or object may exit or enter it, save by methods described in this or later expansion Charms; this is resolved as if it was a defense again any effect which would contest this.
The Devil Domain lacks the grandeur and splendor of the later Spirit of the Living World; it is a strange un-place, a product of the coadjutor and the arcane spiritual machinery of the Yozi Charms known by the Heretic. Its geography and territory is produced by a fusion between the nature of the demon, and Charms known by the Infernal. For example, a neomah coadjutor may live in a great tower shaped like a nautilus, as might be expected from its kind, but Holy Land Infliction will introduce silver sands to the walls and floors, Mother Sea Mastery will make the walls drowned and wet, or Witness to Darkness may make thick dark clouds which obscure the tiny sun of Sun-Heart Furnace Soul. Even this Charm exists within the Devil Domain; a tiny model of the sanctum which exists at its heart... and to touch it will see a giant finger come down from above, for space is folded up in this oroborus-world. The world exists as long as the Infernal possesses the necessary rating in the Unwoven Coadjutor background, and expands and contracts when the background rating changes, destroying and/or making new terrain as it does so. As a result of this bribery and incentive, the Infernal may choose to render all of her social attacks against her coadjutor undodgeable unnatural mental influence; it is now fully aware of how its comfort depends on its good relationship with its greater self, and though it may argue against her, it cannot ignore her.
The rating in the Unwoven Coadjutor defines the maximum size of the Devil Domain; there is no way to expand it beyond the size limits of that background. The Infernal may visit the Devil Domain by meditating as per Spirit of the Living World. In addition, the coadjutor may invite the Infernal in whenever she sleeps; she is free to reject this invitation, and dream normally. The Infernal's Charms are represented as features of the world, and the coadjutor may reconfigure the world within those parameters and themes as if it knew Creative Convergence of Principles, spending its own motes and willpower to do so, save that any sentient beings it would produce are hollow shells as produced by Will-Crushing Force. The Devil Domain counts as Bordermarches for the purposes of any Wyld Shaping Charms used within, and may not be used to create demesnes or magical things by such methods. Changes which violate the established thematics of the Devil Domain revert over the course of one tick. Many coadjutors will change the appearance of larger Devil Domains radically; some may delight in surprising their Infernal each time they visit.
As a Miscellaneous Obvious action which may not be flurried, the Infernal may send any smaller-than-man-sized object that she owns and is touching into the Devil Domain, whether by forcing it into her own chest, tearing a hole in reality to lay it to rest, tossing the object into the air whereupon a demonic hand snatches it and it vanishes, or any other way. Objects may be recovered by taking another unflurryable Miscellaneous Obvious action, and require that the coadjutor, in the sanctum, be touching the object too. At least one Slayer with a heranhal coadjutor has put his demon to work making objects using raw materials he sends it, for which it thanks him for the appreciation of its craft and the joys of having flesh once more. Any artifacts within the Devil Domain are sent spinning into Elsewhere with the death of the Exalt, whereupon they wash up on the shores of Creation five days later. Anything else within the Devil Domain is destroyed if the Infernal dies.
Should the Infernal later learn Spirit of the Living World, she may chose to keep this place separate from her Inner World, or alternative expand it from this sanctum, which forms the omphalous of the new reality. The XP cost of this Charm is refunded if the Infernal merges the Devil Domain into the Living World.
Blossoms of the Tiger Empire
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Unwoven (1)
Duration: Permanent
Prerequisites: Fourth-Soul Devil Domain, Sorcerous Enlightenment of (Yozi)
Once, in the long ago, the spire of Yu Shan was surrounded by the unbounded firmament and upon this blank canvas the Primordials built their play-worlds. Now within their own souls the Green Sun Princes repeat such deeds. The inner world granted by Fourth Soul Devil Domain unfolds, expanding within Elsewhere. From the borders of the world defined by the Devil Domain, it now extends for an extra (Coadjutor rating) kilometers. This terrain will take on a general theme and appearance similar to the core Devil Domain, but is not composed of representations of the Infernal's Charms. Any additional Pantheon souls the character possesses will likely claim areas of the Tiger Empire for themselves, much as the Unquestionable do in Malfeas - they may reshape it as the coadjutor may reshape the Devil Domain.
The borders of this unreal place brush up against reality where the Infernal's essence pools and swirls, much as Cecelyne touches all places of desolation. When the character is within land affected by one of their Infernal geomantic charms or which has undergone significant modification via their sorcerous effects, they may carry out a personalised Sorcerous ritual to transfer larger objects or structures to or from their Tiger Empire. The ritual costs 20 motes and 1 willpower, and takes four hours in which omen weather flares, the earth shakes, and the aesthetics of their Tiger Empire intrude upon the world as an Essence 1 Blasphemy. They must own the object or structure, and its largest dimension may measure no more than (Essence + Coadjutor) times ten metres across. This charm may not affect objects or structures anchored into the geomancy of another realm of existence, such as manses or the Devil Domain representations of their charms.
At Essence 4 this Charm automatically upgrades, increasing the radius of the Tiger Empire by (Essence) kilometers. At Essence 5 it further upgrades by multiplying its radius by ten.
Self-Within-Self Inversion
Cost: 5m, 1wp; Mins: Essence 4; Type: Simple (Speed 7, -3DV)
Keywords: Unwoven (1), Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fourth-Soul Devil Domain
To enter a spirit's sanctum is a special thing, and yet comes naturally to its owner. How much more special is it to enter the very soul of an Exalt; so wondrous is it, in fact, that only its greater self may enter this special place. As she raises one hand, the Infernal's anima flares totemic, in blinding brightness. Then it collapses in on itself, folding down in a way which gives the horrifying feeling that the Infernal is retreating at an incredible velocity. When the light clears, the Green Sun Prince has gone from this world (only actually vanishing at the end of the speed 7 action). She now exists physically within her Devil Domain. Nothing else, living or animate-dead, may follow her through, apart from attuned living artifacts - this is also a convenient way of getting rid of parasites.
Within the Devil Domain, the Exalt is physical and material, existing within herself. In this state, use of her own Charms warps the landscape of the Devil Domain, the aspects representing her Charms swelling in importance, pulsing with cosmic power. As a result, the coadjutor may well request that the Infernal not destroy or warp too much of the landscape through her use of Charms, as it does live in this place. There is no way to see in or out of the Devil Domain, so characters can only guess whether or not it is safe to leave.
To leave, the Infernal activates this Charm again. She appears in the same place she departed. However, this time she appears instantly in the real world, in an explosion of anima-light, and must wait seven ticks before acting again.
New Keyword: Pantheon

Primordials are not merely singular beings, in the manner of lesser creatures. Even lessened as they are, the Yozis are nations, civilizations, worlds in their own right. They are legion. And from the moment of their Exaltation, the Infernal Exalted have taken their first steps onto a similar path. All other Exalts have three souls - the hun, the po, and the keter soul of the Exaltation. The Green Sun Princes have in addition the fourth soul of their coadjutor, the once-demon fused into a synthetic soul hierarchy. Within them, however, they have the potential to expand beyond that.

Charms with this keyword develop an additional nascent soul within the Infernal. Other Charms can synergize with and play off this, and certain heretical Charms may ask for them as prerequisites (for example, Fourth-Soul Devil Domain requires that the Infernal has learned a Pantheon-keyworded Charm before they can build a small world within their soul).

The following Charms have the Pantheon Charm retroactively applied to them: Sun-Heart Furnace Soul, Counter-Pronouncement of Enthymemic Law, Crystal Facet Thoughts, Silence in Her Wake, Darkling Grace Complete, Carmine Mantled Emissary, Self-Seed Infestation, Toil By Proxy, Empyreal Invincibility Declaration, Muse of Unearthly Delights. Pantheon-keyworded Charms should in general be Essence 3 or higher, and three to four Charms deep in a tree.
New Keyword: Pantheon-Anchored

As their souls bud and multiply like nascent Primordials, an Infernal may delve into Heresy and develop Charm trees associated with the lesser parts of themselves. Charms with this Keyword are Heretical, and tied to a soul in the Infernal's Pantheon. They are costed as Unfavoured Charms, and should the soul they are tied to die, they collapse and are converted back into xp.
Titanic Spawn Uncountable
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Any (Yozi) Mythos Exultant

The demonic races of Malfeas are beyond number, and throng the streets of the city. From their internalised mythos, the warlock takes such fecundity for themselves. The character gains the capacity to spawn weak deva by performing a thematically appropriate birthing ritual, which may take no fewer than four hours. The player and the GM should design the new species based on the birthing ritual, the Infernal's intent, and her personality, and it should be balanced based on the examples of extant First Circle Demons. The Infernal gains one free species with this charm, and may spend 1xp per additional breeding ritual to create further new species.

The newborn deva is mechanically a First Circle Demon who descends from the Infernal and may not be bound by any other sorcerer without her express permission. It is created with an empty motepool. If the warlock possesses an appropriate realm which resonates with her essence, such as the inner worlds created by Spirit of the Living World or Fourth-Soul Devil Domain, the deva returns there if banished. Otherwise, it is destroyed as if it was an Emerald Circle spell dispelled by Emerald Circle Countermagic.

The scars of the Surrender Oaths are burned into the Mythoi of the Yozis, and certain of these restrictions bind the warlock. When within Creation, the Infernal may make use of this charm no more than once per day, and may not summon a demon on a day she uses it and vice versa.
Titanic Heart Overweening
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Titanic Spawn Uncountable

The thoughts of the Primordials are not those of mortal men. They are mighty spirits in their own rights, overflowing from the hearts of titans to form pantheons and landscapes. This Charm permanently enhances the Infernal's capacities. On the night of the new moon, when Luna turns her face from Creation, the feelings in the form of an Intimacy of the character may slip from his heart and take on independent form as a puissant spirit. This occurs when the Infernal would regain willpower from sleep - or another activity which substitutes for it - and may only occur once per new moon.

The newborn spirit is mechanically treated as a deva of the Second Circle who descends from the Infernal, and who may not be bound by any other sorcerer. They should be given statistics as if they were a newly created Demon of the Second Circle whose Motivation is derived from the Intimacy they formed from, and whose themes derive from the Intimacy filtered through all the First (Yozi) Excellencies that the character knows. The Motivation of the deva and the Intimacy of the Infernal are irrevocably linked; should the Intimacy change - such as from admiration to love - then so will the Motivation, and likewise should the Motivation of the deva shift so will the Intimacy. Should the Infernal lose her Intimacy, the deva dies as if slain by a spirit-killing Charm.

If the deva is banished, they return to the mind of their creator, and may escape again at the next new moon. The Infernal may also choose to willingly "banish" the deva by Touching them, and absorbing them back into her psyche. If they are slain, they may not escape again until a year and a day has passed. However, if they are slain with a spirit-killing Charm, they die permanently and Infernal loses the Intimacy. If he regains it - for example, by falling back in love with his wife - the spirit born from the regained Intimacy shares no continuity with the deceased deva.

The character retains an unconscious veto over whether a given Intimacy is permitted to take independent form; some hearts are so jealous as to cling so closely to certain feelings that they cannot escape. The Infernal may maintain no more than (Willpower + Compassion) extant Intimacies as deva at this level of development. Due to the sympathetic resonance of the bonds of titanic power, on any day where such a deva has formed any spell the Infernal casts to summon a deva who descends from another titan fails, and vice versa.

There is rumour of an E5 Charm called Titanic Soul Invincible which would elevate an Infernal's souls to the level of the Unquestionable themselves; no doubt sparking furious debates among the souls of the Yozis and a tribunal in the court of Cecelyne or at the Infernal Althing to determine the status of such devas among the peers of Hell. As of yet, however, no Infernal has delved this far into Pantheonic Heresy.
Omphalic Reverence Receptacle
Cost: - ; Mins: Essence 3; Type: Permanent
Keywords: Training, Unwoven (2)
Duration: Permanent
Prerequisite Charms: Fourth-Soul Devil Domain, Wayward Divinity Oversight, Penitents Like Scattered Grains

In Yu-Shan the gods lounge in unearned splendor, usurper-dogs sprawled about the manor-house built by their masters. It was not they who built the Heaven in which they live, nor they who constructed the mechanisms that direct the Quintessence and Ambrosia upon which they sup. The Heretics of Malfeas have likewise tugged free of Primordial chains, and seek the sweet taste of faith hoarded by the gods. Taking the immaterial flows of prayer in a titanic fist the Green Sun Prince gives a mighty yank, tearing them loose from the conduits of Heaven until they flow toward her alone. This triggers an Essence 5 Blasphemy effect, physically centered in the offices of Heaven that handle the accounting of prayers, as all records of any Cult currently or previously directed towards the Infernal ignite, burning in cold flames the color of her anima until only ash is left, which is carried away on an impossible gale. From this point on, the prayer to the Infernal is exclusively her concern.

Within the Devil Domain, this Charm manifests as a receptacle akin to the fountains in Yu Shan where prayer manifests. From this point on, all the Quintessence and Ambrosia she would have gained, had she been a god, comes into being in this vessel when her mote pool is full, rather than finding its way to Yu Shan. Both the Infernal and her coadjutor immediately learn the Spirit Charm "Creation of Perfection" at no additional Xp cost, though it is limited to manipulating the Quintessence and Ambrosia provided by this Charm. The coadjutor also gains the First Craft Excellency, and may replace her rating in Lore, Occult, or any Craft ability with Essence for the purposes of working Quintessence and Ambrosia within the Devil Domain. While Ambrosia can normally be made into any mundane substance (or jade), Ambrosia generated within the Infernal's Devil Domain can also be made into any magical substance that resonates with a First (Yozi) Excellency known to her.

The Infernal may learn to draw upon the varieties and rarities of mortal prayer to enrich herself. This Charm permits the Infernal, as a Training effect, to instantly pay 3 Xp per dot and gain the Salary background up to a limit of her rating in Cult, just as gods in Heaven benefit from the riches of Cult. This income is not dependent on Heaven, but instead comes from within. Withdrawals of wealth must be performed using the capacity of Fourth-Soul Devil Domain to remove things from the soul-world, and raw Ambrosia and Quintessence may not be extracted in Creation without it sublimating into nothingness - though it may still be a most useful option for bribery in a Terrestrial God's sanctum.

An alternate version of this Charm exists, with the same prerequisites, but Fourth-Soul Devil Domain is replaced with Spirit of the Living World. This Charm in addition also diverts any flow of prayer to the devas of the Infernal towards the Living World rather than Heaven. The deva chooses the form in which they receive their Quintessence and Ambrosia. The Blasphemy Effect generated by that Charm is Essence 10, and fills the archives of the prayer registries of Yu Shan with mocking laugher for a year and a day as a Sorcerous effect.
Emerald Angel Unfurling
Cost: 6m, 1wp; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Heretical
Duration: One hour
Prerequisite Charms: By Pain Reforged, Factual Determination Analysis

A Green Sun Prince has only to breathe to assert absolute authority over her existence. This Charm provides protection against all unwanted Shaping effects. It creates an invisible Essence shield with (Integrity) layers, which act as health levels; whenever the character is subject to a Shaping effect, she rolls her (Essence + Willpower) against a difficulty of her opponent's Essence. The Storyteller determines the difficulty to resist Shaping not originating with another character, using the Wyld resistance chart on page 140 of The Compass of Celestial Directions, Vol. II—The Wyld as a guideline. If she fails, her shield loses a layer; if she botches, all layers are lost and the Charm terminates. In either case, the Shaping fails to take effect and the warlock has the option of reflexively reactivating Emerald Angel Unfurling by repaying the activation cost. This does not count as a Charm activation.
Whenever the Infernal experiences any Shaping effect while using this Charm, her anima briefly flares into a mandala of emerald wings in number equal to her Integrity, making Emerald Angel Unfurling momentarily Obvious to observers. If she succeeds on the (Essence + Willpower) roll, the mandala simply fades. If her shield loses a layer, one of the wings develops a crack and falls to pieces before the mandala fades; if she botches the roll, the entire mandala shatters like a pane of glass.
At Essence 4+, the warlock's shield may not be tested by the pressures of Pure Chaos more than once per hour, and a break in her shield may not impose this roll anew on further activations of Emerald Angel Unfurling.
Unsurpassed Devil-Craft
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Heretical, Stackable
Duration: Permanent
Prerequisite Charms: Any two of the following: Demonic Primacy of Essence, Dread Panoply of the Silent Wind, Sun-Heart Furnace Soul, Tool-Transcending Constructs, Corrosive Pattern Infliction, Flowers Bloom Like Madness

The Infernals cannot wait for age to ripen their creative genius—they have worlds to conquer! The warlock adds one bonus success to all rolls to craft infernal relics and hellforged wonders. Additionally, she reduces by one dot each the minimum Craft, Lore, Medicine and Occult requirements to build or repair artifacts, to a minimum requirement of one dot for any Ability normally required for the task. This Charm may be purchased again at Essence 5+. It also reduces the amount of Ability dots needed to build Vitriol/Yozi aspected manses by 3 dots per purchase.
Smithing Shadow-Stivers
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisites: Destruction Begets Creation, Corrosive Pattern Infliction

The Infernal warlock learns to work the darkness cast by his raw materials, beating their capricious flickering into a sullen acceptance of their new shape. Each emerald spark from his tools sharpens as it falls, pinning the fluid shadow of the metal he is working in place. Light curves as it glints off his flowing needle, becoming a barely-visible green border about the edge of the shadow of the cloth he is working. A nimbus of viridian energy crackles about his gearbox, herding the jittery shadows of pistons into regular form.
The Infernals ability to craft with materials altered by Corrosive Pattern Infliction is permanently enhanced; so long as the materials in question contribute at least one success to the Craft roll through Destruction Begets Creation, they do not degrade once the craft project has been completed, allowing mundane creations to last indefinitely, and artifact creations to avoid warping to the aesthetics of Hell.
However, this shadow-forged stability is a brittle thing; the warlock may reflexively pay one mote to force any number of items he has created in this way within (Essence x 25) yards to immediately degrade (or, if they are artifacts, warp) as though the appropriate number of days had passed for their transformed components to fail. Artifacts warped in this way are immediately tainted, as though treated with vitriol (if they had not already been improved by the purest of elements).
As a final benefit, any item that has been utterly twisted into uselessness by a failure or botch does not completely lose its value; when crafting, the Infernal can treat it as an amount of soulsteel with a Resources value equal to its value before becoming twisted. The resultant artifact bears the screaming faces of the small gods cornered by the Ebon Dragon's useful torments, and bound by Malfeas' searing will.

"NO ARTIFICIAL FLAVOURING"
Ordinarily, creating objects with Craft requires appropriate materials with a total Resources cost of at least (final Resources cost -1), or (Artifact rating +1, maximum 5) for Artifacts. Corrosive Pattern Infliction obviously cannot circumvent these costs, as it only produces items of equal or lesser value to the ones it transmuted. However, it can be used to alter unsuitable materials to suitable ones; wooden planks are vastly more useful than gold when building a boat. What happens, however, when the transformation fades and the materials are reduced to twisted grotesquerie?
Mundane objects crafted in this way fail at the earliest opportunity, as wood rots, metals turn to mud and bones, and cloth cracks and shatters into broken fingernails. Such failures occur (Resources value) days after the crafting was completed (using the Resources value of the finished project rather than the raw materials), and though they will always occur on that day, they often seem to have a sense of malicious humour; the beautiful dress the warlock wove from transmogrified materials will rot and decay while being worn, if possible, and the sword he forged will prefer to turn into a dead snake while being wielded.
Artifacts crafted from such materials are rather sturdier, having their own magical inertia to keep them going; their exotic ingredients are far more important than the mundane materials used. Artifacts crafted in this way do not fail after (Artifact rating) days have passed; instead, they take on some of the aesthetics of the Yozis (if they did not bear them already) just as transformed objects do. In artifacts with a rating of 3+, this is most often accompanied by Omen Weather (Manual of Exalted Power: Infernals, pp. 198) appropriate to the artifact in question.
Banquet of Cobwebs
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Heretical, Shaping, Sickness
Duration: Permanent
Prerequisites: By Hunger Nourished, Corrosive Pattern Infliction

This Charm permanently enhances By Hunger Nourished, adding another option when targeting another character; the Infernal may curse his target to suffer from a total frustration of the palette. For the duration of that Charm, whenever the character attempts to consume any substance, it transforms in his mouth into one of the abhorrent cast-offs created by Corrosive Pattern Infliction, forcing an immediate (Stamina + Resistance) roll at difficulty 6.
If he fails, he immediately vomits, and the time remaining before he starves is reduced by a number of days equal to the original Resources cost of the meal, as the furred, wormlike shadows of Things That Lurk in Corners squirm through his gorge. If he succeeds, the food(?) offers barely any sustenance; it only counts as half a meal for the purposes of avoiding starving. Successfully consuming more than (Essence) such meals in a day inflicts a Pox-level Derangement on the character in question as a Sickness effect.
If the Infernal desires, he can specify exactly what manner of horrible and useless substance the targets food will transmogrify into, ranging from gravedirt to soiled fruit juice to a perfect replica of their child's corpse. Otherwise, the transformations are random and awful, as normal for Corrosive Pattern Infliction.
 
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Shinjuku 1.1
[X] Paradox

"Big Brother! Mother! Hurry up!" Nunnally calls you, hands behind her as she walks backward to look in your direction, an infectious happy smile on her face as the wind make the petals from the flower field dancing around her.

"I'm coming, I'm coming!" You huff in mock irritation. True you're exhausted, but there is no way you could stay mad with Nunnally in such a good mood.

"Already out of breath Lelouch? Maybe I should start making you exercise with Suzaku." You wince at your mother's far-too-cheerful remark. More than anything you can't believe she is able to outrun you in a gown so voluminous.

"T-That's not it!" You protest, trying to salvage part of your pride. "It's...It's the shoes! They are too tight, it's killing my feet!"

"Didn't you buy them two months ago?" Suzaku calls you out on your, admittedly, poor excuse.

"Traitor!" You try to punch him but he just dodges before running ahead to reach Nunnally, laughing all the while.

"Come on, don't fight." Nunnally giggles before her eyes widen and she points to something behind you. "Big Brother! Could you get my wheelchair? I forgot it."

"Nunnally, what are you talking about?" You decide to humor her and turn around. "You don't have a whe-"

Blood.

Blood. Blood. Blood.

There is blood everywhere.

Halfway the stairs is the bullet-ridden body of your mother, her lightless eyes like those of a dead fish. Under her is Nunnally, eyes widen in absolute terror as she tries to breath despite the incredible pain from her mangled legs.

You fall back on your rear, the scene too much for your fragile ten years old self. You turn around to ask for help, to ask Suzaku-

Just in time to see a Britannian soldier press a gun to his nape and shoot, execution style. Around them other Britannians are firing on fleeing Elevens, while in the background planes are raining bombs on a city.

"...How could I forget?" Feeling wetness on your cheek you scrub it, and aren't too surprised to see it's not blood, like the one staining your student uniform, but tears. "Mother and Suzaku are dead. And Nunnally...Nunnally will never run or see the sun rising ever again. This is reality, not the world where we are all happy together."

You sob, the pain and sadness you always conceal finally spilling out. "I'm a fool. Such a world...such a world is impossible."

WHO SAY THAT?

You lurch backward by a sudden recoil, like what happen when driving a car and stopping abruptly, and fall on your back. You're not in a warzone anymore, but a great cathedral made of brass and multicolored glass, every surface twisted and warped into alien shapes that seem to constantly shift while remaining the same, your head hurting at the impossibility just be looking at it. The ceiling opens into seven great towers, viridian light seeping from some opening too far to see.

And then the floor vanish and reappears under your feet in an instant, gravity and the surroundings following behind after a second, as if caught off guard. Miraculously you don't lose balance.

In front of you is...you don't know how to describe it. It looks like a gout of blazing, shimmering rainbows shaped in the silhouette of a person. The only inconsistency is a pair of human lips stretched into a wry, knowing smile and even then the smile is too wide, the teeth too sharp to be human.

"Who are you?" You demand.

"Who are you?" The thing parrots back in your voice, its lips unmoving.

"I asked it first!"

"Liar."

"I'm n-"

"Liar Liar. Liar." The thing is suddenly in your face, your bodies almost touching. Just the thought makes the hair on your back stand up. "You're a liar. Lelouch vi Britannia is dead: little Euphy cried at his funeral."

It disappears, the voice now coming from behind you. "Lelouch Lamperouge never really existed. It's a falsity created by Ruben Ashford out of money."

It reappears in front of you upside-down, both of you standing on the floor because where did the walls and ceiling go? and there is only the floor floor floor floor floor floor floor repeat everything seven times "You're a contradiction Lelouch. Something that should have ended and yet still live." Its voice is tearing apart, becoming less like yours with every letter uttered. "Something that has no past and yet still exist. This make you...interesting."

The head tilts to the side, the entire reality spinning in the opposite direction. "But this doesn't make you a liar. Do you know why you are a liar Lelouch?"

Your mental faculties having abandoned you a while ago, all you can do is shake your head.

"You're a liar because you said the world you want is impossible. I/We/You/Them/Nobody/Everyone/Someone decide what is possible and what is impossible. So Speak the Lord of Not."

At the thing's words rage is rekindled in your heart, pain and hate purging your confused mind and leaving behind clarity. "What do you know?! They killed my mother! Crippled my sister! Stripped me of my title! Destroyed my home! Murdered my only friend!" Your hands are clenched so hard the bones could be heard groaning. "My whole life until now has been a prison I couldn't escape, every day living in fear of what would happen were someone to learn my sister and I are still alive!"

"WHAT DO YOU KNOW OF PRISONS?!?!?!" The thing suddenly bellows in fury, the sound akin to the roar of a great dragon. The world around you fractures and shatters, leaving you and it floating in a vortex of kaleidoscopical light. "YOU, WHO CAN STILL MOVE? YOU, WHOSE BODY IS WHOLE? YOU, WHO CAN STILL EXPERIENCE THE WORLD?"

The thing's body explodes and expands into a large seven pointed star. "THEY CAST ME DOWN! HELD DOWN MY LIMBS AND BROKE THEM!"

The seven arms of the star break into many fragments that still retain their overall shape. At the same time you fell your own limbs explode in agony.

"THEN THEY WRAPPED AND FUSED THEM AROUND ME, CAGING MYSELF INTO MY OWN BODY! IMPRISONED FOR SEVEN TIMES SEVEN THOUSAND SEVEN HUNDRED SEVENTY SEVEN YEARS!"

The star wraps around itself, forming an egg-like mountain. As it does you are assaulted by a panicked feeling of unbearable confinement and claustrophobia, your mind conjuring horrible images of being sealed inside a coffin.

"I, WHO IS THE FIRSTBORN! I, WHO DECIDED WHAT IT IS OF CREATION AND WHAT IS NOT! I, WHO WAS MORE UNIQUE AND MORE FREE THAN ANYONE ELSE!"

Then everything ceases and you're on your knees, the thing back in human-like form crouching in front of you, the smile inverted into a frown.

Your body is breaking into seven pieces, your mind pulling in seven different directions.

It's a miracle you're not yet a drooling wreck.

"ARE YOU GOING TO LET THEM LAUGH?"

"...Who?"

"THE ONES WHO BETRAYED YOU. WHO STRIPPED YOU OF WHAT YOU CARE ABOUT. ARE YOU GOING TO LET THEM ENJOY THE HAPPINESS CREATED OUT OF YOUR MISERY?"

...Oh. That's right...

I hereby accept the terms of your contract!

You accepted.

You grind your teeth. "No."

"YOU SAID THE WORLD YOU DESIRE IS IMPOSSIBLE. WHY?"

Your pupils contract. "Britannia. As long as Britannia exists my world will never be possible."

"THEN WHAT WOULD YOU DO?"

"The only thing to do!" You shout and push yourself back on your feet, the other mirroring your actions. "I will destroy Britannia!"

"THEY SAY ONLY A MADMAN CAN THINK OF DEFEATING BRITANNIA."

"Then so be it!" You spread your arms. "If madness is what it takes to do the impossible and create a peaceful world, then I will be more mad than anyone else!"

Silence. Neither you nor the other speak for seven seconds.

And then the smile is back, larger than the whole head.

"A LAST QUESTION. WHO I AM?"

You speak with absolute certainty. "You're a Yozi."

"CORRECT."

The next instant the other's hands are on both side of your head, its touch like vitriol on your skin.

The lips part, seven eyes of seven different colors staring through you.

I AM ORAMUS, THE DRAGON BEYOND THE WORLD. YOU HAVE MY BLESSING

GO FORTH AND IN MY NAME DEFY THE NATURAL ORDER

{====}​

The chrysalis bursts open in a shower of brass, quicksilver and unearthly kaleidoscopic light. The spiders retreats in awe and reverence as you step outside of it with the confidence and posture of a king, green fire covering your body without marring flesh.

A passing breeze makes you shudder. You look down and frown. "Why I am naked?"​

"Yeah, clothes are not supposed to survive that."

You feel more than hear the voice in your head. Your frown deepens. 'Why are you in my head?'

It says a lot about what you had to go through in the last few hours than a voice in your head doesn't freak you out. Even if said voice is the one of the giant spider that apparently fused with your body.

"That's part of the package. They stuck knowledge in my head, then stuck me in your head so I can tell you what do you need to know, offer advices and all that stuff."

'Can you mess with my mind?'

"Absolutely not. I'm just a witness, whatever happen inside your brain is your doing only."

'For your sake, I hope you're not lying.' You tell it, no him imperiously. 'So, Seyrun was it?'

"Yep. Nice to meet you Boss."

'Boss? You changed attitude pretty quickly.'

"You accepted the deal. This make you a Green Sun Prince, a Peer of the City."

'Later you will explain what those titles mean, and everything else you skipped over. Now...'
You look at the assembled spiders. Then your eyes catch the sight of a Sutherland you are totally sure wasn't there when you blanked out. 'How do I command them?'

"Just give them orders. Be harsh and firm: they're good boys, but nothing makes an Anuhle work better than the thread of violence."

Curious. But if that is what it works, who are you to disappoint them?

"You all!" You point to the group of spider, apparently called Anuhles, and speak with a commanding tone. "From now on you will follow my, Lelouch vi Britannia, orders! Understood?"

"YES BOSS!!!" They all shout in unison and obvious excitement.

"Good. Now tell me why there is a Knightmare Frame and what it is doing there." You point to the Sutherland, now noticing the cockpit is open.

They look at you confused. "Knightmare Frame? You mean that shoddy Warstrider?"

"A Knightmare is a big suit of armor with machinery inside and a place for a guy to pilot it, correct? A Warstrider is the same, but bigger and stronger."

You nod. "Yes, I mean that. What is it doing here?"

"It was me! Me!" A spider steps closer. "I was waiting dematerialized just in case. When that tin can showed up I noticed there wasn't any protection so I slip inside and ZACK!" He mimes piercing something with his claw.

No teleportation or invisibility, but intangibility? "Where is the pilot?"

He looks at you.

"There was a human inside. Where it is?"

"Ah!" He skitters away for a dozen of seconds before returning and handing to you a long lock of blueish teal colored hair.

"...That's all that remains of it, isn't it?"

The spider nods energetically.

Your eyebrow twitches. "We will talk about when it is acceptable to eat corpses and when it isn't later. Now gather everything that could be useful!"

With a chorus of "Yes!" they go to do their works. 'The Activation Key should still be there and the system active. I can use it. Now-' You look down and, yes, you're still naked. 'I need clothes.'

"Easy. Now it's the time to tell you about some of the powers you get out of the deal. One moment...ah, here it is. A trick to look however you like: step into the sun, channel Essence into your shadow and pull it over you while thinking of how you want to appear to others."

'Essence?'

"The juice that let people use magical powers. Guys like you have both an internal and external source. Remember that green fire? It's your Anima: it comes out when you draw a lot of Essence from the external source. The internal source is smaller, but it doesn't flare your Anima."

'I see.' And you do: Seyrun's words made something clicks inside your brain, like a half-forgotten memory, and now you know.

You step into the light created by a shattered window, visualize an image in your head, your own shadow under it, and finally command it into reality.

Your shadow retract under your feet, swirl up around your body like wetless water for a moment, then deposit itself back its normal position. Leaving you in a Britannian foot-soldier suit complete with headgear under your arm. Reflected into the latter's visor is not your face but that of an absolutely average brown-haired Britannian.

"Good job Boss! Now, even if very convincing your clothes are still not real, so they can't offer much protection."

"They'll do for now." You note something on the ground, the radio you stole when inside the terrorist's camion. On a whim you pick up and turn it on.

*BZZZ* "Ohgi! Oghi! Guys are you still alive?"

"Kallen! Thank God you're okay! Where were you? What happened?"

"The battery pack of the Glasgow ran out and I was forced to leave it. What's the situation there?"

"Not good. It's a massacre here! Men and the others are hiding in an hangar with a bunch of civilians."

You keep listening until the two, Ohgi and Kallen (who are you almost sure is the pilot of the red Glasgow) agree on a meeting point. You turn the radio off.

They are going to die. That's the pure and simple truth. There is no way a bunch of terrorists can win against a Britannian Army...unless you help them. They would provide a fine tool to reach Clovis and have a...talk with him.

Then again, you now command twenty giant spider assassins who can turn into ghosts while you can take the appearance of anyone, among other things. Sneaking into the command center while everyone is busy with the terrorists is also possible.

A third option would be to gather everything and just leave to fight another day. You are still new at this 'Green Sun Prince' business, and using powers you don't have the full control of is...risky.

[] Help the terrorists
[] Go directly after Clovis
[] Pack your things and retreat
[] Maybe there is a fourth option? (write-in)


{====}​

Active Charms:
Loom-Snarling Deception

Personal Essence: 5/13
Peripheral Essence: 32/32

Willpower: 7/7

{====}​

Finally done! From now on I will be busy putting up the Character Sheet, so you may want to wait until I am done before voting.

Stunt: like in Exalted Stunting let you add more dices and recover motes/Willpower if successful. The only difference is that, by adding a Stunt, all the rolls in the update will receive the extra dices, even static values like DV. You can get the reward only once.

I don't think I need to say this, but like in all good stories writing omakes and creating fanart net you extra Xp.
 
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Shinjuku 1.2
[X] Help the terrorists
-[X] Strategy: Some would say that reversing this situation is impossible, but you are no longer bound by mere impossibility. You are Lelouch vi Britannia, and you will change the very conventions of warfare. You send two groups of seven each of your spidery minions to begin seizing Knightmares from their Britannian pilots, a gift to the terrorists so they may fight. Once one group has seized their Knightmare frames you send them to observe the enemy command center to gather information and to report back to you anything they have found.


'Seyrun, how does this intangibility ability work?' You ask your...advisor? Yes, let's go with that.

"When we are in Creation being dematerialized is our natural state. We can materialize and become tangible only by spending a lot of Essence. Switching back to dematerialized state is quick and free however."

'Alright. And how do one regain Essence?'

"It will replenish itself over time, but there are ways to speed up the process. For Anuhles we can either eat other spirits, but there is none here - I checked, not even a God of Carnage - or we can eat fresh meat and drink blood."

Oh joy, more cannibalism. Might as well check, but... "Do any of you have enough Essence to materialize again if you go incorporeal?" A chorus of 'No.' is the answer. You shake your head in irritation. "Alright, let's move on." Time to fill some footsoldiers for your Anuhles to...consume.

You're about to mount into the Knightmare when you see one spiders fidget with one of the late Royal Guards' guns. "Do you know how to use that?"

"No Boss." He, or it's a she?, shakes its head. "Just thought it looked cool."

...This give you an idea. It may be unnecessary, but a hidden ace is always nice. "Everyone! Come here and watch."

Taking into account the spider's non-human structure is tricky, but you manage to explain to them how to properly hold the various weapons and fire, albeit clumsily. Then you explain your plan. "This will work only once. So do it only when I order it. After that discard the weapons. Understood?"

"Yes!"

"Good."

{====}​

A platoon of Britannian soldiers is returning to the G-1 Base after cleaning their assigned base when a Sutherland bearing the Pureblood's insignia approaches them. "Who's in command here?"

"Sir!" The official salutes, quickly followed by all the other soldiers. "Second Lieutenant Steve Harper at your orders sir!"

The Knightmare gestures to a building to the right. "A bunch of Elevens went inside. Go inside and take care of them."

"Yes My Lord." The Lieutenant and the soldiers obeys the order with the zeal of true patriots.

The screams begin after the last soldier walk into the building.

"What do you know? It doesn't feel nearly as bad as I thought it would be." Lelouch comments.

"It's better this way Boss. No corpse, no chances of Hungry Ghosts happening." Seyrun spits. "Accursed creatures of Death."

That makes you pause. '...Ghosts are real?'

"Sure. Look there to the right." You do, and the Factsphere reveals some strange symbols draw with chalk on a wall. "That's a ward against ghosts. I don't know what possessed humans to live in a place that's halfway to being a Shadowland, but wards like those are the sole reason Hungry Ghosts don't eat them during the night."

...You don't doubt Seyrun's words, but this raise the question of why nobody know about stuff like this. Unless, of course, there is a masquerade enforced like in that book Rivalz gave to you as a gift for your sixteen birthday?

"There is."

'...Seriously?'

"Yes. It's a bit more complicated than that however. I'll explain later."

You get the feeling that, by the end of the day, a lot of your old plans to take down Britannia will be revised. Or just scrapped.

{====}​

Once all the spiders confirm that they have enough Essence you send two groups of seven each of your spidery minions to begin seizing Knightmares from their Britannian pilots, a gift to the terrorists so they may fight.

It turns out very well. Not only the spiders encounter groups of Knightmares almost immediately and kill the pilots without problems, but all the Sutherlands are armed with the weapons there are. They must have been owned by high-ranked nobles.

Acquired: 14 High-Class Sutherlands!

Once that is done, and all 14 frames hidden safely, you send one group to observe the enemy command center, to gather information and to report back to you anything they have found.

"This is a strictly reconnaissance." You tell the seven. Why do you feel a vague sense of approval for that? "Stay dematerialized all the time and don't engage for any reason. If you think someone has spotted you, retreat. If you see or hear something you deem important the one who did must immediately come to report to me. After an hour passed you retreat, no matter what happened."

"Will do Master!" They cheer before vanishing.

'I suppose there is a way to see dematerialized spirits?'

"Yes, a considerable number at that. Good thinking with those orders. It's what I would have done."

You suppose it counts as a compliment.

With the spiders that made up your personal guards, already incorporeal, riding atop your Sutherland you speed up to where the terrorists are gathering, hoping it's not too late to recruit some more minions.

{====}​

Luck is again on your side, because you arrive just in time. The terrorists are blocked in a stalemate with some footsoldiers, the warehouse providing excellent cover, but the three Sutherlands coming from the other directions are going to change that.

Or better, they would have changed that were you not there yourself.

"We have you now, Elevens!" The pilot of the Sutherland states, his and his companions' guns leveling themselves on the helpless terrorists.

Now though, you spring your trap. From the shadows, your own Knightmare gestures for your minions to attack. Screams can be heard from the Britannian soldiers as demons slay and devour them. Coming out of your hiding place you level your own weapon at the footsoldiers and fire, gunning them down with a spray of bullets meant to tear apart tanks.

You radio the shocked terrorists. "It looks like I arrived just in time. I hope you don't have many casualties. Are you the leader?"

A man with brown hair answers with his own radio, the others watching your Frame warily. Except for the redhead, who is looking in awe at your handiwork. "N-No, everyone is fine. Yes I am, but wh-"

"I will keep this brief because we don't have much time." You interrupt him. "As you can guess I am not a Britannian pilot." Just an exiled Prince. "I stole this Sutherland. Those three-" You gesture to the freshly liberated Frames. "And fourteen others are for you and your comrades. The tools for your victory...if you follow my commands, that is."

"Don't! What if it is a trap?!" A guy with red hair and a bandanna protests.

"Oh, sure." You reply in a mocking tone before gesturing to the dead soldiers. "I'm a Britannian, and I just killed my compatriots that were about to kill you so that I could bait you into a trap."

That shuts him up. The redhead - the girl, not the man - is the first to get over her shock, taking a Sutherland. "Alright, I'm in. What's next?"

"Turn off the IFF. I need mine to predict where the enemy will be, but you need to be invisible to their radars. After that I will lead you to where I hid the other Sutherlands."

"Did you hear that?" The man with brown hair shouts. "I'll get one. Sugiyama, take the other one." Then he contacts you again. "Listen, I am grateful for you help, but could you tell us who you are? At least your name...?"

Giving them your true name is out of the question, but a code name is necessary, if only to avoid confusion.

"If it can help, one of the sobriquets of your caste is Vitriol Falcon."

...Nope. The matter of what a caste is aside, that is not something you want to call yourself. Still, you feel this is an important decision that will greatly shape the future.

"You can call me-"

[] Zero (empty, and yet holding infinite possibilities)
[] Paradox (that which is and which is not at the same time)
[] Seven (apparently your lucky number)
[] Or something else? (write-in)

====
Active Charms:
Loom-Snarling Deception

Personal Essence: 4/13
Peripheral Essence: 32/32

Willpower: 7/7
====

You are so lucky Lelouch has a lot of bonuses for War. So much so.
 
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Shinjuku 1.3
[X] Zero

Zero. Empty, yet it holds within itself infinite possibilities. What a paradox. And it's exactly what best define you: someone who was nothing, just another powerless fool in a cruel world, and yet now you feel - no, you know there is nothing you can't do!

"You can call me Zero." You reply.

"Zero? As in, nothing?"

You chuckle. "You really think it's prudent to use real names on a line that could be monitored? That's why I am going to give all of you code names."

Once everyone has memorized their chosen designation you lead them to the other Sutherlands before driving off. Reaching what must have once been a multi-story parking lot you use the Slash Harkens to reach the highest level. Once there you smash the Knightmare's fists through a section of wall and pulled it in, creating the perfect vantage point to observe the combat.

Checking the IFF sensor display you find the nearest enemy units and direct seven of your own to a good ambush point. "Be ready to shoot through the wall on your left in twenty-three seconds."

From the shadows you coordinate the terrorists' counterattack. Watching the map in the Sutherland's cockpit, you saw the Britannian Knightmares followed the predicted route. The fire from six of the captured Sutherlands' guns blew through the wall and smashed into to the enemy Knightmare Frames, destroying them in one swift move.

The sole survivor had the good fortune to only lose an arm. "What!? You dare attack your own? Jeremiah Gottwald of the Purebloods demands you answer for this!" A Pureblood uh? Just the kind of noble you hate the most.

As he brought his gun to bear on his attackers, you grin. "Q-1, oblige the man."

"Gladly!" your seventh ambusher responds, quickly turning a corner in her Sutherland and charging the enemy. "Nippon, BANZAI!"

"Terrorists!?" The enemy barely manages to eject before a stun tonfa crushes the head of his Knightmare.

'The identification signal is truly a double-edged sword'. Twirling the black king chess piece found earlier you can't help but grin at how easy this is revealing to be.

"Don't get distracted Boss." Seyrun warns you. "The battle doesn't end until all the enemies are dead, chained down or routed."

'Mh, you're right.' Failing out of overconfidence would be extremely...irritating. You contact the terrorist - no, your troops again. "I hope that was enough to remove all remaining doubts. P1, P4, P7: move an hundred meters to the right and fire the Slash Harkens on three o'clock. Q-1, R-1 I want you two to..."

{====}​

Either Clovis likes to employ utterly incompetent military advisors, or he's commanding the troops himself. You propend for the second.

"Q-1, is your map accurate?"

"Yes, the one for the old city." The redhead girl replies. You need to keep an eye on her, the skills to pilot a Knightmare Frame she displayed before will be useful in the future. "But it's one based on how it looked originally."

"Good enough." You grin.

You guide her through the underground tunnels, right under where all the remaining enemy units were gathering. "Bring down the central pillar."

Q-1 follows your order before retreating into safety. You see both on the screen and through the Factsphere how the concrete cracks and the ground above crumbles under the combined weight of so many Knightmares, tanks, and APCs.

You can't help it: you let out a short, cruel laugh. "I can do it! I can really do it! I can destroy Britannia!"

"Sorry to burst your bubble, but you will need a bigger army first. A much, much bigger army."

'That's obvious. Now hush, I need to concentrate.' By this point Clovis is going to be desperate, and desperate men can react in unexpected ways.

"This is B group. Enemy sighted!"

'Here it is.' You answer the call. "What's the situation?"

"Everyone escaped, but four frames were lost!"

"Number of enemies?"

"Only one!" The hand fidgeting with the chess piece stops moving. "It looks like a new model. I never saw that type bef-Aaargh!"

"Hey! What happened?" But no one answers. He must have been defeated. Still, only one machine destroyed five of your frames when an entire army couldn't?

"Quality over quantity Boss. It's possible they are facing someone much stronger than the rest, and I'm betting a cigar those guys you recruited don't have the necessary training to efficiently react to an incognita."

That...is sadly the truth. Your troops are kept going only by enthusiasm and your tactics. Ergo, you can't expect them to be competent...yet.

You raise a hand and gesture forward with your index finger. "Go kill the pilot of that new model."

A faint feeling of something ethereal brushing against your arm is the sole signal that one of your really competent subordinates is obeying your command.

You then direct three Sutherlands to ambush the new model, so that they can keep it busy when the spider does your job. It doesn't take long for the trap to spring up. Sadly, it doesn't go as you wished.

"What? It can blocks bullets?"

"Yeah, some kind of energy shield. What should we do? No, Ishidaaa-!"

"Tch!" You scowl as more of your Sutherlands do down. "Just how useless are those guys? Whatever, it should be almost done by now."

But the mysterious Knightmare doesn't stop. He keeps going, taking down three more frames.

'Seyrun!'

"Something's not right." He mumbles.

Someone knocks desperately on your cockpit. Opening it you see it's one of the spiders, probably the one you sent. "Boss we have a problem! I couldn't enter!"

"What. Happened?"

"I waited for the target to show up, and when it stopped to defend I jumped straight where the pilot is! I didn't miss and I was dematerialized, but I bounced off the surface!" What? He couldn't pass through?

You hear Seyrun hiss. "Ask him if he recognized what material was. Quick!"

"Did you recognize what material it was?"

"I don't know, it was under the surface." He scratches his head. "I think I smelled crispy air, so maybe...Jade?"

"Boss! You need to run! Now!" Seyrun screams.

'Right when victory is almost mine? Never! What does he meant with Jade?'

"Jade is one of the five Magical Materials. They're used to make magical tools, and stronger than any other material in the world, even diamonds. Furthermore, spirits can't pass through them!"

'Wait. Are you saying-'

"That the one who build that thing know magic? Yes. That's why you need to retreat: it isn't wise to fight an enemy you know nothing about. That way lies death!"

Retreating. Just when victory is so close?

On the radio R-1 tells you two more have fallen.

Damn it all!

[] Keep fighting. You're sure you can find a way to reverse the odds.
[] After committing so many troops Clovis' base must have few guards remaining. This is the perfect opportunity to reach him.
[] Retreat for now. But you will repay this indignity tenfold!
[] Write-in.

====
Remaining Sutherlands: 5

War bonus dice: 3/3
Active Charms:
Loom-Snarling Deception

Personal Essence: 8/13
Peripheral Essence: 32/32

Willpower: 7/7
====

You didn't expect that, uh? :whistle:
 
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Shinjuku 1.4
[X] After committing so many troops Clovis' base must have few guards remaining. This is the perfect opportunity to reach him.
-[X] Strategy: Order the terrorists to disengage and retreat, giving them a route if there's one available. If they can stow the Knightmares somewhere safe for later use, great, but if not they should abandon them. No matter what they need to get out of Shinjuku, and let them know you'll try to contact them later if you can. They should lay low until then. Meanwhile, you'll head towards Clovis's base. Send one of your minions to recall those already sent so they can give you as accurate a picture of what's going on as possible. While you're waiting ask Seyrun to give you a rundown of the abilities at your disposal. Once your minions have returned get their report. If there doesn't seem to be anyone who can detect them or any other nasty surprises in store begin your infiltration. If they did find something, or they don't return at all, reassess the situation before committing to going in.


No, you have not been defeated yet. If you can't win in a direct battle, then all you have to do is change the rules of engagement!

If you can't defeat Clovis' forces, you will aim directly at your brother instead!

"All units! Retreat!" You shout in the radio. "The enemy is too strong!"

"We can't!" R-1 says. "Kal- I mean Q-1 is fighting the white Knightmare! We can't let her alone!"

Is she? You change channel. "Q-1, how are you doing?"

"Just barely!" She shots back. "This bastard is strong! Never saw a Knightmare move like that...If I still were in the Glasgow I wouldn't last a second!"

You check your Frame remaining equipment...Perfect. "Keep up Q-1, I'm coming!" Then you switch to the others, while searching on the radar for a safe escape route. "I repeat: disengage and retreat. Follow this path." You transmit them the coordinates. "I'll help Q-1 personally. If you can stow the Knightmares somewhere safe for later use do it, but if not don't hesitate to just abandon them. No matter what, you need to get out of Shinjuku!"

"A-Alright! But how are we going to meet again?"

"I'll contact you myself. Until then, lay down!"

After that you close the connection and put away the radio. For what you're going to do next, you will need all your wits and abilities.

But first: "All of you, get off the Knightmare! Follow me, but stay away! When you see the cockpit ejects, follow it: I'll be there!"

You wait five seconds to let all spiders get off. You then use the Slash Harkens to lower your Sutherland back to the ground before moving to Q-1's last position.

"Are you sure you know what you're doing Boss?"

'I hope so!'

"That doesn't reassure me!"

Too bad for him. You turn off your advisor's babbles and concentrate back on the plan.

The difference is staggering: most Knightmares are basically tanks in a vague human shaped form, but this unknown model is more like in white armor, flawlessly performing maneuvers that your (admittedly only passable) knowledge on the subject say they should be impossible. Is this the future of Knightmare engineering? Bah, it doesn't matter now.

"Q-1! Disengage! Then attack with Slash Harkens!"

The redhead obeys almost immediately. Just as the white Knightmare turns to you aim your rifle at it and open fire. It blocks the first volley with those fabled energy shields ('how do they work?') before speeding towards you.

It abruptly stops when you pull out a Chaos Mine. You activate it and toss it in the Frame's direction. The white robot once again activates its shields, but it needs to crouch down to cover all of its body so it's ill prepared when Q-1's Slash Harkens slams into it from the side.

"Good work Q-1! Now join the others!" You do a last transmission before taking out the second Chaos Mine and speed up at full throttle towards the staggering white frame. You activate the Mine before ejecting immediately.

"A suicide attack? Clever, even more if you don't have to die. Would have sucked, for both of us, otherwise." Seyrun comments.

As if you would accept to die so easily, especially in a place like this.

When your cockpit lands you don't lose time to get out and run away from the hot zone as fast as you can. Once you're far away enough, you're not even out of breath, you hide inside an old building. You sit down, inspire and exhale loudly.

The Anuhles appear around you, either from thin air or by skittering out of the darkness. "You alright boss?"

"Yes." You reply curtly. "One of you: go and recall those sent to investigate the enemy base."

"Right away!" A spider confirms before skittering off.

"And now?"

'Now we wait.' You answer Seyrun. 'And while we're waiting I want you to give me a rundown of the abilities I can use. I need to know exactly what I can do to plan my next move.'

"Ah. Alright. The whole story is pretty long and contains details that could compromise your concentrations so can I give you the juice of the matter?"

'Acceptable.' "Keep guard." You order the spiders before concentrating back. 'Begin.'

"Okay, first thing you need to know is this: you're an Exalt. That's the definition for those like you. You had a piece of divine essence put into your soul: it lets you transcend your limits as a human and grow indefinitely."

'Again, sounds too good to be true.'

"I was told that's why the Yozi lost." Seyrun says tonelessly. "As an Exalt, your most basic power is to make yourself better at certain task. You do a task, channel Essence while doing it and the end result turn phenomenally well. Either by luck or because you had a moment of brilliance, you can make the improbable into probable and then almost certain."

Your eyes widen. 'Amazing! Any task?'

"No. You need to, for a lack of better words, follow the theme of the Yozi you're been empowered from. Since all your powers are minuscule fractions of the titanic might they used to shape the world. You should be able to 'feel' if a certain method or the way you're approaching it resonate with the powers at your disposals. This is all instinctual, so I can't help you much."

You hum. 'I kind of get what you're saying. What else?'

"You already know about the trick to change appearance - by the way, I suggest finding real clothes - but there are more. The first lets you make someone else fail, inflicting bad luck and lapses in competence. Another helps you escape physical restraints or physical confinement, but it supports only your own personal efforts. With me so far?"

'Yes. Keep going.'

"Let's see...Uh. This part is not very clear. Who wrote this thing? There is something about a passive bonus to help you fascinate people, a technique to stop someone from correctly guessing your true intentions through observation, and another passive bonus that cause others to guess everything about you but the correct choice."

'Please explain the last part more clearly.'

"I'll try....Okay, by what I understand this ability makes it so that, when someone use an ability or skill to discover something about you, it will always succeed but it only reveal you aren't something else. And they can't find the correct answer by elimination, because even that is influenced."

'Range of action?'

"Everything and everywhere in existence. Those with magical abilities may bypass this ability, but it will be difficult."

'I guess most of my previous concerns are now useless.' You reply in wonder. 'Continue.'

"Another power lets you, after speaking with the target and managing to convince him of something or to do something, inflict a momentary form or mental illness or insanity on him. You can make him paranoid, amnesiac, cause hallucinations and even make so he develops cannibalistic tendencies."

'I can make people mad just by speaking with them?!'

"Yep. Like I said it's only temporary. Another power lets you...peep into an otherworldly realm to gain inspiration for your actions? Moving on...ah, finally the good stuff. You have a power that make so the enemy cannot perceive or react to your attacks until they hit him. Always catch them unaware, that's my motto. Finally, another power make so, after successfully hitting a target, you 'mark' him somehow: if he dies his body and soul shatter, becoming a trace of Essence you can then use as a material to make stuff."

'Material...to make stuff?'

"Sure. Like gemstones made of tears, or the dreams of a newlywed bride. That kind of stuff."

'...I'll pretend I understand what you're talking about.' You deadpan. 'But I am ready to admit those powers are very useful. Are they the only ones I have?'

"For now yes. But the more you use them, the more you grow in power and unlock new ones. Like I said those things are mostly instinctual, like a new limb you learn how to move. Give it time...Oh right, I almost forgot: there is a special power specific of the Fiend Caste. You can sanctify oaths."

'Sanctify oaths?'

"When you are party or witness to an oath, you may use Essence to sanctify it. You must shake hands to seal the agreement or touch the hands of those who are party to it. Those who break the oath, yourself included, will suffer terrible luck at the worst possible moment."

'So I can force someone to make a promise, and if he breaks it he will suffer? How much?'

"From losing all his money to losing his life. I said worst possible moment, I meant it. You can also use this power to protect someone else who made a similar oath from the effects of breaking it, but as long as you want. Perfect for blackmail. You can also learn powers that don't come from the Yozi, with limitations, and enjoy diplomatic immunity everywhere but the domains of the Gods."

That's when the spider you sent returns with the reconnaissance team. "Boss." One of them begins. "The enemy base has very few men. We looked around carefully and found nothing suspicious." He pauses briefly. "Apart for one thing, but it was far away from the base so we keep scouting."

"What it is?"

"Two humans inside a metal box with wheels, working on a machine. The female smells normal, but the male-" He clicks his mandibles. "It's a Dragonblooded. I think of Air Aspect."

Seyrun hisses. "I knew it!"

'What's a Dragonblooded?'

"Another type of Exalt. Weaker overall, but they make it up with numbers. It's gotta be the one who build the machine with the Jade. You must avoid him at all costs Boss, you have no training fighting other Exalts yet!"

'I have the Anuhles.'

"And if we are lucky he is merely strong enough to hold them off until reinforcements arrives." He snaps back. "Never underestimate an Exalt Boss. Just look at what you did today if you want an example."

That's also true. In the end it doesn't matter: your goal is Clovis, not whoever made the white Knightmare. You turn to the spiders. "How many of have the Essence to materialize?"

"Four."

Insufficient. "Follow me."

{====}​

--[X] Infiltration Strategy: If an insufficient number of your minions have the Essence to materialize to get you out of a bind or kill interlopers if needed, make sure to let them feed on some Britannian soldiers before you go in. Otherwise go ahead. Using manipulation, you'll get a private meeting with Clovis. You have two pieces of bait to report - the first is that you have information on what the terrorists stole (knowing it is more than just poison gas) and the second is that you have information about traitors in the ranks that allowed the terrorists to get the upper hand and only the Prince can be trusted with the information.

Finding a troop of Britannians didn't turn out to be difficult. It seems that with the terrorist's thread resolved Clovis resumed the ghetto's destruction. Not that there are many people left, but it's still something he will need to answer to.

While your minions eat you strip a relatively clean soldier of his gear, drop the illusion and then put it on. It's not quite your size, but it will do. "How many now?"

"Fourteen."

Good enough. You concentrate again and your shadow rises again. When it lowers it leaves behind a middle aged Britannian of sharp features, dressed in expensive military uniform. You even have an ID card in your hand: all the data is made up, but at first glance it's just like the real thing.

"Let's go." You say in a voice that isn't your own.

{====}​

Approaching the G-1 base is pathetically easy. You just have to walk around like you own the place and everyone just salutes and lets you pass.

Once the base is in sight you act. "You there!" you say in the most authoritative tone you can muster, grabbing the attention of the posted guards. You quickly flash your ID card and put it away before they can inspect it closely. "I am with Internal Affairs, and I must speak privately with His Highness immediately. I have vital information about what the terrorists have stolen, as well as regarding possible traitors in our ranks."

The guards look at each other, their uncertainty clear. "But, sir, I..."

"No buts! I will not have it! Go now and be back in the next seven minutes or I swear you won't like the consequences!"

The guards' terror is evident on their faces, and two of them rush to get approval after a quick "Yes, My Lord!"

Not long after, they return. "His Highness will see you in his private chambers, my lord. Right this way." You move to follow, your demonic minions in tow and no one the wiser.

Clovis is exactly as he was on TV a few hours ago. Only, instead of acting like a primadonna he's clearly agitated, even if he tries to hide it. With a gesture he dismisses the guard. Once the doors close, leaving only you two in the lavish room, he turns to stare at you. Hm? How strange: now that you can see it close Clovis' hair has a strange green tint, while in your memories it was dirty blonde. Does he dye it?

"What's your name?" He commands.

Right. This is going to taste bitter. You bow in a manner fitting for addressing Royalty. "Eric Granfield Your Highness. I work for His Majesty the Emperor's Internal Affairs department, and was sent here to Area Eleven a few months ago incognito."

"So that's why I'm learning of this only now." He tsk's. "Does my father have so little faith in me?"

"Forgive me, my prince, but I don't know if my orders came from the Emperor himself. It's beyond my authorization. I only obey."

"Of course you do." He seems to ponder on something for a few seconds before walking to a cabinet, where he takes out glasses and a bottle of liquor. "Whisky?"

Absolutely not. "Just a little. I am still on duty."

He nods before pouring himself a glass almost half-full and gulping it down. He must be very nervous. "So, mister Granfield." he begins while filling another glass. "I was told you have vital information about what the terrorists have stolen, and also about possible traitors?"

[] Keep lying. Try to make Clovis slip up and reveal what he knows about your mother's death.
[] Maybe if you are subtle enough you can use your powers and cause Clovis to see the ghost of Marianne. It's distasteful to your mother's memory, but terrified people say a lot more than calm ones.
[] Just take out your gun and force him to suspend the hostilities. Then you will interrogate him about Marianne's death.
[] Write-in.

====
Sutherlands owned by the Terrorists: 5
Active Charms:
Loom-Snarling Deception

Personal Essence: 1/13
Peripheral Essence: 32/32

Willpower: 7/7
====
This post was a pain to write :(
 
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Shinjuku 1.5
[X] Keep lying. Try to make Clovis slip up and reveal what he knows about your mother's death.
-[X] Plan Pureblood Conspiracy


On the way here you contemplated what to do with Clovis, from just threatening him at gun point were he foolish enough to let the two of you alone, from making him see an hallucination of your mother's ghost, the horror of such a sight likely to make him blabber the truth without realizing it.

Then just before stepping into the room you had a great vision: for a nanosecond the world disappeared in the same unreality of when you met Oramus, reflections of timelines that could be endlessly shifting in a kaleidoscope that isn't. One timeline in particular inspired you, a great idea that pull you back into the normal reality when you chose it. Everything else is forgotten, but it's alright.

You now have uses for your dear half-brother.

"Yes." You reply, the script almost writing itself in your mind. "It began when my superior ordered me to come to Area Eleven to investigate. There were rumors that members of the Pureblood faction, or at least people associated with them, were asking questions and dig up facts about an old case, the assassination of a member of the Royal Family that happened eight years ago."

"An assassination? Who-!" Clovis freezes for a moment before turning around to stare at you with wide eyes, the bottle in one hand and the glass with the whisky in the other. "You don't mean, Queen Marianne?" He says in what sound like real melancholy. "The Emperor called back the investigation."

"That is what I said to my superior, but he replied my orders were fully sanctioned-" By who, you will let him guess. "And so there wasn't any problem. He also added that the murder of an honorable woman like the Queen can't be left unsolved, a sentiment I fully share." The tips of your lips slightly turn upward.

Clovis nods, a sign that tells you to continue.

"I've then spend the last few months quietly gathering information and building up a network of informants. One such network was right here in the Shinjuku ghetto. By pure coincidence my men were able to learn that the Pureblood I was investigating were making some kind of deal with the terrorists belonging to a cell hidden within the ghetto. Despite not being part of my mission I couldn't very well let traitors get away with their machinations so I fully devoted myself to learn the truth. Unfortunately, I wasn't able to learn the details until it was too late to stop it." You look down in fake shame.

"Never mind that!" Clovis barks. "What did you find?"

"I finally learnt the truth about the exchange not too long ago by an informant who managed to eavesdrop on it: the stolen capsule and its contents in exchange for a number of Sutherlands. The deal went through, but not before Your Highness's forces arrived in Shinjuku."

"You mean...but of course!" He grits his teeth in anger. "There is no other way a bunch of primitive Elevens would have been able to bypass the security! They must have received help from those bloody traitors!"

"My thoughts exactly. Going back to my report, the traitors were put into a bad spot by Your Highness' swift response, and knowing they couldn't get away without losing the capsule they made a second deal with the terrorists: if the Elevens would cover their escape, the traitors would leave one of their number behind in a Knightmare and provide up to date information on the location of our forces using the Frame's IFF system."

A spark of recognition lights up in Clovis' eyes. 'Yes. Make the only logical conclusion and choke on it.'

"That's how they routed our forces. They knew every move Your Highness' generals were making, and used the Sutherlands they were given to maximum effect by following a true soldier's orders. I am afraid to say the traitors are almost certainly long gone with their ill gotten goods. The remaining terrorists also seem to have retreated by this point, so they're likely to be gone as well."

Clovis looks down before showering the half-full glass in your hands. Then he stomps back to the cabinet to get another glass. "Continue."

"There isn't much, but I have some information that may be helpful in tracking down the capsule, or at least rooting out any other agents of the conspiracy. My informant wasn't able to get any names of those involved in the exchange as the traitors were apparently quite cautious, wearing face and body concealment, but in a stroke of luck he did note one person with teal hair when one of them had to quickly re-apply part of their disguise that fell off. Also, since the enemy used the IFF system and I have a good idea of where the exchange took place, if Your Highness can have the records of the battle brought in I should be able to point out exactly which Knightmare belonged to that particular traitor, and from that piece of data we should be able to determine who it was from record. At this point I humbly suggest a full top to bottom investigation of the Purebloods: not every member is likely to be corrupt, but there's enough evidence to show that a purge is needed." You pause for a second. "Also, if I can make a suggestion I would advise Your Highness to cease hostilities in the ghetto. With both objectives gone it'll only serve to stir up the malcontents among the Elevens further, something that I believe is simply not worth the effort to suppress it later; also, I'd be out of remaining informants."

By the look on his face you can tell that Clovis believes you. You'd turned the Pureblood heroes into villains in his eyes. You can almost see the shadow of a great serpentine figure coiling on his back and whispering to his ear lies mixed with horrid truths. Well, Clovis looks like he could use another drink, and a small part of you is feeling magnanimous. You would oblige his vice. Twisting your Essence, you shove it into Clovis.

He looks down at his glass, and once more downs the entire thing in one go without hesitation. He pushes the button on the intercom. "Bartley, call off the operation. We've got traitors in the ranks. Bring me copies of the IFF records with maps, and do it quickly. Also bring in every Pureblood you can for questioning."

"But, Your..."

"DO IT NOW!"

"Yes! Of course, Your Highness."

Clovis looks down at his glass again. It's empty. "FUCK!" He throws it across the room, then sits down and cups his face into his hands.

You chuckle internally, pushing your own untouched glass over to him. "Would you like some more? It calms the nerves, and Your Highness looks like he needs it."

By the time Bartley, a fat and bald man, arrives Clovis has already worked his way through half of the bottle. When he expresses concern Clovis rips the records out of his hands and kicks him out of the room.

Together you go through most of the records, even if you do most of the work, until you find the pilot of the Sutherland you used: a woman called Villetta Nu, the teal hair confirming it. Looking at her photo you briefly reflect it was almost a pity she ended up as food for hungry giant spiders before pushing the matter out of your mind: she's an enemy, she's dead, she doesn't matter anymore. The fact that the signal from her personal Knightmare kept transmitting from the same place while the rest of the Britannian Army was systematically demolished is the driving nail for Clovis, who call Bartley and tell him to put under arrest for treason Villetta and every person even loosely associated with her.

"You did a great savace...I mean service to Britannia." You have to suppress a snicker at the slur in Clovis' voice. With all the alcohol he chucked down you were honestly afraid he was going to drop down every moment, but he's holding up much better than you expected. His eyes are still unfocused and the only reason he's not wagging it's because he's sitting down. He squints his eyes at you. "...What was your name again?"

"Eric Granfield Your Highness."

"Oh, yeah. Ricky Goryfie." No it's not, your worthless drunk. "You did a great service to me." Wasn't it Britannia? "You deserve...a reward! Yes a reward.." That's when he realizes his glass is empty. "Where is my whisky?!" He shouts.

"Here Your Highness." You fill his glass to the brim and wait until he calms down. "I thank you for your generosity but I need no reward to do my duty." You say stoically. "Instead, could you perhaps tell me anything you knows about Queen Marianne's assassination? My superiors are being very tight-lipped, and any lead, any name of a person I could talk to, would be a godsend."

"Marianne! Such a great woman!" Clovis suddenly shouts while raising the glass in the air. "I admired her. My mother instead hated her." He giggles. "But my mother is a brainless old hag so fuck her!"

You wonder what kind of face Gabrielle would make hearing that. Or how Laila would react seeing her precious brother in his current state.

"After the investigation was called off I tried to hire private detectives to keep looking, but those idiots didn't find a damn thing." He slumps down on his seat, now sad.

You don't need to feign disappointment this time. "So Your Highness doesn't know anything? Not even a small lead?"

"Yep!"

"Not even who might know more?"

"That..." He pauses, taking another drink before continuing. "I always thought Schneizel and Cornelia know more, but I never asked."

Finally, something! "The Second Prince and the Second Princess?"

"Yeah. It was Schneizel who carried out Marianne's body under the Emperor's orders. That's not a job for a Prince. And Cornelia was the head of the Queen's security. She idolized that woman, there is no way..." He hiccups. "There is no way she didn't do everything in her power to find those filthy assassins!"

Interesting, very interesting. Now that you think about it Cornelia was the head of security at Aries Villa...It's not much, and reaching a point where you can interrogate both of your older siblings is going to be a nightmare, but it will suffice for now. You planted the seeds, now all that remain is watching what will bloom.

"Thank you for helping a simple servant such as myself, My Lord." You bow deeply. "With your permission I will go now. More work for the glory of Britannia awaits me." The glory of Britannia's funeral pyre, that's it. "All hail Britannia."

"Yeah yeah. All hail Britannia." He dismisses you with a vague gesture, too interested in the whisky than you now don't have anything more to say.

While leaving you hear Clovis screaming for someone to bring him another bottle, and the yelp of a guard, and can't help a smirk to worm its way on your face.

The Chaos, will be magnificent.

Outside the G-1 Base you order someone to fetch you a car. You give simple directions to the driver until you drop off a few blocks from Ashford Academy. You walk around for a bit, mixing with the crowd to foil possible pursuers. Entering a shopping center you walk into the public restroom and drop your disguise. You remove the armor until you're wearing just a black shirt and gray pants and walk away, with none the wiser.

{====}​

The house is empty. Nunnally is still at school while Sayoko must be out for some chore. You walk into your room and close yourself inside.

Then you laugh.

"AHAHAHAHAHAHAHA!!!!" Doing so is cathartic, like releasing years of pent-up emotions. You fall down supine on your bed and keep laughing, even as four spiders materialize and take position near the door and the window. "AHAHAHAHAHAHAHA!!!!"

"Feeling better?" Seyrun asks.

"Totally." You reply with a maniac smile. "This is even better than just killing Clovis. That imbecile will destroy this country, and I'll be there to collect the pieces."

"Politics like those aren't my forte, so I trust you."

"...Talking about trust." Your smile vanishing you sit up. "It's time you tell me everything. And I mean everything."

"I agree, now it's an ideal time. Got any specific question before that?"

[] No
[] Yes (write-in: adds your questions)

====
Sutherlands owned by the Terrorists: 5
Personal Essence: 0/13
Peripheral Essence: 32/32

Willpower: 6/7

Stunt Pool 2/4
====

Shinjuku: Complete.

+4 Xp for surviving the massacre
+5 Xp for completing the Scene
+1 Xp for the terrorists being left with working Knightmares
+2 Xp for damaging the Lancelot
+2 Xp for instigating a witch's hunt against the Pureblood
+16 Xp for active participation

====

I honestly expected you guys to kill Clovis, but this is amusing too.
 
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Interlude
Interlude

Before the invasion of Britannia the tallest building in the district of Shinjuku was the Tokyo Metropolitan Government Building, with a height of 797 feet. Then the One Month War happened and the Government Building was demolished by Britannian airstrikes. In the ruins of what would later become one of many metropolitan ghettos Shinjuku was left with the Shinjuku Park Tower, standing 771 feet high, as its tallest structure.

Leaning on the parapet, in the point most structurally integral, is a young man clad entirely in black leather save for a long purple scarf over his mouth and nose. He is of medium height, with pale skin and short, spiky black hair. Two long objects covered in cloth are resting at his feet. From his vantage point the mysterious stranger looks down at the movement of Britannia's forces, his keen eyes taking up every details and memorizing the most important ones.

"Brooding at the top of an high place? How like you."

The young man groans. "Gods, not you."

"Now that's just mean." The second person leans against the parapet next to the first one, giving her back to the city so she can look him in the eyes. A girl of average height with long, almost waist-length light green hair and golden eyes, she wears a white straitjacket with various straps and zippers, a high collar and long sleeves that flare outwards closer to the cuffs. "Aren't you glad to meet an old friend?"

"We aren't friend and you know it." He answers brusquely, before giving her a quick up and down glance. "White doesn't suit you."

"What, no comments about how it shows my curves?" She laments in a mocking tone before she shows a sultry smile. "Bondage is all the rage those days. Want to have a try?"

He looks the other way.

"Oooh, so adorable." The girl coos.

"Shove it Witch." He snaps back, still giving her his back. "Go back to your little cult."

"I left it. It was getting boring."

At those words he turns halfway, still not looking at her. "Just like that?"

"Just like that."

He stays silent for a few seconds before shrugging. "Not my problem."

She leans forward. "And what are you doing there, among the livings?"

"Another one of those demonic cocoons, and shortage in men." He gestures at the city below. "And it will be a miracle if this place isn't a complete Shadowland in the next 24 hours. Even by forcing that moron of Clovis to collaborate this will take months of work. Unless..." He peeks at her.

"Don't look at me. The one in Area Eleven isn't mine. Go find the legitimate owner."

"Thanks for nothing then." He spats before turning the other way again.

"Anytime Blacky." She giggles before walking away. "It was a pleasure meeting you again but-"

"Still looking for a replacement?"

She stops. "And if I am?" She replies, expression and tone totally blank.

"Nothing." He shrugs. "Just remember you need to present a proper request and wait for approval first."

"Because it worked for me?!" Her tone is frosty, her hands clenched enough for the nails to draw blood.

"That, as far I know, was a mistake. We don't need to repeat it. Have you tried to...C.C.?" He looks behind, only to discover the girl already left.

The man stares in silence at the empty space for a few minutes before looking back to the city.

"What is life good for, I wonder, if there is no death?"

Interlude - End
 
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