Green Sun, Black Shadows (CG/Exalted)

Slayer: Hyuga Akito

Name: Hyuga Akito
Titles: Hannibal's Ghost, That One Infernal Who Most Times Doesn't Give a Fuck...But When He Does, Run!!!
Motivation: Kill Hyuga Shin
Urge: Sow mayhem and terrified awe of yourself among your enemies (Isidorite)
Caste: Slayer
Patron Yozi: Isidoros
Anima Banner: A giant boar of brass and basalt, eyes and mouth glowering with emerald fire
Attributes: Strength 5, Dexterity 5, Stamina 4; Charisma 3; Manipulation 2; Appearance 3; Perception 2; Intelligence 2; Wits 4
Virtues: Compassion 2, Conviction 4, Temperance 2, Valor 5
Abilities: Archery 1 (Two-Handed +2), Martial Arts 4 (Multiple Opponents +1), Melee 3 (Fighting With Two Weapons +2), Thrown 2, War 1, Integrity 5, Performance 1, Presence 1 (Intimidation +2), Resistance 4, Survival 2, Lore 1, Athletics 3, Awareness 3, Dodge 5, Linguistics 1 (Native: English. Old Realm), Ride 3 (Knightmare Frames +2)
Backgrounds: Backing (Yozi) 2, Cult (Yozi) 1, Influence (Yozi) 2, Unwoven Coadjutor (Sorth) 4, Allies (Leila) 1, Allies (Coven) 4, Backing (European Army) 1, Resources (Soldier's wage) 1, Mentor (Ferand) 5
Essence: 3
Willpower: 10
Other notes: the Unwoven Coadjutor is an Erymanthoi.

Traits from Unwoven Coadjutor: red lines on his back resembling the bone protrusions on the back of an Erymanthoi. (-0 Points)

Anima Power:
By spending five motes of Essence, the character may appear glorious and terrifying until the end of the scene (or until he decides to let the effect dissipate). He appears taller and fiercer, with a terrible visage, burning eyes and a deadly, rending grasp. This effect comes into play automatically once the Infernal spends 11+ motes of Peripheral Essence.
While this power is in effect, the character exudes a fear aura which causes all opponents attempting to attack or oppose him (socially or physically) to suffer a -1 external penalty on all attack rolls. This unnatural Emotion effect costs five points of Willpower to ignore for the rest of the scene. The Slayer's terrifying glory unbound also disrupts attempts at coordinating attacks against him, increasing the difficulty to arrange such attacks by 2. Additionally, the immense Essence pressure within the character's anima slows all incoming attacks, increasing the character's DVs by 2. Finally, Infernals of the Slayer Caste are immune to all fear-based Emotion effects while their anima power is active. If a complementary mass combat unit is forced to check for rout because of the Slayer Caste's actions while this anima is active, they suffer a -2 external penalty to the roll.

Charms:
First Isidoros Excellency, Second Isidoros Excellency, Isidoros Inevitability Technique, Isidoros World-Shaping Cosmogony

The Black Boar That Twists the Sky is shameless and proud of everything he is and does. He impulsively indulges in his every primal urge, seeking immediate gratification regardless of how inappropriate it might be. He is fuelled by a boundless vitality that allows him to smash through anything between him and his desires, for he knows that forbidden fruit tastes sweetest. The Antarch Stampede rejects all authority, stubborn and unstoppable in his denial of attempts to curtail his boisterous behaviour. He is wilful in his contrariness, an anarchist who even scorns the laws of nature and probability, but is at least honest in his violent disrespect for the proclamations of others. Competition and challenges especially rouse him, for he finds joy in trampling imitators and parading his awesome might. Isidoros is unconcerned by the senseless destruction he causes in such displays, for he does not consider anything but the present, a myopic carelessness that is at times mistaken for largesse.

Characters can always use this Charm to help satisfy their base desires, whether by foraging for food or propositioning sexual partners. It cannot be used to enhance actions taken at the behest of others, though individuals can still bribe or trick the Infernal, and he can enthusiastically perform deeds he would have undertaken regardless provided he makes his independence clear. Isidoros can generally aid Infernals who are engaged in opposed or exceedingly difficult actions, provided they trumpet their victory to all; Isidoros cannot understand humility or subtlety.

Isidoros Mythos Exultant

The Black Boar That Twists the Sky reinforces his own ego with his awesome might, such that whenever he receives Willpower from stunting, he also regains a single Valor channel.
Indomitable Hedonism Drive
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Some compare Isidoros' endless stampede to that of the Silent Wind. They are fools. The Black Boar's rampages are driven by his passions and his greed, and once his eye is set on something it is impossible to convince him to let it go. The Infernal treats any and all of his desires as his Motivation for the purposes of calculating MDVs and stunt ratings. However, the Infernal cannot roll to regain Willpower from sleeping unless he has satisfied at least (Essence) desires since he last slept.

Charm Concept: Desires
In the context of the Isidorite Charmset, desires are those intimacies which express the desire to perform some physical activity toward an existing physical subject – the desire to eat something, the desire to fight someone, the desire to copulate with someone, the desire to sleep somewhere, etc. "Be the best swordsman in the land" would not qualify as a desire, while "defeat the best swordsman in the land" would. Similarly, an intimacy of love would not qualify as a desire, while one of lust would, as it represents a physical activity. Isidoros is little-concerned with the abstract. A suitable Motivation can also be considered a desire, though an Urge never can.
Unbothered By Flies
Cost: 0m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Indomitable Hedonism Drive
When the Black Boar is engrossed in his interests, little can distract him. This makes him no more assailable. This Charm can be activated in response to any unexpected attack, removing that label and allowing the warlock to defend against it normally. However, if the attack fails to actually strike the Infernal, he remains unaware of it – any successful dodge or parry seems merely a coincidence, as he leans or shifts in just the right way to avoid the strike. Any other Charms he uses to enhance the defense are similarly forgotten, and if he has any Overdrive pools he is refunded their cost with an equal number of offensive motes. The Infernal simply does not notice the missed blow, and if the attacker struck from stealth, that stealth is not automatically broken for the Infernal. While the player chooses when to activate this Charm, the Infernal himself is (obviously) unaware of its activation.
Arousing Indelicate Passions
Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Emotion, Stackable
Duration: One scene
Prerequisite Charms: Indomitable Hedonism Drive
Isidoros leaves heady need in his wake, rousing more than just rabbles. The warlock chooses one of his desires, rendering it Obvious to anyone who can perceive him while this Charm is active. This applies an Emotion effect derived from the context of the desire (lust inspires lust, hunger inspires hunger, etc) to any characters who directly interact with the warlock or perceive him indulging in that desire. This unnatural mental influence lasts for one scene unless resisted for a single point of Willpower, and applies the normal penalties to inappropriate activity.
Cavorting Pig-Idol
Cost: 4m, 1wp; Mins: Essence 3; Type: Simple (6 long ticks)
Keywords: Combo-OK, Emotion, Obvious, Social
Duration: Instant
Prerequisite Charms: Arousing Indelicate Passions
Isidoros is inspirer rather than inspired, a colossal muse who radiates a visibly crackling musk of desideratum. Each purchase of this Charm allows the Infernal to project his idolatrous influence in different ways. Upon activating it, he chooses one of these methods, rolls (Charisma + Performance + Valor) and applies unnatural mental influence to every character who can perceive him. Those with a Dodge MDV lower than his rolled successes can only resist this Emotion effect at a base cost of two Willpower. They can choose to spend just a single point (regardless of any threshold successes the Infernal may have achieved over their MDV), but in this case they instead suffer an altered effect, described below:

Trend-Setting Indolence: The Exalt defines a desire based on whatever activity he is currently engaging in, inflicting it on characters who fail to resist. An Infernal who activates this Charm while kissing his husband could inspire lust toward their spouse in everyone watching, for example. The Infernal cannot be the subject of this intimacy. Characters who spend just one point of Willpower to resist still acquire a desire with that context, but their player chooses the subject.
Weight-Exaggerating Ego Density
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
The Black Boar is the centre of his own universe, his every action granted a dreadful, glorious, and all-too literal weight. The Exalt increases his weight by a factor of (Essence). This does not affect his personal ability to move or jump, though it does increase the load on a mount or vehicle, and may prevent him from being dragged or lifted if his new weight is too heavy. He reduces the distance he can be thrown by any Knockback effect by (Essence x 10) yards, to a minimum of zero, adds (Essence) automatic successes to any Blockade Movement or Control Clinch rolls, and increases his effective (Strength + Athletics) for Feats of Strength by (Essence x 2).

Note that fragile surfaces may break beneath the Exalt's tread – cosmetic damage in his wake reduces the difficulty to track him by his (Essence) over surfaces where he had this Charm active. Surfaces he lands on after jumping suffer more seriously, immediately taking (Essence x 2) dice of lethal damage.
Push-To-Shove Reply
Cost: 2m or 0m (+2m); Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Weight-Exaggerating Ego Density
Attempts to force Isidoros from where he wishes to be are met with indifference at best. This Charm can be activated at a cost of two motes in response to any Knockback effect (including Knockdown), perfectly negating it as a ripple of force spreads out from behind the Exalt. He may then choose to spend an additional two motes to redirect this invisible battering ram as an unblockable counterattack in Step 9. This attack targets anyone within (Athletics x 2) yards of the Infernal, using a dice pool of (Strength + Athletics + Essence), and inflicts no damage itself. Instead, if it hits the target, they are made subject to the negated Knockback effect. This Charm's initial cost is waived if the Exalt has Weight-Exaggerating Ego Density active.
Beyond Your Feeble Reach (x2)
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Push-to-Shove Reply
Isidoros is an ideal, unreachable in his magnificent completeness. This Charm is a perfect dodge against any attack that is not unexpected, as the Infernal's own world-warping presence bends the attack around his form - arrows slam into the ground before him and spear-shafts buckle as they whisper past his face. Despite being a dodge, this can be used to protect another character through a Defend Other action, as the attack spins off course into an abortive orbit. This Charm suffers from the Imperfection of the Black Boar That Twists the Sky.

A second purchase of this Charm allows the Exalt to spend an additional three motes upon using it to redirect the attack into a character or object other than the attacker within (Essence) yards of himself. The attack is resolved as normal against this new target, starting from Step 2, and includes all the magic used to enhance the original blow. The attacker may try to pull their strike, apply an external penalty to the attack roll of up to their (Wits), but cannot deliberately fail.

IMPERFECTION OF THE BLACK BOAR THAT TWISTS THE SKY
Isidoros is the centre of his own universe, and so his every action is lent a mighty gravity, a self-centered force that weakens only when diluted. Whenever the Infernal acts against or denies one of his own desires, even to pursue another, all Charms with this flaw suffer a surcharge of four motes for the rest of the scene. Altering a desire through Raw Whimsy Diligence does not provoke this Imperfection.
Foe-Hurling Gore Strike
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Weight-Exaggerating Ego Density
The world warps and twists for a single heavy moment, before snapping into a motion that sends bodies flying like ragdolls. This Charm enhances an attack. If it hits, the target is thrown away from the Infernal in any direction, at a rate of three yards for every die of raw damage. If they strike an unyielding object in their flight, they stop there, and both they and the object suffer one die of Piercing damage for each yard they would have otherwise travelled, to a maximum of the raw damage of the original attack. This damage is usually bashing, but may be lethal if the object is suitably dangerous. Targets rooted in place instead suffer damage as though they had immediately struck an object, the stresses of the Infernal's might twisting and churning their insides.

Alternatively, the Infernal can simply knock his target prone. This version of the Charm inflicts no additional damage to the target, but all characters within a number of yards equal to the attack's raw damage must roll to avoid knockdown at a difficulty of (Infernal's Strength), and the object-sized section of the floor they are knocked down onto suffers twice the raw damage of the attack. If the target is already prone, he can simply be smashed directly into the floor, treating it as an object he has been immediately knocked into.
God-Humbling Backhand Blow
Cost: — (+2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Foe-Hurling Gore Strike
Mere divinity is no more a defense against Isidoros than any other form of pretension. This Charm permanently enhances its prerequisite, allowing the Infernal to increase its cost by two motes when targeting a dematerialized target. If he does so, his victim is rendered fully solid at the moment of impact, allowing him to damage them and send them smashing into objects as normal. This forcible materialization continues after the attack is resolved, but does not prevent the target from dematerializing once more.

Alternatively, the Infernal can use this effect to target a materialized spirit (or another being inherently capable of becoming incorporeal, such as another Infernal with Soul-Sand Devil Shintai), forcibly dematerializing them after the initial damage of the attack is resolved but before the Knockback is applied – obviously, they do not suffer any damage from phasing straight through objects.
Tower-Toppling Tantrum Toss
Cost: — (1m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Foe-Hurling Gore Strike
The alien skyline of the Demon City remains intact only by the grace of Isidoros' inattention. This Charm permanently enhances its prerequisite, allowing the Infernal to activate it at a cost of only one mote when targeting an object. In addition, any damage dealt to objects by a hurled target is doubled (this specifically overrides the normal maximum). If an object is destroyed in this fashion, the target continues to fly in the same direction, stopping only when they fail to destroy an object they strike or the range of the Knockback effect is exhausted. However, they still only suffer damage from the first object they strike. As a final benefit, targets hurled by Foe-Hurling Gore Strike travel an additional ([Strength + Essence] x 2) yards.
Regiments Like Bowling Pins
Cost: — (2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tower-Toppling Tantrum Toss
Destruction cascades from the Infernal's blows, one strike becoming two as enemies become projectiles and corpses tumble through the air. This Charm permanently enhances Foe-Hurling Gore Strike. Ordinarily, it is assumed that other (non-extra) characters avoid the characters and objects sent flying by Knockback, but with this Charm the Infernal may spend an additional two motes in Step 10 to unceremoniously smack his target into another enemy. This is treated as a reflexive Thrown attack using the target as an improvised weapon, targeting any one character in their path. The hurled target suffers damage from the Knockback as normal.

First Malfeas Excellency, Second Malfeas Excellency, Malfeas Inevitability Technique, Malfeas World-Shaping Cosmogony

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.

Malfeas Mythos Exultant

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.
Hardened Devil Body (x4)
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.
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.
Scar-Writ Saga Shield (x2)
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: By Pain Reforged
Malfeas does not quietly accept his tortured inversion, but builds up calloused layers and folds them in a vain attempt to seal his wounds and inoculate against future injury. Such efforts cannot achieve their goal, but incidentally toughen the Demon City further. The first purchase of this Charm raises the character's natural lethal soak to her Stamina rating (rather than half) and gives her bashing Hardness equal to her Stamina.
The second purchase of Scar-Writ Saga Shield requires Essence 3+ and adds the character's Essence rating to her natural bashing and lethal soak. Her Hardness remains unaffected.
A final repurchase at Essence 4+ grants the warlock a bashing and lethal Hardness equal to his (unmodified Stamina + Essence). Magical attacks have their minimum damage reduced by a single die (to a minimum of 1).
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.
Green Sun Nimbus Flare
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Insignificant Embers Intuition
The Infernal's blows spark and seethe with the acid-green radiance of Malfeas's heart, burning opponents. Green Sun Nimbus Flare may enhance any physical attack whose target is (Essence) yards or less away. If the attack inflicts any levels of damage, this Charm then inflicts two additional levels of unsoakable lethal damage from fiery tongues of Primordial Essence erupting from the wound. This damage is applied after the damage for the wound transmitting it, but still in Step 10 of attack resolution.
Immolating Terror Technique
Cost: — (+1m); Mins: Essence 3; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
Those struck down by Malfeas suffer deeper injuries than physical scars. Whenever an Infernal with this Charm activates Green Sun Nimbus Flare, she may pay an additional mote to improve the attack. If the flare inflicts any levels of damage against a being with a Willpower pool, it also consumes one Willpower. Victims who lose their last point of Willpower this way instantly form an intimacy of terrified awe toward the Infernal that can't be destroyed or even weakened until the victim has not directly perceived the Exalt for one full day.
Kissed By Hellish Noon
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
Only the mightiest adversaries deserve face-to-face confrontation with the Demon City. This Charm removes the range limit of its prerequisite, allowing Green Sun Nimbus Flare to augment physical attacks with bows and other distance weapons past point-blank range. Weapons not intended for use on a personal scale, such as Essence artillery, aren't compatible with Kissed By Hellish Noon by default, but Infernals with Essence 4+ may purchase the Charm a second time to enable this.
World-Weathering Incandescence
Cost: — (+1m); Mins: Essence 2; Type: Permanent
Keywords: Obvious, Sorcerous
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
Cities rise. Cities fall. Only Malfeas endures. Once an Infernal learns this Charm, she may pay an additional mote when activating Green Sun Nimbus Flare to attack a non-magical inanimate object. If the target suffers any damage from the secondary burn, the wound continues to burn from within, suffering one level of unsoakable lethal damage each tick until destroyed. If the warlock has a higher Essence rating than the Resources value of the object, it burns more quickly and is utterly destroyed on the tick following the Infernal's attack. During this period of disintegration, cracks spread throughout the object's surface, from which glittering green rays and wisps of acrid smoke emerge. Final destruction occurs violently as the object simultaneously burns and shatters. Witnesses may even hear the childlike whimper of the object's least god as its immortal existence loses all meaning.

Supernatural Martial Arts:
Infernal Monster Style

If the natural fighting arts of the Lawgivers equip them to bravely strike down the mightiest devils with whatever lies at hand, then Infernal Monster Style exists to create monsters worthy of needing Solar Hero Style. Exalted who study this art learn to use their rage as a lens, focusing Essence toward acts of unthinkable brutality and savagery. There is nothing noble about this art except the refreshing simplicity with which it grinds enemies into sticky red paste. Infernal Monster Style is only compatible with armor created by Infernal Charms. Its form weapons are the cestus, fighting gauntlet, boot and all improvised weapons, as well as artifact versions thereof. Despite this style's name, it is the "hero" style of the Infernal Exalts and is sometimes called Infernal Hero Style by those who view Creation's Exalts as worse monsters than themselves. Infernal-only expansions to this style are Ability-based Martial Arts Charms rather than Infernal Charms, extrapolating the themes and imagery of the Infernal Monster rather than expressing the esoteric powers of any particular Yozi. Both Green Sun Princes and akuma may access and develop new extensions. As normal, non-Infernals can learn the base Charms of this style as a formal Celestial art.
Retribution Will Follow
Cost: 1m; Mins: Martial Arts 2, Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Striking an Infernal Monster stylist makes him angry. This is unwise. Whenever the martial artist suffers one or more levels of damage, his player may activate this Charm. Doing so causes him to enter a savage killing frenzy for a scene like that imposed by an uncontrolled Berserk Anger Limit Break. The enraged character is immune to all negative effects from wound penalties (including dice penalties and slowing) and treats all forms of mental influence from beings of equal or lesser Essence as unacceptable orders. He regains no Willpower points from the rampage. Characters who have Limit tracks bleed off a single point of
accrued Limit from this induced catharsis rather than resetting to zero, but this only happens once the character kills or horribly maims someone with an unarmed attack during the scene. Characters do not gain or require any conscious knowledge of the Great Curse to use this Charm.
Raging Behemoth Charge
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Retribution Will Follow
Like all monsters, the Infernal Monster is predisposed to giving chase. He adds his Martial Arts rating to the number of yards per tick he can cover with a Move or Dash action, provided he heads toward a character he observed physically attacking him this scene. He must be able to perceive the character he charges toward. Enhanced dashes enjoy a -0 DV penalty.
Infernal Monster Form
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Raging Behemoth Charge
The Infernal's eyes close and his face assumes a curiously sad expression, as if he almost regrets the carnage about to follow. When they open, they burn vivid emerald and his muscles swell impossibly, increasing his overall size and mass by 10%. Style compatible armor resizes with him, but most clothes tear unless very loose-fitting. Use of this Charm is compatible with Lunar tattoos. The martial artist gains the benefits listed below:
-Every unarmed attack inflicts piercing damage and grants the monster a cumulative dot of Strength for the scene. This dot does increase the damage of the attack that provided it. No combination of Charms including Infernal Monster Form can provide more than (Essence) additional dots, and this bonus is treated as a dice bonus from Charms. This Strength gain occurs even if the attack misses but only occurs once per attack regardless of the number of targets.
-He can parry lethal and ranged attacks unarmed without a stunt.
-He decreases the Speed of all unarmed attacks by -1, to a minimum of Speed 3, provided he attacks once rather than as part of a flurry.
-His body expands metaphysically as well as physically, causing him to exist outside of fate and as a creature of darkness native to Malfeas for the duration of the Charm. These states carry all the usual advantages and disadvantages. In addition to basic removal from fate, the character's presence imposes automatic failure on all thaumaturgical divination methods (such as astrology) used within a mile, causing them to return a single disturbing result: "The monster is here."
God-Smashing Blow
Cost: 3m (or 3m, 1wp); Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: Infernal Monster Form
The Infernal raises one or both arms and brings her fist(s) down like a hammer, driving a target into the ground. This Charm enhances an unarmed attack, causing the target to suffer automatic knockdown with no roll to resist if the attack hits. Additionally, every other character apart from the Charm user within (Martial Arts) yards of the impact must check for knockdown at a difficulty of (the Exalt's Essence).
The surface beneath the target also suffers the raw damage of the attack, though this damage is always bashing and automatically piercing. Normally, Storytellers can dispense with calculating damage to the ground and simply assume this Charm leaves the target in a small crater. However, targets standing on flimsy structures may find their footing blasted out from under them, especially from high-damage attacks.
If an Exalt uses this Charm to successfully strike a materialized god or demon with equal or lesser Essence, she may pay an additional Willpower. This strews the victim's body as splatters of ephemera and gobbets of divine flesh in the usual crater. Although it appears to witnesses that the spirit died—messily—it is no more harmed than normal from the attack, save for being forcibly returned to its natural dematerialized state in addition to being knocked prone.
 
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Omake - Yozi Relationship Advice (Non-Canon)
Ok, crack omake time. Obviously not intended to be canon.

Yozi Relationship Advice

Ebon Dragon: "Lelouch, you should marry that redhead you know."
Lelouch: "You mean Kallen... right?" Please don't let him mean Tamaki.
Ebon Dragon: "Yeah, her, though Tamaki would be ok too. I'm perfectly ok with being gay when I need to be to oppose something."
Lelouch: "Ok... so why do I need to marry Kallen?"
Ebon Dragon: "First off, I think marriage is awesome. I don't know why. Maybe it's because couples bicker all the time and their love turn to ash. And as for why Kallen, it's quite simple - redheads are hot."
Lelouch: "I... see..." *begins backing away slowly*

Isidoros bursts onto the scene, stealing all attention for himself.

Isidoros: "NONSENSE!"
Ebon Dragon: "Well hey there, Mr. Hedonist. Now explain yourself! Redheads are hot, don't deny it!"
Isidoros: "A real man has a HAREM!"
Ebon Dragon: "You raise a good point. Harems tend to go against societal norms. Approved!"
Lelouch: Fuck the gods.
Seyrun: Yeah, fuck them!

And suddenly ORAMUS!!!!

Oramus: "Best dragon is in the house, bitches!"
Ebon Dragon: "Crap..."
Oramus: "I agree wholeheartedly with this harem idea, but I have a caveat!"
Isidoros: "This should be interesting! Tell us now!"
Oramus: "Lelouch vi Britannia, I have decided on your next Urge for when you complete your current one."
Lelouch: No. No. Please don't let this be true.
Oramus: "You shall create a harem that is greater and more unique than the Emperor of Britannia's harem."
Lelouch: Fuck the gods!
Seyrun: Yeah, fuck them!
Lelouch: Actually, I need to stop thinking that or it might become something I have to do literally at this rate...
Isidoros: "SPLENDID! I like it!"
Oramus: "Oh yes, your harem will be a veritable kaleidoscope of women! You've got the redhead, the blond, the orangette, the greenette, the brunette, and I'm sure there are plenty of other unique colors you can find."

More Yozis and some other people show up!

Metagaos: "Yes! Take all the womenz! Make all of them yours!"
Isidoros: "How delightfully hedonistic! Approved!"
Milly: *squeals with delight* "All my yes!"
Cytherea: "There will be so many babies! Make lots!"
Cecelyne: "Be sure to make your harem worship the ground you walk on."
Oramus: "My Charms are halping with that!"
Adjoran: "Make all of them yandere for you! Now I'm leaving. It's too noisy." *leaves*
Oramus: "My Charms are halping with that, too!"
Kimbery: *Simply enjoys Lelouch's suffering*
Szoreny: "Be patient about growing your harem. Get to know them as individuals, to build a solid relationship."
Lelouch: That's actually sound advice. Sort of...
Metagaos: "Fuck that! Get all the womenz! NOWZ!"
Isidoros: "Hell yeah! Give in to your base desires and rut like a mindless animal!"
Lelouch: And now it's ruined.
Hegra: "Psychedelic nightmare drugs can keep the relationship interesting."
Isidoros: "That sounds fucking awesome! Approved!"
SWLiHN: "There must be a hierarchy within the harem, lest it be chaos."
Kaguya: *raises hand* "I'll be the legal wife!"
Ebon Dragon: "No! He has to marry the redhead! For the hawtness!"

Lelouch is quite visibly on the verge of having a panic attack.

Seyrun: Calm down! Calm down! It's going crazy in here!
Lelouch: "FUCK THE GODS!" *starts screaming incoherently*
Yozis: "Yeah, fuck them!"

While Lelouch is having a mental breakdown...

SWLiHN: "Oh... Oramus. I didn't know you where here. I... uhm... made a bento for lunch and made too much. Here, you can have some." *telekinetically gives Oramus the most perfectly ordered bento box ever* "It's not like I made it just for you or anything." *spheres turn a tone suggesting she's blushing*
Oramus: "Thanks! Hmmm... needs something..." *breathes breath of Pure Chaos on it, causing the bento to mutate and become disordered* "There we go! Now it's unique!"
SWLiHN: "You... you... BAKA ORAMUS!" *runs away, clearly upset*
Oramus: "What's her problem?"
Lelouch: *calms down* "I have no idea."
Everyone Else: *facepalms*
Ebon Dragon: "Anyways, back to the harem plan. Lelouch must marry the redhead!"
Kaguya: "No! I'm the legal wife."
Lelouch: *runs the hell away*

Once away, Lelouch runs into Malfeas.

Malfeas: "The others tried to convince you to get a harem, didn't they?"
Lelouch: "Yes. They're crazy."
Malfeas: "Anyone who wants to enter into a committed relationship is insane. I'd rather cut off my hand than tie myself down like that, which is why I invented Neomah."
Lelouch: *considers this for a moment, weighing it against the alternative* "You are most wise, Your Majesty."
 
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Malefactor: Sumeragi Kaguya

Name: Sumeragi Kaguya
Titles: Kaguya-sama, Holy Miko of the True Gods
Motivation: Freeing Japan from Britannia's Oppression
Urge: Unite the Japanese under a sole, enlightened culture (Sylvan)
Caste: Malefactor
Patron Yozi: Szoreny
Anima Banner: A dancing woman of inhuman beauty wearing an imperial-style kimono, both her and the clothes completely made of silver
Attributes: Strength 2, Dexterity 2, Stamina 3; Charisma 5; Manipulation 2; Appearance 4; Perception 3; Intelligence 4; Wits 3
Virtues: Compassion 3, Conviction 2, Temperance 4, Valor 2
Abilities: Integrity 2, Performance 3 (Dance +2), Presence 4, Craft (Wood) 1 (Flower Arranging +2) Craft (Water) 2, Lore 3, Occult 3, Awareness 2, Larceny 2, Bureaucracy 3, Linguistics 2 (Native: Japanese. English, Old Realm), Socialize 4 (Demons +1)
Backgrounds: Backing (Yozi) 1, Cult (Yozi) 2, Influence (Yozi) 1, Unwoven Coadjutor (Cyrilla) 3, Backing (Six Kyoto Houses) 5, Contacts 4, Followers 3, Influence 3, Resources (Sumeragi Family) 5, Mentor (Bostvade) 5, Allies (Coven) 4
Essence: 3
Willpower: 7
Other notes: the Unwoven Coadjutor is a Gilmyne.

Traits from Unwoven Coadjutor: her fingernails, toenails and lips are colored silver. She easily cover them with pink nail polish and pink lipstick respectively. (-0 Points)

Anima Power:
Infernals of the Malefactor Caste may channel their anima through sweet words and honeyed promises, beguiling the weak with their silvered tongues. By spending five motes, a Malefactor gains +1 Appearance, and adds a single automatic success on all social attacks against demons or characters of lower Essence for one scene. She also adds a single automatic success on any roll to sorcerously bind a demon. These effects come into play automatically once the warlock spends 11+ motes of Peripheral Essence.
Additionally, as the Chosen of Cecelyne, Malefactors are charged with standing against the false religions of the traitorous gods. As her action, a Malefactor can channel 10 motes of Essence through her anima. She then glows with the unholy green light of the Yozi realm and illuminates the area around her as if it were noon. This illumination extends for (Permanent Essence x 10) yards. For the remainder of the scene (or until she allows the effect to dissipate), the Malefactor gains additional lethal and bashing soak equal to her Essence against attacks by holy beings. For the purposes of this effect, holy beings include: all gods (but not elementals) of Creation who have not been corrupted into the service of the Yozis, all Solar Exalted regardless of caste (except those who have become akuma) and all Exalted of any type who know even one Charm with the Holy keyword. Also, when the Malefactor has activated this effect, her player can also add one die to the minimum number of damage dice rolled after any successful attack made against a holy being. Both of these effects automatically activate once the Malefactor has spent 11+ motes of Peripheral Essence.

Charms:
First Szoreny Excellency, Second Szoreny Excellency, Szoreny Inevitability Technique, Szoreny World-Shaping Cosmogony

The Silver Forest is a creature of endless patience and selfless consideration, even more than Cecelyne. He moves slowly, but inexorably towards his goal, like a tree root splitting a stone. He opposes sudden action unless it is necessary, instead preferring to work subtly. He plans far in advance and plans for every contingency. He turns seeming seeming failures into successes. Being less than infinite, Szoreny expands his influence, growing greater with each passing day and stubbornly refusing to give way to any. He is verdant and full of life. He thrives on opposition, learning how to overcome his foes by imitating their strengths and capitalizing on their weaknesses. Where the other Yozis often ignore or mistreat their lesser progeny, the Silver Forest is relatively benevolent, providing succor to those beneath him. However, he values conformity and seeks to impose his values on others. The Silver Forest prefers to work by misdirection. He seeks to confuse his enemies and attacks unexpectedly. He poisons his foes, either physically or by slowly cutting off their social and mental resources. Where possible, others do his work for him.

This Excellency may always be used to deflect unwanted attention elsewhere as well as to exploit the aspirations of others. Additionally, Szoreny's Excellency may always be used to enhance any Larceny action to create a disguise. The Silver Forest's chromed branches easily reflect the images of others. Szoreny must reflect others to build himself, so his Excellency cannot enhance any action of the Infernal when he is alone, without any living being he could see. The Unwoven Coadjutor is considered part of the Infernal and doesn't apply.

Szoreny Mythos Exultant

Szoreny is a creature of patience, growing through failure until he reaches success. If the stunt fails, the Infernal regains a single Temperance channel.
Thousand Words Picture
Cost: 4m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: First Szoreny Excellency
Szoreny speaks with images as fluently as some speak with words. This Charm enhances a dramatic action by the Infernal to create any sort of image. It could be a doodle, a painting, or even a sculpture, so long as it is not normal script of any sort. As he creates the item, he encodes within it a message or a meaning which can be of any length. As long as the image's creation is successful, this meaning is immediately apparent to anyone who views the image. While a social attack may be encoded into the image, only one social attack may be encoded per image.
Alternatively, the Infernal can create the image in such a way that only a select few can understand its meaning. The Infernal is free to define as many or as few individuals or groups that can understand it, such as "My Coven", "The Scarlet Empress" or "The People of Nexus".
Quicksilver Sap Transfusion
Cost: — (1 lhl); Mins: Essence 1; Type: Permanent
Keywords: Obvious, Poison
Duration: Permanent
Prerequisite Charms: None
Szoreny's blood is quicksilver, deadly to all but those that suffer his benevolence. This Charm replaces the Infernal's blood with poisonous quicksilver. In addition to allowing the Infernal to use his blood as a poison, this renders the Infernal immune to the poisonous effects of Szoreny's quicksilver, allowing him to drink the stuff as though it was water, and to the poisonous effects of the quicksilver blood of any Infernal that also knows this Charm.
One lethal health level of the Infernal's blood is a single dose of poison, which deals 7L/minute damage, has a Toxicity of 3, and a Penalty of -3. There is no Tolerance for this poison. The poison can be administered by injury or ingestion, so anything foolish enough to bite the character automatically ingests a dose of poison. An Infernal need only cut himself to apply this poison to his own weapons. The poison, exposed to air, stays potent for (Essence) days before becoming useless. The Charm is only Obvious while the character is bleeding, which reveals his shimmering silver blood.
Subtle Poison Style (x3)
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: up to (Essence) hours
Prerequisite Charms: Quicksilver Sap Transfusion
Those who feel Szoreny's wrath die slowly, often long after they think they have escaped his reach. This Charm allows the Infernal to set a delay on the onset of the poisonous effects of his blood. The Infernal can decide any amount of delay, up to (Essence) hours, as a reflexive action. Until the Infernal chooses to change it again, the delay remains fixed.
A second purchase of this Charm increases the length of the possible delay to (Essence) days. A third and final purchase allows the Infernal to delay the poison for as long as he wishes, be it minutes, years, or centuries.
Haunting Hallucination Infliction
Cost: — (6m, 1 lhl); Mins: Essence 2; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Subtle Poison Style
The effects of the Silver Forest's poison on the body are fearsome, but the wise fear its effects upon the mind even more. With this Charm, the Infernal can turn a single dose of his blood (one lethal health level's worth) into a carefully controlled hallucinogen by spending 6 motes. This hallucinogen does the victim no harm and can be delayed, as per Subtle Poison Style. Instead of dealing damage, the hallucinogen delivers a single social attack against the victim through vivid hallucinations (or lucid dreams, should it strike while the victim is asleep). This social attack is unexpected unless the victim wins an opposed roll against the Infernal: the victim rolls (Stamina + Resistance), while the Infernal rolls (Manipulation + Socialize). The Infernal rolls the social attack that makes up the hallucination at the time that the hallucination takes effect. This hallucination can include social Charms, spent at the time the Infernal creates the hallucinogen.
New Growth Meditation (x3)
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Quicksilver Sap Transfusion
Szoreny allows his branches to be cut, for they will always grow anew. This Charm speeds the Infernal's natural rate of healing. An Infernal who knows this Charm always heals as though he is resting, even if engaged in strenuous activity. Further, each hour counts as three hours of time for the purposes of determining the speed with which the Infernal recovers from bashing or lethal damage. This Charm has no effect on the amount of time it takes a character to recover from aggravated damage.
An Infernal can purchase this Charm multiple times to increase the speed with which he heals. His healing rate is [(Number of copies known x 2) + 1] effective hours for every hour that passes. He can have as many copies of this Charm as he has dots of Stamina.
Broken Mirror Mending
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: New Growth Meditation
Even if whole swaths of Szoreny's silver trees were felled, the Silver Forest would recover. With this Charm, the Infernal becomes impossible to permanently maim: he applies the accelerated healing granted by New Growth Meditation to his rate of recovery from any sort of Crippling injury. Further, if he suffers a Crippling effect that would not naturally heal, he heals the injury away over the course of four weeks. This is only the base time for healing otherwise permanent Crippling effects, so all Infernals will recover much faster than this. For example, an Infernal has this Charm and only one copy of New Growth Meditation. He loses an arm, a normally incurable condition. Because of this Charm, he begins growing a new arm, which takes him only a little more than nine days to do so.
Transcendent Toxin Internalization (x2)
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Quicksilver Sap Transfusion
The greatest of poisons can all be derived from Szoreny's sap and so are no danger to the Silver Forest. This Charm brings the Infernal to this realization, making him immune to all poisons. A second purchase of this Charm makes the Infernal immune to all non-magical diseases and to all magical diseases with a Virulence less than the Infernal's Essence. Any such poison or disease the Infernal may be suffering when he learns this Charm is immediately cured.
Bitter Medicine
Cost: — (1 lhl); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: (Essence) days
Prerequisite Charms: Transcendent Toxin Internalization
Szoreny is not only the source of the most potent poisons, but also the source of their antidotes and more. This Charm allows the Infernal to share the benefits of some of his Charms with others by sharing with them some of his own quicksilver blood.
The blood must be given willingly and causes no harm to anyone who consumes it, despite its normally poisonous nature. Instead, a creature who consumes the dose of blood gains the benefits of the Infernal's Transcendent Toxin Internalization Charm. If the Infernal knows New Growth Meditation or Broken Mirror Mending, the creature also gains the benefits of those Charms. These benefits last for a number of days equal to the Infernal's Essence. The creature need not know what it is drinking, nor does it need to be willing to experience the effects of this Charm. The Infernal's blood will keep for (Essence) days before spoiling.

First Cecelyne Excellency, Second Cecelyne Excellency, Cecelyne Inevitability Technique, Cecelyne World-Shaping Cosmogony

The Endless Desert is patient and deliberate. She holds back, amassing resources until she can overwhelm her opposition. Her law places the strong over the weak, celebrating a doctrine of arbitrary and capricious hypocrisy. She demands reverence from allies and enemies alike and works terrifying and wondrous miracles to expand her worship. She is deeply insightful into the desires and failures of others and owns those whose wishes she fulfills. She borders everything and eternity, so everyone comes to her in time. Her heart overflows with desolation, turning all around her to literal or metaphorical wasteland. When her patience runs out or her plans reach fruition, her rage is sudden and shocking.

Characters may apply this Charm to any actions in which they build on prior planning and effort to succeed more thoroughly or carefully. Cecelyne's Excellency also assists actions that give others what they want in order to influence and ultimately own them. She also helps punish those who break a deal or betray their loyalty to the Infernal or his laws. The Charm may assist any attempt to amass or jealously protect resources that are directly useful to the Exalt's established plans, but has no power to help spur-of-the-moment whims, acts of meaningless self-indulgence or displays of truly selfless altruism. The Endless Desert helps Infernals endure unrelentingly harsh conditions, whether physical or social, as well as resist challenges to their long-term plans. The Charm does not help characters resist random misfortune, nor can it thwart actions of those advancing an agenda unrelated to the Infernal's long-term goals.

Cecelyne Mythos Exultant

The Endless Desert is a creature of balance, forming the dividing line between Creation and Malfeas, the finite and infinite. A successful two or three point stunt provides Willpower in addition to motes, rather than forcing the character to select one or the other.
Hellscry Chakra
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
The Infernal opens his caste mark as an imperceptible third eye upon his brow. This spiritual organ perceives the flow of demonic Essence as a garish synesthetic overlay of colors and tastes. While this Charm is active, the Exalt gains the following benefits:
-He perceives dematerialized demons with all senses, recognizing that they are incorporeal.
-He perceives all possessing demons as smoky anima banners enveloping their hosts.
-He adds (Essence) bonus successes on all rolls to notice natives of Malfeas, track them or pierce any disguise attempts. If the target isn't using magic to contest the action, the Infernal may spend one Willpower to automatically succeed.
-Upon recognizing a perceived character as a demon or a Yozi, its nature becomes Obvious to him. The Storyteller provides a basic synopsis of the target's capabilities and Motivations (if any). This power imparts the same information about Infernal relics the Infernal can perceive.
-He automatically recognizes non-demon natives of Malfeas as such upon perceiving them, although he learns nothing else.
Transcendent Desert Creature
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Cecelyne is always home within herself, finding sanctuary in her eternal wastes. An Infernal who learns this Charm gains the following powers as permanent enhancements to his competence:
-He suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.
-All foraging rolls that would normally have a difficulty of 4+ have a difficulty of 1 instead. This does not make impossible rolls possible in a place where the Storyteller determines absolutely nothing edible can be found.
-The total penalty for starvation or thirst cannot rise above -3 within a place of desolation. The Exalt's perfected metabolism no longer produces waste of any kind, including sweat.
-All mundane attempts to track the character automatically fail with zero successes unless the character allows himself to be tracked. Magically assisted tracking efforts suffer an external penalty of the Infernal's Essence rating instead.
-He adds his Essence rating to the difficulty of all efforts to notice him with an Awareness roll in a place of physical desolation (spiritually desolate places as defined by Withered Soul Wastes don't count for characters who know that Charm). This benefit may be turned on and off at will.
Sands Through Fingers Defense
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Transcendent Desert Creature
It is the nature of Cecelyne that she borders infinity. No attack can encompass the wholeness of her being, and therefore, no attack can truly hit her. This Charm is a perfect dodge against physical attacks. It can evade undodgeable but not unexpected attacks. As the attack should connect, it merely knocks a random spray of sand from the character's body as she dematerializes and rematerializes around it. Accordingly, attacks that can strike incorporeal beings may not be dodged this way but must still contend with the Infernal's dispersed sand-body, subtracting one die from their post-soak damage (minimum one die), and the Charm is also vulnerable to the Imperfection of the Endless Desert. Attacks that exploit this Imperfection are not affected. It is possible to use this Charm even in realms that do not normally permit dematerializing.

IMPERFECTION OF THE ENDLESS DESERT
The other Yozis tasked Cecelyne with keeping the society of demons in line, ensuring that none would rise above their station. Accordingly, it is not fit that those who wield her power should seek conflict against their betters. Charms noted as suffering from the Imperfection of the Endless Desert may not be used to defend against attacks of beings with an Essence rating more than two dots greater than the Infernal's.
Holy Land Infliction
Cost: 15m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Until stopped
Prerequisite Charms: Transcendent Desert Creature
The Infernal's Yozi power grinds glowing sparks of Essence from his anima, each a microscopic portal into the Endless Desert that explodes on contact with the ground to spread her sands over the earth, covering an area of 10 square yards. Ground touched by this Charm is not simply covered in a fine layer of silver sand; the soil itself transmutes down to the bedrock and loses all fertility. Non-magical vegetation withers and dies after a day spent rooted in this terrain, with all biomass supernaturally decaying into more sand after a second day. All natural animals leave and shun the place unless specifically adapted for life in the desert. Structures remain intact, though heavy buildings may eventually sink into the sands. An uncapped demesne may eventually shrink, grow or shift aspects with enough time as normal for such a radical shift in geography. Used in the Wyld, the affected area becomes part of Creation. The Charm otherwise functions normally in all other realms of existence.
An area marked by this Charm is a place of physical desolation, but more than that, it is a literal beachhead of the Endless Desert's glory. All Holy Charms cost an additional mote to activate within the area. All prayers to Cecelyne or any Infernal who helped create the blight spoken from within the area benefit from a -1 target number (typically 6), provided the supplicant spills blood on the sand as a sacrifice to lower the difficulty. More importantly, the blight has the potential for growth if the supplicant ritually executes a god or Exalt as an offering in this way, with Dragon-Blooded/Terrestrial deities adding (the victim's Essence rating x 100) square yards or (Essence x 500) square yards for Celestial gods and Exalted. Gods killed as sacrifices this way die forever and do not reform. The sacrifice's spilled blood and shredded flesh convert into fountains of choking sand dotted with glowing shards of Essence-fused glass unlike any crystals found in Creation. These shards are worth Resources 5 as a collection. The blight also grows in response to any resident social units actively worshiping Cecelyne or the blight's creator from within its borders, adding 10 square yards per dot of the unit's Magnitude per day so long as all members spend at least five hours a day in prayer there.
If the blight intersects another area consecrated by this Charm, the two zones merge into one. Cecelyne cannot conceal her presence once the contiguous blight reaches 10 square miles. The area becomes a persistent Blasphemy, and Heaven will respond. The countermagic required to stop the spread is based on the Infernal's Essence rating, not the Charm's minimum Essence of 3, and must be cast from the exact center of the blight. However, countermagic only converts the area back into mundane desert. The spell Benediction of Archgenesis completely counters and reverses all traces of this Charm's use within its area of effect.
Locust Mana Plague
Cost: 15m, 1wp (or 2m); Mins: Essence 3; Type: Simple
Keywords: Desecration, Shaping, Sorcerous
Duration: One day
Prerequisite Charms: Transcendent Desert Creature
Living beings are absurdly simple at their core. They want protection from the elements. They want food. In the absence of these basic necessities or a means of transcending them, nothing else matters. When an Infernal activates this Charm, she channels Cecelyne's aspects of hypocrisy above her qualities as the Endless Desert. Accordingly, she can only use this Charm in a place of desolation, but doing so causes a swarm of demon locusts to crawl out of the ground around her. The bugs are iridescent and no two alike. Together, the teeming millions resemble an obscene rainbow. Having crawled from the desolation that spawned them to life, the creatures quiver a moment as though hoping for greater purpose before they spasm and die. The locust corpses fill a radius of (Essence x 15) yards around the Infernal and provide nourishment to feed a unit of humans with Magnitude no greater than her Essence rating.
Demon locusts smell and taste delectable to all palettes, faintly sweet and spicy and strangely familiar like an old family recipe the character hasn't sampled in years. They stay fresh without preservation for a week before they dry up and crumble to sand. Mundane preservation techniques can extend this time to a month, and a thaumaturgy ritual found in the Art of Alchemy and also the Art of Demon Summoning named "Candied Locust Amber" (1, Perception, 3, one hour) also exists. Each successful casting creates enough green glassy resin to indefinitely preserve a dozen locusts—a single meal—in sugary crystals until cracked open.
A single meal of these creatures provides complete and balanced nourishment for a whole day, including water. However, the meal also counts as one scene spent building an Intimacy of loyalty to the laws of Cecelyne and a scene toward a second Intimacy of reverence toward the Infernal provider. Characters who have conflicting Intimacies that would interfere with this process find those feelings weakened by their meals until nothing stands in the way of forming the new attachments.
For one full day following the meal, any Intimacy built or attacked by the Charm can't be lessened or rebuilt, respectively. After a day, the Intimacies may be affected normally. Once a character eats nothing but demon locusts for a full week, she develops the Creature of Darkness mutation as a Desecration effect along with the cosmetic side effect of faintly iridescent eyes, which requires threshold 4+ to notice with a (Perception + Awareness) roll. If the Infernal knows Scoured Perfection of Form, a second week of eating nothing but locusts provides the Transcendent Desert Creature Abomination as further Desecration to those lacking its effects. The associated ocular iridescence grows more noticeable at this point (threshold 2+). After a decade of eating more locusts than other food combined, these mutations become hereditary and breed true. Mating with normal humans only has a 10 percent chance of yielding mutated offspring.
Natural unintelligent animals who eat demon locusts gain all the standard effects from doing so, apart from loyalty to the laws of Hell, which they do not understand. Such beasts still become reverently grateful to the Infernal who fed them, though. If the Exalt eats her own food, the Intimacy she gains toward herself is one of smug self-satisfaction.
Sandstrike Blast
Cost: 1m or 3m (or 3m, 1wp); Mins: Cult 1, Essence 2; Type: Simple (Speed 4, DV -0)
Keywords: Combo-OK, Messianic, Obvious, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: Transcendent Desert Creature
When angered, the Endless Desert erupts skyward in a burst of lacerating sand, cutting everything in her path to ribbons. Activating this Charm requires an aggressive or vulgar gesture in the direction of a targeted adversary within (Essence x 50) yards. Roll the Infernal's (Charisma + Occult) as a ranged attack; the explosion of sand can't be blocked without a stunt or Charm and bypasses all forms of cover. If it hits, the attack inflicts (the Infernal's Essence + Cult + attack successes) lethal piercing damage, and the target loses one Willpower from psychic shock. While the Willpower loss is a Shaping effect, the attack itself is not. This Charm costs three motes normally but only one mote against a target in a place of desolation. This attack can strike materialized beings while the Infernal is dematerialized, but the cost is three motes and one Willpower regardless of the area's desolation, and the attack is no more unexpected than if the Infernal were solid. The sandstrike blast has the Overwhelming tag, with minimum damage equal to the warlock's (Essence), maximum 5.
Verdant Emptiness Endowment
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Shaping, Sorcerous, Training
Duration: Instant
Prerequisite Charms: First Cecelyne Excellency, Transcendent Desert Creature
Few beings are as they would choose to be. Certainly, Cecelyne would rather that her inner borders were not fettered to Malfeas. Where dissatisfaction endures, emptiness spreads the idea of the Endless Desert. Prior to using this Charm, the character must have observed the target express dislike of her present state and desire for some improvement of natural aptitude or training, such as beauty or skill with a sword. The wish need not be articulated with any intention of seeking its fulfillment or even seriously, but it must be unambiguous. In this condition is met, the Infernal need only be within (Essence) yards of the target and activate Verdant Emptiness Endowment. Doing so causes the target to gain one dot of the Attribute, Ability or specialty that best pertains to
the observed wish. This Training effect can't raise any traitabove its normal maximum, nor does the Infernal need any rating in a trait to bestow it. This Charm also can't target those who have any outstanding experience debt from prior use of any Training effect.
It is possible for the target to unconsciously reject the gift for a cost of one Willpower, thereby avoiding the gift and its hidden price tag. This effect is not Obvious, however, so the target's player only knows the trait being offered and the associated experience cost, without learning anything about the source of the effect or the price. Once the gift is accepted, the magic is done, and countermagic can't reverse it.
Traits improved by this Charm do so over the course of the scene, fast enough to be miraculous but slow enough that no one has to know the source of the blessing. The Yozis always exact a price for their gifts, however. At any point in the future, the Infernal may come back to that individual and demand any one task. If the target understands the demand and the task isn't literally impossible, she intuitively understands that doom will befall her for failing to obey. After one month or as soon as the task becomes impossible (or constitutes an unacceptable order), the duty ends without harm to the beneficiary. However, if the character stops working toward the goal for more than a day while the duty remains, she suffers a number of automatic botches equal to the Infernal's Essence rating. These botches match the effects of breaking an oath sanctified by an Eclipse Caste Solar and linger until the worst possible time. It is possible to target oneself with the Charm, in which case the Infernal obviously owes himself nothing.
 
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Defiler: Rakshata Chawla

Name: Rakshata Chawla
Titles: Fake-Smoker (by Lloyd), Chosen of the Mother of All
Motivation: Ending world conflicts to direct resources to more productive fields like medicine
Urge: Craft a Wonder that will redefine the paradigms of war (Cytherean)
Caste: Defiler
Patron Yozi: Cytherea
Anima Banner: A giant metal sphere with a large crack, from which can be seen circuits and a burning white core
Attributes: Strength 2, Dexterity 3, Stamina 2; Charisma 3, Manipulation 2, Appearance 4; Perception 4, Intelligence 5, Wits 3
Virtues: Compassion 3, Conviction 3, Temperance 2, Valor 2
Abilities: Craft (Air) 4 Craft (Fire) 4 Craft (Vitriol) 3 Craft (Magitech) 3 Craft (Water) 2, Medicine 3, Occult 3 (Art of Alchemy: Adept +2), Lore 5, Integrity 1, Resistance 1 (Working on a project +2), Investigation 3, Bureaucracy 2, Linguistics 2 (Native: Hindi. English, Old Realm), Socialize 2
Backgrounds: Backing (Yozi) 2, Cult (Yozi) 1, Influence (Yozi) 2, Unwoven Coadjutor (Varas) 4, Mentor (Astrea) 5, Artifact ?*, Contacts 2, Followers 2, Manse 3, Resources (Malfeas) 5, Allies (Coven) 4
Essence: 3
Willpower: 8
Other notes: the Unwoven Coadjutor is a Luminata-Naneke hybrid crafted by a Neomah. It has the form of a Luminata, but colored golden.
*This means I am not sure what Artifacts to give Rakshata. She owns at least 3 that help her crafting, but I need to come up with Helltech equivalent.

Traits from Unwoven Coadjutor: her hair glow softly in the darkness. (-0 Points)

Anima Power:
Infernal Exalted of the Defiler Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Defiler may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Infernal's Dodge MDV against unnatural Illusions. These effects come into play automatically once the Infernal spends 11+ motes of Peripheral Essence.

Charms:
First Cytherea Excellency, Second Cytherea Excellency, Cytherea Inevitability Technique, Cytherea World-Shaping Cosmogony

The Divine Ignition is the beginning, her birth and sudden expansion serving as the catalyst that brought forth the other Primordials, an ever-growing force of unbound creation and splendor. From her boundless potential the combined effort of the Primordials fashioned a world within the Wyld. During the War, she fought for the love of her creation and for the protection of her design. Perhaps because of this, she fought harder than the other Yozis, though by nature she is a designer and an architect, not a warrior; but what good mother lets her disobedient children misbehave? Unnecessary violence and killing is detrimental to the integrity of the design, but this does not mean she is afraid to take punitive measures.

Her surrender at the end of the War was a willing self-sacrifice, for she could no longer bear to witness to her precious family dying in a war they could no longer win. Cytherea now yearns to return to her Creation so that she may restore its former glory. To do so would be tearing it from the ruinous hands of the gods and their Exalted. Of this, she is unafraid. Her goals are of reclamation and restoration, not of torment and wrath. This, perhaps, puts her at odds with her Yozi siblings but she does not fear them, either.

Cytherea prefers to act behind the scenes, being the hidden benefactor to those she loves, guiding others to her own goals. Cytherea is possessed of ethereal beauty, and seeks to ingratiate others to her largesse, though she never demands repayment for her gifts. Characters may apply this excellency to any action in which they encourage or support others, especially in pursuit of a productive goal. This Charm may not be applied to any purely destructive effort. Cytherea abhors violence for the sake of violence, seeing destruction as a suitable tool only to further or defend her goals or protect her creations.

Cytherea Mythos Exultant

The Divine Ignition is an eternally burning engine, providing to all of her children's needs. If gaining motes, the Infernal may choose to grant them to an ally within (Essence x 10) yards from her.

Sorcerous Enlightenment of Cytherea
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Cytherea Excellency
The elegant design of the Mother of Creation is a constant cycle of growth and rebirth. Spells that naturally create life or promote growth cost 10 motes and 1 Willpower less (minimum 5 motes and 1 willpower). Spells that summon rather than create beings do not count. Examples of valid spells include: Floral Ferry, Food from the Aerial Table, Invocation of the Living Ship, Sprouting Shackles of Doom, Summoning of the Harvest, Water from Stone and Benediction of Archgenesis. Cytherea's initiation limits the Infernal's sorcery in two ways:
-It may never be used to blight Creation, disqualifying the use of spells such as River of Blood or Curse of Unyielding Mist.
-Any offensive spells must be capable of creating life among the destruction they create, for example Death of Obsidian Butterflies could take the form of a hail of razor sharp seeds. Spells that cannot be modified to meet this requirement cannot be used.
Slave-Spawn Summons (Emerald Circle)
Cost: 20+m
Target: One First Circle demon
When the Yozis require the services of an inferior slave to attend them, they reach out across the infinitudes of existence and drag the creature through the folds of Elsewhere, teleporting it to attend them. This spell has the same cost and overall effects as the spell Demon of the First Circle (see Exalted, pp. 252-253) but does not require a lengthy ritual and may be accomplished in the span of a normal Emerald Circle casting. Only sorcerers initiated via Infernal Charms may learn this spell.
The laws of fate and the warding power of the Unconquered Sun normally block this spell from working in Creation, Yu-Shan or any other realms where the Loom holds sway. However, a single crack opens at sunset each day through which a sorcerer can cast this spell. The spell functions in shadowlands as in Creation but does not work in the Underworld at all. As the Neverborn know too well, Primordials may scream for help or bellow orders in the barren darkness until the end of days and never be heard.
Demons bound by another casting of Slave-Spawn Summons may be stolen away and their bindings traded for new enslavement to the sorcerer. The current master feels the attempt and may resist, requiring the usurping sorcerer to overcome the owner in opposed rolls as though attempting to bind the demon. Neither sorcerer may spend Essence on this contest, and stealing a demon does not remove the need for a second struggle to bind it when it arrives. Demons bound by this spell may be stolen with Demon of the First Circle using this same system, save that the Exalted thief may spend Essence to lower the current master's dice pool as if he were the demon being summoned.
When this spell successfully binds a demon, the creature instantly develops an Intimacy toward the caster with a context of terrified awe or reverence as desired, which cannot be weakened during the period of binding. When this spell fails to bind demons, most flee the sorcerer rather than attacking him for fear of reprisal under Cecelyne's law. Only the stupidest, maddest or strangest demons dare attack, but the hordes of Malfeas hold no hortage of such monsters. The binding imposed by this spell is fully compatible with Abscissic binding rules (see The Books of Sorcery, Vol. V—The Roll of Glorious Divinity II, pp. 31-40).
This spell's second circle equivalent is called Fiend-Vassal Conscription. It costs 30+ motes and follows the same rules with the following exceptions:
The cost to lower the demon's resistance pools is 10 motes. The demon may only be summoned (as a basic Sapphire Circle spell with no ritual) at twilight on the new moon or during Calibration and not at all outside of this time frame. It travels through Elsewhere rather than Cecelyne and arrives at midnight with one Willpower drained by the rigors of its journey. Its Intimacy is based on either respect or hate.
The third circle equivalent of this spell is called All-Commanding Oversoul Beckoning. It costs 40 motes and may be cast at sunset on the night of the new moon or any night of Calibration, requiring a ritual lasting until midnight as normal. At that time, the targeted Third Circle demon teleports to the sorcerer's presence as a Blasphemy effect with severity equal to the demon's Essence. This cannot summon an already bound demon. The sorcerer cannot bind the will of the summoned demon, though an irresistable Compulsion prevents it from knowingly harming the sorcerer until he attempts to harm it or the first light of dawn strikes Creation. Its MDV is halved against the sorcerer during this period. It will not leave the sorcerer's presence until at least the end of the scene. Once the grace period elapses, the demon may act as it sees fit. Angered demons are unlikely to express their displeasure with the favored champions of the Yozis lethally, but Exalted hardiness leaves significant room for corrective lessons shy of that point. Wise Infernals treat the unquestionable as valued allies rather than conjured lackeys.

Emerald Countermagic (Emerald Circle)
Cost: 10 or 20 motes
Target: Caster or one spell
The sorcerer uses Emerald Countermagic to protect herself and her companions from hostile sorcery. This spell has special timing rules. The character can shape Terrestrial Circle sorcery to cast this spell as a reflexive action that takes 0 ticks. It follows all of the other normal rules for sorcery actions, and she must take a Cast Sorcery action as her next normal action.
If the character spends 10 motes of Essence, she secures her own person against hostile magic. She crosses her arms or makes a gesture of defiance, and a nimbus of multicolored energy surrounds her. For the duration of the Cast Sorcery action and for her next action thereafter, any spell that attempts to affect her in a fashion she considers undesirable shatters and its effects are wasted.
The sorcerer can also opt to spend 20 motes of Essence and shatter a Terrestrial Circle spell operating within a radius of (the caster's permanent Essence x 50) feet. If the spell is currently being shaped, its caster is automatically interrupted. Spells currently in effect are shattered. This does not banish demons or spirits, whose summoning has already been accomplished and is no longer considered a spell.
Emerald Countermagic is not a clean or quiet process. "Shattering" a spell means that it is literally torn apart. Its effects fail, and random trivial magical effects wash out over the area. The sorcerer is safe from undesirable consequences, but others in the area may suffer minor burns or damage. The precise effects are at the Storyteller's discretion, although they should be significantly less harmful than a hostile Terrestrial Circle spell.

New Keyword: Growth
Growth-Keyword charms must be used towards a productive means. This does not necessarily have to be positive, or physical, but should always lead to the design, development or production of something that had not previously been present. This must be a significant production. Simply changing someone's mind or inspiring a particular emotion is not enough - unless, of course, such at thing drastically change the world (some charms grant additional effects if used with a Growth means). Growth charms cannot be comboed with Desecration Charms that inflict Negative mutations, with the sole exception being Creature of Darkness.
Afloat in the Sea of Mind (x3)
Cost: +1m; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Indefinite
Prerequisites: None
The Cytherean Prince sees things with a unique duality: the way things are and the way they should or could be, much in the same way the Forest Witches do but with much less delusion. The Prince's unnatural clarity grants him +1 MDV against Illusion keyword effects and +1 dice to all Awareness and Perception rolls (the effects doesn't apply twice to a roll with both), but only as long as he keeps the required motes committed - otherwise his dual-vision imposes a -1 internal penalty to the same rolls. This Charm may be purchased a maximum number of times equal to the Exalt's permanent Essence rating, with each purchase stacking the motes cost and the effects, both positive and negative.
Sharp Eye of the Designer
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Afloat in the Sea of Mind
Those who see with the Mother's eyes understand that the "real" world is flawed and that just beyond the flawed "reality" lies the possibility of what COULD be. The Green Sun Prince may apply this unique understanding to reality. When confronted with the task of repairing something (not limited to items, this charm may be expressly used to heal or cure an individual or restructure a "broken" society) halve the total difficulty, rounded up. This does not decrease the amount of time needed to perform maintenance.
The Flowering of Compassion/Conviction (x2)
Cost: 3m; Mins: Essence 3; Type: Supplemental
Keywords: Growth, Obvious
Duration: Permanent
Prerequisites: Sharp Eye of the Designer
The Mother blesses those who pour the whole of their hearts into their designs. Whenever the Infernal channels a virtue to further her greater designs (thereby satisfying the Growth keyword), she may spend 3m to turn the dices into automatic successes. This must be purchased once for each Virtue; subsequent purchases past the first cost 4 Xp. When this effect is used the ground beneath the Infernal bursts forth with multicolored, alien blossoms, even if (and especially when) the ground is unsuited for plant life. A shower of unearthly petals fall from beneath the character if she is suspended in the air. Even cursory inspection reveals the flowers/petals are not native to Creation.
Resurgent Compassion/Conviction Blossom (x2)
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: The Flowering of [Virtue] (any)
The Prince centers herself and inhales deeply, causing the petals from The Flowering of [Virtue] to swirl around her. She then draws the unearthly petals into her, through her nose and mouth. If a roll augmented by The Flowering of [Virtue] succeeds, the character may restore that Virtue channel but may do this only once per activation of The Flowering of [Virtue].
Instruct the Ignorant
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok, Shaping, Touch
Duration: Indefinite
Prerequisites: Afloat in the Sea of Mind
The Prince spits in the dust and makes a paste, which he then smears over the eyes of his target. In the absence of available dust to spit in, simply covering a target's eyes will do. When she pulls her hand away or clears the mud off, the target is granted the full effects of Afloat in the Sea of Mind as the Infernal enjoy it, so long as he commits 2m to the target.
Helpful Mother Advice
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Touch, Shaping
Duration: Instant
Prerequisites: Instruct the Ignorant
No one's plans, no matter how well-laid, can be greater than those of the Mother for her children. If the Infernal knows for sure that the target will in the future start a Craft project, she may lays a hand upon them (which may require a successful Martial Arts attack) and smiles warmly, giving out a sincere advice. If the target listens to her advice they gain (Infernal's Essence) dices to their roll, making the project easier. If they ignore, scorn or disregard the advice they lose (Infernal's Essence) dices to their roll.

First She Who Live in Her Name Excellency, Second She Who Live in Her Name Excellency, She Who Live in Her Name Inevitability Technique, She Who Live in Her Name World-Shaping Cosmogony

The Principle of Hierarchy is methodical and meticulous. She analyzes every variable and chooses the most efficient and orderly method by which to achieve victory. Her utilitarianism is absolute and consistent as clockwork. She is as brilliant as she is alien, cold and unfeeling. Her violence is dispassionate and perversely pure, unmotivated by sadism and yet capable of systematically disassembling every obstacle in her path without the slightest remorse. She builds and improves structures of all kinds and abhors chaos, randomness and free will in all its forms. She finds excessive effort wasteful and prefers to apply the minimum exertion necessary to attain the desired outcome. Her directives are fascist and totalitarian, but ruthlessly fair. She has no moral restraint against deception, nor any attachment to honesty, but her nature must choose the most expedient method even when it is not the solution that best matches her talents. She demands perfection, especially from herself.
Characters may apply this Charm to actions that create new order or reinforce existing order in any way, as well as actions that encourage others to join and loyally follow any hierarchical organization. She Who Lives In Her Name enhances efficient actions that demonstrate appropriate use of force; her power does not aid half-hearted or excessive efforts. Showing empathy for individuals invalidates that action for enhancement, though empathy toward society or another collective structure is permissible. The Charm enhances actions carried out methodically and logically but not improvised or unconventional solutions. Spreading chaos is never allowed, but ineffective organizations and policies may be dismantled to pave the way for a better order.

She Who Live in Her Name Mythos Exultant

The flame-filled spheres of the Transcendent Hierarchy know their purpose, individually and especially jointly as part of a greater identity. The Infernal doubles any Willpower points awarded by the stunt.
Factual Determination Analysis
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Principle of Hierarchy recognizes the totality of truth. This Charm may be used to test any statement the Exalt reads or overhears and provides the Infernal with certain knowledge of whether the statement was presented as a complete truth. Any intentional deception or meaningful omission of relevant data in any part of the tested statement returns the same negative response, so it is best to test a long statement frequently to isolate where the truth breaks down. If this Charm contests another, add the Infernal's Essence rating in bonus successes to the roll-off. Truth is measured from the perspective of the speaker rather than based on objective truth. Factual Determination Analysis does not supply the truth along with its binary measure.
Essence-Dissecting Stare
Cost: Special (see below); Mins: Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: One hour
Prerequisite Charms: Factual Determination Analysis
She Who Lives In Her Name sees all that matters. This Charm duplicates the benefits of All-Encompassing Sorcerer's Sight apart from its type and duration. The cost to activate this Charm is (8 - [lower of Perception or Occult]) motes normally or zero motes if the Infernal has Essence 6+.
Counter-Conceptual Interposition
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Essence-Dissecting Stare
Faced with any physical attack, the Principle of Hierarchy may reshape reality to produce a phenomenon or event capable of neutralizing the attack. This Charm is a perfect parry against any attack the Infernal can perceive, even unblockable attacks. The default manifestation is an orb of crystalline fire that appears in the path of the attack, shattering to stop the blow or projectile just before it hits the Exalt. Where the sphere shatters, a ripple of bent space flows out like a stone dropped into a pond. It is possible to manifest any instant duration effect that could provide a parry, however, such as a spray of water to snuff out a firewand's torrent or a concussive thunderclap that knocks aside an incoming arrow. Such variations are stunts, so creative use can reduce the cost of the Charm to match the perfect defenses of other Yozis. Counter-Conceptual Interposition is vulnerable to the Imperfection of the Principle of Hierarchy.

IMPERFECTION OF THE PRINCIPLE OF HIERARCHY
The tenets and patterns of She Who Lives In Her Name give order and stability to a universe of mad chaos. That which she understands is less than her, and so unable to harm her. Against a type of entity which the warlock is not familiar with, whether it is an exotic species of animal, an Exalt of a type she has only heard rumors about, or a singular anomaly of the Wyld, a Charm bearing this Imperfection cannot be used to defend against the first attack made by such an enemy in a scene, and suffers a three-mote surcharge against subsequent attacks. Additionally, unexpected attacks and attacks enhanced with Charms or magic the warlock is unfamiliar with also incur a three-mote surcharge, unless made by a creature of the Wyld. These surcharges never stack.
Ego-Infused Pattern Primacy (x3)
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Essence-Dissecting Stare
It is not the place of the universe to dictate the identity of the Principle of Hierarchy. Whenever a Shaping effect alters an Infernal with this Charm in a manner her player does not approve of, the character's Essence reasserts its integrity like an immune system waging war on a plague. The offending Shaping reverses itself after one hour, during which time the character suffers a -1 internal penalty to all nonreflexive actions from the psychic effort of resistance and can't be further changed by continued exposure or reapplication of the same Shaping effect during this time. Thus, healing from Wyld-induced mutation ensures immunity to further mutation while recovering, but Shaping inflicted by a Charm would only leave the Infernal immune to that singular Charm. Until the Shaping reverses itself, the Exalt must still contend with all effects of his changed state. If the character suffers multiple undesired Shaping effects, they heal back in whatever order the Infernal's player chooses, but only one effect heals at a time. It is possible to initiate healing against Shaping the character originally permitted, should the change become undesirable.
A second purchase at Essence 3+ shortens the interval of regeneration to one minute. A third purchase (still at Essence 3+) allows instantaneous recovery for a reflexive cost of two motes, as the Infernal begins changing back before the offending Shaping fully resolves.
Mind-Hand Manipulation
Cost: 10m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Essence-Dissecting Stare
The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude. With this Charm active, the Infernal may move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. His telekinesis trails Obvious ripples of spatial distortion and white light as prehensile tendrils of mental force. This Charm has a Dexterity equal to his Willpower and a Strength equal to his Essence. The associated Ability to use this Charm is Occult, whether for attacking with direct force or hurling objects, or to determine effective (Strength + Athletics) total for a mind-powered feat of strength. If a floating weapon is wielded this way, the Ability is the lower rating of the normal trait and Occult, and all actions using the weapon suffer a -3 external penalty. Unlike most Sorcerous Charms, the Essence for this Charm must be committed, but the effect may also be terminated at will by ending this commitment. Mind-Hand Manipulation can move perceived incorporeal beings and objects, but its effective Strength is halved.
Moving objects with Mind-Hand Manipulation requires the same actions as doing so normally. All actions suffer range penalties like an attack with a range interval of (Willpower + Essence). Objects that have been lifted into the air fall when the action taken to move them ends, though up to (Essence) separate objects may be held stationary between actions, reflexively levitated through force of will. Grabbing anything that resists requires a clinch attack, but opponents who win control of a clinch do not get to grapple the Exalt and may only choose to escape. Moreover, clinches can only be maintained with renewed control rolls as normal, so victims can't be held aloft with merely reflexive effort. Unlike most ranged attacks, telekinesis granted by this Charm may be used defensively to deflect projectiles and weaken blows, as represented by the parry option provided by the Charm's Defense rating.
Infernals with Essence 3+ add a third attack option, in which they can focus their mental force to scalpel sharpness with which to vivisect those who displease or intrigue them. Repurchase of this Charm at Essence 4+ allows an Infernal to spend one Willpower whenever a telekinetic attack would inflict two or more actual levels of damage. Invoking this power replaces all damage with a Crippling amputation of the Exalt's choice. Such injuries self-seal as though cauterized and do not even bleed. Telekinetically wielded weapons can't amputate victims this way. All of the attack options granted by this Charm ignore Hardness from armor.

Telekinetic Blow: Speed 5, Accuracy (Willpower + Occult), Damage (Essence)B/3B, Defense (Willpower + Occult), Rate (Essence up to 5), Range (Willpower + Essence). Tags: O
Telekinetic Clinch: Speed 6, Accuracy (Willpower + Occult), Damage (Essence)B/3B, Rate 1, Range (Willpower + Essence). Tags: O
Telekinetic Blade: As Telekinetic Blow, but Damage (Essence)L/3L piercing (aggravated to creatures of the Wyld).
Tool-Transcending Constructs
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Mind-Hand Manipulation
She Who Lives In Her Name needs no other habitation or external aid to work her genius. Whenever an Infernal has this Charm's prerequisite active, she can Shape her telekinetic force to serve in place of all tools required for Ability-based actions (but not raw materials), though this doesn't quicken task completion. Weapons can't be emulated; the Principle of Hierarchy has other Charms for that. Otherwise, "tool" is a broad term, encompassing musical instruments, writing implements, etc.
The actual effects of the enhanced action take place via precise alteration of reality, so forging a lump of metal into a sword would involve levitating the raw ore, searing it red-hot and stretching the slag to its desired shape. By default, this Charm only provides the equivalent of a basic workshop. Subsequent purchases of the Charm at higher Essence ratings upgrade the benefits to more sophisticated facilities: master's workshop (Essence 4+, two purchases); flawless workshop (Essence 6+, three purchases); ideal workshop (Essence 7+; four purchases).

Experiments made by the Defiler Caste Rakshata Chawla demonstrated that this Charm also allows to interface with any computer if the Infernal is familiar with the device necessary to do so, her Essence substituting for missing keyboards or security dongles.
Experimental Acceleration Mastery
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Tool-Transcending Constructs
The Principle of Hierarchy does not wait to recheck the perfection of her plans. Implementation is efficiency. Whenever an Infernal with this Charm emulates tools with Tool-Transcending Constructs to enhance or allow an action, the length of that action's interval is reduced by one degree of time (from years to seasons to months to weeks to days to hours to minutes to five seconds). Time dilates and warps around the affected target, quickening correct assembly to higher patterns, completion of a surgery, etc. However, the Principle of Hierarchy refuses to recognise those outside of her perfected layout; an action enhanced in this way cannot have the length of its intervals reduced any further by non-Yozi (or Primordial) Charms.
Principle-Invoking Onslaught
Cost: 1m (+1wp); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: Mind-Hand Manipulation
All of existence is a weapon to the opened mind. This Charm can enhance any direct telekinetic attack using Mind-Hand Manipulation. Instead of exerting damage through projected force, a successful hit allows the Infernal to shape any instant-duration, damaging phenomenon into existence to injure the target, even if the phenomenon is wholly imagined and has no natural counterpart in Creation's patterns. It is theorized that truly fantastic and seemingly impossible attacks refract principles lost to the Three Spheres Cataclysm.
The default attack from this Charm is a pulse of disintegrating white fire, but the Infernal can conjure lightning, grinding earth, boiling acid mist, low-frequency screams that split bowels or new colors of light that erase mass. The nature of the effects can alter stunts, but the actual statistics of the attack follow basic telekinetic attack options. Should the attack kill the target, an appropriate Shaping can transmute her corpse to any other matter with a Resources value less than the Infernal's Essence. Thus, a golden fog that turns flesh to gold may leave alloyed statues of gold glistening with tarnished inclusions of emerald brass. Characters immune to Shaping effects can't be hurt by this Charm.
This Charm costs one mote and One Willpower to enhance a telekinetic clinch. A grapple augmented this way creates a lingering snare or binding that maintains the clinch using the Exalt's normal traits to do so. Independent Shaping clinches apply successes equal to half their dice pool in lieu of rolling and can only attempt to hold their target immobile. If the clinch is broken or dispelled or the creator wishes, the confinement shatters and its prisoner is free to act immediately. A maximum of (Essence) independent clinches may be maintained at one time.
 
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Spies Background
Something like this:
FORGE-HAND GAUNTLETS (ARTIFACT •••• FOR A PAIR)
Repair: 2
Appearing as gloves of scaled red dragon-skin leather adorned with red jade articulated plates and elaborate orichalcum wire inlay, these remarkable artifacts serve as powerful tools of crafting and, in this fallen Age, deadly weapons. A pair of these devices costs 10 motes to attune, which also resizes them to perfectly fi t their owner.
Forge-hand gauntlets are completely impervious to all heat, and they confer that same protection on their wearer's hands and arms. An Exalt wearing a pair could reach into the central plasma furnace of a First Age factory-cathedral and scoop out a handful of molten orichalcum, feeling only a pleasant warmth. Because the gloves protect only the hands and arms, however, their imperviousness would not similarly protect a character standing in a bonfire (or otherwise taking damage from heat-based environmental effects). Against attacks based on heat or flame, an Exalt wearing these gloves gains a +10L/10B soak and +10L/+10B hardness, as long as he uses them to parry the attacks (and has a positive Parry DV, of course).
The gloves can also heat themselves with a thought, making them hot enough to melt stone and steel. From a utilitarian standpoint, the wearer effectively has an exceptional blacksmith's forge on his person at all time, and his player adds a +2 bonus to all Craft (Fire) rolls to make or repair objects as a result. Used combatively, every unarmed attack against an inanimate object that is not made of a magical material (or comparably invulnerable) permanently reduces all the object's soak values by the pre-soak damage of the attack (to a minimum of 0 soak). Attacks against characters wearing non-indestructible armor likewise permanently reduce the armor's soak values, destroying any armor reduced to 0/0 soak. The gauntlets allow their wearer to parry lethal and ranged attacks without a stunt, and if the gauntlets fully parry a non-magical weapon (i.e., Parry DV cancels all attack successes), the weapon is burnt to ash, bent to twisted slag or otherwise destroyed. Because of their composite construction, forge-hand gauntlets do not provide magical material bonuses and may be used by any Exalted. They are wielded using Martial Arts and suffer no offhand penalties used paired. (Second stat bar refl ects item clinched.)

BRACERS OF UNIVERSAL CRAFTING (ARTIFACT •••)
Repair: 3
These bracers were fi rst created during the Shogunate and remain popular in Lookshy. Carved from green jade a quarter inch thick and two inches wide, these artifacts must be surgically grafted to an Essence user to function. Failure infl icts one level of unsoakable lethal damage for every success by which the roll fell short. A botch infl icts the consequences of normal failure and also damages the bracers, requiring they be repaired. Success implants the bracers on the subject's arms, where they lie fl ush with the skin. Because the items must be implanted, users need not commit Essence to them, but they must spend
two motes of Essence to activate these items for one scene. Once activated, the bracers create temporary projections of solidifi ed Essence that can act as both tools and extra hands. This item allows the character to add a number of automatic successes equal to her Essence to all rolls involving fi ne manipulation. Such rolls include picking locks and surgery, as well as many Craft rolls, including most uses of Craft (Magitech), Craft (Air), cooking or any other careful task where precision matters more than strength. If the character works for more than one scene, she need only spend another two motes of Essence every additional scene to cause the tools to remain as long as she requires them. The tools and other manipulators created by these bracers vanish the instant they cease being used, and the character wearing these bracers can control them as easily as she can manipulate her own fi ngers. In addition to being compatible with all Craft Charms, these bracers negate the need for any additional tools and eliminate all penalties for performing an action without proper tools. In addition, if the character is in Yu-Shan or a god's sanctum, this artifact allow her to craft items from both ambrosia and quintessence (forms of solidifyed prayer), even if she otherwise lacks Charms that would allow her to work these exotic materials.
Surgery: 10/1 hour/5 – patient's Essence /3
The Hand of the Great Maker is to use when shaping Wyld into Creation, so even an Hell equivalent would not be much use.

Also, as you may know you are not a random Solar, given power but left alone in the grand scheme of things beside what he can gain for himself. You're an Infernal, you work for Hell: great things are expected from you, but in return you receive whatever help you need.

As such, it will come time when Lelouch will have the possibility of asking resources, raging from materials, weapons, manses, hearthstones, artifacts and such. He can't ask too much, since he still needs to prove himself first, but he can.
The palace within the Conventicle Malfeasant stands apart, since there is one for every Prince. That is all your whatever you do. As so are the serfs you can ask for, though you will have only a limited use for them.

In that light, I recommend you to start thinking on what you want Lelouch to equip himself, and what he needs for his rebellion and other duties Malfeas will give him. As a rule, you can't ask anything above 3 dots. You can also ask for a Spies Background, but only up to 2 dots:
SPIES
Infiltration and subversion are the watchwords of the Infernal Exalted, many of whom acquire networks of informants both in Creation and among the demon courts of the Yozi realm. Spies in Creation range from devoted cultists to courtiers seduced by the promise of infernal power. Unlike Contacts, a character cannot use Spies to represent a general facility for finding things out. On the other hand, spies have greater access to secret information. This Background represents the character's access to a spy network. The higher a character's rating, the wider and more numerous are the areas where he knows the local agents and has authority to call on their services. Like contacts, spies do not endanger themselves for a character's sake (beyond being informants for a Yozi or one of her agents, at least). They simply provide information and minor support services such as a safe place to sleep and messages passed back to the character's demonic masters.

• You know how to contact and use a few agents in a town or small kingdom (in Creation or Malfeas).
•• Your master gives you access to her spy network in two significant city-states in Creation or two major fiefdoms in Malfeas.
••• You can call upon spy networks in three important nations or trans-national organizations such as the Guild in Creation or the priests of Cecelyne in Malfeas.
•••• You exploit a spy network that expands throughout an entire cardinal direction of Creation or a quadrant of Malfeas. Anywhere you go in that region, you can find informants. (Naturally, this works best if it's the same region where you usually act.) The spies who serve you have likely heavily infiltrated the inner circles of Yozis other than your own.
••••• You have complete access to a spy network spread across an entire cardinal direction in Creation and across the length and breadth of Malfeas, including thousands of casual informants and hundreds of full-time agents. Your master's eyes are everywhere, and they tell you everything they see. All you need to do is ask.
Obviously I will provide example, but I feel that, as any good game, the player(s) must be free to indulge in their creativities, with canon artifacts being simply suggestions.

Oh, and re-reading Modern Age I found those details:
SHE WHO LIVES IN HER NAME

ANALYTICAL MODELING INTUITION
This Charm's second purchase (see The Manual of Exalted Power—The Infernals, pp. 131-132) can be used to extract information from a computer as if using it normally to gain five threshold successes on an Investigation roll. Mundane computers are not left catatonic, but for the next hour users suffer a -2 external penalty on relevant rolls, and Infernals cannot make further use of this Charm during that time, as the device repairs or reinstalls the programs that the Exalt's magic tore through.

TOOL-TRANSCENDING CONSTRUCTS
This Charm allows an Infernal to interface with any computer, if she is familiar with the device necessary to do so, her Essence substituting for missing keyboards or security dongles. See The Manual of Exalted Power—The Infernals, page 137.

EXPERIMENTAL ACCELERATION MASTERY
When the act of creation is so ephemeral as programming a computer, this Charm enhances such actions better than the physical act of crafting. The Exalt accelerates her work by a factor of (her Lore).

PURPOSE-DRIVEN REFRACTION CLOUD
Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Tool-Transcending Constructs
She Who Lives in Her Name incorporates many facets into her constellation, extruding knowledge and tools best suited to whatever task she faces. This Charm cannot be activated if the Exalt does not currently have Mind-Hand Manipulation active, and all iterations end when that Charm does. With this Charm, the Exalt can transform an object she owns into a crystalline geometry about a yard across that orbits her. When she requires the transformed object's use, she may pay 5m as a miscellaneous action to shatter the shape into a cloud of shards, which continues to orbit her for an hour in this state. With Mind-Hand Manipulation, the Infernal may utilize this cloud as if it were the original object, refracting constructs of light to fulfill the physical manifestations of the tool's uses. A cloud derived from a sword shears targets with cutting beams of light, while platforms of shimmering crystal support passengers in a
cloud derived from a car.
Despite its strange aspect, for the Infernal the object functions normally. Others may be affected by actions facilitated by the representative cloud of crystals, but they cannot directly use the object themselves. This Charm can transform artifacts of up to rating 3, but only if they are attuned by the Infernal, if they require attunement. Losing attunement for any reason ends the effect and returns the object to its natural state. A character cannot "store" more than (her Essence) objects at once with this Charm; she may reactivate it to revert an object in preparation of replacing it with another.

HOLLOW MIND POSSESSION
Hollow Mind Possession (see The Broken-Winged Crane, pp. 19-20) can be one of the most powerful assets a character possesses in a setting rife with computers. However, it is not the ultimate power. Material Intelligences (MI) are rare, especially in mundane computer technology. It requires powerful, widespread networks of computers to create one. This does not mean that the internet or its equivalents are a single material intelligence, either. A network MI is defined by a core purpose, which is usually a localized cluster of computers working to a common goal. They may even work together like a single, greater computer. Storytellers should be very mindful of this distinction. However closely networked they may be, various MI networks exist individually, as do the programs on them. An Infernal that possesses the MI of a car factory master control program does not have control over similar car factories, even if they use identical computers and programs and are connected to each other. Mundane computer networks typically resist the effects of this Charm at difficulty 2. Those with especially poor security may be difficulty 1, while hardened military or sensitive corporate networks may be difficulty 3 or 4. Some mundane vehicles may be advanced enough to possess MIs, and these are typically difficulty 1 to possess.
The Essence 4+ repurchase of this Charm does not allow the Infernal to possess computers or programs that lie on the same paved road. Instead, she must rely on network connections directly to the target. For instance, she may touch a wireless router or a cable that connects a targeted MI, and use this Charm successfully, but she cannot reach her target by way of another computer on the same network.

NOUMENA-SEIZING ASSIMILATION
This Charm (see The Broken-Winged Crane, pp. 20-21) can open backdoors into things like mundane powered armor or vehicles, but only if they are connected directly to an existing valid target network.
Should I add them?
 
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Omake - Premise (1 of 3) (Canon)
PREMISE
part 1 of 3

Rakshata frowned as she stared into the glowing screen of her computer comparing two numbers. One was the projected final cost of her Gekka Knightmare design, the other was the absolute maximum that the former could be before becoming too expensive for India to deploy in meaningful numbers. The first was still smaller, but by a noticeably smaller amount than it had been last month. This was especially troubling since she'd made several breakthroughs that had significantly reduced the projects projected cost. At this rate, even if she finalized her design tomorrow, by the time India was ready to produce it they wouldn't be able to afford to field more than a handful.

A year ago she would have simply shrugged and gone back to work, assuming the politics around her budget would clear up once her design proved itself successful. A year ago she would have been a fool. Remade as she was, Rakshata was able to realize that for once the maximum price had been set more by what could be afforded than any petty politicking, a clear sign of India's desperation. If it was going down that meant that something was reducing India's ability to maintain its army. Her frown deepened into a scowl as she realized what it was: Britannia. As more and more of the world fell under their rule their ability to strangle the economies of future targets grew. If something wasn't done to slow Britannia's expansion soon India would barely be able to feed itself, let alone field the kind of army necessary to oppose Britannia.

If a weed strangles you as you move to to prune it, would it not be possible to slow its growth while the pruning shears are sharpened?

You need to work on your metaphors Varas, that was awful.

If you say so Mistress. But the point stands, does it not? If Britannia continues to expand at its current rate India will not be able to build the wonders you would arm it with. So I ask you, what is it that has allowed Britannia to so quickly conquer all before them?


As Rakshata considered her Coadjutor's words her frown slowly evaporated, replaced by a predatory smile. The answer was simple, Britannia's cancerous growth was made possible by the massive superiority of their Knightmare Frames and, more importantly, the complete lack of an effective answer to them. Britannia had other advantages of course, such as their immensely effective ECM suites, massive industrial might and of course their Dragonblooded, but its military doctrine used those advantages almost entirely to leverage Knightmare Frames. Render their core advantage useless, or even merely less useful, and Britannia would find its future expansions costing them far more blood, treasure, and most importantly, time.

Ah, good. I see you have an answer to my question.

The current paradigm of warfare holds that the only truly effective counter to a Knightmare Frame is another Knightmare Frame. I think it's time to change that.

Indeed! Now all you must do is craft a weapon capable of such quickly enough to make a difference, and simple enough for the mortals Britannia is currently obliterating to build, while completely avoiding the notice of whatever exalted spies Britannia has infesting your country with.

If the task at hand was going to be easy Mother would not have chosen me.
 
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Hell 1.4
[X] Lelouch Vi Britannia

You internally sigh. 'I...don't really want to do this. Milly is a friend, Kaguya can't be helped, but the others...no, at this point secrets are pointless. At least secrets of this kind.'

You slowly raise your right hand up to chest level, before quickly putting it above your heart while bowing, your left arm spreading open your cape. "The eldest son of the late Empress Marianne and 17th in line to the imperial throne. Lelouch Vi Britannia, Eleventh Prince of the Holy Britannian Empire." You look up and smile. "At your service."

The reactions are mixed: Rakshata's mouth hangs open and her pipe tilts down; Akito just raises an eyebrow, as if just mildly interested; and Leila openly gapes, eyes widening as she stares at your features. Meanwhile Milly is surprised but also happy, probably at you being honest, and Kaguya's happy expression hasn't changed.

Akito turns to Rakshata. "Is he telling the truth?"

"He's telling the fucking truth." She says flatly before catching herself. She coughs before giving you a roguish smile. "Who would have thought I would one day meet royalty? Nice to meet you, Your Highness."

"Y-You!" Leila points at you. "You're the Exiled Prince!"

You snort. "Yes, I was called that too, wasn't I? How quaint."

"But! They said you-"

"Died?" You interrupt her in a monotone. "Executed by the Japanese government as retaliation mere days after the War's start, despite the rescue teams' best efforts to save me? Yes, yes they did."

Your lips curl into a feral smile. "Except the only thing even remotely resembling those fabled 'rescue teams' I saw was the lone jet that bombed the house I was staying at hours before Britannia started the invasion. Luckily for me I was outside at the time. Even if navigating through a war-torn Japan for the following two weeks before being rescued by old friends of my mother was tough for my ten years old self."

"Wow. And here I thought I have family issues." Akito states bluntly, even if his words lack the sarcastic edge of before. The others' faces are full of horror, and Milly is looking at you with sadness.

"But...then..." Leila begins, but you raise a hand to interrupt her again.

"Make no mistake Miss Malcal. I was sent to Japan as a political hostage, just as a tool to catch Japan by surprise. And then, once my usefulness was over, they tried to make me into a martyr. Lelouch Vi Britannia is dead, and it's better he stays that way."

"Laying it a little thick Boss."

'I know, but it needed to be said.' But with that done you can try to raise the mood. "As such, nowadays I go by the name Lelouch Lamperouge, Miss Ashford's ever-so-helpful Student Council Vice-President ." You bow to her, to which she replies with a grin and a wave of her hand. Then you turn to the others. "I also go by the moniker Zero, a mysterious masked leader currently creating a revolutionary army in order to challenge Britannia."

"Aah!!" Kaguya lets out a cute yelp of excitement before running in front of you and looking up at your face in blatant adoration, fingers folded together. "But of course! It could have been no one else! Such an amazing victory, and your bold actions!"

You step back. She steps forward. You look at her in confusion before it clicks. "Are you talking about Shinjuku? How do you know about that?"

"The cell of brave Japanese warriors you guided so marvelously is in contact with the agents of an ally of mine, Lelouch-sama. They even provided him with a video of when you helped defeat Britannia's new model." She tilts her head cutely. "You didn't know?"

Your eyebrow twitches. "No, I didn't." 'Ohgi will have a lot of explaining to do when I come back.'

"I see you are getting along. That is good." a new voice says suddenly.

No, to just call it a mere voice would be doing it a disservice: humans have voices, demons have voices, and Lelouch is almost sure ghosts and gods have voices too.

This?

This was pure power used for the not-really fitting but still necessary act of communication.

Your head turns to the source, causing every fight-or-flight instinct in your body to scream in alarm.


The handsome, green-skinned young nobleman has auburn hairs spread like a halo, and his green eyes are blazing with power and authority, like twin suns looking down at the earth from atop the sky. His smile could be said to be supremely confident or supremely arrogant, but in the deep recesses of your mind you know there isn't really any difference. His clothes are fitting for a king of old, of those times immemorial when humanity was young and the heavens infinite.

"BOW DOWN BOW DOWN BOW DOWN-"

Seyrun screams, but you have already kneeled down and bowed your head, your iron-clad force of will commanding your body to obey. The others did the same, though in Leila's case Akito had to gently but firmly push down the paralyzed girl. He has probably saved her life.

"It is good to meet you again, Lord Ligier." Rakshata and Akito say at the same time with a respectful tone, confirming exactly who you are dealing with.

"Akito. Rakshata." the Fetich of the Demon City acknowledge the two Infernals before looking at the others. "New faces have joined us today."

"Sumeragi Kaguya." Kaguya quickly replies to the unspoken question. "It is a great honor to be in your presence, Lord Ligier. I eagerly waited for such a chance, though I feared I was still unworthy to do so."

"Milly Ashford." The blonde replies. "It is a pleasure. Forgive me if my words may happen to lack proper reverence, for I was taught only to address mortal kings and those lessons are, obviously, wholly inadequate to address one such as you."

"Sumeragi Kaguya and Milly Ashford. I shall remember your names." The Green Sun of Malfeas says, apparently pleased. Then he turns to look at you, and his smile widens by a fraction. "And, of course, we have Lelouch Vi Britannia. The Ebon Dragon spoke much of you, such that even I grew curious. When Wise Oramus broke his long seclusion and joined the Reclamation just to claim you as his champion, that curiosity only grew."

"You honor me with your words Great Ligier." You say, forcing out and applying every notion of etiquette you have ever learned. "Especially since I believe myself unworthy of them. I am but an hatchling, having joined the ranks of the Peers only a few days ago. I have done nothing yet worth praising of."

"That is a correct assessment: you have done nothing yet. But you will." Ligier presses his palms together. "Results are important, are they not?"

"Indeed, Great Ligier." You answer, having understood the hidden message: 'there are expectations about you, and you better meet them.' "I will do my utmost to not betray the trust granted to me."

The Unquestionable nods before glancing at Leila, almost as if just noticing her. "Leila Malcal, was it? Right. You are here today as an ally of Slayer Akito, and will be treated as such. You don't possess voting rights...but of course helpful suggestions are always welcome."

The girl just nods, probably too overwhelmed to do anything else.

"Follow me." Ligier turns around begins to walk away, all six of you instantly following him. "It's time to begin."

{====}​

The heart of the amphitheater resembles those found on earth: a debate chamber with fifty wide platforms, each with at least three comfortable chairs of brass and red leather surrounding an arena of greenish sand. The sky is covered by a canopy lattice of brass filaments.

In the center of the sandy floor is a revolving rostrum large enough for a single person to stand behind an ornate podium. Once you are all seated on adjacent platforms, with only Akito and Leila sharing one, Ligier appears in a flash of green light on the podium. A light touch upon the controls and the rostrum rises in the air, manipulated by a mechanical arm, until it's slightly above the position of everyone. Another touch, and a holographic image of Earth appears in the empty space before the roof.

"It is my great pleasure to announce the first meeting of the ruling body of the Green Sun Princes, created for the purpose of debate, coordination of efforts, and deliberations: the Althing Infernal!" Ligier announces grandiosely, before his smile falls and is replaced by annoyance. "It was, of course, supposed to happen with all fifty Green Sun Princes present, but current circumstances made that impossible. This is one of the points that will be addressed today. In the meantime a member of each of the Five Castes is present, and this will have to do."

Eight marked points appear on the map: one, you note, is in Britannia while another is in Japan. "The Reclamation started seven years ago, when the barrier to seal the Underworld, powered by eight great magical foci erected by the Gods and the Sidereals, was finally breached, allowing Shadowlands to manifest again. It does still prevent most powerful undead beings like the Deathlords to cross into Creation, and that is good. The Ebon Dragon saw the opportunity and, aided by Oramus, conspired with the Lords of the Abyss to breach open the long-forgotten Jade Prison and retrieve the Solar Exaltations. Only 150 of them could be captured and 100 went to the servants of Oblivion, but 50 Exaltations still remained and were priceless."

He spreads his arm, indicating the five of you. "By mine and many other Unquestionable's efforts were the pieces of the traitorous Sol's power reforged in the semblance of the True Masters of Creation, so that they could spread their glory to a world that has since long forgotten its creators. Mightier than any of the Akuma of old, were the Green Sun Princes born. True Infernal Exalts, free to leave Malfeas as they please and operate in Creation.

The problems, however, started soon afterward. While the process of Infernal Exaltation proved to be without flaws, almost all the chosen Exalts proved themselves to either be completely without restraints," He frowns, and the ambient temperature raises to just short of uncomfortable. "so much so that they needed to be harshly 'dealt' with, or were just prone to die astonishing quickly, either by entering battles they couldn't win or mistaken for Solars and slain by kill-teams sent by the Sidereals."

"Kill-teams? Lord Ligier, could you please elaborate on that?" Kaguya requests.

"The Chosen of the Stars are aware of the breaking of the Jade Prison, but lacking the means to trap the Solar Exaltations again they seek to kill their hosts before they can become a threat." He explains. "For that purpose they, through their spies in the Dragonblooded community, deploy Wyld Hunts: teams of the most martially adept Dragons, trained in the most effective tactics against Celestial Exalts. Using their divinatory powers the Sidereals find the general locations of Exalts and direct those teams against them. This is how they have dealt with the Lunars since the Usurpation, even if the Chosen of Luna have became extremely good as escaping notice, and now they are used against the reborn Solars. Infernals are immune to their methods thanks to them existing outside the Loom of Fate, but the forming of the Chrysalis Grotesque is still something that can catch their attention, though I know with absolute certainty they are still unaware of a Green Sun Prince's true nature, thinking of them a new breed of Demonblooded. Fools." He smiles in pleased condescension.

"Of those first Chosen only two remain. Akito, who demonstrated great skills in mastering the powers of Mighty Isidoros and my Master Malfeas."

"Master Ferand is a harsh teacher." The bluenette shrugs. "He eagerly awaits the time I can, I quote, 'punch mountains and use them as projectiles like a proper Celestial Exalt should'."

'....Okay, is that a real thing that happened?'

"I learned to not by shocked by what Exalt can or cannot do Boss."

"And yet you thrive." Ligier says in in apparent praise before switching to Rakshata. "The second is Rakshata, first Chosen of Blessed Cytherea and who has since then incessantly worked to adapt Malfeas' technology to the modern world's conflicts."

"I aim to please." The Indian scientist replies with a satisfied smirk.

"These two have for a long time been the only two reliable Infernals on hand, even after shortening the required time in the Chrysalis Grotesque. Many in the Reclamation Conclave, the assembly of all the Third Circle Souls of those Yozis who joined the Reclamation, of which I am the Head,-" he says proudly. "-began to display doubts about the project. Until three new entries and their choosing a Champion each rekindled those hopes."

He gestures at Kaguya. "The first happened when Great Szoreny chose you, Sumeragi Kaguya."

"Yes, Lord Ligier." She bows in deference. "Using the blessings of both Great Szoreny and Great Cecelyne I have begun gathering followers, converting people to the True Religion, and organizing the existing cults into a formalized structure, to maximize efforts while making it impossible for future enemies to deliver truly crippling blows to them. I am also halfway to gaining leadership of the Six Houses of Kyoto, after which I will be able to fully dedicate their resources to the Reclamation."

"Is Kirihara Taizo still alive?" You ask, inwardly marveling at Kaguya's accomplishments: she may still be young, but she is already an excellent politician...and a worthy ally.

"He is." Kaguya frowns. "He was the one who provided the Shinjuku cell with information about the poison gas, without even informing the other Heads."

"Did he?" You muse. "Still, it granted me a real chance to accomplish my goals. So we can say it ended well."

"Extremely well if what I heard is true." Ligier continues by gesturing at Milly. "You know, there was an uproar when Hegra joined the Reclamation, and chose a Champion from the Caste of Adorjan at that. Many feared that any such Chosen would be a walking disaster."

"Eeeh, I am not quite on that level, I'm afraid." Milly muses, a finger on her lips. "I mean yes, I only Exalted two months ago and since then I only managed to...one moment." She quickly counts off her fingers. "Fourteen. Yes, it should be. I managed to involve fourteen Britannian nobles into huge scandals, ranging from infidelity to appearing on TV naked and drunk."

You don't fall from your chair. You definitely do not.

"Chaos in the enemy's chair of command is always useful." Thankfully Ligier chooses to not comment on that. Instead he turns to you. "And, finally, we have you, Lelouch. I must confess your appointment as a Green Sun Prince was...let's say irregular. While the task to chose a worthy mortal is left to the inbuilt mechanisms of the Exaltations, the Ebon Dragon has made known to the Conclave that there was one specific human who could not only resolve the issue of the missing Infernals, but also be an ideal leader capable of focusing all the Green Sun Princes into a force on equal footing with Britannia, Heaven and the Underworld."

"Ah. To hear such praise, I am honored." You quickly bow, partially in respect and partially to hide the emotions currently passing on your face. To know that the Primordial Titan that embody Darkness and Opposition has such faith in you and your abilities...is honestly unsettling.

"Now you see why I didn't dare speak his name before merging with you."

"That's why it was honestly amusing when the messengers of Wise Oramus came and, calling upon a debt Ebon Dragon owed to him, declared you as his Champion." Why he finds it amusing, you don't ask. "But also intriguing. The Dragon Beyond the World has never acted before, even as many of his souls worked fervently to end his ignoble imprisonment. To choose a Champion, many feel this event may be just what is needed to settle the Reclamation on a successful road. Even then, the plans of Oramus are much more trustworthy than the Ebon Dragon's."

"I owe my Master and all of Malfeas a debt I believe will require much to repay." You bow again. "Thanks to their blessings I was able, during the battle of Shinjuku, to steal many Knightmare Frames and give them to the almost routed rebels. Under my orders they turned the battle around and crushed Britannia's army. If not for the intervention of Britannia's new Knightmare it would have been a total victory, but even then I used the blessings of both Ebon Dragon and Oramus to convince Clovis La Britannia it was the Pureblood Faction's fault, leading to a witch hunt that will severely destabilize Area 11. Taking advantage of that, I am currently training the members of the Shinjuku cell to become the core of a future army capable of standing against Britannia."

"Wait a moment." Rakshata interrupts you. "Britannia has a new type of Knightmare?"

"Yes. And one which use Jade in its structures. I have reasons to believe the one who build it is a Dragonblooded."

"Jade?" Rakshata's mouth hangs open before she grins. "Lloyd. It could be no one else. What could it do?"

"Besides being more agile and faster than any five meters tall metal giant has any right to be? I saw it doing a flying kick!" You scoff. "It was white, more humanoid than a Sutherland, and even had energy shields."

"I knew it." She leans on her chair and puts the pipe in her mouth. "He had an head-start so I shouldn't be surprised, but to think Britannia already managed to produce a Seventh Generation Knightmare Frame..."

"Seventh Generation?!" Leila jumps to her feet. "Are you sure?"

"It certainly seems that way. I saw the footage myself, and that thing is way above currently existing frames. But Japan also has its own Seventh Frame: the Guren MK-II." Kaguya looks to Rakshata. "Which, if I am not wrong, was made by you?"

"Correct: it's my precious baby. Made combining the best of Earth and Malfeas' technology." She says proudly. "I needed to find a pilot who can't use Essence but is still capable of fully using it in order to gather data for the future mass-production models, so knowing the resistance was very active in Area Eleven I sent it there."

"Is that so? Then we have an ideal candidate." Kaguya smiles. "The pilot who managed to stand against the Seventh Generation using only a Sutherland."

"Her name is Kallen." You tell them. "And I can say proudly she is the best among my soldiers."

"Really? You make me want to come there and see her myself."

"Seventh Generation, huh?" Akito muses before turning to Leila. "Do you think the Alexanders stand a chance?"

"How should I know?" She replies before noticing everyone is staring at her. "Sorry, but this is secre-"

"Me and the Major are part of a secret special Knightmare unit called W-0, with the officers being EU military and the pilots being recruited among the refugee Japanese that escaped the war in exchange for giving full citizen status to their families." Akito suddenly says. At Leila's scandalized face he just puts a finger over her lips and continues. "The Alexander is a prototype Sixth Generation frame developed by a friend of the Major. They're hard to control, but provides great mobility even when other Knightmares would have troubles. Armor isn't that great though."

'Members recruited among formally non-recognized citizens and use of prototypes?' You frown. 'Why does it make me think the EU is going to use them for suicide missions?'

"Maybe they are?"

'Then they are no different from Britannia.'

"As refreshing as it is to finally see this chamber being used for its original function-" Ligier's words cause everyone to sit ramrod straight and give him their full attention. "There are still some things I must speak of, which happen to be the most important ones. Namely, what is expected from you Infernals."

He raises a hand, and the image of Earth turns into that of Ligier's sun-self. "The ultimate goal of the Reclamation is to open the gates of Hell! To sunder the accursed surrender oaths and to liberate our King and his siblings from their unjust imprisonment! For that I personally promise you the support, resources, and military might of Malfeas. It will obviously take a long time for you to reach the might necessary to realistically pursue such a great task, but time is something we all have plenty of.

A secondary but more immediate goal is to spread Malfeas' influence across the modern Creation. In this case Britannia is the greatest obstacle, because a world fully dominated by it would surely cripple our already meager efforts. Therefore, fighting against it by any means available is the current highest priority. Of course you must still follow the orders of your own Masters: in case they interfere with the above two goals you can discuss among yourself the best way to achieve both, or in the case of truly irreconcilable conflicts you can bring your concerns to the Conclave.

Another point of great importance is to keep an eye out for...unusual Exalts. 100 of the stolen Exaltations went to the Underworld, and I have no doubts those abominations will use them to create servants to do what they cannot: bring death to all of Creation." He frowns. "That is, of course, unacceptable. If you meet Exalts that use arts of clear Underworld origin they must be killed or taken prisoner, with them and any information you can gather sent to Malfeas. Temporary alliances are...acceptable, but you must be ready to turn on them at the first opportunity."

""Yes Lord Ligier."" You all bow.

"Finally, we can address the topic of the missing Infernals. During the most recent Conclave it was suggested that a more successful method to make sure future Exalts are loyal and last longer could be by having already accomplished Chosen train the new ones before sending them here. The proposal was found promising and approved. As the first full Coven, it will be your duty to instill others of your Caste with...healthy survival instincts." He presses his hands together. "That also require retrieving them in case we can't spare agents. In return you will maintain a status of seniority until all seats are filled, which grants you the right to give orders to your junior Peers...provided they don't interfere with their respective Masters' orders and the other major goals of the Reclamation, of course."

Well then, this is interesting. This concession means you could virtually have the whole Althing follow your directives without the need to convince the others in a debate, at least for a limited time. Not to mention you can gain the trust of other Peers, allies more likely to support you.

To do that, you need to bring the other four to your side. Milly is already a solid ally, and Kaguya for some reason seems to hold you to in high regard despite not having met for seven years. Rakshata, you could give her Kallen as a pilot for this 'Guren' in exchange for her collaboration. Akito is a more complicated matter: maybe you could have Ligier order him to assist you, but you also want Leila: as Seyrun said, Dragonblooded minions are valuable. Since her unit is top-secret and made of Japanese, you and Kaguya may convince whoever is in charge of it to support your rebellion in exchange for weakening Britannia and other concessions like more Sakuradite.

But to do all that, you need to persuade the others that assisting your rebellion is the best thing to do, for the Althing and Malfeas in general. And the reasons need to be logical and appealing, because you can't be sure of a one hundred percent chance of success even with your powers. They're Exalted after all.

Also, you're 100% sure nothing you can do would affect Ligier. That is a truth you can't deny.

"You could, I don't know, offer Japan to the Yozi or something?" Seyrun offers.

You blink. 'Actually, you may be onto something.' Creating an empire is also Oramus' desire, so why not start with Japan? Converting and unifying the whole population under the worship of the Yozi as the world's saviors, basically making Japan a subordinate kingdom of Hell.

If that doesn't make Heaven shit their pants, you don't know what could.

You just need to sell the idea to those presents.

[] Plan Get The Gang Together
[] Write-in.
====

Here you have it: Hell is lacking in competent Exalts, and the Big Bosses want you to kick your juniors' butts into shape. Sorry if I don't offer options, but honestly here you just need a very good stunt. Rolling successes is not important, but making sense is: you need to also convince Ligier after all.

For the other 45 GSPs, like I said they can be the subjects of small Arcs, or just OCs that operate in the background, showing up once or twice before going to do their own things. On that end, you can submit your own OCs: the rewards for doing it are obviously Xp and having them feature in the story. One thing to note is that GSP OCs generally provide more Xp than Omakes, the quantity depending on how well their sheet and story are made.
 
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Dragonblooded: Leila Malcal

Name: Leila Malcal
True Name: Leila von Breisgau
Motivation: Follow her father's beliefs that all human beings must be afforded dignity and justice
Exaltation: Dragonblooded
Elemental Aspect: Water
Anima Banner: Crystal-blue and white waves spread from her like a winter lake in which someone tossed a rock
Attributes: Strength 2, Dexterity 3, Stamina 2; Charisma 3; Manipulation 3; Appearance 4; Perception 3; Intelligence 3; Wits 3
Virtues: Compassion 3, Conviction 2, Temperance 2, Valor 3
Abilities: Bureaucracy 3, Investigation 1, Martial Arts 3 (Subduing Opponents +1), Sail 1, War 2, Presence 2, Lore 3, Athletics 2, Awareness 2, Archery 2, Dodge 1, Linguistics 2 (Native: English. French, Japanese), Ride 2, Socialize 2
Backgrounds: Breeding 3 (+3 to Personal Essence pool; +5 to Peripheral Essence pool), Arsenal (E.U.) 1, Command (E.U.) 1, Connections (E.U.) 1, Backing (Malcal family) 2
Essence: 2
Willpower: 6

Anima Power:
At the cost of five motes of Essence the child of Daana'd suffuses her being with the power of Water. For the duration of a single day, the Exalt has complete water freedom. She can breathe water as easily as air and is incapable of drowning. She also suffers no environmental penalty for any actions she takes underwater, including such improbable actions as firing a bow or throwing a chakram. As a final bonus, the Exalt can walk across the surface of a body of water as easily as dry land.

Charms:
First War Excellency
Cost: 1m per 2 dice; Mins: War 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood's Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one.
Characters cannot use this or other Excellencies or dice-adding Charms to "create" actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify.
This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: the Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.
First Awareness Excellency
Cost: 1m per 2 dice; Mins: Awareness 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood's Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one.
Characters cannot use this or other Excellencies or dice-adding Charms to "create" actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify.
This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: the Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.
Second Martial Arts Excellency
Cost: 2m per success; Mins: Martial Arts 1, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood can invoke this Charm when making a roll based on the relevant Ability. The Exalt can spend up to (Ability + applicable specialties) in motes. The Charm adds one automatic success to the roll for every two motes spent. If the Dragon-Blood uses Essence Triumphant in combination with Charms that add dice, each success purchased with Essence Triumphant reduces by two the maximum number of dice that she can add.
The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. For every two motes spent, the Dragon-Blood can increase the applicable DV by one, up to a maximum improvement equal to her Ability trait plus any applicable specialties.
This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to purchases automatic success on any action made on the tick in which the Dragon-Blood takes a normal action. On the ticks between actions, this Charm can be used only to enhance an unrolled use of the relevant Ability to improve a DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase automatic successes between actions to be used for extra attacks.
Leading From Below
Cost: 2m; Mins: War 2, Essence 2; Type: Reflexive
Keywords: Combo-OK, Cooperative, War
Duration: Indefinite
Prerequisite Charms: None
Dragon-Blooded can lead, but they are more powerful when they serve. Any special character in a complementary unit who knows this Charm may activate it to enhance the unit. If the Terrestrial is the unit leader, he may choose any other special character in the unit as the target. If the Exalt is another kind of special character, he targets himself. Either way, the unit leader's War rating increases to the target character's War rating and the unit gains +1 Drill and +1 Morale from superior tactical coordination (to a maximum Drill and Morale of the unit leader's current War rating, or [War + Essence] if the leader is a Terrestrial with Breeding 5 or a Celestial Exalt). A unit may benefit from multiple activations of this Charm by separate special characters to improve its Drill and Morale, but the unit leader's War does not improve beyond the highest rating among contributing characters. This Charm remains active as long as the unit remains together.
All-Encompassing Earth Sense
Cost: 2m; Mins: Awareness 2, Essence 2; Type: Simple
Keywords: Leader
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
The Earth whispers to its children and warns them of the footsteps of those who approach with hostile intent. While the Charm is in effect, the Dragon-Blood cannot be surprised by any means. The Charm draws upon the intimate connection between the Earth Aspect and the ground beneath his feet, making them as one. Consequently, in order to use this Charm, the Exalt's feet must rest on the ground. "The ground" includes earth, grass or the lowest floor of a building, but if the Dragon-Blood is at sea, up in a tree, on an upper level of a building or simply resting with his feet propped up on a table, the Charm confers no benefits. The Dragon-Blood may extend this benefit to companions at a cost of two extra motes per person, affecting a maximum number of people equal to his Essence.
Elemental Concentration Trance
Cost: 5m, 1wp; Mins: Lore 2, Essence 1; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: None
The simplest of Lore techniques exercised by the savants of Air, this Charm allows a character to meditate on her aligned element to temporarily augment her capacity to absorb knowledge. Provided that the Exalt has all the necessary research material handy, she can absorb a week's worth of study in a single day. She can continue to use this Charm on subsequent days, but if she uses it more days in a row than a number equal to her Lore trait, she suffers one level of unsoakable lethal damage for each extra day. The Exalt cannot heal this damage while under the effects of this Charm. This Charm can accelerate training times for any Charm that shares the Terrestrial's aspect or non-magical trait. Charms to learn sorcery or necromancy are never eligible, regardless of aspect. The Charm may also be used to speed research or other actions to gain information from available sources.
Confluence of Savant Thought
Cost: 2m; Mins: Bureaucracy 3, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
To the Children of Daana'd all bureaucracies are the same, differing only in surface details that result from the personalities of differing managers and staff. Once the Dragon-Blood grasps the essential character of the bureaucratic milieu, she can insinuate herself into almost any specific bureaucratic setting with ease. By activating this Charm, the Exalt may instantly understand the inner workings of the bureaucracy with which she is confronted, knowing such details as who is in charge of specific tasks and where equipment (including secret information) is kept. She may also substitute her Bureaucracy for her Socialize Ability for bureaucracy-related purposes. The Charm does not go so far as to grant unfettered access to locked or guarded areas, but it may aid the Exalt in finding someone else capable of securing such access. This Charm provides information, not access. The targeted organization does not regard the Exalt as a member or give her the privileges of such, but she does understand who within the organization has the power to bestow such privilege and may then lobby, bully or otherwise compel cooperation from those individuals. The Charm does not reveal any secrets that a rankand-file member of the organization could not learn with successful mundane inquiry, so insinuating into the All-Seeing Eye does not reveal the identities of secret operatives.

Martial Arts Charms:
All-Consuming Dragon Style

The All-Consuming Dragon Form is a style developed during the early days following the Shogunate's Fall. This terrestrial style was designed to intimidate one's foes into backing down and not entering combat, or to make combat impractical against the users of this form. This served two purposes: the first is that it keep the practitioners alive longer since the best way to survive combat is to not enter it, and secondly it makes the capturing of prisoners more plausible, so further information could be gathered. This style was designed to not kill one's opponent, but the practitioners have no problems wounding their enemies, and even then strive to not even draw blood. While all of the techniques taught by this style have been purposely named as if it worships or pays homage the Ebon Dragon, it very much does not. The names are purely for intimidation. The fact that today this Style is taught in many dojo of Malfeas, all of them under the guide of a demon descending from the Shadow of All Things, makes most people think this is an obvious lie.

Favored Weapons: Large, slow weapons such as Naganata, two-handed Swords, and Goremaul. This fighting art is incompatible with the use of armor. To use this Martial Art practitioners must also possess at least 2 dots in Presence.
Death's Favorite Prey
Cost: 4m; Mins: Presence 2, Martial Arts 2, Essence 1; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: None
One of the first things a young student of All-Consuming dragon must learn, is to choose a single opponent and focus your attention on them. With their eyes focused on a single opponent, they can unsettle even the sturdiest of men into hesitating or stumbling, offering any kind of weakness in combat. The user targets a single attacker when activating this charm and adds her Presence to his Dexterity + (ability) pool for purposes of determining DV against that attacker. The effects of this charm end if that opponent is killed or removed from combat. As a reflexive action, once per DV refresh, she may change her target to another appropriate one before the charm ends.
 
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A Beginning (GSP Nathan Coulter by ReaperofInterest)
A Beginning
"Damn him!"

This hate–and–grief–filled cry splits the air.

"How dare he! How could he do that! He said he was my friend! I trusted him! I though he-how, how, how-"

As his screams continue, they become more and more choked by grief, till by the end, the words are drowned out by the blubbering of tears.

The source of those tears, the light-brown haired boy, is named Nathan Coulter. He is Britannian, but not a noble. He is intelligent when it comes to things, such as coding and machines. When it comes to people though, he is not nearly as good. He finds it uncomfortable to look people in the eye, dislikes large crowds, and prefers music or silence to the chattering of people. Earlier today, Alexander Capell, one of Nathan's close friends, and the only one who is a Noble, has betrayed him.

A few weeks ago there was a programming contest announced, hosted by a rich computer company. The winner would receive a cash prize, some fame, and the possibility of an internship depending on what the winning code comprised of. This was very attractive to Nathan, who wanted all three. So, he began to work on code for making data entry and retrieval easier. However, he asked his friends to help him with testing this code. While most of them agreed, Alexander took it a step further. He offered to help write the code, to help tweak it so it would be easier to work with. In exchange for this and signing up the both of them up for the contest, he proposed that both he and Nathan would be credited as the creators of the code. Nathan agreed, and Alexander kept his side of the bargain and more. The resulting code was essay to use, effective, simple enough that it had a very low chance of crashing, and was the product of enough brainstorming that it could truthfully be said to be the brainchild of both of them.

However, when it came time to head to the contest, Nathan found out that his friend had betrayed him. In addition to lying to Nathan about when their entry was, Alexander claimed that he was the one who came up with the program. Naturally, Nathan confronted Alexander after the demonstration, which infuriatingly enough, went perfectly. Suffice to say, words were spoken, insults were thrown, and eventually Alexander revealed that he had only used Nathan for his own amusement, and eventually, advancement. Devestated by the fact that someone he had cared about had in fact, never repicrocated the emotions, Nathan fled, and wound up running into the local woods. Well, perhaps they were not so much a woods, as a very unkempt park. It is here, that our story began.

"Hello there, young one."

With a choked gasp, Nathan tries to quickly find the source of the voice. He is hampered by the fact that he has spent a past few minutes crying, but manages to determine the origin of the voice. The fact that a purple, hairless, covered-in-many-piercings, completely-black-eyed woman was the one talking to him made him immediantly start wondering if the whole day had been one long dream.

"Um...hello ma'am. Can I...help you?"

With a shake of her head, and a jangle of a few of the piercings, she answered "No, but I do believe I can help you."

"You've been hurt, haven't you? Betrayed by someone you held dear to your heart? Someone who possesses power, that means you can't hurt them back?"

Feeling very unsure, Nathan nodded in agreement.

"Tell me young one, how what you do, if I told you I could give you power of your own? Indeed, power that is not only capable of, but likely to eclipse your betrayer's power?"

"I'd say that you're offering something that comes with a hook. Brittanian Nobles, even lesser nobles, are extremely powerful. Anything that could give me the power to outmatch one would have to have a catch in it somewhere. I doubt even gods would be able to guarantee that."

"True, it has a catch. Put simply, the catch is in exchange for the power to make your desires reality, to catapult you amongst the technological geniuses of the world, you agree to serve my masters. And your right about the gods, but my masters are so much more."

"And...who are your masters?"

"Suffice to say, they are extremely powerful ,and are in fact the ones who MADE the gods. Your plight has caused them to extend a hand in offering. Accept this bargain, and you will be granted power immeasurable. Reject it, and you will never hear from me again. So, will you accept this power, in exchange for becoming a servant of my masters, the Yozis?"

"I..." with a gulp, Nathan reaches out a hand, and says "yes. I accept your bargain."

With a smile, the woman says "Excellent."

She moves towards Nathan fast enough that he can hardly blink, and then...darkness.



Nathan dreams of order, of everything being in its proper place, of hierarchies. He watches, and is inspired. However, eventually, the order leaves, to be replaced by something that seems to Nathan like a story made manifest.

With a jerk, he opens his eyes to see his fellows, but...why are there strings attached to them? They laugh, and tell him of their lives, in tounges that switch to a different language with nearly every sentence that he can somehow still understand. He sees people, guided by the strings, as they go about their day. He walks, and eventually comes upon a library, stained black with words. They are on everything, from the people, to the books, to the walls, to the strange beasts that seems to be made of words. Then, books open, words begin to leak out, and the words begin to speak, in a voice that speaks in hundreds of langauges.

"Who are you?"

"What? Um, I'm Nathan."

With that, the walls dissapear, to replaced by enourmous letters that spell out what used to be there.

"No you're not. There isn't a role called Nathan in this story."

"Yes I am. I'm Nathan, I would think I would if I wasn't who I said I was!"

The books dissapear, replaced by masses of black words.

"I meant in the story of the world. And I have looked all through my books, and in all the stories, all the could-bes and should-haves and what-ifs, there is no character called Nathan. Do you know why there no role called Nathan?"

"I'm beginning to think it's because I went mad."

The floor is consumed by the words that spread like an sprawling inkblot.


"A good guess. In most stories you'd be right. But this ISN'T most stories, now is it? Or even the Grand Story that is Fate."

"Wait, Fate is real?"

The words begin to collapse into a single center, forming a slowly growing sphere.

"Indeed, and it is ultimately by Fate's design that you failed. For Fate has determined that the nobles Britannia make for the main characters of this story of the current age, and you aren't a noble, are you?"

"And how would you know what Fate has determined?"

The voices suddenly reorient, and Nathan can now determine that the voices are coming from the growing sphere made of words.

"Because, mortal child, my fellows and I were the ones who MADE your world, and everything governing it. From the Gods, to the spirits, and everything in between. And with my power, you can claim a role for yourself in the spotlight."

Dumbfounded, he can't think of anything else to say. He was in the presence of something that made the world he lived in, and was offering him some of its power. What...what do you even say to that? After a moment that felt like an eternity, the sphere broke the silence that had fallen.

"Well?"

"Well what?"

"Are you going to let them get away with it? With stealing your work, for themselves? Are you going to be relegated to a bit character, a piece of the background, in your own life story?"

"No, never! I will not let something as nebulas as Fate dictate my life! I refuse to be relegated to a mere footnote in the chapters of history!"

"Last question. Who am I?"

"You are a Yozi."

"Correct."

With that, the sphere breaks apart, with streamers each containing entire sagas rushing away in an invisible hurricane.

I am Elloge, the Sphere of Speech.
Go Forth, and in my name, remind Creation of the power stories hold.

With a smile that could scarcely look more fitting on a hungry shark, Nathan replies "As you command, my master."




Name: Nathan Coulter

Age: 16

Titles: Chosen of the Sphere of Speech

Motivation: Using nothing more than your own knowledge and efforts, create a Wonder unlike any other

Urge: Reveal to the world the atrocities Brittannia will commit to achieve its goals. (Dramatic)

Caste: Defiler

Patron Yozi: Elloge

Anima Barrier: A Cape and Wings of made of words that tell a story

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

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

Abilities: Craft (Air) 3, Craft (Fire) 3, Craft (Water) 3, Craft (Wood) 1, Occult 3, Lore 3 (Specialty: Programming 2), Investigation 2, Linguistics 2 (Native: English, Japanese, Old Ream), Socialize 1, Dodge 1, Awareness 1, Drive/Ride 1

Backgrounds: Backing (Yozi): 1, Cult (Yozi): 1, Influence (Yozi): 1, Unwoven Coadjutor (Namaht) 1

Notes: Unwoven Coadjutor is a Neomah

Essence: 2

Willpower: 5/5

Intimacies: Mother (Positive, Familial), Father (Positive, Familial), Alexander Capell (Hatred)

Traits from Unwoven Coadjutor: His iris' have turned a much darker brown, almost black

Anima Power:
Infernal Exalted of the Defiler Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Defiler may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Infernal's Dodge MDV against unnatural Illusions. These effects come into play automatically once the Infernal spends 11+ motes of Peripheral Essence.

Personality: Nathan isn't good with people, is made uncomfortable by eye contact with others, and dislikes large crowds. He also dislikes loud noises that aren't musical. However, when around people he trusts, he shows that he can be somewhat sarcastic, prideful when it comes to programming, and narrowly focused on his interests. His interests are somewhat more fluid than average, but tend to be related to science or electronics. He quickly takes offense whenever he thinks he's being mocked. He will gladly explain to someone the intricacies of something that he's interested in, but if someone started talking about sports, he's likely as not to just walk away to find something he enjoys more or someone who he prefers to talk to. He's also somewhat procrastination-prone; he'll gladly spend time when he should be working on doing something that doesn't interest him on something that does, and burst into activity when the deadline approaches.

Charms:

First Elloge Excellency, Second Elloge Excellency

The Sphere of Speech weeps and bleeds a ceaseless tide of symbols and patterns, crippled so that she cannot truly invent. Instead, she willfully interprets and recalls what already exists, stealing ideas and distorting existing sentiment into her stories. She has insight into relationships of all kinds, but avoids direct interaction lest her wounds expose her as a hollow fraud. Instead, she lurks at the edge of perception, an envious audience in self-imposed isolation. The Minstrel Echo sees hidden meaning everywhere, injecting emotional drama into the most mundane situations in order to fuel confusion and validate her suspicions. Her favourite narratives are romances, but she lives vicariously through all stories, hiding inside her obsessive fantasies.


Elloge constantly reinvents herself, donning proxy personas or the trappings of roles. She is desperate to obscure her own weakness, jealous and infatuated with those whose sincerity and strength of will can make dreams real. Such heroes become perfect dolls who act out her plots, unable to betray her. Exalts can use this Charm to conceal their presence, motives or capabilities, as well as any attempt to understand something, but it comes with a major restriction – it cannot aid open, personal interaction with another character. A warlock could strangle from hiding or romance while disguised, but not duel before a crowd or directly profess their love.


MEANS TO MEANING
Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Social
Duration: Indefinite
Prerequisite Charms: None

A symbol is a lie that leads to the truth. Elloge understands such things. She lives in them. The Infernal's senses creep at the edges with mutant glyphs and variated whispers – she may activate this Charm to condense them into an actual language she knows, providing a perfect, instant translation for any text she reads or speech she hears. Even colloquialisms receive appropriate translation – though her ability to understand their original nuances depends on her Linguistics rating. This Charm gives the Infernal no ability to speak foreign languages, or understand unintelligent "languages" such as body language or birdsong.

FLICKERING PAGES KENSHO
Cost: – (1m+); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Means to Meaning

The Hermit Within Herself sees words as the beautiful ornaments they are, and can look bypass them to see the meaning that flows beneath. This Charm accelerates the rate at which the Exalt absorbs recorded information by a factor of (Essence x 10) while its prerequisite is active. If she is in physical contact with the vessel for this information, she may instantly absorb it all by spending a number of motes equal to the hours it would normally take for her to read it (minimum one), causing lettering to creep up her skin and soak into her veins.

ETHER-SCROLL INSCRIPTION
Cost: – (2m); Mins: Essence 2; Type: Permanent
Keywords: Obvious, Sorcerous
Duration: Permanent
Prerequisite Charms: Jewelled Tongue Translation

The world is a tapestry upon which Elloge composes a body others may look upon. While this Charm's prerequisite is active, the Exalt can cause her words to fix themselves into the air, written as Sorcerous whispers. She dictates the style of this writing, and may choose to have it burn like a lightly flaring anima. It lasts for a day or until she wills it away, upon which it fades like words wiped from a chalk-board. Alternatively, she can write her words directly onto any surface within (Essence) yards – such text is permanent, and appears to have been etched, daubed, etc, by mundane means.

The warlock can create these words silently if she wishes, but they appear at her usual writing speed, and pictographic traceries of Essence link them directly to her. She can accelerate the process by spending motes – spending two motes allows her to produce up to (Linguistics) hours worth of writing as a miscellaneous action, calligraphy seared into reality.

READ INTO THINGS
Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Shaping, Sorcerous, Touch
Duration: One scene
Prerequisite Charms: Means to Meaning

The world dissolves within the Sphere of Speech. Her perception of things is inseparable from their true bodies, and so architecture becomes alphabet, rivers run with runes, and legions march into logos. The Infernal touches any object, dissolving it into an incorporeal structure of alphabet and intonation, indistinct from the world in her mind. As normal, object-sized sections of greater structures are valid targets, and a group of small linked items may be classed as a single object at the Storyteller's discretion (Exalted, pp. 213). The Exalt may end this Charm whenever she wishes, and cannot use it in response to an attack.

Attempts to examine the object receive one automatic success and ignore penalties from physical obstructions, its inner workings laid bare for all to read. The Infernal may choose to interact with this object as though it were material, and receives the same benefits when doing so. These interactions function by directly "editing" the target's physical-symbolic structure, and ignore soak. Destroyed objects leave no debris save an echo.

UNSEEN AUTHOR ASSUMPTION
Cost: 3m; Mins: Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None

How bright and hot the lights, how curious and dreadful the crowd! Those who expose themselves are fools. Better by far to stay backstage, to control unseen through direction and script. This Charm is identical to the Solar Charm Easily-Overlooked Presence Method (Exalted, pp. 230). As with the original Charm, superhuman senses do not provide situational modifiers – the Exalt slides beneath attention unless it is drawn to her, so improved perception does little to defeat the Charm.

Imperfection of the Sphere of Speech
Elloge's heart is a wounded and broken thing, the last symptom of the creative energies that were hacked away from her. So she hides it, terrified of the empty and meritless hollow within. Charms with this Imperfection suffer a one-mote surcharge for every one of the Infernal's intimacies that the attacker is aware of. While her player is aware of this surcharge, it does not serve to alert the warlock to characters that know her better than she thinks.

First She Who Lives in Her Name Excellency, Second She Who Lives in Her Name Excellency

The Principle of Hierarchy is methodical and meticulous. She analyzes every variable and chooses the most efficient and orderly method by which to achieve victory. Her utilitarianism is absolute and consistent as clockwork. She is as brilliant as she isa lien, cold and unfeeling. Her violence is dispassionate and perversely pure, unmotivated by sadism and yet capable of systematically disassembling every obstacle in her path without the slightest remorse. She builds and improves structures of all kinds and abhors chaos, randomness and free will in all its forms. She finds excessive effort wasteful and prefers to apply the minimum exertion necessary to attain the desired outcome. Her directives are fascist and totalitarian, but ruthlessly fair. She has no moral restraint against deception, nor any attachment to honesty, but her nature must choose the most expedient method even when it is not the solution that best matches her talents. She demands perfection, especially from herself.
Characters may apply this Charm to actions that create new order or reinforce existing order in any way, as well as actions that encourage others to join and loyally follow any hierarchical organization. She Who Lives In Her Name enhances efficient actions that demonstrate appropriate use of force; her power does not aid half-hearted or excessive efforts. Showing empathy for individuals invalidates that action for enhancement, though empathy toward society or another collective structure is permissible. The Charm enhances actions carried out methodically and logically but not improvised or unconventional solutions. Spreading chaos is never allowed, but ineffective organizations and policies may be dismantled to pave the way for a better order.

Factual Determination Analysis
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Principle of Hierarchy recognizes the totality of truth. This Charm may be used to test any statement the Exalt reads or overhears and provides the Infernal with certain knowledge of whether the statement was presented as a complete truth. Any intentional deception or meaningful omission of relevant data in any part of the tested statement returns the same negative response, so it is best to test a long statement frequently to isolate where the truth breaks down. If this Charm contests another, add the Infernal's Essence rating in bonus successes to the roll-off. Truth is measured from the perspective of the speaker rather than based on objective truth. Factual Determination Analysis does not supply the truth along with its binary measure.

Essence-Dissecting Stare
Cost: Special (see below); Mins: Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: One hour
Prerequisite Charms: Factual Determination Analysis
She Who Lives In Her Name sees all that matters. This Charm duplicates the benefits of All-Encompassing Sorcerer's Sight apart from its type and duration. The cost to activate this Charm is (8 - [lower of Perception or Occult]) motes normally or zero motes if the Infernal has Essence 6+.

Counter-Conceptual Interposition
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Essence-Dissecting Stare
Faced with any physical attack, the Principle of Hierarchy may reshape reality to produce a phenomenon or event capable of neutralizing the attack. This Charm is a perfect parry against any attack the Infernal can perceive, even unblockable attacks. The default manifestation is an orb of crystalline fire that appears in the path of the attack, shattering to stop the blow or projectile just before it hits the Exalt. Where the sphere shatters, a ripple of bent space flows out like a stone dropped into a pond. It is possible to manifest any instant duration effect that could provide a parry, however, such as a spray of water to snuff out a firewand's torrent or a concussive thunderclap that knocks aside an incoming arrow. Such variations are stunts, so creative use can reduce the cost of the Charm to match the perfect defenses of other Yozis. Counter-Conceptual Interposition is vulnerable to the Imperfection of the Principle of Hierarchy.

Mind-Hand Manipulation
Cost: 10m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Essence-Dissecting Stare
The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude. With this Charm active, the Infernal may move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. His telekinesis trails Obvious ripples of spatial distortion and white light as prehensile tendrils of mental force. This Charm has a Dexterity equal to his Willpower and a Strength equal to his Essence. The associated Ability to use this Charm is Occult, whether for attacking with direct force or hurling objects, or to determine effective (Strength + Athletics) total for a mind-powered feat of strength. If a floating weapon is wielded this way, the Ability is the lower rating of the normal trait and Occult, and all actions using the weapon suffer a -3 external penalty. Unlike most Sorcerous Charms, the Essence for this Charm must be committed, but the effect may also be terminated at will by ending this commitment. Mind-Hand Manipulation can move perceived incorporeal beings and objects, but its effective Strength is halved.
Moving objects with Mind-Hand Manipulation requires the same actions as doing so normally. All actions suffer range penalties like an attack with a range interval of (Willpower + Essence). Objects that have been lifted into the air fall when the action taken to move them ends, though up to (Essence) separate objects may be held stationary between actions, reflexively levitated through force of will. Grabbing anything that resists requires a clinch attack, but opponents who win control of a clinch do not get to grapple the Exalt and may only choose to escape. Moreover, clinches can only be maintained with renewed control rolls as normal, so victims can't be held aloft with merely reflexive effort. Unlike most ranged attacks, telekinesis granted by this Charm may be used defensively to deflect projectiles and weaken blows, as represented by the parry option provided by the Charm's Defense rating.
Infernals with Essence 3+ add a third attack option, in which they can focus their mental force to scalpel sharpness with which to vivisect those who displease or intrigue them. Repurchase of this Charm at Essence 4+ allows an Infernal to spend one Willpower whenever a telekinetic attack would inflict two or more actual levels of damage. Invoking this power replaces all damage with a Crippling amputation of the Exalt's choice. Such injuries self-seal as though cauterized and do not even bleed. Telekinetically wielded weapons can't amputate victims this way.

Telekinetic Blow: Speed 5, Accuracy (Willpower + Occult), Damage (Essence)B/2B, Defense (Willpower + Occult), Rate (Essence up to 5), Range (Willpower + Essence). Tags: O
Telekinetic Clinch: Speed 6, Accuracy (Willpower + Occult), Damage (Essence)B/2B, Rate 1, Range (Willpower + Essence). Tags: O
 
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