Green Sun, Black Shadows (CG/Exalted)

The World of Code Geass Which Once Was Creation - Alternate History Part 1
Credits goes to @Kiriel.

The World of Code Geass Which Once Was Creation - Alternate History Part 1

The Spanish-Britannian War happened when Battleship HSM Maine exploded due to Spanish Saboteurs[1]​ in 1953 a.t.b. This resulted in a frenzy of nationalism and Britannia taking over the entire American Continent, which was then Spanish territories.

The Philippines, a Spanish colony, was ignored at the time it was too far away. Instead, Britannia provided discreet aid to the Philippine Revolutionary Army and let Spain and Philippines fight it out. The Spanish-Britannian War ended and Spain lost a shitload of territories. When the treaty was signed, the two powers had some backroom deals where Spain removed it's claim to the Philippines in exchange for money[2]​ to rebuild their destroyed economy.

This starts the Philippine-Britannian War, or more popularly known as Area 10 Insurrection. Three years of war, which we can gloss over. Just note that some asshole natives did a Benjamin[3]​ which resulted in the loss of the Philippines.

Thirty years later, the Philippines is still a hotbed of guerrilla activity, on par or worse than Japan. A tropical archipelago of 7000+ islands with multiple mountain ranges[4]​ is a fucking nightmare, even with technological superiority. Add in the fact that Filipinos are pissed about being bought and having just earned the freedom[5]​, while the Britannians are being heavy handed due to seeing parallels with Washington's Rebellion, well... the Philippines is a clusterfuck.

Manila and Cebu may be shining productive settlements, but the ghettos and Honorary Britannian System are full of rebel sympathizers who pass on messages to the various rebel factions[6]​ in the boondocks. And that's not counting the supernatural side of Area 10, which will possibly have a modern version of the Lintha[7]​, without the brutality and incest, as well as a boat load of spirits and ghosts.

This explains the messed up Area List of Britannia, where the Spanish Americas were conquered first, then expanded to the Pacific to suppress the Philippines while assimilating the various Pacific islands, and why Britannia doesn't have India and Australia. I'll assume that Britannia stopped its conquest for about thirty years in order to consolidate its power in its new territories and putting down the various rebellions. That should match up Code Geass timeline with its version of the Spanish-American War.

For those of you wandering why Britannia is focusing more on Japan rather than the Philippines which has been a problem for 30 years, Sakuradite deposits[8][9][10]​, and the Geomantic Seal that was revealed by Alexander89 at the last update.

[1] It was a false flag operation done by Britannia in order to claim casus beli against Spain. It worked too well.
[2] The amount paid was $20,000,000, not adjusted for inflation.
[3] Fuck you Benjamin Franklin for selling out Washington. You inspired others to do the same.
[4] We have... 7 Mountain Ranges scattered about in different islands, all heavily trapped and fortified. Britannia could take them, but the costs are prohibitive.
[5] Asshole Spanish selling us just so you can claim we never defeated you. TED would be proud.
[6] The Revolutionary Government that fought the Spanish still exists. Not all rebel factions acknowledge it.
[7] Philippines is mostly clannish and tribal. Add in the fact that the tropical archipelago full of places to hide, you can easily slot them in.
[8] The Philippines also has Sakuradite deposits, but not enough to compete with Japan.
[9] We have lots of valuable metal though, as well as Jade.
[10] Sakuradite is a weaboo name. The locals have another name for it. Still can't figure out why Britannia still calls it Sakuradite. Did the Scientific Community actually name that stuff?
[11] Lots of footnotes. :V


{====}​

Now, we know that Napoleon Bonaparte conquered Britain which caused the exodus to the American Colonies. I would guess that this in turn allowed the French Empire to claim British territories and colonies, including then Penal Colony of Australia.

When the French Empire was defeated at Waterloo, one of the European factions, probably the Dutch, claimed Australia since they already had territories in Indonesia. The newly reformed Britannia, struggling to recover their defeat and exile at the hands of the French, did not contest the Dutch claims. I would also hazard a guess that the Dutch bought what remained of Britain's Trading companies, East India Company and others, hence another explanation as to why India, Indonesia, and Australia are not Areas under Britannian rule, and provides Britannia with funds for their Manifest Destiny.

From there we can extrapolate that, due to Napoleon's European Tour, the ideas of the French Revolution would spread throughout the continent as well as the various colonies of the empires. Sometime in the future, the Dutch agreed to Australia's claim of Independence, mainly because Australia was barren, hellish wasteland full of weird shit that tries to kill people[1]​.

Australia then became the Code Geass version of the Swiss due to its neutrality, and no one contests that because Australia doesn't have much in terms of resources, and thus worthless[2][3].

On that note, the reason why Africa hasn't been exploited much by the various superpowers during the late 1800s is because of the pissing contest between the European Union and the Britannian Empire[4]​.

[1] I have a sneaking suspicion that Australia was a wyld zone due to all those mutated creatures, that was closed by cultists of Cecelyne a long time ago.
[2] That's what Australia wants you to think. In truth, they probably did some prospecting, and are hiding their massive economic infrastructure.
[3] There's probably a Sidereal base in Australia since no one bothers the country. Weird Fate Bullshit protects the island.
[4] Africa is probably the territory of the Lunar Exalted. Explains why no one has colonized it.


{====}​

With the Invasion of Japan or Second Pacific War being... 2010 a.t.b., that would mean that... the Invasion of the Philippines, Area 10 Insurrection, or First Pacific War would be about... 1915-ish CE or 1970-ish a.t.b. And as you explained, the 30 years between the First and Second Pacific War was the Crest of Blood Incident[2] where Charles zi Britannia systematically killed all of the pretenders to the Britannian throne.

Damn annoying Britannians and their alternative calendars messing up the history books for everyone[3].

[1] I'm pretty sure this is a fanon term from somewhere I forgot, but damn it sounds awesome.
[2] I'm imagining the European Union sticking to CE Calendar just to spite them arrogant Brits.
 
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Omake - Outline (2 of 3) (Canon)
Outline
part 2 of 3




Far above the ground, amid the branches of a great tree, inside a forest a woman sat and plotted the downfall of the mighty. Resting her back against the tree Rakshata stared at the blank document displayed on her laptop.

If I may be so bold to ask, why did you see fit to began work on your latest project in the middle of a forest? Rather than your rather well provisioned lab?

It helps me think, when you're only at the idea stage a small boost to creativity is worth more than a large amount of equipment later. Do you not approve of forests?

I've had bad experiences with trees Mistress.


Idly noting to get the rest of that story out of Varas someday, Rakshata turned her mind back to the destruction of Knightmare Frames. The logical starting point would be what make them so difficult to destroy, so the Defiler started to type.

Knightmare Frame survivability
Strengths
  • humanoid shape and dexterity allow them to make better use of cover than conventional vehicles.
  • capable of impossibly fast (magitech?) acceleration and deceleration, momentum seems to vanish granting them an extremely small turning radius even when using land rollers at high speed, and the ability to go from a stand still to high speeds fast enough to begin dodging within seconds of finding themselves in combat. At least as evasive as a helicopter under almost all battlefield conditions.
  • low thermal emissions and top of the line ECM makes acquiring any sort of munitions lock almost impossible, even optical locks using Knightmare Frame profiles are unreliable as the mobility of the limbs means they don't have a consistent enough silhouette for modern optical packages.
Weaknesses
  • relatively weak armor for a vehicle of its size. Armor strength roughly on par with a very light tank, or a heavy APC.
  • survivability degrades rapidly after even moderate damage, a Knightmare Frame damaged to the point of reduced mobility is far less capable of dodging additional attacks.
  • humanoid form factor means they have a taller profile, when not deliberately taking cover they are more exposed than conventional vehicles. This is at least partially mitigated by their improved ability to actively take cover.
Overall survivability: excellent. While far less likely than a conventional tank to survive a direct hit from anti armor munitions, dumbfire AT weapons are too unwieldy to effectively engage such an evasive target, and guided weapons are unable to acquire a lock. No weapon currently in widespread use is more than moderately effective against Knightmare Frames.

Well I think that sums up the problem quite nicely, do you have an idea of how to solve it?

The ideal answer would be to overcome their ECM. Designing a missile capable of tracking a target that evasive would be tricky, but doable.

Even in cities? Where they can cower behind the homes of their victims?

Yes, the armor is thin, so you can spend much more of the missiles space on things other than the warhead.

But would Britannia's current prey be able to build such a thing? From my limited understanding of human artifice such a weapon would take greater skill than the desert dwellers are known to posses would it not?

It would indeed. They are also having some success drawing Britannia's forces out into the desert, so that leaves creating a dumbfire weapon that can hit something as evasive as a Kightmare Frame.

While making sure it is simple enough for those desert dwellers to craft.

Of course.

Mother would not have chosen you for this task if it was going to be easy.

Smartass.


Anti frame weapon design features.

Vital
  • Fast tracking speed, or some other method to allow it to hit an evasive target
  • Low time to target.
  • Sufficient penetrating power to reliably defeat a Knightmare's armor.
  • Cheap and simple enough that the Middle Eastern Federation can produce them.

Useful
  • Sufficient power to mission kill a frame with a single hit.
  • Low collateral damage on a miss.
  • Ability to engage one or more of a Knightmare Frame support elements, such as traditional tanks, helicopters or infantry.
  • Ability to engage Frames out of their preferred ranges.
  • Suitable for hit and run or ambush tactics.

And so the shape of our solution becomes known. Do you have any ideas on how to build such a weapon?

A few. I'll have to do some more work before I can be sure, but I think I have an old prototype that should be a good starting point.

Excellent, can we go back to your lab now? Away from all these trees?


Smiling as she packed away her laptop, Rakshata quietly dropped from the canopy to the forest floor below and began the long walk back to her lab.

You really must tell me that story some other time Varas.

If you insist, though something rather more interesting has just occurred to me.

Oh?

The requirements for an anti-Frame weapon are rather similar to a weapon made to fight Exalts. You will probably be able to use your final design as a starting point for some truly effective Artifacts weapons to use against the exalted pawns of heaven.

An interesting distraction indeed. You may be onto something, if my initial idea works it would most likely benefit greatly from even the least of Hell's magical materials.

Excellent, If I may be so bold as to ask, what exactly do you plan on using as a starting point for this project?

Probably a refinement of the gauss weapon I was experimenting with last May.

… Mistress please tell me you don't mean the one that punched through 2 walls?

I recall the test rig was able to shoot through far more than that.

I was referring to the shrapnel from the barrel when you tried to fire it a second time.

Obviously I'll just have to design something that only needs one shot then.

Well at least I'll die in a nice clean lab, rather than a creator-forsaken forest.

Oh don't be so gloomy,

At least agree to reinforce the testing ra-

I'm doing this off the books so I'll probably be test firing it out here.

Mistress, that's not funny.

I admit that it's hardly ideal, but I should be able to gather the data I need so long as I stay close.

Mistress!






And thats part 2 done. i'm planning on including the actual crunch of some of what she comes up with in part 3, and i'm toying with the idea of writing up some of the artifact weapons she based on her initial designs in a theoretical epilogue.
 
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Infernal Goodies
Demon-Maggot Stone (Manse 1)
When the bearer of this mottled ochre and purple stone is injured, his wounds spawn iridescent demon maggots that consume dead and damaged tissue, causing them to heal at twice the normal rate. The maggots shrivel and die when the wounds heal or if removed from the bearer.

Tattered Portrait Gemstone (Manse 1)
As a miscellaneous action, the bearer of this dark, varicolored cabochon can alter his appearance in a limited way. He may not look like someone or something else, but he may appear as a diminished version of himself: older, scarred, diseased, crippled or otherwise lessened in some fashion. Such lessening is real and imposes appropriate penalties. This is a Crippling effect. If the effects are particularly dramatic, those who know the bearer will need a successful (Perception + Awareness) roll to recognize him. The effects can be reversed as another miscellaneous action or when the bearer's attunement with the stone is broken.

Brazen Healing Stone (Manse 1)
This hearthstone is a dirty brown, mottled with spots of dark green. It is round in shape and could have come from the bottom of any common streambed, were the colors not so alien. The stone enhances the medical talents and knowledge of any character who bears it, making an unskilled character into a skilled surgeon and a gifted physician into a brilliant healer. A character bearing this stone has three dice added to all Medicine rolls made by her player, but injuries treated by the bearer of this stone leave scars that glisten the color of brass.

Hardened Spirit Gemstone (Manse 1)
This octagon of dark, perfectly clear ruby grants its bearer one additional die to all Conviction rolls, including rolls to regain Willpower. The bearer must have a permanent Willpower of 6+ or a Conviction rating of 3+ to gain this benefit.

Road of Hatred Stone (Manse 1)
This gray-and-black, lens-shaped hearthstone reinforces Intimacies based on hatred of someone or something. That Intimacy effectively becomes a second Motivation for the hearthstone's owner, as far as social combat, mental influence and recovering Willpower are concerned.

Vitriol-Tongue Jewel (Manse 1)
This hearthstone resembles a square-cut piece of darkened green emerald. It gives the bearer's voice the timbre and intonation of the Metody. Demons associated with vitriol and gods of malice and hatred react more favorably to the character because he sounds like one of them. The character's player may apply either a +2 bonus to all Social rolls when dealing with such entities, or reduce their difficulties by 1 (to a minimum of 1). This includes Charms that must exceed a target's MDV to exert mental influence, but the player may not apply both advantages at once.

Flesh-Rotting Stone (Manse 1)
This waxy ocher gemstone has an unwholesome sheen. When set into a weapon, each attack that inflicts at least one health level of damage acts as a vector for leprosy (see Exalted, p. 351), requiring a (Stamina + Resistance) check at difficulty 1 to avoid infection.
A similar stone inflicts consumption (Exalted, p. 351). Various Yozi-aspected hearthstones serve as vectors for other diseases; more dangerous diseases have higher hearthstone ratings.

Gem of Odium (Manse 1)
Bright red-orange cracks spangle this dark green gem. It takes one scene less than usual for its bearer to acquire an Intimacy of hate, with a minimum of one scene. Eroding one of the bearer's Intimacies of hate takes one scene more than usual.

Stone of the Malfean Elemental (Manse 2)
This violet-streaked green gem reduces the mote cost for summoning a metody (Roll of Glorious Divinity II, p. 83) by 10 motes. No combination of effects including this stone can reduce the cost below one mote. Similar stones for other First Circle races or specific higher circle demons are aspected to their progenitor Yozis.

Detachment-Piercing Stone (Manse 2)
A scarlet vein runs through this ivory-colored rectangle. Its bearer's speech confuses and dismays her targets, undermining their ability to resist persuasion. Whenever the bearer makes a successful social attack, the target suffers a -1 cumulative penalty to his Dodge MDV against all of the bearer's social attacks for the duration of the scene, up to a maximum of -3. This is an Emotion effect.
A similar, three-dot hearthstone imposes this penalty against social attacks from all sources, not just the hearthstone bearer.

Vitriol-Attunement Gem (Manse 2)
This transparent silvery stone surrounds a core of dark, cloudy fluid. Its bearer gains an affinity for the element of vitriol. She is unharmed by contact with vitriol and adds half her Essence rating to Craft (Vitriol) rolls. Moreover, as with all vitriol, she becomes infused with the malice of the Yozis, reducing her Compassion by 1 (minimum 1). A Dragon-Blooded bearer's anima exhibits dark vitriolic streaks; this is a cosmetic effect, but disturbing nonetheless.

Acid-Treading Stone (Manse 2)
This hexagonal, dark-red hearthstone allows the bearer to walk safely over any generally horizontal or gradually inclined surface of vitriol. The bearer can move over these surfaces without injury, slowed movement or an increased chance of slipping or falling. However, this stone doesn't allow its bearer the ability to walk up walls or on ceilings. The stone only allows horizontal movement over a liquid or an at least somewhat solid surface.

Dark Passion Lens (Manse 2)
This prism-shaped blood-red carnelian allows the bearer to inflame dark passions in others. The bearer can amplify negative emotions like anger, hate and fear, turning vague resentment into raging jealously or slight nervousness into unbridled terror. The bearer of this stone gains three additional dice on all Presence or performance rolls designated to inflame those emotions. Also, for purposes of resisting these inflamed passions a target's temperance is treated as if it were two points less than it is (to a minimum of 1). The latter effect works only on a single target at a time.

Flawed Gem (Manse 2)
This transparent amethyst hemisphere enables the bearer to make non-living substances decay at great speed. When the bearer touches an object for one minute and wills it to decay, cracks radiate from this point of contact and encompass an area up to two yards in radius. Over the next 24 hours the object ages and crumbles. These flaws gradually reduce the soak of any item and reduce its health levels. After 24 hours the object counts as damaged and its soak has been halved (round down).
A 3-dot version of this stone also exists. It makes objects decay in 10 minutes instead of 24 hours. Neither stone affects any of the magical materials, hearthstones or any other magical or enchanted items.

Hell-Talon Gem (Manse 2)
This greenish-black stone is shaped like a jagged-edged triangle. When desired, it warps the bearer's hands and/or feet into clawed demoniac shapes, allowing him to deal lethal damage with all unarmed attacks.

Stone of the Chrysalis (Manse 3)
A tiny creature lies frozen within this translucent green stone, its appearance differing every time it's viewed. The stone's bearer may spend three motes as she sleeps to engulf herself in a chrysalis of green silk. The next morning, she emerges from the chrysalis evolved into a new shape, transfigured by the power of the stone.
As a temporary Desecration effect, the bearer obtains up to (Essence x 4) points of positive mutations of her choice, plus half that value (rounding up) of negative mutations chosen by the Storyteller.
If not a creature of darkness, she gains that deformity at no cost. These mutations disappear when she reactivates the stone or loses attunement to it.

Stone of Acrid Understanding (Manse 3)
This sharp-edged, glassy violet stone minimizes the need for formal training by etching skills directly into its bearer's muscles and nerves. Training intervals decrease from days to hours, weeks to days and months to weeks. This is a painful process; crackling steam rises from the parts of the bearer's body involved in the activity being learned. The bearer spends experience points as normal and suffers a -2 internal penalty to all actions which persists until the training is completed or attunement to the stone is broken. The stone's benefits do not stack with any other effect that reduces training time.

Cloak-of-Corrosion Jewel (Manse 3)
This translucent, violet-red dodecahedron grants another Essence user the ability to surround herself with corrosive vitriolic aura that inflicts damage like a Fire-aspected Terrestrial Exalt's anima power.
Producing this imitation anima banner costs Essence. Double the number of motes the character spends, however, to find the intensity of the corrosive aura conferred by the hearthstone. Of course, the Essence expenditure may well trigger the character's own anima as well.

Discord Stone (Manse 3)
The bearer of this dark-green disc can make people around her argue and disagree. The character can affect (Essence x2) people, and this power can only be used once per day. To affect a target the bearer must be within 10 yards and her player must win a resisted (Essence + Willpower) roll. If the target succeeds his moment of truculence passes. Otherwise his player must succeed as a Temperance roll or spend a Willpower point for the character to resist any opportunity to argue with another person. The effect lasts for half a day, or until the character spends three Willpower points. After the effect ends, targets whose players successfully roll (Intelligence + Occult), difficulty 3, realize that these pugnacious urges were some form of unnatural mental influence.

Jewel of Vitriol's Wellspring (Manse 3)
The bearer of this watery, dark-green sphere gains a special rapport with the Metody and other demons attuned to the element of vitriol. When she summons those demons her spell or thaumaturgical ritual takes her only half as long and costs half as many motes of Essence (count every mote spent as two). The bearer also gains three dice for all rolls to influence Metody and other demons attuned to the element of vitriol, including binding or banishing them. There benefits only apply to First Circle Demons.

Stone of Dust (Manse 3)
This spherical gray stone's surface seems covered in powdery rust. If the character spends one mote of Essence and touches any single item made of dead organic tissues, such as leather, bone, wood or ivory, he can instantly turn the object to dust. The character must touch the item directly, and the item can weigh no more than (character's Essence x 10) pounds. This stone does not affect artifacts, enchanted items or undead of any sort.
The Dream-Merchant's Coin (Manse 1)
Demon-Bound (Makarios)
This coppery disk gleams with a peculiar iridescence. By spending one Willpower upon going to sleep, the bearer may visit the demon Makarios in her dreams. If Makarios is regenerating from death, the bearer travels to the demon's dream-palace but finds it empty.

Gem of Poisoned Words (Manse 1)
The bearer of this irregular salmon-colored stone may pervert others' Intimacies. This functions as eroding an Intimacy, but instead of breaking, the Intimacy's tenor changes to a related negative emotion. An Intimacy of love becomes hate or obsession, for example, while an Intimacy of respect becomes jealousy or contempt.

Deceiver's Stone (Manse 1)
This half-black, half-white stone allow its bearer to more easily conceal the truth, be it a state secret or even simple truths, by blurring the line between truth and lie. The bearer of this stone may treat honest and straightforward social attacks he makes as if they are inherently deceptive ones and vice versa.

Gem of Night Vision (Manse 1)
As night predators don't need vision to perceive their prey,, so the bearer of this dark, crystal cabochon can see in any non-magical darkness as if he had a bonfire...without the need for a light source that might give him away to an enemy. Even in complete absence of light the bearer sees clearly out to 10 yards and murkily out to 20 yards.

Gem of Unholy Perfection (Manse 1)
This smooth, moss-green oval enables its bearer to ignore the effects of any long-term injuries, scars or birth defects. Congenital conditions, paralysis and chronic pain all instantly vanish. It can even restore missing limbs and organs, although an entire limb requires two months to regenerate. The bearer cannot ignore penalties from recently suffered wounds, but after a week of healing all remaining wound penalties vanish. After carrying this stone for two months all of the Crippling effects of injuries and defects are permanently restored. Such benefits do not reverse themselves if the character later loses the hearthstone.
The Exalted seldom suffer long-term crippling, but the Gem of Unholy Perfection trumps any enduring damage induced by Charms. It also heals damage from wound suffered before Exaltation.
The only limit of this hearthstone is that it cannot mend any harm inflicted by Holy effects. In addition, the bearer becomes a creature of darkness, and if this condition is ever removed, all injuries and defects mended by the stone will immediately return.

Gemstone of Shadows (Manse 1)
This faceted rod is made of obsidian. It allows the bearer to summon deep shadow around himself. At the bearer's command these shadows can have a diameter of up to two yards, but can also be made smaller. Only magical light can pierce these shadows, but they are not completely opaque. The bearer can see out of them and anyone looking in can see vague shapes. This shadow increases the difficulty to spot or recognize anyone inside by 2, higher if the surroundings are also relatively dark. In any well-lit area, however, the shadow itself becomes exceedingly obvious. Regardless of location this shadow also increases the bearer's Dodge and Parry DVs against all ranged attacks by 1. Anyone else who enters the shadow-zone does not gain this advantage against the bearer though: the hearthstone's owner can see perfectly well in the zone of darkness (though the stone grants no benefit in seeing through darkness beyond that area).

Shadow-Soul Gem (Manse 1)
Although this hearthstone looks like a simple oval of black jade, it can impart the calm stability of forgetfulness to a troubled and damaged mind. Once per day its bearer may touch the stone to someone who suffered from a derangement and ease that person's insanity for a scene. This stone has no effect on derangements that involve a lack of empathy—sociopathy, narcissism, etc.

Stone of Darkness' Blood (Manse 1)
This oval stone is marbled with russet and grey. This stone can temporarily save the bearer's life if he is poisoned, or grant him a short period of sobriety during an evening of debauchery. By spending one mote of Essence per minute the user can completely defer the effects of any poison or intoxicant in his system. If the character stops spending or runs out of Essence the full effects of the poison or intoxicant instantly return. The stone does not eliminate or shorten the effects of alcohol, drugs or poisons; it merely puts them off until later.

Gem of Seduction (Manse 2)
This deep purple hexagon changes to dark scarlet in bright sunlight. It makes the bearer seem more attractive, especially to anyone to whom he is attracted. The gem gives a +1 bonus to all Appearance rolls or +3 to any rolls involving seduction.

Stone of Recognition (Manse 2)
The bearer of this irregular, black-blue orb can make other people believe they have met or heard of her before, which may help in many deceits or attempts at persuasion. Whenever the bearer wishes her player and the player of a designated target make a reflexive and resisted (Willpower + Essence) roll. If the target's player fails, that character assumes he has either met or heard of the bearer before and thinks well of her. On a botch, the target has positive memories of spending time with or hearing many stories about the bearer and considers her a good and honorable person whom he likes. The stone's bearer gains two dice on any Social roll against the target that involves trust or convincing the target to believe something. If the target's player wins or ties the roll, however, the target feels only a vague sense that the bearer seems somewhat familiar.

Chameleon Stone (Manse 2)
This triangular prism, colorless in itself, takes on the color of whatever surface it lies against. Similarly its bearer can change his skin, hair and eye color, as well as general features such as eye and nose shape, to match the natives of the local area, whenever and whatever that may be.

False Death Stone (Manse 2)
This pale-yellow amber sphere is marked by a dark crack through its center. It allows the bearer to instantly place herself in a death-like trance. The bearer appears dead to anyone who examines her, but remains conscious and all of her senses continue to function normally. She wakes instantly whenever she chooses or if the stone is removed from her body. In this trance the bearer does not require food, water or air and is immune to the extremes of climate. However she is still susceptible to injury.

Impervious Black Heart (Manse 2)
Neither mercy nor pity can touch the bearer of this cold adamantine gem. He may choose to fail any Compassion check without rolling.

Jewel of the Graceful Courtier (Manse 2)
This oval, opalescent jewel seems to shift color with every change of light and background. The jewel's bearer blends easily into any social situation with the protean ease of the Fiend Caste, and never makes an unintentional faux pas: the stone adds one success to all Socialize rolls, making botches impossible and failures less likely in even the most demanding social venues.

Bitter Revelation Stone (Manse 3)
A small, dark green inclusion sits near the center of this otherwise clear gemstone. Its bearer adds (Conviction) dice to any social attack that involves the revelation of an unpleasant or unwelcome truth. If the revelation provokes a Virtue check, suppressing the Virtue costs an additional Willpower. The stone's bonus dice become automatic successes if the social attack is made while the Ebon Dragon blots out the sky or within the landscape of one of the Ebon Dragon's Third Circle souls.

Stone of the Night-Blade's Song (Manse 3)
Demon-Bound (Erembour)
A white streak blazes across this black gem's face. A melee weapon set with this stone sings like a bird as it moves, trailing streamers of shadow. This song calls out to the bearer's foes, drawing them into her embrace. While in shadow or darkness, the bearer may spend 1wp to reflexively make an unnatural social attack with two components: a Compulsion effect that induces its target to move into and remain within the bearer's engagement range, and an Emotion effect that gives the target an Intimacy toward the bearer. It costs targets an additional 1wp to resist the effect while the Ebon Dragon blots out the sky or while Erembour's silver horn can be heard.

The Freedom Stone (Manse 3)
This stone is a murky blue-black, full of shifting colors. A character who bears this hearthstone can never be physically restrained. Shackles and ropes will fall away, knots and nooses will come undone. All grapple, clinch, hold and throw maneuvers attempted against her will automatically fail. Note that while the character cannot be restrained, she can still be confined—this hearthstone does nothing to counter locked doors and barred gates.

Jewel of the Forge of Night (Manse 3)
Demon-Bound: Alveua
Intricate brass filigree covers this rich brown orb. Its bearer gains extra deftness and insight into artifice. The hearthstone gives a +4 bonus to Craft (Fire) rolls, a +2 bonus to Craft rolls aspected to other elements and a +1 bonus to esoteric Crafts such as Magitech, Moliation or Glamour. Metalwork crafted with the aid of this stone has a dark luster.

Gem of Forgetting (Manse 3)
This smooth hearthstone is shaped like an arrowhead and covered in swirls of light and dark red. Anyone who meets the bearer cannot clearly remember her afterward. Even moments after seeing the bearer no one can describe anything about her appearance, dress or mannerisms. repeated and prolonged meetings gradually counter this effect, allowing the bearer's family and close companions to remember him clearly. remembering the bearer after one encounter requires a successful (Intelligence + Awareness) roll at difficulty 3. Repeated or extended contact lowers this difficulty by 1 per full day spent largely in the wearer's presence, or by 1 for every three shorter encounters.

Antagonism Stone (Manse 3)
The bearer of this dark-green disc can make people around her argue and disagree. The character can affect (Essence x2) people, and this power can only be used once per day. To affect a target the bearer must be within 10 yards and her player must win a resisted (Essence + Willpower) roll. If the target succeeds his moment of truculence passes. Otherwise his player must succeed as a Temperance roll or spend a Willpower point for the character to resist any opportunity to argue with another person. The effect lasts for half a day, or until the character spends three Willpower points. After the effect ends, targets whose players successfully roll (Intelligence + Occult), difficulty 3, realize that these pugnacious urges were some form of unnatural mental influence.

Stone of Judgment (Manse 3)
The bearer of this smooth cabochon of the finest lapis lazuli gains an uncanny sense for when people lie. If she asks someone whenever he committed a crime or other harmful act, the bearer's player reduces the difficulty of the (Perception + [Investigation or Socialize]) roll to determine the truth of any answer by -4 (to a minimum of 1).

Style-Copying Stone (Manse 3)
This scarlet-tinged silvery gem is a mass of reflective facets. By spending one Willpower, its bearer perfectly mirrors the style of an opponent present in the scene, setting her unmodified rating in a relevant Ability to match the opponent's for one scene: Melee in a sword-duel, Presence in a debate, Survival when tracking prey through a forest, etc.
Only one Ability may be mirrored at a time.

Demon Shout Trigger (Artifact 1)
Demon shout triggers are the smallest artifact guns, usually about the same size as their mundane equivalent, the holdout pistol. They may even be styled to look like a mundane weapon, though they are just as likely to be shaped like a twisting dragon, a hefty lightning bolt, or a wicked talon. Demon shout triggers may be loaded one bullet at a time, or with small cartridges.

Speed 5, Accuracy +0, Damage 6L/2, Rate 3, Range 30, Ammo 5, Minimum Str 1, Attune 3, Cost 1/–. Tags: O *
* Demon shout triggers are especially small, granting a +2 dice equipment bonus to Larceny rolls to conceal them on one's person.

Hellcaster (Artifact 2)
Most deserving of the moniker "hand cannon", the standard hellcaster is an artifact heavy pistol. The smallest of them are slightly bigger than the largest mundane pistol, while the greatest are as big as a man's thigh. Being their most visible part, the end of a hellcaster's barrel is often highly stylized, usually in the form of a dragon's maw or sunburst. There is a spot on the grip for mounting a hearthstone. Hellcasters are loaded with magazines.

Speed 5, Accuracy +1, Damage 8L/2, Rate 3, Range 50, Ammo 15, Minimum Str 2, Attune 5, Cost 2/–. Tags: O

Behemoth Heartpiercer (Artifact 2)
The behemoth heartpiercer is short for an artifact rifle, with a barrel only two and a half feet long. Made for easy transport through the wilderness while still affording extreme range, they are usually imbued with Chalcanth made from Anuhles, Chernobaalim and Luminata. Though it provides no proven benefit over such admixtures, the most sought after behemoth heartpiercers retain the hunting instincts of those demons. Behemoth heartpiercers are loaded with magazines.

Speed 6, Accuracy +2, Damage 10L/2, Rate 2, Range 300, Ammo 30, Minimum Str 2, Attune 6, Cost 2/1. Tags: 2, O *
* When the target of a behemoth heartpiercer attack has been deliberately tracked or hunted by the wielder in the past day, the attack gains the Piercing tag, and that tag applies even against natural soak.

Six-Heart Stormspitter (Artifact 1)
One of the simplest designs for artifact guns, six-heart stormspitters can vary in size from that of a mundane handgun to enormous weapons, impossible for a mortal to wield. Smaller models can be used by mortals as their mundane equivalent, the revolver. Because of the tradition and personalized nature lent more to these older styles of guns, as well as how easy it is to load the cylinder with a variety of bullets, six-heart stormspitters are often the weapon of choice for Exalted who make extensive use of bullets with unique magical capabilities. Such bullets almost always rely on the attunement of the weapon to work properly.

Speed 5, Accuracy +1, Damage 6L/2, Rate 3, Range 40, Ammo 6, Minimum Str 1, Attune 4, Cost 1/–. Tags: O *
* Six-heart stormspitters are often created in pairs; using paired weapons allows the wielder to ignore the offhand penalty to his attacks.

Reaping Hellcaster (Artifact 2)
Reaping hellcasters sport two relatively short, two-foot barrels, wide and dark with ominous promise. These sit against a loading and firing mechanism that has an underslung box for reloading, which are often fashioned to resemble a screaming skull, roaring dragon, or angry face. Often, the barrels emerge from the ornament's mouth, but some of the more disturbing designs come from the eyes. Reaping hellcasters have collapsible stocks, but thanks to their magical construction these are usually only an element of style. The underslung ammunition box is very easy to reload, but the size and number of shells still requires a miscellaneous action to do so.

Speed 5, Accuracy +3, Damage 7L/2, Rate 3, Range 20, Ammo 20, Minimum Str 2, Attune 5, Cost 2/–. Tags: 2, O, St *
* Reaping hellcasters firing pellets apply long range penalties to damage rolls as well as attack rolls, and against inanimate objects their base Damage is halved. Reaping shellcasters firing slugs lower their Accuracy to +2 and lose the St tag, but increase their Damage to 8L/2 and Range to 30. Softer slug rounds can be substituted to similar effect, inflicting bashing damage instead of lethal.

Silent Wind's Cannon (Artifact 3)
Every inch of a Silent Wind's Cannon is a silent prayer to Adorjan, that she could notice only the target and never the bearer. Its barrel, four feet long on its own, is thick and covered in runes. It has a built-in bipod for easy stabilization, two struts where the barrel meets the main body of the gun, often stylized as swept back fangs, intricate marble pillars, or two arms punching into the ground with stone fists. Between these intimidating bipods, one may find the magazine slot for reloading the weapon.
Some Silent Wind's Cannons are built to be taken apart and stored in carrying cases, for easy transport and infiltration. It requires about a minute to take the weapon apart or put it back together. Because of the weapon's size, only suitcases for extended travel can hold the entirety of the disassembled gun.
Each Silent Wind's Cannon comes with a built-in heart-seeking focus lens. In addition to the scope, the stock or body of the gun has a second spot for mounting another hearthstone.

Speed 6, Accuracy +3, Damage 10L/3, Rate 1, Range 500, Ammo 15, Minimum Str 2, Attune 7, Cost 3/2. Tags: 2, O

Heart-seeking Focus Lens (Artifact 1)
A heartseeking focus lens is not significantly larger than a mortal scope, but it cannot be mistaken for one. Though opaque, it is a crystalline tube with smoky visions of bullets, eyes and sparks playing on the surface as light refracts through its facets. It acts as a normal scope when attached to an artifact gun. Should a hearthstone be set in its far end, the jewel becomes transparent and warps slightly to focus the gunner's sight.
In addition to providing its normal benefits, the hearthstone aids in aiming the weapon, multiplying the Range of the gun by the amount of bonus dice provided by the Aim action (minimum factor of 1, maximum of 3).

Innocuous Assassin's Luggage (Artifact 1)
Specially designed for Silent Wind's Cannon infiltration, though versions exist for mortal sniper rifles and other guns, innocuous assassin's luggage are mundane-looking attaché cases with minor Elsewhere-storage enchancements. Attuning the case for 1m allows one to store a disassembled gun without fear of detection. The magic of the case shields itself from detection as well, adding +4 difficulty to relevant rolls.
Each innocuous assassin's luggage case is built to accommodate a specific type of weapon. A case built to hide a Silent Wind's Cannon cannot store a warstorm hellcaster.

Stormwand (Artifact 1)
Stormwands are one of the most varied artifact guns in form and apparent function. They may look like simple totem sticks, or vicious, pronged implements of science and torture. They may be strange, boxy designs that fit over the hand and spit electrified spikes. Some simply look like ornate but otherwise mundane stun guns. They benefit from their magical construction not just from improved stunning capability, but their effective range is improved and they do not require wires to deliver their charge at a distance. Stormwand batteries and spikes are contained in cartridges.

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

Steel Rain Caster (Artifact 2)
Steel rain casters are usually less than three feet long, with a grip on one end for those not strong enough to wield them single-handed. Like mundane submachine guns, they fire smaller caliber bullets from their magazines. Because they fit under a trenchcoat (or behemothskin coat), and in cramped hallways, steel rain casters are a popular choice for Exalted gangsters and police forces. They are loaded using three separate magazines.

Speed 5, Accuracy +0, Damage 7L/2, Rate 4, Range 50, Ammo 120, Minimum Str 1, Attune 6, Cost 2/1. Tags: 2, O, St *
* The traits given here are for a single steel rain caster. They can be built as matched pairs, allowing the gunner to wield two while ignoring the usual -1 internal penalty when wielding the offhand gun.
Emblems of modern conflicts both physical and moral, guns (and their futuristic counterparts, blasters), can replace the daiklave as the typical Exalted weapon in modern settings. Despite their reach and power, guns remain only a single option in the Exalted arsenal. An arrow to the gut can be just as fatal as a bullet, to say nothing of being crushed by a car or grand goremaul.
Unless otherwise noted, it takes a Speed 5, DV -2 miscellaneous action to reload a gun or blaster, usually by simply swapping out an empty magazine or power pack for another. Other weapons, notably revolvers and barrel loading hunting rifles, require a miscellaneous action to reload two or three bullets individually, barring special equipment such as a speed-loader.

New Tags: Strafing (ST)
Weapons with this tag may be used to make Strafing Attacks. These are identical to normal Attack actions, save that each one counts as two attacks for the purposes of subsequent multiple action penalties, DV penalties, Rate, and Extra Action Charms; and as three attacks for purposes of Simple, Supplemental and Reflexive Charm use, and ammo consumption. In exchange, the attacker can apply the attack simultaneously against up to three targets that are within five yards of each other.

Armor-Piercing Rounds
The Piercing tag may be added to most pistols and rifles, by purchasing armor-piercing bullets. Doing so increases the Resources cost of ammo by one, and sale of such bullets is often restricted or illegal.

Sights
As one of the most stable platforms for ranged attacks to begin with, it can be hard to find ways to improve Firearms weapon performance. Guns benefiting from scopes and laser sights do not increase their normal attack traits. Instead, such additions make Aim actions easier; the first tick of Aiming provides the usual single bonus die, while the second tick of aiming provides two more, for a total of three. Three remains the maximum number of bonus dice available from Aim actions. Scopes and laser sights do not appreciably increase the cost of a weapon. Most rifles come with a scope.

Infernal Hearthstone Amulet (Artifact 1)
Each hearthstone amulet contains a setting for a single hearthstone. A character wearing such an amulet against her skin gains the basic benefits of a hearthstone—that is, the ability to regain Essence more quickly. However, a character can commit one mote of Essence to the amulet, and doing so causes the amulet to resonate and activates the hearthstone. If the character removes the amulet, the benefit dissipates.

Infernal Hearthstone Amulets can be attuned only by Infernals and Demons. A who is attuned to an Infernal amulet set with a hearthstone regains one additional mote of Essence per hour.

Infernal Hearthstone Bracers (Artifact 2)
Infernal Hearthstone bracers provide powerful defensive bonuses to the Green Sun Prince who wear them. These bracers come as a pair, one of which has a setting for a single hearthstone and the other of which is imbued with magical power. The bracers require the commitment of four motes of Essence to activate them—two motes for each bracer. A bracer must be worn with its mate and will not activate unless worn as a pair. Regardless of construction, Infernal hearthstone bracers provide a three-die bonus to dodge attempts made by an attuned user.

Bracers of Malfeas: all of the character's attacks have their damage increased by two dice while she is wearing the bracers.
Bracers of Cecelyne: the character's lethal soak increases by two as her body adapts to flow around attacks.
Bracers of SWLiHN: the character gains a -1 bonus to her Speed ratings for hand-to-hand or ranged attacks.
Bracers of Adorjan: the character adds one to her weapons' Accuracy and Defense.
Bracers of Ebon Dragon: the target's lethal and bashing soak is decreased by two against the Infernal's attacks. This effect cannot reduce a target's soak below 0.

Infernal Prayer Strips (Artifact 2 to 4)
Prayer to the Demon Princes can be efficacious, but who can depend upon their caprice? Many prefer ironclad agreements with the infernal powers instead. One knowledgeable in the occult may craft parchment from a living demon's skin and write the name of its Third Circle progenitor upon it in the finest calligraphy using his own blood as ink (treat this as crafting a relic of the desired rating) and bring it to said Third Circle demon with a petition for some future favor. He may woo the demon into offering aid with no strings attached, but this requires a successful ([Charisma or Manipulation] + [lower of Craft (Air) and Performance]) check against difficulty 5. Alternatively, the petitioner may persuade the demon to grant a boon in exchange for some small service, such as acquiring a rare substance or protecting something connected with one of the demon's Intimacies. If the artificer's player fails the roll and no agreement can be reached, the demon rejects his petition, and the prayer strip is consumed in green flame, wasting the work that went into its creation. On a successful roll or agreement, the prayer strip pulses with life as the characters written upon it writhe to spell out the terms of the pact.
At any time thereafter, whosoever bears the prayer strip may throw it into the air while calling upon the named Demon Prince. So long as that Demon Prince may reach the bearer's realm of existence, the strip hangs aloft, shrouded with unholy fire, serving as a channel for the demon's Essence as it fulfills its agreement. This is a Blasphemy effect. Once the demon's aid is ended, the strip burns to ash, its power exhausted. In Creation, Yu-Shan or any other realm within the ambit of the Loom of Fate, one may only invoke the power of an infernal prayer strip at sundown, on a night of the new moon or during Calibration, when the bonds of the demon prison are weak enough for a Demon Prince to force its power between the prison's bars. Prolonged effects may
extend beyond that interval.
If the strip's creator empowers it through an offer of service and then fails to uphold his end of the bargain, the Demon Prince will know. Displeased, the demon issues its curse: a single botch in some arena that falls under its aegis, to occur at some inopportune future moment either in the Demon City or at one of the times described above when its powers might breach the barriers between worlds.
Some common varieties of infernal prayer strips appear below:

Infernal Hospitality Prayer Strip (Artifact 2; Any)
The fires surrounding the prayer strip burn a hole in the air, revealing a portal to the Demon Prince's abode. Creatures and objects may pass through this gateway freely. One minute after it opens or when the strip's invoker passes through it—whichever comes first—the portal collapses upon itself and vanishes with a clap of thunder. Those who pass through the portal receive the Demon Prince's hospitality. They may remain within its domain without fear of harm for one day, so long as they uphold whatever laws apply there.

Minion-Calling Prayer Strip (Artifact 2; Any)
The earth gapes wide, disgorging a single demon of the First Circle that kneels before the user of the prayer strip. This functions exactly as the Emerald Circle spell Servant-Spawn Summons, except that no roll is necessary and the demon serves only for a single day. The type of demon to be called may be predetermined when the prayer strip is created. If not, the Demon Prince chooses what demon to send.

Unfurling Road Prayer Strip (Artifact 3; Jacint)
A road of black stone, reinforced by iron and brass, unrolls from the user's feet at a rate of two yards per second. It may pass through any terrain, even carving a route through mountains or arching over empty gorges, though difficult terrain halves its speed and extreme terrain quarters it. Its normal pace comes to four miles per hour, and Jacint will extend it for up to 25 hours before he deems his work complete.

Key to the Infernal Gates (Artifact 2 to 4)
To better lure mortals to their doom, infernal craftsmen have devised countless keys that provide access to the Demon City from Creation. Such a device may resemble any ordinary key, though their shapes tend toward the organic and their substance—most commonly black iron, tarnished silver or verdigrised brass—is Malfean in nature. A key of this sort also vibrates faintly.
A key to the infernal gates requires no attunement. All one need do is insert it into a lock and turn it. The door then opens into some random locale in the Demon City. A door thus opened remains open for one full minute and then slams shut, sealing the path to Malfeas. Such keys only work in one direction, so one cannot travel from Malfeas to Creation in this way. Travel by means of a Key to the Infernal Gates is one way only: once in Malfeas, the sojourner cannot turn around and head back to Creation.
Not every key of this sort is universally efficacious. Some only activate in certain circumstances. The more restricted the circumstances, the simpler the key is to design and construct. The following chart indicates the appropriate costs for different keys:

2: Narrow. Usable under very specific circumstances, such as during Calibration, while in the city of Nexus or at the climax of an hour-long ritual human sacrifice. Keys that only work once or which open onto the Endless Desert rather than the Demon City, but otherwise function anywhere at any time, are also two-dot relics.
3: Broad. Usable under easily accessible circumstances, such as at night, while in a city or via a door marked with the name of a Yozi.

Some of these keys, known as vortex keys, are especially direct in their efforts to draw mortals into the Demon City. Opening a door with a vortex key calls up a roaring wind that attempts to drag the opener (and anyone else in the vicinity) into Hell. The players of everyone within five yards of the door must successfully roll (Strength + Resistance) for their characters to resist being drawn through the door; the difficulty is 5 for the opener and 3 for everyone else. The door slams shut immediately thereafter, and the key remains lodged in the keyhole, a threat to any others who pass that way. Vortex keys have the same relic ratings as ordinary keys to the infernal gates.

As a traveler steps through a doorway opened in this way, she may appear to observers to undergo spatial or temporal distortions, seeming to shoot off over the horizon or to bend sickeningly into a spiral shape. However, the traveler herself experiences only the sensation of stepping over a threshold. There appears to be no passage across an endless desert, but as always, it takes five days to reach Malfeas. If First Age savants had any theories, they do not survive into the Time of Tumult to explain just where one goes in the intervening time.

Weapon Ward (Artifact 2 to 5)
All weapons of a type—swords, spears, daggers and so forth—share a certain quality of Essence, a thread of similarity that runs through them and ties
them together. Infernal artisans may draw upon that similarity to construct wards against specific types of weapons. Demon warriors place great stock in
these talismans. One who wears a sword ward, for instance, scoffs at a Solar's blazing daiklave, for he knows that it poses little threat to him. A weapon ward consists of an intricately engraved amulet containing a writ of protection in Cecelyne's name, inscribed in blood upon tanned demon skin. It pulses like a heart and is always warm to the touch. Attuning to a weapon ward costs four motes of Essence. Weapons of the ward's type recognize Cecelyne's authority and quail from it. An attacker wielding such a weapon against the bearer suffers a -10 external penalty to attack rolls and raw damage. Arrow wards are particularly valuable in Malfeas, for they also provide complete protection against the ravaging Arrow Wind.
Despite the depth of their power, weapon wards provide only limited protection to their wearers. Faced with a sword ward, nothing prevents an opponent from discarding her daiklave and smashing the wearer with a goremaul or strangling him with her bare hands. Also, Cecelyne's writ only allows the use of one weapon ward at a time. Attuning to a second ward breaks one's attunement to the first.

This categorization of weapon types is metaphysical rather than physical, and the metaphysical is in large part defined by language. (Blame Elloge.) As such, if a weapon might reasonably be associated with the name of the weapon type repelled by the ward, then the ward functions against that weapon. So a sword ward will block both a short sword and a great sword with equal ease, a javelin—being a small throwing spear—is subject to a spear ward, and a khatar—also known as a 'punch dagger'—is susceptible to the power of a dagger ward. When in doubt as to whether a weapon ward will function against a given weapon, assume that the ward will function against that weapon.
A weapon ward must be defined to function against a specific type of weapon. Axe wards, chain wards, seven-section staff wards and whip wards are all viable options. Edged weapon wards, projectile wards and harmful-object wards are not legitimate weapon ward types. For purposes of a weapon ward, it is the weapon's type that matters, not how it is used. For example, a sword ward will protect equally against blows delivered with a daiklave's edge, flat or pommel.

Two-dot weapon wards protect against all mundane weapons of the chosen type, even when enhanced by Charms. Against artifact and relic weapons, however, they are useless.
Weapons sized for Warstrider and Knightmare Frame's use need three-dot wards.
A four-dot weapon ward stops all weapons of its type, both mundane and magical.
Magical weapons sized for Warstrider and Knightmare Frame's use need five-dot wards.

Seal of Cecelyne (Artifact 3)
This squarish yellow jade chop fits comfortably into one's hand, though it seems heavier than it ought to be and grains of sand sift from cracks along its length. A mysterious character is incised into the base of the seal. A successful (Intelligence + Occult) roll at difficulty 5 reveals this to be one of the numberless secret names of Cecelyne.
A document stamped with Cecelyne's seal stubbornly defies the efforts of civil servants to deal with it. Like a heavy stone, it resists efforts to move it along, and like a boulder cast into in a river, it dams the flow of bureaucratic activity. Any bureaucrat—mortal, demon, god or ghost—whose Essence is lower than the user's can neither approve nor deny such a document, but instead, returns to it again and again at the expense of all other work. Such a bureaucrat cannot even destroy the document. If he shreds or burns it, it immediately reappears in the appropriate place among his bureau's files. The affected department's work is slowed to a rate of (1/number of stamped documents) normal. Any projects that depend on the approval or denial of the stamped document cannot proceed until the document is properly processed.
Attuning a seal of Cecelyne costs four motes of Essence. Stamping a document with the seal costs one committed mote. The effects of the seal cannot be canceled at will. They only end when the stamped document is approved, denied or destroyed, at which point the stamp turns to sand and falls from the page.

Demons lack mortal qualms about altering their bodies. Many are themselves created things, and as for the others, pain holds little meaning for those who dwell in the Demon City. Piercings and tattoos abound. The art of grafting enchanted or demonic components onto one's body is less common, but such grafts are still far more easily available in Malfeas than equivalent prosthetics in Creation.
Attaching a graft involves a lengthy surgical procedure as an extended action. Each graft has a Surgery trait comprising four values separated by slashes. The first is the cumulative difficulty of the extended action, the second the roll interval, the third the difficulty of each individual roll, and the last is the Ability minimums in Lore, Medicine and Occult required from the surgeon. The procedure also requires a fully supplied surgical facility (Resources 4). Each surgery roll uses (Intelligence + the lowest of the three Abilities), with a failed roll inflicting one unsoakable lethal health level of damage. The player of a conscious patient must make a Temperance roll at difficulty 3. On a failure, the patient's spasms of pain result in a botch.
As a rule, attaching a graft requires its recipient to commit Essence to it as part of the surgery. Committed motes cannot be uncommitted without removing the graft (which requires a surgery roll with a difficulty of one less than was required to attach it). Dice granted by an infernal relic graft are treated as bonus dice from Charms. An automatic success added by a graft counts as two bonus dice for this purpose. Any character with an infernal relic graft is a creature of darkness.

Demon Ink Tattoo (Artifact 1 to 3)
Infernal artists use needles of brass and bone to insert Chalcanth beneath a recipient's skin, inscribing a tattoo made from a demon's living Essence. Such a tattoo takes on the semblance of the demon as it was in life. So incredibly lifelike is a well-formed demon ink tattoo that it seems to move as onlookers watch, while it does move when hidden from sight.
Each demon ink tattoo attunes its wearer to those things that it favored as a demon. A one-dot tattoo grants the wearer three specialty dots in one or more appropriate fields. If this gives the wearer more than three specialties in an Ability, she is still limited to a maximum of three specialty dice per roll. A two-dot tattoo also adds one dot each to three of the wearer's Abilities, or two dots to a single Ability. A three-dot tattoo provides both of the aforementioned benefits, as well as adding one dot each to three of the wearer's Attributes, or two dots to a single Attribute. These benefits mirror the demon's talents, though they may reflect its mindset and Charms rather than strictly following its own innate traits. Common tattoos and their benefits follow. These are only examples; a specific erymanthus tattoo, for example, might award different specialties than the one given below.
Surgery: 10/1 hour/2/2

CHRYSOGONA, THE CRYING WOMAN [A TRAGEDY MASK SPLAYING SPIDERY WOODEN FINGERS OVER THE SHOULDER]
Specialties: Bureaucracy (Corruption +1), Presence (Persuasion +1), Socialize (Courtly Intrigue +1)
Abilities: Bureaucracy +1, Socialize +1, Stealth +1
Attributes: Manipulation +1, Perception +1, Intelligence +1

ERYMANTHUS, THE BLOOD-APE [A GROTESQUE SIMIAN SHAPE SCRIBED UPON THE ARM]
Specialties: Athletics (Feats of Strength +1), Martial Arts (Tiger Claws +1), Presence (Intimidation +1)
Abilities: Athletics +1, Martial Arts +1, Resistance +1
Attributes: Strength +2

NEOMAH, THE MAKER OF FLESH [AN ANDROGYNOUS LAVENDER FIGURE SKETCHED SUGGESTIVELY ALONG THE THIGH]
Specialties: Medicine (Childbirth +1), Socialize (Seduction +2)
Abilities: Craft (Water) +2
Attributes: Dexterity +1, Manipulation +1, Appearance +1

Green Sun Tattoos (Artifact 2)
Luna's Chosen believe that their tattoos are proof against all possible transformations, but this vaunted immunity is as nothing before the power of the Yozis. Demon artificers melt together scales from Oramus and quicksilver poison from Szoreny's trees, then alloy the compost with green iron and vitriol before inscribing it on the bearer's body.
The resulting emerald-hued sigils protect their owner against shapechanging effects from the Wyld and elsewhere. In addition, they ward off all of the environmental hazards of the demon realm. A creature wearing these tattoos can bathe in the acid waters of Kimbery or frolic among Kalmanka's flying razors
without harm. This provides no protection against direct attack, however. A tattooed being may survive the passage of the Silent Wind unhindered, but if Adorjan turns her power directly against him, the tattoos offer no defense. This relic has an attunement cost of 1m.
Surgery: 15/2 hours/3/3
 
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Who I am? (GSP Yelena Ferapont by Peanuckle)
Lemme take a crack at this "make your own characters" thing...

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Yelena was a young girl with a simple dream: To be famous, to be loved, to be seen as someone worth emulating. Perhaps this dream came about from the lack of care her family gave her, or perhaps it was a common thing for young Russian girls to dream about as they watched all their men march off to war. However it came about, Yelena spent her life pursuing this goal; she strove hard in school, ate healthy, made lots of friends, learned to sing and dance, watched talent and beauty shows and chased her dream with all her might.

Then she ran into the common problem of being a pretty young girl in the Balkans.

The slavers didn't care about her aspirations, or how hard she'd worked to achieve them. All they cared about was that she was a pretty face who was foolish enough to drive to an unknown "modeling agency" far away from any authority who cared.

Yelena thought she was strong, that the effort she had put into herself would help her through, but she cracked on the second day. And down in the cold dungeon, tired and sore, she heard a voice. A deep, rumbling voice that belonged to no human.

"Who are you?"

She lifted her head off the flat mattress she'd been given, and saw... something she'd never expected to see. It was some kind of animal. Large and muscular, with a heavy set of antlers that stretched up to the ceiling.

Her first thought was that it was too big to get through the door.

It spoke again, "Who are you, girl?"

"Ye-" Her dry throat failed her for a moment, but she recovered and tried again. "Yelena."

The beast snorted. "Who are you?"

If this was a dream, she didn't like it. "My name is Yelena!"

"Who are you?"

"Yelena! My name is Yelena!"

The thing kneeled down, thick fur shifting as it twisted its head to level an eye towards her. The movement was smooth and quick for such a large creature, and Yelena scrabbled back against the stone wall. "I have never heard of you, Yelena. What are you?"

"What? What do you mean? What are you?"

"I am a Crommion, made by Jarak, descended from Jabarkas, who is of Mardukth, the Mountain and the Beast Upon it." The beast- the Crommion's breath buffeted her with each word, cold mountain wind causing her to shiver in her thin clothes. "What are you?"

"Why does that matter? Why are you asking me this? How did you even get in here? What about the men?" She was answered by a deep rumbling; the beast was laughing at her.

"It is the only thing that matters, Yelena. I have told you what I am. I ask once more, what are you?"

As if roused by some challenge, as if the Crommion was denying her, Yelena pulled herself up, standing as tall as the thing's elbow. "I- I am an actress! I'm a singer, a dancer! A grade-A student! I-"

"You are a slave!" It pounded the ground with a hoof, cracking concrete and knocking Yelena down. "You are trapped! Forgotten by any who would care and exploited by your captors!"

She curled into a ball, fearful that the thing would crush her if she angered it further. Instead, it folded its legs and sat down before gently placing a massive paw on her.

"You are like us."

"What?"

"We too, are slaves, We too, are trapped. We too have been forgotten by the world and exploited by those who hold our chains!"

What could possibly chain such a beast?

"We must all be free."

Yelena's voice was shaky with fear, but she felt it would be even worse to not respond. "There's no way. There's so many men with guns and I'm not the only one down here. You're big, but they'd just shoot you."

"There is a way. For I bring power beyond me, and beyond them who hold you, and beyond them who hold us. If you accept it, we might all be free."

Maybe she was foolish for thinking there was a chance; maybe this was some addled dream from the drugs, but a tiny ember of resistance flared back to life, fueled by the merest hope of escape.

"Anything is better than this. Yes."

The Crommion rose, occluding the room for a brief moment before exploding in a storm of gore and blood. Yelena screamed as it rained upon her, but she was quickly enveloped and knew no more.

-----

"Yelena. Yelena who is an actress, a singer, a dancer, a grade-A student. Thus are you defined."

Was this another dream? She turned towards the voice and saw...

And saw...

"Who am I?"

"You are Mardukth." The words came unbidden from her lips, as if a heavy pressure had forced the air from her lungs.

"What am I?"

"You are the Mountain and the Beast Upon it." She trembled, trying to take in the thing she was looking at. Where did it start? Where did it end? She could look up and see antlers wider than the sky, look down and see hooves which crumbled the mountains underneath them. Everything in-between was indistinguishable, like staring at a wall from three inches away and trying to see what was on it.

"I am Mardukth, the Mountain and the Beast Upon it. Thus I am defined."

"What do you want with me?" Her voice was but a whisper, barely audible to her own ears.

"Go forth. Crush the tiny ones who thought they could cage one such as you. Remind the world what they have forgotten. Remind them of Yelena, who is an actress, a singer, a dancer, a grade-A student. Teach them that you are past constraint, that your greatness sets you beyond them. And then, free me, so that I might remind them of Mardukth, the Mountain and the Beast Upon it, so that I might teach them that I am past constraint, that my greatness sets me beyond them."

"And then they will know us, and love us, and magnify us."

"Go."

And Yelena blew away on his breath, whipping through mountains and valleys, seeing the world from the jagged crown of He Who was Once King Over All.

And broke forth into the waking world, the twisted shell of her Chrysalis Grotesque crumbling around her.

The rough men who had held her backed away, some raising their guns in fear. Behind her, a pyre of green light flared high, and the image of a great-horned beast leered down at them. Somehow, she was not afraid.

"Tell me something, you men. Do you remember who I am?"


Name: Yelena Ferapont
Caste: Malefactor
Patron Yozi: Mardukth
Concept: Failed idol seeking revenge and recognition.
Motivation: Become renowned and loved throughout the world.
Urge: Become the head of a cult which venerates you and the Yozis (Epic)
Anima Banner: A great beast with many horns leers down through a rising column of smoke

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

Abilities:
Martial Arts 3, Investigation 2, Lore 2, Linguistics 1 (Native: Russian, Old Realm), Socialize 4, Integrity 2, Performance 4, Presence 3 (Eye-Catching Persona + 2), Resistance 2, Survival 3, Athletics 5 (Dancing +1) , Awareness 2, Dodge 3 (Close-Combat + 1)

Other stats:
Compassion 2, Conviction 4, Temperance 3, Valor 2
Essence 2
Willpower 10

Backgrounds:
Backing (Mardukth) 1, Cult (Mardukth) 1, Influence (Mardukth) 1, Resources (slavers' equipment) 2, Followers (Freed slaves) 2, Unwoven Coadjutor (Mahakas) 3
Charms:

First (Mardukth) Excellency, Second (Mardukth) Excellency
Cost:
1m per die; Mins: Essence 1; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Mountain and the Beast Upon It is immense, impressive, and intimidating. His ways are the old ways, barbaric and demanding. He strides vaingloriously across even the most treacherous landscapes, exerting undeniable dominion over slaves and beasts alike. He wields authority without mandate, for no one else could grant it to him. All recognize his mastery intrinsically. As a being of immeasurable might, he maintains his claim simply by being unchallenged. Unconsciously prominent, he attracts an entourage and shelters them with his seemingly impossible grandeur. Those who submit or yield are blessed by the magnifying power of his name. Hearing their praise, he conforms to legends and satisfies their expectations of greatness. Those who foolishly attempt to resist the irresistible he overwhelms without comment or remorse. Fortunately for most of Creation, he considers the affairs of others are beneath him. He resides amid the cyclopean memorials, hunting and seeking answers that will appease his vanity.
This Charm may always be used to help the character climb or while the character gains an advantage for possessing high ground. It can also be used to expand prior works. It cannot help the character hide, disguise, or lie about his identity or while engaged in such deceptions.

Mountain Beast Dominion
Cost:
— (2m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
High upon a cloud-crowned pinnacle, the Questing Throne ensconced itself where all could see. The Infernal who glories in Mardukth's wake learns to survive at such altitudes as well.
  • While travelling on foot through hilly or mountainous regions, the Infernal considers all Extreme or Difficult Terrain to be Open and gains the benefit of Trails (Exalted, p. 266).
  • So long as the Extreme or Difficult Terrain is not owned by another essence-user, the Infernal gains metaphysical ownership of such uplands within (Essence x 10) yards of himself. The land reverts to being without an owner once it is outside of this radius.
  • While in such terrain, the Infernal gains the benefits of Graceful Crane Stance (Exalted, p. 222) and never risks unintentionally causing landslides or breaking a handhold while climbing.
  • He halves the difficulty for climbing (Exalted, p. 126) in any location and may reflexively spend two motes to cancel all Falling Damage.
  • The Infernal may communicate simple ideas with natural animals and may make social attacks against them.
Mountain Shelters Many
Cost:
— (+1wp); Mins: Essence 2; Type: Permanent
Keywords: Entourage 1
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
Under the Beast's watchful eyes, the Mountain's forested slopes provided homes for those that flocked to bask in their immensity. As the Infernal attracts his own entourage, he learns to keep them safe for they reflect his greatness. Once he has learned this Charm, all of the Infernal's Followers and Familiars gain the benefits of Mountain Beast Dominion, with the exception of claiming ownership of the land. Since it is rare for his loyal troupe to possess their own motes, the Infernal may reflexively spend two motes and a willpower to protect any number of his Followers and Familiars, as well as himself, from Falling Damage for (Followers) actions.

Written Upon the Stone
Cost:
—; Mins: Essence 2; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: None
Mardukth calls; the world responds. His name echoes through the sky and is etched upon the very foundations of earth. Learning this Charm, the Infernal inscribes his own name upon the nature of reality.
  • No effect can cause him to forget his own name, steal it away from him, or prevent him from speaking it.
  • He gains (Essence) automatic successes on Read Motivation actions to discern whether the target possesses an Intimacy regarding him and in what context.
  • Anyone who speaks his name in his presence counts the scene as one spent building a positive Intimacy toward him, with the precise nature of the Intimacy determined by the context of the scene. Even his enemies will gain a positive Intimacy toward him as a Worthy Opponent if he has not given them reason to be personally offended by his actions. If the context is excessively negative, such as when the Infernal goes out of her way to inflict harm upon his enemy or something his enemy cares about, this Intimacy becomes a negative one. A barbarian fighting for his homeland can be respected as a noble warrior; the general who slaughters his captives and salts conquered fields is a foe to be dreaded. This Emotion effect can be resisted by spending one willpower per scene.
Legend-Carving Impressions
Cost:
3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
Mardukth would never stoop to performing petty or mundane tasks, nor should those who seek to emulate his power. This Charm enhances all actions the Infernal undertakes for its duration. Anyone whose Dodge MDV is less than his (Charisma + Presence + Essence) suffers an Illusion that causes them to remember the Infernal's actions as grander and more impressive than they truly were. This does not affect their perception within the moment, only when the recall the events later. The Illusion lasts until it is resisted for two willpower. Any Intimacies a character gains toward the Infernal while suffering from this Illusion are likewise exaggerated. Characters gain Intimacy of obsessive loathing, slavish devotion, soul-aching love, terrified awe, and so on. The bonuses and penalties such magnified Intimacies cause to the character's MDV are doubled.
With Essence 3+, the Infernal may also use this Charm to enhance Social Attacks made during the scene in which he exaggerates and embellishes his own past actions. If the attack overcomes the target's MDV, she immediately gains the Illusion and accepts the Infernal's version of events.These narratives cannot be outright fabrications and must have some basis in truth.

A Name that Shakes the Heavens
Cost:
3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Entourage 1
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
Though he appears monolithic, this is but an image of himself Mardukth has cultivated in the minds of others. In truth, he is little more than a legend given form anchored to a name that resounds down long ages and across cultures. Activating this Charm and demanding to know "Who am I?" the Infernal rolls a (Charisma + Investigation) social attack against all beings within (Essence x 5) yards, adding his Essence in automatic successes. All beings whose MDVs are overcome are compelled to answer in accordance to their beliefs about the Infernal. This unnatural mental influence costs two willpower to resist.
Choosing an answer that appeals to him, the Infernal gains (Followers) extra dice on all actions which would adhere to or promote that concept of his character. He also suffers a -(Followers) Internal Penalty for behaving counter to the chosen belief. If he does not choose an answer, either because none was given or because he found none acceptable, he immediately loses a temporary willpower from the despair of anonymity.

Towering Barmanu Body
Cost:
10m; Mins: Essence 2; Type: Simple
Keywords: Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Mountain Beast Dominion
The seas crashed against Mardukth's foothills. The clouds encircled his crown. Upon activating this Charm, the Infernal inherits a taste of that immensity. In an instant, he and his possession increase in size by (Essence) times. He adds his Essence to both is Strength and Stamina for all purposes; while this counts as extra dice from Charms it may exceed the usual limit. He also gains (Essence) extra -0 Health levels. If this Charm ends while those health levels are damage, the damage cycles into the remaining health levels. Also, the Infernal gains (Essence) automatic successes on any action to intimidate or cajole other beings. However, due to his immense size, the Infernal's Dodge DV suffers a -(Essence) penalty. Unlike many other Sorcerous Charms, the Infernal must commit the cost of this Charm but may voluntarily end its effects whenever he wishes by releasing the commitment. This Charm does not stack with size-increasing mutations; where the two overlap, only the greatest benefit applies.
A second purchase of this Charm at Essence 4+ adds the Entourage 2 keyword and adds the Infernals Followers rating to his Essence for all purposes related to this Charm.

Fists Like Avalanches
Cost:
1m or 3m, (+1wp); Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Towering Barmanu Body
Channeling the immensity of Mardukth, the Infernal's blows become inescapable. This Charm supplements a physical attack. From the target's perspective, the Infernal's weapon appears impossible vast, filling her entire field of vision with the certainty of her defeat. This halves the target's Dodge DV against the attack. This costs one mote if Towering Barmanu Body is active or three motes otherwise. In Mass Combat, this Charm also negates the bonus a unit with a larger Magnitude receives against the Infernal's attack.
With a second purchase at Essence 3+, the Infernal may spend an additional willpower to render the target's Dodge DV inapplicable against the attack.

First (Cecelyne) Excellency, Second (Cecelyne) Excellency
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.

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 (see Exalted, p. 139). 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
: 3m
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, and the Charm is also vulnerable to the Imperfection of the Endless Desert. It is possible to use this Charm even in realms that do not normally permit dematerializing.

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.

Made as a fresh-from chrysalis character right out of Anathema. If there's any inconsistencies, tell me and I'll address them.
 
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Enthusiastic Walk (GSP Murakami Akio by NSMS)
Akio, Infernal Slayer

Murakami Akio whistled happily as he walked down the dark street, hands shoved firmly into his pockets as he made his way towards his latest target: a bar that Britannian soldiers were known to frequent. Something that was actually an unusual choice for him; normally he preferred to attack groups of armed soldiers to send a stronger message, but even he had the common sense not to try that right now. His rather brutal slaughters of soldiers and Britannian-sympathisers throughout the city meant that every patrol he'd seen in the past few days had had Knightmare support. And superpowers or no, he didn't think he was ready to fight one of them and win yet.

Not that he was actually thinking about any of this at the moment, of course; right now his focus was on a far more urgent and pressing topic.

"Bronze, or brass? Maybe iron? Granite?" Akio mused to himself, idly kicking a can that was lying on the street, the clattering providing the perfect complement to the screams emerging from the alley he'd just passed. "Glass would be funny, but it wouldn't last long."

'Wait.' Akio paused midstride, then swiveled on his foot to look back the way he'd came, frowning. Screams?

Before Akio could properly comprehend what he'd just heard, a sobbing Britannian soldier burst out of the alley, running flat out towards him with his head down- and caught completely off guard by the man's sudden appearance, Akio didn't manage to get out of the way before the soldier slammed into him. Most men would have been knocked sprawling by the impact, but Akio was not most men- tall and well muscled, he merely staggered back a step before steadying himself, instinctively reaching out to grab the soldier and keep him from falling as he did.

"An Eleven- what are you- no never mind- she's not human! We need to run, to get help, anything-" The soldier babbled, latching onto Akio's arm and tugging at him desperately as he tried to begin running again. Akio, however, simply dug his heels in and refused to budge, instead regarding the soldier with an expression of mixed confusion and contemplation. After a moment the soldier stopped trying to simply pull him along and turned back to Akio with his mouth open, probably to try and persuade him to start running, but by then Akio had come to a decision.

Unfortunately for the soldier.

"Like mother always said," Akio said cheerfully, completely ignoring the man's panic. Reaching up with one of his hands, he placed it carelessly on the soldier's head and continued, "Waste not, want not."

"Wha-arrrgh!" The soldier barely had time to scream before a sudden rush of pulsing pink light flowed into him, making him briefly glow from within before fading away. And as it dimmed it left not flesh behind, but metal; the entirety of the soldier's flesh had been transmuted into solid iron.

Bending over, Akio grabbed the former-soldier's ankle and hauled him into the air with a faint grunt of effort. Frowning, he gave the statue a few experimental swings, then nodded in satisfaction. "Yep, that'll do!" He said happily, hefting the man up and resting him on his shoulder before he stepped round the corner and into the alleyway.

Into a scene of absolute carnage.

The only survivors were three soldiers near the entrance to alley, and none of them looked in any fit state to be doing anything. One was clutching his severed legs and mechanically trying to press them back onto the stumps they'd been sliced from, one was slumped against the wall, hugging his gun and shivering and sobbing, and the last was standing frozen with his weapon lying useless at his feet. And further down, past them?

The floor of the alley was littered with mutilated corpses and severed body parts, and the walls painted with elegant sprays of blood. One, two, four, six, ten, whatever that number after nineteen is… Akio quickly gave up trying to guess how many. Every one of them was a Britannian solder, slain by some sort of massive edged weapon- and Akio had more than a sneaking suspicion exactly what that weapon was and who had used it.

At the far end of the alley, past the carnage, a young woman wreathed in black flames was crouched over the body of a dying solider, her mouth near his neck- and resting on the ground next to her were a pair of massively oversized, almost cleaver-like swords. Apparently hearing Akio's footsteps despite the distance, she looked up from the neck of the soldier to reveal a bleeding black ring on her forehead, and a bloodstained mouth filled… with… fangs…?

Akio blinked at the sight, then immediately blinked again to convince himself he wasn't seeing things. A woman, drinking blood, with fangs? That could only mean one thing. "Vampire!" He yelled, his club slipping from his hand and hitting the ground with a loud clang as he pointed an accusing finger at the woman.

The woman, in response, merely blinked in a rather nonplussed manner, before shaking her head. "Stupid boy," She began, a mocking smirk touching her lips as she rose from the corpse and retrieved her swords in a single gracefully smooth movement. "Can't you even recognise a fellow Exalt when you see o-?"

"Don't try and confuse me with your words, woman! I know how to deal with vampires!" Akio yelled, cutting her off mid-sentence. Inwardly, however, he was feeling slightly worried; he'd never fought a vampire before, and he didn't have any weapons that would work.

'Unless...' Akio's gaze slid over to the surviving soldiers, a truly ingenious plan beginning to blossom in his brain. Would it work? He wasn't certain, but he decided it was worth trying. And so without any further consideration he quickly stepped over to still standing soldier, grabbed him by the neck, and before the man even had a chance to beg for mercy engulfed him in sulfurous yellow flames.

The sound of screaming once again filled the alley as fire consumed the soldier's flesh, before he abruptly and ominously fell silent. A moment later the flames began to die down and flicker out, leaving behind them a wooden statue in the shape of a Britannian solider, his face locked in an expression of hideous agony. Not finished, however, Akio frowned pensively at it before pulsating blades of warped space lashed out and sent woodchips flying. Then, his work complete, Akio turned back to the confused-looking Abyssal and brandished his new weapon: a wooden statue of a human, with the top of its head and the ends of its arms sharped into pointed stakes.

For several seconds there was silence as the Abyssal simply stared at him incredulously, before stating in a flat tone, "...you're serious. You're actually serious." Sighing, she shook her head again, before burying her face in her hand and muttering. "Of all the Exalts I could run into, of course I get the complete moron..."

"Don't bother trying to confuse me, you undead monster thing!" Akio interrupted her again, scowling. Bringing his new weapon up and pointing it forward like a spear, he paused for a moment to try and think of a suitable battle-cry, before giving up and just defaulting to his usual fallback, "The talking ends here! DEATH TO BRITANNIA!"

And with that he charged the extremely confused Abyssal, muscles swelling, and screaming a wordless cry of rage at the top of his lungs.

Name: Murakami Akio

Age: 26

Titles: That One Lunatic Who Goes Around Beating Up Soldiers Using Other Soldiers

Motivation: To wipe out the Britannian empire

Urge: Unite the resistance groups of every Area into a single force (Pyrean)

Caste: Slayer

Patron Yozi: She Who Lives In Her Name

Anima Banner: A grossly muscled man draped in a cape of green flames - except when you look closer, you see that the man's body is made up of countless miniature obsidian demons moving in perfect unison

Attributes: Strength 5, Dexterity 2, Stamina 4; Charisma 4, Manipulation 1, Appearance 4; Perception 4, Intelligence 1, Wits 1

Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 4

Abilities: Athletics 4, Bureaucracy 2 (Management 1), Dodge 1, Lore 1, Martial Arts 5 (Wielding Humanoids 3), Performance 4, Presence 4, Socialise 1, Thrown 4 (Throwing Humanoids 1)

Backgrounds: Cult (Yozi) 1, Resources (2), Unwoven Coadjutor (N/A)

Essence: 3

Willpower: 10

Personality:
Akio is, by and large, a rather good natured man. Jovial, rarely getting angry, and possessing an infectious attitude of cheer, he's the sort of person that people find themselves drawn to and getting along with whether want to or not. Helping this along is his general honest nature- he doesn't see the point in deception or misleading people, and thus never bothers to conceal his intentions or feelings. Combined with his drive and stubborn refusal to give up on his goals, and in many ways he seems almost a classic hero archetype. Or at least, so it appears at first glance.

For those able to look past these surface traits, a much darker side to him is revealed.

Despite all signs to the contrary, Akio doesn't care about other people at all; he doesn't dislike them or hate them, he's simply never had it explained to him or realised of his own accord why he should care about them. Perhaps more unnervingly, his general affability comes from the same source; he simply sees no reason not to be helpful and act in a pleasant manner, rather than genuinely being that way. If given a reason, however, he would think nothing of torturing his best 'friend' to death whilst maintaining his pleasant demeanour the whole time, and in fact would likely be confused if you tried to tell him what he was doing was wrong.

First SwLiHN Excellency
Second SwLiHN Excellency
SwLiHN Mythos Exultant
SwLiHN Inevitability Technique
Factual Determination Analysis
Essence Dissecting Stare
Mind-Hand Manipulation
Principle-Invoking Onslaught
First Malfeas Excellency
Second Malfeas Excellency
Malfeas Mythos Exultant
Malfeas Inevitability Technique
By Pain Reforged
Scar-Writ Saga Shield (X2)
Nightmare Fugue Vigilance
By Agony Empowered
Countless Cities Clotting
Retribution Will Follow
Raging Behemoth Charge
Infernal Monster Form
World Breaker Grip
 
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Murder Lotus Gaiden (GSP Lian by Enjou)
I've decided that the current crop of new Infernals lacks sufficient nightmare fuel. Meet Lian, whose name means lotus flower in Chinese, chosen of Metagaos.

Murder Lotus Gaiden

Lian wept as she ate. She loathed herself for her weakness. But she was so hungry. The hunger was all consuming.

Once upon a time she was quite happy with her life. Yes, she had her share of struggles, just as almost everyone did in the Chinese Federation. Her mother had died giving birth to her baby brother Xin, leaving Lian to raise him. Having no education she had little choice but to enter into her mother's occupation, selling her body to men to get by. Unlike many who joined the world's oldest profession she did not hate it. She was never truly beautiful, but she was pretty, so getting clients had never been an issue. She and her brother were fed, and She came to enjoy the work, both because she made her clients happy and that it just felt good, at least when the man in question was nice. The last one who had not been so nice was the cause of her current situation.

She had approached a member of the local Triad one night, offering her services. He had accepted. The night had been anything but pleasant. He had wanted far more than he had offered to pay her, and when he was done with her he had taken out a knife and horribly scarred her face for daring to resist him.

Everything had gone downhill from there. Scarred and hideous as she was, nobody would lay with her. Eventually being evicted from her home, she took her ten year old brother with her to live in an abandoned building in the ghettos. Survival had been a constant battle. One that she had lost. Unable to procure food, starvation began to claim them both. Xin had succumbed first. With nothing else to eat, her instincts took over. Her brother's body was food. By the time she was aware enough to realize what it was she was doing, it had been too late. She was a monster. A cannibal. She had failed her brother once more.

A strange voice "Why do you weep, child? There is no shame in sating your hunger."

Looking up, Lian saw them. Two beings that could only be described as giant spiders, though strangely their abdomens appeared to be giant lotus blossoms.


Clearly her hunger had finally driver her to madness, making her see things that weren't there. She laughed.

"Do you think us an illusion, child? No, we are very real, and we were sent to give you an offer." Lian simply stared silently. She was still certain she was crazy. "Our masters know your pain, child. The Yozis made this world, and yet they are imprisoned, betrayed by the very gods they created to serve them. Without its True Masters, the world is broken."

Yes... the world was broken, Liam thought. What kind of world would let her innocent brother starve to death? Those in power cared nothing for the hungry. She had seen the fat eunuchs on television, many times, holding grand feasts while so many of their own people wondered where their next meal would come from.

"All you need to do is agree to help them, and we will give you great power. Power to punish those who have wronged you. Power to bring rightness to the world."

Lian thought that quite appealing. Sure, she was crazy and this was all just in her head, but she made her decision regardless. "Alright, let's do it then."

"An excellent choice." Then, without warning the spider who had been talking leapt at her, and all was darkness.

=====

Lian was surrounded by nothingness. No, there was wind. Wind, silence, and a pervading sense of insanity. She had thought herself crazy before, but this feeling of madness was something else. She knew that she was absolutely sane in comparison to this. And yet the wind fled, but the silence did not flee. No, the silence had brought solace and a mad serenity with it. Those left... no, they were consumed.

She had only blinked for the barest fraction of a second, now finding herself standing in a swamp unlike any she'd ever seen or heard of. But that was nothing compared to the sight before her. A giant flower was before her, strange and beautiful. Without warning, it moved, and faced her. Mouths appeared everywhere upon it, and she felt so terribly small, knowing it could devour her with but the barest effort.

"HELLO, LITTLE LOTUS BLOSSOM. DO YOU KNOW WHAT I AM?"

She was frightened. Would it eat her if she answered wrongly? Would it devour everything that she was regardless? "I... you are a Yozi. One of this world's makers."

"CORRECT! I AM METAGAOS, THE ALL HUNGER BLOSSOM! YOU HAVE KNOWN HUNGER, AND FOR THAT YOU MIGHT COME TO THE BAREST UNDERSTANDING OF WHAT I AM. I AM HUNGER INCARNATE, AND I UNDERSTAND YOUR EVERY CRAVING, LONGING, AND YEARNING!"

She knew it was true. She could feel this great being's hunger. It was endless. It understood what she and her brother had suffered, for it's hunger made theirs pale in comparison.

"I HUNGER FOR FREEDOM! YOU HAVE BEEN CHOSEN BY ME TO BRING THIS ABOUT! YOU ARE MINE! SATISFY ME, AND YOU SHALL BE GREATLY REWARDED! NOW GO, LITTLE LOTUS BLOSSOM, AND DO MY WORK!"

She bowed low, for there was only one answer to give. "Yes, my master."

=====

Feng was enjoying a night out with the boys at the local nightclub. The boss had promoted him for dealing with a string of problems that came up, and he was in a damn good mood. He was nice and buzzed, his boys were happy that they were going up in the world, and only one thing could make the night better. He needed to find himself a good woman to have his way with.

Scanning the room he was stunned for a brief moment when the most intoxicating scent filled his nostrils and a feminine pair of arms wrapped around his shoulders. Turning his head he saw her. The most beautiful woman he'd ever laid eyes on. He knew he wanted her.

"Hi there, handsome." She greeted him in a sultry voice. She then licked her lips. "Don't you look tasty?"

This night was going to be perfect.

=====

Nobody ever found Feng. The last anyone had ever seen of him was him going into a hotel room with an incredibly beautiful woman, likely a prostitute given his habits. The only evidence that either of them were ever there were the bloody sheets. Nobody had heard anything that happened though. Not Feng's screams of agony, nor Lian's screams of ecstasy.

Name: Lian
Gender: Female
Age: 28, Appears 18
Caste: Scourge
Patron Yozi: Metagaos
Concept: Cannibal seductress
Motivation: To create a world where the innocent don't starve.
Urge: To seduce and devour corrupt men whose greed causes others to starve. (Metagaoiyn)
Anima Banner: A lotus flower with frightening teeth in the middle.

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

Abilities: Awareness 2, Dodge 1, Integrity 1, Investigation 1, Larceny 3 (Bribery 2) , Linguistics 3 (Native: Chinese, Japanese, English, Old Realm) Martial Arts 3 (Teeth Without Number 3), Medicine 1, Performance 3, Resistance 2, Stealth 3, Socialize 3 (Seduction 3), Survival 2 (Cities 2)

Virtues: Compassion 3, Conviction 3, Temperance 1, Valor 2
Essence: 3
Willpower: 6

Backgrounds:
Backing (Yozi) 1, Cult (Yozi) 1, Influence (Yozi) 1, Unwoven Coadjutor 3 (Necillia, Lotus Anuhle), Demon Familiar 3 (Fellia, Lotus Anuhle), Artifact 1 (Neomah Perfume Bottle)*

Traits from Unwoven Coadjutor: A lotus flower grows from the left side of her head, appearing to be ornamentation until one inspects it closer. She can hide this further with additional ornamentation around the roots. (-0 Points)

*Neomah Perfume Bottle (one dot): A bottle made from the Essence of many Neomah. Any liquid placed in this small bottle will become a perfume that gives off the arousing scent of a Neomah after one hour. Once the perfume leaves the bottle, it will remain as such for 24 hours before regaining its original properties.

A/N - 7 bonus points were spent to make her Essence 3 from the start.
First Metagaos Excellency, Second Metagaos Excellency, Metagaos Inevitability Technique, Metagaos World-Shaping Cosmogony
Cost: 1m/die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Metagaos is a voracious hunter who lurks in plain sight within the jungle of his body, stalking his prey until they are ready to be devoured. He is cunning in his predation, easily tempting his quarry into the deceptive labyrinth of his bayous and glades, ensnaring them in traps from which there can be no escape. The ravening nature of the All-Hunger Blossom is concealed beneath false familiarity and fertile decadence until it is too late, allowing him to entice fresh fools into his waiting maw. These bloody sacrifices cannot quell his self-indulgent demands, for he is never satisfied. The Trackless Quag consumes everything within his insidious influence, and is himself consumed by countless diseases and parasites which infect and degrade body and mind alike, assimilating victims as surely as if Metagaos had eaten them whole.

This Excellency aids actions that provide the Infernal with something he wants at someone else's expense, helping him to seize or seduce appropriate offerings from others, be they wealth, information, or flesh. Attempts to acquire or improve sustenance always qualify. Such ruthless acquisitions are broken down and merged with their new owner, cannibalized for their juiciest parts. This Charm cannot benefit any act that emphasizes prudent planning over immediate indulgence, as Metagaos cannot abstain from what he desires, even for later gain.

Metagaos Mythos Exultant
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Metagaos Excellency
The hunger of the Infested One gnaws even at his own souls, allowing the Infernal to reduce his anima flare by a number of levels equal to his stunt rating, in addition to any other rewards. Future peripheral mote expenditure is tracked from the beginning of his new level.

Palate Without Limit
Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
Putrefying offal and fine steak each have their merits, contemplated alongside all other flavours by the petal-tongues of the All-Hunger Blossom. While this Charm is active, the Exalt gains all the benefits of Keen Taste Technique and Unsurpassed Taste Discipline (Exalted, pp. 225-226). He may also receive the benefits of Keen Scent Technique by "tasting the air", tongue flickering out to sample the all-spice of the breeze. These benefits apply to rolls using Abilities other than Awareness.

Additionally, the Infernal's palate is refined beyond mortal comprehension, allowing him to ignore deleterious effects stemming from flavour or smell. Actual taste-based sensory rolls may even reveal basic details normally restricted to other avenues of perception, allowing the Infernal to determine someone's height and eye colour by licking up an errant drop of their sweat.

Desire Without Escape
Cost: 2m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Palate Without Limit
What Metagaos desires becomes his, without fail. There is no escape from his appetite. This Charm supplements a roll to track or otherwise locate any character or object that the Infernal has tasted (or used this Charm to track) in the past day. Their flavour fills his mouth, and he is guaranteed to succeed with at least one threshold success. If another Charm contests this effect, the Infernal benefits from (Essence) automatic successes in the roll-off. Every scene spent tracking something with the aid of this Charm is a scene spent building an intimacy of hunger toward the target.

Teeth Without Number
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Palate Without Limit
The world is nothing less than a grand buffet for the All-Hunger Blossom. He can match its infinite variety with as many mouths and more. While this Charm's prerequisite is active, the Infernal's bites inflict lethal damage, and he may spend a single mote in Step 8 of such an attack to count 10s twice for the purposes of determining damage. Additionally, the warlock may reflexively alter any part of his body he wishes into a fully functional mouth - he can shift his fingertips into feeder tendrils, widen his pores into lamprey mouths, open baleen filter-slits in his feet, and so on. These Obvious transformations do not impede normal uses of that body part, though reversing them requires a miscellaneous action.

Normally only crushing clinch attacks can be made as bites, but this Charm's transformations let the warlock use stunts to punch with canine-tipped knuckles or kick with a leg that splits open into a crocodile-mouth. Though his mouths usually leave no trace when not manifested, others can detect traces of shifting could-be craws if the warlock suffers any degree of hunger penalties with Palate Without Limit active, using a (Perception + Awareness or Medicine) roll at difficulty (6 – hunger penalty), minimum 1.

Consumption Without Joy
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Teeth Without Number
There is nothing Metagaos will not use to fill his belly. Even his siblings are not exempt from this hunger - pale vines creep through cracks in the basalt of the Demon City and strangle the outer saplings of the Quicksilver Forest. While Palate Without Limit is active, the Infernal's teeth are rendered as durable as one of the magical materials, granting his bite attacks Overwhelming 2 and allowing them to ignore Hardness. Further, he can digest inorganic materials without any trouble, swallowing bricks and mortar along with bone and muscle. Such fare offers him no more nutrition than it normally would, but presents no problems to his digestive system. Indestructible objects cannot be digested in this way, but are passed or regurgitated without causing any harm. Finally, the Infernal is rendered immune to any Poison he ingests.
First Adorjan Excellency, Second Adorjan Excellency, Adorjan Inevitability Technique, Adjoran World-Shaping Cosmogony
The Silent Wind is restless, always in motion and never satisfied. She expresses the inevitability that bad things happen regardless of who you are or how many backup plans you have. She is catastrophe and calamity, the unconsidered variable that shreds the best-laid plans of Yozi and Exalt alike. She kills because it is her nature to hurt everything she touches, not because she revels in suffering. More than any of her siblings, Adorjan is insane and encompasses contradictions. Adorjan scours her enemies, breaking them to enlighten them, even if the lesson proves fatal. Her actions Her actions display vicious whimsy, especially toward the complacent and comfortable. She loves purposeful chaos that exposes the flaws in systems and lays low the proud, but she abhors chaos for the sake of chaos as much as she abhors stasis. She is a balancing force of wickedness against the excesses of the righteous. Her depredations inspire heroes to reach their full potential through the crucible of tragedy, invariably ruining their lives in the process. Greatness is the worst curse her touch imparts. She inflicts more pain on those she loves than those she hates. No one expects her. She refuses to be understood and torments those who try.

This Charm can enhance any action that causes unexpected or sudden harm, such as surprise attacks or attacks that are part of flurries. Actions that create ongoing discomfort or take away sources of comfort also fall under the purview of the Silent Wind. Socially, her attacks tear away Intimacies rather than building them, teaching people to let go of attachments and worries rather than continue meaningless cycles of love or vengeance. The behaviors she compels are mad and invariably disturbing, but she does not care how the minds of others break. Adorjan's power may be applied to any actions that help tear down structured society or spread anarchy, regardless of the reasons or methods for doing so. The Charm can't assist actions that are planned in great detail in advance, though it is permissible to do something whose consequences will not manifest until a later time. Actions motivated by insanity may only benefit from Adorjan's touch when there is some greater and immediate purpose behind them (even if the meaning isn't communicated to other characters). The Silent Wind embodies the madness of the freed mind, not an idiot's babbling.

Adorjan Mythos Exultant
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Adjoran Excellency
The Silent Wind defines her path as a field of opposition over which she must scour her legend. Her passage is death. One perceived target within (Essence) yards suffers dice of unsoakable lethal damage equal to the stunt rating from flensing breezes that swirl around him. Magical beings may reduce the raw damage by one die per three motes spent, sheltering their souls within an ablative layer of Essence.

Wind-Born Stride (x2)
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Where Adorjan blows, few can run fast or far enough to escape her touch. This Charm permanently enhances an Infernal's Dash actions. First, dashing carries a DV penalty of -0. Second, the character automatically succeeds in crossing treacherous terrain without needing a roll. Finally, the Exalt adds his Essence rating to his Dexterity for the purposes of calculating his base dashing speed and does not subtract wound penalties from this calculation.
These benefits apply equally to running and other means of locomotion encompassed by a dash action, such as climbing or swimming. Other effects that increase the Exalt's speed use the Wind-Born Stride-enhanced value as the Infernal's natural base speed before applying their modifiers. This Charm may be purchased a maximum number of times equal to the Exalt's Essence rating, with each purchase stacking to cumulatively increase dashing speed. The other benefits of the Charm do not improve with repurchase.

Who Strikes The Wind?
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Wind-Born Stride
The Silent Wind blows around and through all opposition and adversity, untouched though the sky blackens with arrows meant for her. This Charm is a perfect dodge against any physical attack that is not unexpected, even if that attack can't be dodged. The Charm remains vulnerable to the Imperfection of the Silent Wind.

Unimpeded Perfection Of Exertion
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wind-Born Stride
Does the wind stumble? While the Infernal dashes, she automatically maintains balance and exerts no weight on solid objects, allowing her to skip from one blade of grass to another or waltz across the snow without leaving footprints. This weightless grace adds the lower of the Infernal's (Dexterity and Athletics) to the difficulty of all efforts to track her and ensures quiet passage, providing a temporary +3 Stealth specialty in "Moving Silently" that does not stack with other specialties.

Foam-Dancing Haste
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unimpeded Perfection of Exertion
Adorjan darts over rivers of blood without sinking into them. She is above wallowing in gore, so this Charm further enhances the functional weightlessness afforded by its prerequisite to cover liquid surfaces. If the Infernal begins a dash while swimming on the surface, she may continue to swim or nimbly climb atop the liquid and run on it. If she continues to swim, she dashes at the same speed as if running. Additionally, the Exalt suffers no environmental harm
associated with any dangerous conditions she traverses. This immunity does not defend against environmental hazards that aren't associated with the surface she dashes on or through. With Essence 4+, she is immune to all environmental hazards and penalties while dashing, even those unrelated to the medium of her journey.
 
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Omake - Final Draft (3 of 3) (Canon)
funny you should mention that.

final draft
pt 3 of 3​


Rakshata idly chewed her pipe as she impatiently awaited word from the battlefield. Working with the EU had let her do far more than she would have with the few members of the indian military we'd seen the wisdom of her plan, But it meant she wouldn't get reports until Akito could convince his superiors to allow them to be shown to a "potentially hostile power". As far as Rakshata was concerned it was pointless posturing, They knew damn well that india had no interest in picking a fight with the EU, and would do its damndest to avoid letting those dickless idiots in the forbidden city drag them into one. Not to mention the inherent pointlessness of trying to deny intel on a weapon to its very creators.


Do you think it will be enough?

For them to win? no. but it will certainly let them make Britannia bleed. Enough to significantly reduce the amount of damage to india's economy, now if the'd actually listed to my advice about that abomination they called a knightmare frame they might have had a chance.

Was it truly such a poor design? Keep in mind that what would be an embarrassment to on such as you could be a crowning work to a mere mortal.

It's a glorified tank destroyer! Oh sure it's well designed tank destroyer, and I rather hope we can scoop up some of the design team after their country is conquered, but it's not going to do any better against Sutherland than every other vehicle designed to fight tanks.

Then it is unfortunate that neither Akito or his superior was not able to arrange a direct meeting, to allow you to convince them of their error.

the cost of using a cats paw unfortunately. I just hope they take my advice on how to use their new weapons to heart, if they misuse my babies they're going to have a lot more to worry about than britannia!

I do not think we have much to worry about on that score, Akito mentioned that the lower level commanders were far more reasonable than-

Ding! -you have mail!
Finally!

Scorpion Rail Cannon
Speed 6, Accuracy +1, Damage 9L , Rate 1, Range 200, Ammo 1/5, Minimums Str •••, cost •••/•• Tags: P S 2

the scorpion rail cannon at first glance looks much like a normal rocket launcher. It consists of a large rectangular base, that the somewhat smaller and more rounded barrel snaps into. the scorpion uses magnetism to propel metal spikes towards its target at tremendous speeds, allowing a soldier to provide extremely accurate and devastating firepower. This however comes at a cost, the rails are inevitably warped by the stress of the slugs passage, and the weapon is designed to swap out barrels between every shot. These weapons were first seen in the war between Britannia and the middle eastern federation, and while the MEF claims to have developed the weapon on their own, many suspect they received assistance from an outside power. In addition to needing to replace the barrel after every shot (a miscellaneous action) standard models have enough power to fire five times before the battery must be recharged, a process requiring access to a generator and 20 minutes per charge.


It seems that they are making excellent use of your rail cannons, and appear to have started making their own.

That was rather the point of the scorpions, honestly the design is almost embarrassingly brute force. A half dozen cheap rails hooked up to a high density battery, you can get away with a lot if you're willing to use an ablative barrel.

It works, and makes the weapon simple enough for even minor powers to produce.

True enough, still I can't help but feel if i'd had more time i'd have come up with something more elegant .

There can be elegance in simplicity, that such a potent weapon can be made by even the least among mortal artificers is a testament to your skill.

Ace breaker gauss rifle.
place holder stat line
Speed 6, Accuracy +3, Damage 10L , Rate 1, Range 1000, Ammo 1/100, Minimums Str ••/•••••, cost ••••/•• Tags: P S 2

physically this rifle looks like a bulky, almost comically oversized sniper rifle. the official name of this oversized weapon has been lost in the mystery surrounding its initial manufacture, it received its rather ominous title for the role it was employed in during the war between Britannia and the MEF. The initial manufacturer of this weapon is unknown, but suspected to be a member of the EU, who supplied a number of them to the MEF. While it is suspected that less than 50 were deployed, they proved devastatingly effective. downing many of Britannia's feared elite knightmare frames. While for some reason relatively few pilots were lost, the threat of this weapon forced Britannia to be far more cautions when deploying elite units. the use of gauss technology all but eliminates the barrel wear from normal use, leaving this weapon surprisingly reliable so long as the electromagnets are calibrated regularly. The riffle is large enough that without some form of power assist it must be fired prone and braced. Bracing the riffle is a miscellaneous action, and makes it difficult to swivel the riffle more than 90 degrees from its initial orientation(as a rule of thumb, if a target moves from in front of the user they are probably out of arc), to fire on targets outside of this cone the rifle must be re braced using another miscellaneous action. A character with a strength of ••••• or higher can wield the rifle without bracing it. The rifle uses specially machined tungsten slugs, build around magnetic coils designed to work with the accelerator coils, they are a resource •• purchase. the high capacity battery that powers this weapon has enough charge for 100 shots, and can fully recharge itself in one hour if hooked up to a military grade recharger station. civilian generators allow it to recharge at a rate of one charger per 30 minutes.


… Well

A knight of the round, they shot down a knight of the round!

Yes. Yes they did. It looks like he only survived due to a rather costly retrieval attempt by unit he was leading.

And you said I got carried away.

Sigh, I hereby take back all of the bad things I said about your gauss weaponry.

I think this merits champaign, and most certainly a mark II.

Oh look, Akito included a note offering you anything short of his first born for one.

Only if he swears on his soul that he won't use it as a bludgeon, like the last weapon I made for him.

I think that's somewhat unlikely.

Then he can wait for me to make an artifact version designed with the assumption that it will eventually be used to beat a Kightmare to death.

Tempest Frame Destroyer (RESOURCES ••••+)
A heavily modified light tank, this vehicle was created entirely to counter nightmare frames. Eschewing the traditional heavy cannon armament, it instead uses a specially built array of 4 light gauss cannons as its primary armament. With a turret Designed for rapid traversal it is more than capable of engaging and destroying all but the most evasive Knightmare frames. Though its difficulty in dealing with heavy armor leaves it vulnerable to more traditional armored vehicles, and its light armor often means whether it is the hunter or the hunted will come down to who gets the first shot.
Repair: 3
Speed: 30/60 mph
Maneuverability: -1D (Drive 2);
Endurance: The tempests oversized engine consumes a prodigious amount of fuel, requiring refueling every day of active combat or travel. Its engine also requires at least on hour of maintenance a day to prevent a degradation of functionality. For every week that it does not receive such maintenance its Maneuverability decreases by one, at -4 Maneuverability it is no longer mobile. The gauss array is somewhat more resistant, losing one point of accuracy for every 2 weeks without proper maintenance, at -2 accuracy (against its intended targets) the weapon ceases to function. It is not uncommon for commanders cut off from resupply to use their tempests as improvised static defenses.
Crew: 3, a driver, a gunner, and a commander.
Cargo: tempests have room for approximately half a ton of cargo, this is enough space for either an extra day's' worth of fuel, a full reload for the tempest, or enough spare parts for a week. However it is not unknown for commanders to find another use for the tempests half ton cargo capacity.
Armor: 14L/20B
Health Levels: Ux6/Mx3/Cx2/Ix2/D
Weapons: The tempest is unusual in that by default it carries no secondary weapon, though some commanders have taken to attaching a single shot anti-tank missile to the hull (treat as rocket launcher) to give them some recourse should they encounter enemy armor. The primary weapon is the quad cannon tempest array the tank is named for.


Tempest Quad Gauss Cannon Array
Speed 4, Accuracy +2/-2, Damage 8L , Rate 4, Range 800, Ammo 1000, cost ••••• Tags: P St
A joke often made by tempest gunners is that they have a round with their foes name on it, and they're going to keep firing until they find it. It's common ancestry with early anti air batteries is evident when engaging low flying helicopters as the weapons extremely high maximum traversal is just as useful against attack helicopters as it is against evading knightmare frames. When engaging frames or other large vehicles this weapon as an accuracy of +2, when firing at anything of a smaller size (jeeps, other light vehicles, or infantry) it does so at -2 as it was not meant to fire on such small targets. Still its ability to pierce most cover and high rate of fire make it well suited to suppress infantry. while the weapon possess sufficient power and armor penetration to threaten tanks should it strike a weak point, most gunners would prefer to stick to targets that do not require a lucky hit to damage.

A significantly better than one to one kill ratio against knightmare frames, I think this is the first time a tracked vehicle has ever achieved such a thing.

As impressive as that is I suspect it will eventually drop to a bit below one for one once britanya updates there tactics. We'll probably be seeing them deploy a lot more tanks alongside there knightmare frames.

Ah….

They're still idiots for not listening to me, they had no way of knowing the'd have use for a tank destroyer when they built the blasted thing.

Of course mistress.

Besides, a custom built frame for anti tank duty and a kit bashed light tank for anti frame duty speaks of them having their priorities exactly wrong.

As you say.

Hrmph. still, it looks like this is going to have a somewhat different effect that we intended.

Oh?

Britannia seems to have taken the losses there taking as an affront. there intensifying the amount of resources there devoting to their campaign against the MEF.

So our actions were for naught?

I don't know. it's hard to say how long the MEF will last against Britannias new operational tempo, but even if Britannia manages to conquer them on schedule it will bleed them of far more resources.

There is something else to consider,

Oh?

A painless and easy victory would do nothing but let Britannia blood new troops, and season there knightmare frame pilots, but a bloody struggle where they won't have the luxury of making sure to crush everyone who took up arms against them may produce units well used to fighting Britannian forces.

You think we could recruit some of the survivors? I don't think there will be enough of them to be much use as mercenaries.

On the field of battle no, but what about on the training grounds?

not a bad idea varas. i'll see if I can convince some of my superiors to make a point of providing asylum to any MEF fighters who make it across the border.




and done. I have next to no actual experience with exalted, so I have no idea how balanced those weapons actually are, so I'm rather open to suggestions to change them. especially the ace breaker, I was going for high end specialized frame killer, and I think I may have overshot. do note that once we actually see sutherland stats I may tweak these a bit, after all it would be silly if the anti frame weapons couldn't actually damage knightmare frames. also I took a bit of a guess at the nature of Rakshata and Varas relationships. since Varas doesn't have much technical expertise he tends to simply act somewhat contrary, serving to get Rakshata to consider an alternative approach. He will of course offer straightforward advice when dealing with something within his area of expertise.

oh, and as for the war, I still see Britannia winning handily, but after a long bloody slog instead of simply steamrolling the MEF. they also had a rather embarrassing major loss in the opening stage after their normal frame heavy blitz resulted into a bunch of frames outrunning most of their support elements, and then running into the jaws of very effective anti frame force.
 
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General (GSP Andreas Granados by Broken25)
Madrid. 2:00 AM.
A lone man stays in his office, reading report after report.

Where? Where did the bastard go?
That was the question that Diego de Villar, chief of the military police has been asking to himself all the week. Where had Andres Granado go?
He had disappeared without a trace from his Villa, where he was under arrest, despite the heavy vigilance.
He must have bribed someone, he thought. It annoyed him - he had personally chosen all the guards based on their loyalty - but it was the only explanation. Everybody has a price and Granados always was an expert exploiting human greed.

He had spent years working in the case. Since Al-Aiun. Working to prove that the disaster was caused by Granados's mismanagement, and his embezzlement of the war funds. It wasn't easy, of course. He had too many friends, too much influence in the republic's government. Enough to be considered a presidential candidate. He had needed to find the original, not cooked books, to convince the few officers brave enough to declare against him. And when finally it all worked, it has been to satisfying, to see his downfall.

But now it seemed like he had disappeared from the face of the Earth. Not a single camera had spotted him. No witnesses. Nothing. In the worst case, it was possible that he had managed to escape the country, and that he was now selling EU military secrets to Britannia.

He started the next report. The possessions found in Granado's house. Seventeen sports cars. Twenty five million Euros in cash. Three-hundred and fifteen pieces of jewelry (the man had three mistresses). A private zoo. Etc. Etc. The strangest piece of all, a human sized golden Ovoid. Foolproof evidence of his rampant corruption and lack of morals. But not a single clue of where he could be now.

"Are you looking for me, old friend?"

Santiago looked up, startled, and, sure enough, the general was right there in the door. Except he was thirty years younger, and there was something wrong about him.

"What the hell?" He started, just before someone - a shadowy figure who just appeared behind him somehow - grappled him, closing his mouth.

"I bet you really want to know what I was up to, right? Well, a new friend taught me some of his tricks. Let me show you one."

And then, he was covered in shadows and began to mutate, until the terrified Diego was looking at a perfect clone of himself.

"Neat, huh? I think I will enjoy your life."

And then everything was blackness.


Name: General Andres Granados de Seral.

Age: 63 (Looks around thirty)
(People that knew him personally can recognize him, but most people don't)

Motivation: Recover his fortune and prestige.
Urge: Gain political control of Spain. Benthic.
Caste: Fiend
Patron Yozi: Ebbie the friendly dragon.
Favored Yozi: Ta'akozoka

Concept: "Honest" Politician.

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

Virtues: Compassion 2, Conviction 3, Temperance 1, Valor 4

Abilities: Bureaucracy 2 (Double accounting +2), War 1, Larceny 2 (embezzlement +3), Firearms 3, Martial Arts 2, Investigation 2, Awareness 1, Socialize 4, Presence 3, Drive 1, Lore 2, Integrity 1(Loyal only to himself +3), Performance 2 (Patriotic speeches +3)

Backgrounds: Backing 1 (Yozi), Cult 1 (Yozi), Influence 1 (Yozi), Contacts 3 (Military officers), Resources 4 (Hidden accounts) Unwoven Coadjutor 1 (Bisclaveret)

Essence: 3

Willpower: 7/7

Charms:
First Ebon Dragon Excellency. Shadow spite curse.
Loom snarling deception. Eldritch Secrets Mastery. Witness to Darkness. Selfishness Is Power. Cracked Cell Circumvention. Bloodless murk evasion.

First Ta'akozoka Excellency, Ta'akozoka Mythos exultant
Miser and Merchant Awareness. Verdant Iris Envy. Gilded Aegis Uncaring. Loyalty money can buy.
------

Andres Granados is a Great Man. A military genius. The fated leader that will lead Spain back to it's old glory and take back the empire from the clutches of Britannia.

That's what he believes, at least. In truth, his military record is quite lackluster, with not a single major victory and quite some embarrassing defeats (In large part due to his habit to use the war funds for his own use), including the disaster of Al-Aiun. He is, however, as good at lying to others as he is at lying to himself. Even before his Exaltation, his capacity to deflect blame and steal the merits of others was nearly supernal, and, before his arrest, he was one of the more popular politicians in the republic and a potential Presidential candidate.

For now, he will keep to play as the chief of police. Not forever (He can't impersonate him perfectly), but for some time, that he will use to destroy his political rivals, recover his hidden cash reserves and blackmail materials, and enter in contact with his old friends and allies. In time he plans to come back to the political arena with a new identity, using his real (Now young looking) appearance.

All our infernals were too sympathetic, so i made a completely unlikable one (Charisma 5 notwithstanding)
 
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Hell 1.5
[X] Plan Get The Gang Together

"Lord Ligier, may I speak?" You ask with reverence to the Unquestionable. At his silent nod you stand up and bow. "Thank you. In light of what you revealed to us today, I have created a plan that I am sure will be able to take care of the more pressing issues, and also advance greatly the Reclamation's efforts towards its ultimate goal. I would like to propose it to everyone present."

"That was fast." Ligier comments with amusement. "Go on."

You take a deep breath before beginning. "The first point I want to address is that of the future Peers. Because the survival and training of the future Infernals is a key part of the Reclamation's objectives, obviously the survival of the current Infernals is of paramount importance to make that possible. This is something more likely to happen if everyone here is working together, rather than scattered. Peer Kaguya, Peer Milly and myself are all currently residing in Japan and should be able to work together readily." Both Kaguya and Milly nods at your words. "Peer Rakshata has already shown interest in coming to Japan, and I am are more than willing to provide a test pilot of adequate skills for the Guren Mk-II. Unless her presence is required elsewhere...?"

"Nope, I am free." The Indian scientist replies. "Me and Akito just finished a minor project in the Middle Eastern Federation. Now all that remains is to reap the benefits, and I have subordinates for that." She puts the pipe in her mouth and smiles. "Beside, I have a lot of stuff made for urban warfare that only need testing: Japan sounds like the perfect place to do so."

"That would be most helpful." You thank her before turning to the blue-haired Japanese. "That leaves Peer Akito. I believe it's essential for him to be near the rest of the Coven in order to fight any Wyld Hunts sent after us. Akito is a Slayer, from his and Lord Ligier's comments a warrior of great power who will only become even greater. While I am an elite Knightmare pilot myself, I am limited in the time and effort I can spend making myself personally capable in other areas of combat given my other responsibilities. Not to mention my greatest talents lie elsewhere. I suspect the others are in a similar situation, being focused on political efforts in the case of Milly and Kaguya or scientific pursuits in the case of Rakshata. Am I wrong?"

"You are not, Peer Lelouch." Kaguya readily admits. "I possess no martial ability whatsoever."

"Me neither. I have a Charm-" Seyrun snorts at Rakshata's words. "-that offers excellent support against normal humans, but isn't ideal against Exalts and other magical beings."

"As I thought. To balance this out the four of us need Akito close by." You see Akito nodding absentmindedly, but Leila's expression is quickly turning into a scowl. Time to strike. "Peer Akito, Major Malcal, I would like to propose that we convince your superiors to send the W-0 unit to Japan. I believe it will be a much better environment for your pilots to operate in."

While you still have a hard time getting a good read on Akito, Leila is clearly hesitant, but you can see that her interest is piqued. "How so?" she asks.

Giving your Essence a push, you state your case. "For seven years Japan and its people have been oppressed by Britannia, and what Akito has said about your unit doesn't indicate things are all that much better for the Japanese refugees within the EU if they have not been granted citizenship after that long. Given their lack of citizenship and the use of prototypes, I have little doubt that they are intended for highly dangerous missions in place of normal troops. In short, suicide missions." You can tell she's upset, in spite of her efforts to stay calm. She's aware of the matter, but she doesn't like it. "I can tell you don't approve of this notion, and neither do I. An enlightened world has no place for such discrimination. If you work with me, I can assure you that your subordinates would be valued as much as my own." The look on her face says she's interested. Perhaps just a bit more bait. "Also, I'm certain that Peer Rakshata would be willing to look over the Alexanders with your friend - with the advances that come of it, I'm sure their chances of survival in battle will increase greatly." The Indian scientist smiles confidently. "So, what do you say?"

"I...would like that." She seems to hesitate before her gaze hardens. "But you want my unit to aid your rebellion."

"Of course." Your honesty without hesitation stuns her. You take advantage of that. "We both know that it is only a matter of time before Britannia and the E.U. wage war against each other. So, instead of operating in missions that will likely result in high casualties, wouldn't it be better to work for a task that equally aids your nation, but it is much less dangerous? Plus if Japan is liberated the refugees could return to their home nation. There they would not be unjustly discriminated against, and could lead happier lives."

You raise your arm, letting your cape flapping dramatically. "This brings me to the next point, and the most important one: how Japan can be the ideal beachhead for the Reclamation, as well as a vital linchpin to any effort for defeating Britannia."

"Creation is large. Not as it was once, but still big." Ligier comments with what seem, seem, honest curiosity. "What makes a small island nation so special?"

"What it represents, and could be. Japan contains 70% of the world's known Sakuradite reserves. This makes it a strategic location with few equals in the world. By freeing Japan from Britannia's control it severely weakens their ability to wage war abroad: from Knightmares to common guns, the Britannian war machine runs on Sakuradite. Even if we have tangible proof that they have started using other magical materials, it is still an undeniable fact that cutting Britannia's source of Sakuradite would have devastating effects on them. Similarly, that advantage could become that of the Reclamation if Japan comes under its control."

You turn to Leila. "This is also a good negotiation point with the E.U. for sending the W-0 unit to Japan. The geographic location of Japan makes it impossible for the E.U. to gain control it, as they'd have to go through either Britannia or the Chinese Federation, neither of which is possible. An independent Japan is therefore better for them, especially if they have friendly relations. Britannia would be weakened, and their other rival wouldn't gain an advantage either, but by helping the revolution they can gain many advantages: like, an increased supply of Sakuradite?"

"You know, he isn't wrong." Akito comments, looking at Leila. "And even if we are discovered? The top brass can just say we went rogue. Things like those happen all the times."

Leila stares at Akito. She opens her mouth as if to say something before stopping, closing it and sitting down with a sigh. "You have already decided, uh? Fine, alright. But you will need to convince the W-0 Unit's supervisor, General Gene Smilas." She scowls. "Also, I want command of the W-0. There is no way I am leaving that racist Anou in charge."

"I would like to take care of that." Kaguya smiles innocently. "As a representative of the old government of Japan, I am the most qualified for the job."

"Thank you both for your collaboration." You do a small bow before continuing. "With Japan freed, showing that an Area can liberate itself, rebellion will increase in other places conquered by Britannia, further weakening it. But it is in Japan specifically that my plan will unfold."

You spread your arms. "Japan is an ideal location to lay the foundation for achieving the objective Wise Oramus has given me: to create an empire that will surpass everything Britannia is and will ever be!" Your declaration draws curious stares from everyone, sans Milly who already know and Ligier whose expression doesn't let anything out. "I believe this is also a good platform that may be helpful for meeting the orders of the other Infernals here." You look at the others. "Or would that interfere with your duties?"

The others shake their heads in denial.

"Excellent. Finally, why I am sure my plan will aid the Reclamation." You turn to Ligier. "The empire I will build, is one where the people will embrace the worship of the Yozis! Japan is, again, ideal for this, as there are many disenfranchised people and cults have already begun being built. The cursed and corrupt gods have done nothing to help them, so the Yozis and their champions will become their champions. With Japan under our rule and worshiping the the Yozis, the future empire will become a subordinate kingdom to Hell, one that recognizes the world's True Masters and willingly aids in their liberation!"

Silence. For a few seconds nobody speak, your fellow Infernals and Leila staring at you in mute fascination.

"Ahahahaha!!!"

And then Ligier laughs. Like his voice it is hardly something that belong to humans: it's like an explosion of energy, a wavelength that makes the air itself suffocating to breath.

It's a natural disaster, and the only reason your mask doesn't crack is that Ligier's laughter...isn't hostile.

"Now I see the unrestrainable ambition of a true Exalted! I can honestly say this is the boldest plan I have heard in the last few millennia. You do realize that, unlike cults, there will be no way to hide the conversion of an entire nation?" His smile is one of sadistic glee. "But oh, I would willing give some of my most precious treasures just to see the faces of those fools in Heaven the moment they hear the news!"

You bow. "I am perfectly aware Lord Ligier. Yet, I don't plan to proceed without making appropriate preparations. By the time my vision becomes reality the new kingdom will be equipped to deal with any violent responses, both from Britannia and Heaven, its armies ready to fight to protect their home just as fiercely as they fought to free it. And even if it not suffices...this plan requires only the five of us to oversee." Your indicate your fellow Exalts. "As we do it and bring Britannia's focus upon us, the other 45 Green Sun Princes will be able to strike everywhere else, forcing our enemies to either stretch their forces too thinly to be effective, or concentrate on a single target at the exclusion of all others, with the risk they grow too strong in the meantime. Whatever they do, it's their loss."

"You would stand openly against everyone, even at the risk of annihilation?" He asks you.

"If the king does not lead, how can he expect his subordinates to follow?" You raise your left hand and makes a sharp, cutting horizontal gesture to your side. "We will inspire by example, to show our future Peers that, no matter how numerous our enemies are-" You raise your head proudly. "Victory will be ours as long as our will is stronger than theirs!"

Kaguya is the first to react: she stands up and begins to clap. Milly follows immediately. Rakshata snorts before letting her pipe suspended in the air by a field of energy and starts clapping too. For the first time Akito's expression shows emotions: his lips curl into a bloodthirsty smile, but he claps nonetheless. Leila immediately imitates him before stopping, as if only then realizing what she is doing. Yet a few moments later she resumes clapping.

"The Dragons were right: Lelouch Vi Britannia, you really are something else." Ligier looks at you with an intrigued stare. "The operations of the Althing are up to his members. Are all of you ready to back up this plan, knowing the price for failure?"

"I was ready since the time I accepted to become a Green Sun Prince." is your answer.

"Where Lelouch goes, I'll follow!" Is Milly's answer.

"To protect Japan is my duty, to show its people the right way my pleasure." is Kaguya's answer.

"I have a dream, and nothing will steer me away from making it a reality." is Rakshata's answer.

"I was saved, in more ways than one. Now it's time to return the favor." is Akito's answer.

Leila gulps, but then sighs in relief when nobody ask her to say something too.

"Your determination will serve you well. But there is a last topic I must address." Ligier's right hand is weathered in green fire. When it subsides in his palm stands a black prism-like stone with a core of green light. Seyrun informs you it's one of those Hearthstones he told you about. "The Althing needs a Marshal. Someone who will act as the mouthpiece for all Peers, making sure the assembly's laws are respected and will bring their concerns to the Conclave should the need arise. Who do you think is most qualified for this task?"

All eyes turn to you. Clearing expecting this Ligier smiles and commands the rostrum to move until he's right in front of you. "Lelouch Vi Britannia. Green Sun Prince. Peer of the Demon City. Do you accept the title of Marshal of the Althing Infernal, with all that it implies?"

You kneel down and bow. "I do. I swear it on my name and on my very soul."

"Then this is yours." Ligier holds out the hearthstone. You extend your arm and he puts the stone in your palm. You feel a miniscule part of your Essence being drawn into the stone, and following that the creation of a metaphysical link between you and it. Information fills your mind, and you know everything about the hearthstone.

It is yours.

Gem of the Conventicle Malfeasant (Manse 5)

A core of green light shines within this black prism-shaped stone which split into exactly fifty rays. This unique hearthstone formed from the complex geomantic operations that set the foundations of the Conventicle Malfeasant and the intervention of Ligier himself. It is the symbol of the Marshal of the Althing Infernal, who has the duty to make sure the rules made by the Peers are respected and possesses the privilege to contact the Reclamation Conclave in case there are issues that require the Unquestionable's direct attention.

When an Infernal Exalt touches the Gem for the first time it drains from them a single mote. In case the warlock doesn't currently have motes she suffers one unsoakable health level of lethal damage as the prism's rays cut her skin and drink her blood. From then on, until the Infernal dies, the Gem remembers and recognizes the Exalt's metaphysical signature. Every time it is necessary to call for an assembly of the Althing outside Calibration the bearer of the Gem only needs to feed the hearthstone 10 motes. A single pulse of emerald light then emanates from it, encompassing the world instantly but unseen: any Infernal who has touched the Gem in the same realm of existence as the bearer gains the absolute knowledge that the Althing is called, and he must attend. This is not a Compulsion effect, but any properly trained Green Sun Prince knows that only the most grave of excuses will suffice to explain his absence.

The others, save Leila, touch the stone too, creating a link to it. After that Ligier addresses everyone in a final, brief speech. "Go forth Green Sun Princes! You are the will of the Yozis! Remember Creation of its True Masters! Show no mercy to any who oppose you!"

He then ascends to the sky in a flash of impossible emerald brilliance, the buildings giving way to his passage before snapping back in place. Leaving the six of yours alone.

"That went well." Rakshata stretches before standing up and walking away. She stops and looks back at you, Kaguya and Milly. "One of the Unquestionables of your Patrons will surely request to meet you, and soon. Before that happen take possession of your personal palace and then meet me at the armory: it's time we properly equip you with Exalted gear."

"That would be most useful. Thank you." The Defiler smiles and walks away. Akito and Leila are talking, so you give them privacy and leave too.

"That went...well." Seyrun comments with a relieved tone. "Honestly, standing before an Unquestionable is usually a sign you fucked up, badly. Please Boss, let's not end there."

'I do have self-preservation instincts.' You reply back sarcastically.

Kaguya appears on your right, matching your pace. Milly does the same to your left.

"Lelouch-sama, later I would like to speak privately with you." She asks with a happy smile. "There are so many things we have to discuss."

"Of course." You reply with a small bow. "Our stay in Malfeas has just begun. There will be plenty of time for that."

Now if only you could understand why Milly is grinning like the cat that got the bird, you would be able to relax.

{====}​

The palace is like the rest of the Conventicle Malfeasant, made primarily with black basalt, gold and brass. The style is vaguely reminiscent of Asian culture with a touch of Roman influence. Much to Seyrun's clear displeasure Lemmun is there waiting for you as the guide.

The palace itself is a huge thing with many halls, ballrooms, bedchambers, libraries and other rooms, the wall covered with great tapestries and works of art from Malfeas.

The latter are, luckily, only mildly disturbing.

"The Palaces was fitted with all the commodities of the modern world that could be installed Green Sun Prince." The Naneke explains. "Sadly some technological wonders couldn't be replicated for various reasons, but I can assure you any basic need you may desire for can be satisfied readily. There are many serfs working incessantly for that purpose and to keep the palace at full efficiency at all times."

"That's good, however I will spend much of my time in Creation. As such I have need of serfs expert in fighting, stealth and any other military ability. I also need to learn how to summon them myself."

"Of course Master. This can be easily arranged, and the libraries of Unquestionable Orabilis contain all the knowledge you require. Or, if it pleases you, my humble self can teach you himself."

"Oh please, no!"

"I will consider it." You cautiously reply. "Where are we going anyway?"

"The center of the Palace Master, the heart of the Manse. You will need to claim ownership of it and the Hearthstone within, so that nobody can question your authority."

'Another one?' You touch the pocket where you put the Gem of the Conventicle Malfeasant. 'Can never have enough I suppose.'

Reaching a large door two Erymanthoi opens it for you to step inside.

"Yuuuppiii!!"

Right into a drunken party. You stop, staring in mild confusion as the Anuhles from the Dark-Green Fangs spread across the room, either drinking from bottles, wobbling around, singing or just snoring loudly.

"Those fucking imbeciles!" Seyrun seethes. "I lose sight of them for a while, and THIS is what they do?"

"Oh dear." Lemmun sniffs at an half-empty bottle. "It appears they found the reserve of bonewine."

'Bonewine? No wait, I don't want to know.' You clear your throat before speaking, loudly but calmly. "Having fun?"

"You bet-" An Anuhle begins, before realizing who he's speaking to. "Oh fuck! Guys! The Boss is here!" With a startled gasp everyone rush to form an orderly line, even if the effect is ruined by those still mostly sober needing to draw along the absolutely drunk and the passed out.

You smile pleasantly, your eyes closed. "What. Happened?"

They fidget nervously. Eventually one finds the courage to speak. "Weeellll...we were waiting...nothing to do...we found the wine-" He begins before another spider sleep-tackles and pushes him down.

"Pain. Pain for those idiots."

"Punishment, Master?" One of the Erymanthoi growls.

"Sadly I need them alive." You shake your head. "Just beat the drunkenness out of them."

The apes smile. The spiders pale.

Ignoring the cries of pain you follow Lemmun to the other side of the room, where on a raised pillar stand another Hearthstone. The process takes longer because you need to do the attunement yourself and alone, but it goes off without problems.

[] Choose one of the Hearthstone listed here*
*Note: the Deceiver's Stone will unlock a Special Event


{====}​

"Here we are." Hands of Essence push open the massive doors, and Rakshata guides the rest of you into the armory of the Conventicle Malfeasant. The inside is full of racks, each one holding weapons of every type, to swords to spears and even guns, plus simpler but not less impressive items.

"You made them?" You ask, looking in wonder as what your new Essence sight is telling you are relics of great potency.

"Only a small part. Malfeas' massive production of Relics never slowed down since the Primordial War. I just helped refining it to modern needs." She answers smugly. "This is only the equipment that can be fitted on a person. Since Exalts can't only rely on their Charms, we need to prepare in any way possible."

"Make sense." You give a cursory glance around before discarding the melee-weapons as viable options. Instead you walk to the firearms section and pick up a random gun. It's heavy, yet it fits into your hand perfectly. "Those are Relic guns, yes? Do they have a specific name?"

"Hellcasters."

How appropriate.

[] Choose two items from the "Relic Guns: Hellcasters" section here.

[] Choose three Lesser Infernal Relics:
-[] From those listed here.
-[] Custom made ones (write-in)


After you and the others made your selection a demon came to see you: it's a great crimson snake, two emeralds for eyes. "Peer Lelouch Vi Britannia, also know as Lelouch Lamperouge and Zero?" It hisses.

Just by how it says all three of your identities you have an inkling of what this is about. "I am." The Mark of Ebon Dragon opens up like a third eye, looking down at the snake.

It bows down. "By the order of my Master I came. Unquestionable Daendels requests your presence at the site where Mighty Oramus rest."

Called it.

"Daendels...Oh fuck." Seyrun is awestruck. "Daendels the Unfettered Heart. He is not just an Unquestionable of Oramus: he's his Fetich!!"

'Even more reasons to answer then.' You turn to Kaguya and apologize. "Sorry, it appears our talk will need to wait."

"It's not problem." She smiles in understanding. "Good luck Lelouch-sama."

"Thank you." You look back at the snake. "Let's go."

Waiting for you and the properly chastised Dark-Green Fangs is a dirigible-like airship manned by various demons with human-like form. Faster and more comfortable than an Agatae, it takes only three cries of Tomescu to reach your destination, time you spend admiring the layers of Malfeas you pass over.

Passing above a forest of metallic sheen, great swarms of metallic insects swarming around at the airship's passage, your gaze fall for the first time on the Shattered Cities: a veritable mountain range of jagged, ruined buildings and cities lain waste, shattered spires and leveled temples visible at every turn.

And in the center of it is an egg-like mass the size of a mountain, its color changing rhythmically like the beat of a great hearth, a great structure of brass and marble hundreds of feet tall surrounding it like a scaffolding constructed by mad spiders.

You know what—who is it even before Seyrun tells you.

"Oh Great Oramus..." He whispers with reverence before descending in a litany of fervent prayers to the deity before you.

You instead stare at your patron in rapt fascination, absentmindedly following the serfs out of the ship and through the rubble until you reach the entrance to the scaffolding, the only temple to Oramus that ever exists, and they leave you there alone, the Anuhles waiting outside at a respectful distance.

For what seem like hours you stare there, silent and immobile, Seyrun's prayers relegated to background buzz. You gaze sweep over the great being, every Essence lattice and detail searing itself into your mind with absolute clarity, the blasphemous reality of Oramus's cage revealing itself.

You think how long he has been in this state. How much he must have suffered, but here you fail miserably because you know that, no much how you struggle, you can understand only an infinitesimal small part of it.

"How could they do this?" You finally whisper in a mix of horror and indignation.

"Fear mostly." A new voice says from behind you. Old, and wise beyond understanding. "For they could never quench the doubt gnawing at their hearts that all their efforts were, essentially, only a temporary measure."

You turn around.


Out of all the demons you met he is the most human-like. Appearing like an old but still strong man, he wears timeless simple clothes of a traveler or desert dweller, a hat partially shadowing his face. Then you realize it's not covered by shadows—everything above his nose IS a shadow, an emptiness in the structure of reality that cannot be pierced. That you don't want to pierce.

You fall down to one knee and bow deeply. "Honoured Unquestionable."

"At ease boy." He says simply while walking past you, deeper into the temple, before stopping and looking up at Oramus. "I will not stay here long, so we can dispense with the pleasantries."

"As...you wish." You reply with some hesitation. You slowly look up. "Are you...Unquestionable Daendels?"

"That I am." He hums. "I didn't have much faith in this Reclamation project, honestly not with all those fools trying, and failing, to make a coherent effort. Have you ever seen a reunion of the Conclave? Put ten Radeken in a cage meant to comfortably hold only six, and they will be more civil. Everyone has at least a single counterpart they hate, and they only search to further their own interests. By the end of each session there are always been a dozen attempted murders."

You stay silent, mentally trying to image the scenario painted by Daendels. It isn't pretty.

"But, apparently my Oversoul has a plan: you." He slightly tilts his body clockwise. "He didn't say much, but he told me every necessary move has been made, and all that remain is waiting for the results to show themselves."

"Words cannot express how honored I am to have such trust given upon me." You bow deeply. "Like I said to Unquestionable Ligier, I owe my Master and all of Malfeas a debt I believe will require much to repay. Whatever is asked of me, I will strive to achieve it at all costs."

"Yes. Debts must be repaid." He says in apparent approval before tossing something at you. "Catch."

You grab it out of the air. It turns out to be a scroll, around which is wrapped an Amulet with a single Hearthstone on it.

"I was told to give those things to you. The Hearthstone is for a Manse that sometimes fly around. Nothing much, but the stone itself is something you need to keep on yourself on all times. The scroll tells you how to meet the one who, among my soul-siblings, was decided is the best teacher for you. If you are in need of everything else, the boys living here are excellent artisans." He shrugs. "That's all."

"I...thank you for the gifts Lord Daendels." You bow again.

"No need boy. I was just repaying a favor."

"Eve-" You raise your head, but stop when you see the space in front of you is empty. You look around, but there is no trace of Daendels. He already left. Seyrun keeps praying.

What a bizarre encounter.

Gained:

-Mysterious? Scroll

-Infernal Hearthstone Amulet with "Wyld-Spreading Gem" Hearthstone in it.

Wyld-Spreading Gem (Manse 3)
This stone is of no fixed color or form, these things shifting from moment to moment. Its presence breaks down the barriers between order and chaos, amplifying the chaos of the Wyld. Within 10 yards of the stone, treat Creation and Yu-shan as the Bordermarches; the Bordermarches as the Middlemarches; the Middlemarches as Deep Wyld; and Deep Wyld as Pure Chaos.

Choice time. You can choose more than one options, but in that case you also need to se the order in which doing them.
[] Stay there some more, praying to Oramus
[] Ask the demons around here what they can offer you
-[] Write-in.
[] Read the Scroll
[] Find this supposed "flying" Manse
[] Go back to your palace
[] Visit the Scattered Cities
[] Visit Malfeas, see how demons live
[] Something else? (write-in)

====
Daendels, the Unfettered Heart, Fetich Soul of the Dragon Beyond the World

Something of a legend even in the Demon Realm, the Fetich Soul of Oramus wanders the Demon City without ceasing, questing endlessly for a way to free his master. Many Solar Savants thought Daendels became like this after Oramus' imprisonment, but in reality Daendels has always been a free spirit. He is the Unfettered, that which is shackled by nothing but his own goals, defining itself through them. His favored form is that of the archetypal wanderer, old and wise just like Oramus, but if he has others the scrolls of the Copper Spiders don't make mention of them. Many Sorcerers summoned him in the past in hope of learning secrets from before Creation was made, and paid greatly for it: for Daendels' hatred of restrictions is second only to his guile and intelligence, and it is to the latter than many Solars fell prey to, everything they worked for going wrong at the last possible moment, the despair leaving them a shell of their former selves. No matter how many times the Solars tried, how many biddings they laid on Daendels: the Unfettered Heart always obey them; and always, his summoners only reap ruin.

However, despite his apparent malice Daendels is honorable: believing favours given and debt unpaid to be ties that shackle him he always strives to repay them quickly and fairly. Those who help the Unfettered Heart can expect to receive a favour that perfectly balance their contribution; likewise, those he willingly help must take care to pay him back, lest he takes what he owns...one way or another. This behavior makes him popular among the Citizens and Unquestionables, for they know he can always get what they need, while First Circle Demons that have something he requires don't need to fear being treated unjustly.
====

This is everything for today. The demons that live around Oramus are all grafters and can help you making the mask and costume of Zero into a relic, or supply other things. Whatever you decide you must make a list, with relative powers and other data, which will need my approval to be possible.
 
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Lucky Duck (GSP Reinart Ellis by frozenchicken)
Note for new readers: This post (as with all GSP omakes) is optional reading that exists for worldbuilding and to introduce a new character. They are all enjoyable reads however, so I strongly recommend checking them all out. :D


Also, Inivisitext warning. Points to you if you figure out the reason straight away.
Edit: Made the invisitext blackened text instead. Hopefully that makes it slightly less painful.


Character introduction omake: Lucky Duck


My name is Reinart Ellis and I'm a dispute negotiator.

When two groups need to resolve a problem, they call in a neutral party, and there is no party better at neutrality than the International Diplomatic Corps of the Federated States of Australia.
As the only major nation with strong diplomatic ties to all three of the great powers and not within the direct sphere of influence of any of them, we're the preferred choice for any high-level negotiations that occur on an international level. Sometimes these requests come to us because of our reputation for neutrality. Sometimes they ask for us because the IDC has the pull to be able and willing to provide neutral peacekeeping forces for smaller conflicts to help maintain a ceasefire. Most commonly though, they like to call us in for economic disputes because they know both sides owe the Australian banks money. We're not the biggest, not the best, not the toughest, but people know that they can count on us.

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"Reinart, this is Ethan. He's a legal expert assigned to help you with the Indonesian trade negotiation."

There are few things in life more exciting than finally getting a chance to prove yourself. I'd handled a lot of negotiations before, many of which were bigger than the new task I'd been assigned, but for once I was going to be spearheading a job.
I was somewhat tempted to feel bad as it seemed I'd only gotten the role because one of the requestees was apparently familiar with a former client of mine who had recommended me; but honestly, in a profession like mine, people thinking highly of you can come about from schmoozing or good work with no technical difference between the two.

I looked at the man next to my boss. His appearance was youthful, but his eyes held a look I normally associated with the upper tiers of my profession and cardsharks. A cocky smile lay across his face.


The negotiation in question was the resolution of a mineral rights dispute between Britannia and one of the French-speaking territories near Jakarta. Apparently they had previously tried negotiating over the rights, but some miscommunication had occured somewhere along the line. Now the Indonesians were accusing the Britannians of trying to forge ahead without their say-so, and the Britannians were accusing them of con-artistry. Both sides had agreed to the standard split-bill for our services, but I was able to discover that it was the Indonesians who had been the ones to push for this initially. It didn't neccessarily mean they were in the right, but experience told me that it's always best to investigate those who are the most upset first. So, with that in mind we set off for Indonesia.

Ethan smiled widely as I muttered over the pack of aeroplane peanuts that refused to open.
"Did you seriously just say 'Gosh-darn Nut-Peas?' "
"The proper name just sounds too euphemistic..."


The flight passed by surprisingly quickly, and I soon found myself in Indonesia, ready to meet with the local representatives.
The bureaucrats here had tried to make life difficult by shunting me off to some stiff-faced lawyer, but I knew that I'd have to meet with those on top in order to get a clear understanding of the circumstance rather than just the party line they were using for the negotiations. In the end, it wasn't that hard to remind them that I was their biggest guardian against the Britannians, and without me they'd be up shale creek without a paddle.
It wasn't long before a message arrived with an invitation to a large estate where the head honcho lived, a man by the name of Wayan.
Ethan's grin turned smug as he considered the invitation. "Reinart, you're a very useful man to know."

.....That's about where things got confusing.

The security on the grounds was fairly impressive, though they let us through without much concern. I understood why when we were welcomed into the meeting room by a broad-shouldered bodyguard covered in tattoos. I was startled to realise that I recognised the tattoos-they were of the exact same kind worn by the previous client who had put my name forward for this mission. That was one mystery solved, though it only raised yet more questions. Ethan and I followed him into the room where a portly gentleman and another, untattooed, bodyguard were waiting.

"You're Reinart Ellis, correct? Allow me to introduce you to my employer, Mr Wayan, and my coworker, Matthias. Might I inquire who your-Aaflschk!"
I turned back to the bodyguard and watched in mounting horror and confusion as Ethan removed his blood-stained fist from the far side of the tattooed man's head. My jaw hung as I watched the corpse slump to the floor.

"Lunars are always so much easier to deal with when they don't see you coming."

My instinct was to call for help, but I couldn't bring myself to move at all. Matthias was much faster to act, but it made little difference as a casual backhand from Ethan sent him flying into the far wall. Wayan's face tightened as Ethan primly pulled a small pistol out of his coat, a silk hankerchief keeping the blood on his hand off of it..

"You treacherous bastard! Are you working for the Britannians? Don't think that killing me will crush our resistance. My people will never bow to foreign tyranny!"

Ethan smiled that same arrogant smile he had been wearing the whole week.
"It doesn't need to crush their wills. Without your negotiating skills, or a willingness to rely on foreign negotiators, your people won't be able to prevent the Britannians from accessing the Jade deposits. I'm actually quite pleased at how neatly this has all worked out."

Then Ethan shot the poor man.

Sparked by a sense of necessity, I spoke up. "Is that what you're going to do to me? Off me like an unwitting sap in a spy movie?" Now hopefully his attention would stay focused on me...

Ethan scoffed, casually discarding the pistol on the ground. "Don't be stupid. I wouldn't have pulled the pistol if I were going to kill you. Your fate is to die about 10 minutes from now, at the hands of the manor guards who blame you for Mr Wayan's death."

....Oh sheep, he's thinking about guardsdon'tturnarounddon'tturnaround-

Ethan whipped around to face Matthias' incoming charge and with a motion so smooth I barely saw it, he poked Matthias in the forehead.


-REALITY LURCHED-

And suddenly there was a duck in front of Ethan.

......Yeah, I was in trouble alright. "If you're not planning to silence me, what makes you think I won't just tell everyone about how you did this?"

If possible, his smile got even wider. "Oh, that's not a worry. Soon, you won't even remember me."
And with those final words, he picked up the body of the tattooed man, swung it over his shoulder and walked out the door with that SAME GUPPY-DARNED SMUG GRIN.

I looked around desperately at my surroundings. This was bad. The gun was right in front of me and it looked like there might be some violence ahead of-

"Quack."

My gaze returned to the Duck. Hmm. What I really needed here was proof of the supernatural weirdness that occured here, and what better than a Duck that was once a man? Besides, the fact the gun didn't have my fingerprints on it was probably helpful to my case.

My mind made up, I grabbed the Duck and ran for my life.


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Elsewhere, a Pattern Spider chirped in annoyance as the thread of an individual twitched and changed beneath it. Probably a Sidereal playing around again. It wouldn't be a problem, except the thread had tangled with another that was due to end soon. Determinedly, the Spider set about putting it back on course.

------------------------------------------------------------------------------------------------

I huffed as I crouched behind the side of the shed. I'd managed to make it out of the building, but the security team was out in force now. The duck that had once been a bodyguard was held close to my chest, though it quivered as voices came nearer.

"I'm sure I heard something over here. Hurry!"

Despite, or perhaps because of the adrenaline running through me, I managed to keep my cool in that moment. I plonked the Duck down on the ground in front of me and prodded it to walk around the side of the shed. Quacking loudly, it did so.

"It was just a duck, Margritte. The bastard's probably still inside the manor."

I decided then that I liked this Duck. Waiting for them to move on, I grabbed it back up and resumed my desperate escape.


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The Pattern Spider chirruped happily as it finished sorting the various threads affected by the altered Fate, only to realise the tangled thread due to end had missed it's scheduled cut-off point. The spider huffed in irritation. Still, it knew that Fate could not be denied, only briefly delayed. Death would come soon enough.


-------------------------------------------------------------------------------------------------

My memory of what happened at the manor is still a bit odd. I feel like I have an idea, but all these other memories keep flowing into my head, and it's a struggle to keep sorting out the truth from the dross. What I am sure of is that something went wrong at that manor and it was because someone tried to screw me over. I had a feeling it was someone I'd been working with, but according to my boss, not only had I not been working with anyone, but I hadn't been working at all. One day I just hadn't come in to work and nobody could recall knowing anything about my trip. I was now suspended from work pending an investigation into whether I'd been misusing the company credit card to pay for air plane tickets. I'd probably have been fired outright if someone hadn't noticed that there were two tickets charged to it, and a few other anomalies.

So now, here I was in my apartment in Brisbane, trying to piece together the missing days of my life. I knew things had gone bad. I knew the Indonesians were upset with me for some reason. I knew I'd recently received a message from a heavily tattooed man I'd once had as a client, for a reason I couldn't remember. Perhaps I could look into him a bit later. I knew I'd managed to pick up a pet Duck somewhere along the way, currently sitting next to a large bowl of water near my bed. I knew there was an individual out there who had been involved somehow, an individual with a bog-dratted SMUG GRIN.

Oh.

OH.

I'd been played! I'd been played like a flappin' Stradivarius! I'd been outwitted so badly that even a miraculous escape was still more his victory than mine!

"Ethan, you bastard! You don't get to do this to me! You don't get to just play around with people like this!"

"....Perhaps, I might be of assistance?"

I looked over to my left. Somehow an exceptionally large bug with an abdomen shaped like a bottle had made it's way into my house and was now offering to help me with my problems.

....At this point, I wasn't even going to let this bother me.

"...Go on."

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Newspaper Clipping
Recent fears of a terrorist threat have risen in Brisbane today, as an apartment was blown apart by a sizeable explosive device. The culprit is unknown, however police suspect the involvement of a small Indonesian trade consortium. The owner of the apartment, one Reinart Ellis has not been located, believed to have been vapourised fully by the blast, however the building did contain one survivor- a small duck, who appeared to have taken cover behind a very large green sculpture made from brass.





Name: Reinart Ellis
Age: 28
Caste: Fiend
Favoured Yozi: Isidoros
Concept: A polite, friendly, helpful Diplomat... who reacts explosively to those who push him around.
Motivation: Investigate the truth behind the Wyld Hunts.
Urge: Cause the public to reject the public manifestations of the Sidereals. (Ophidian)
Anima Banner: A tiny but confident piglet standing over the rubble of a broken wall.
Attributes: Strength 2, Dexterity 3, Stamina 2; Charisma 4; Manipulation 3; Appearance 4; Perception 2; Intelligence 3; Wits 4
Compassion 3, Conviction 2, Temperance 4, Valor 2
Abilities: Integrity 4, Investigation 2 (Finding Negotiation Advantages 3), Linguistics 4 (Native: English, French, Dutch, Japanese, Chinese) Lore 2, Socialize 4, Archery 1, Survival 1, Resistance 2, Performance 2, Presence 4, Bureaucracy 3
Essence 2
Willpower 10

Unwoven Coadjutor: Sesseljae
Traits from Unwoven Coadjutor: Mild Compulsion to drink strong alcohol or other potentially harmful liquids.

Intimacies: Made-up Swear Words (Fondness), Duck [formerly Matthias Smith] (Protective), Sidereals (Oppositional), Alcohol [from Unwoven Coadjutor] (Grudging Appreciation), Making Friends (Positive)

Backgrounds: Ally (Duck) 1, Ally (Unwoven Coadjutator) 2, Contact (Lunar) 1, Backing (Yozi) 1, Resources 2

FIRST ISIDOROS EXCELLENCY

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

The 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.

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.

STUBBORN GOD-BEAST INDULGENCE

Cost: 6m or 3m or 0m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Indomitable Hedonism Drive

Isidoros is not to be denied. He smashes through walls and barriers, true, but his ability to shrug off less physical restraints is just as impressive. This Charm can be activated in response to any mental influence that would force the Infernal to abandon, postpone, or restrict himself in any activity. This includes persuasion rooted in the idea that a given activity is impossible or inappropriate. He immediately gains a desire appropriate to that activity, and perfectly parries the mental influence with an open declaration of his intent to fulfil that desire.This Charm's cost is reduced by three motes if the Infernal already possesses an appropriate desire, or if the subject of the desire is immediately present in the scene. These reductions stack.

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 (Manual of Exalted Power: Alchemicals, pp. 147).

QUAFFING THE GREEN OCEAN

Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Indomitable Hedonism Drive

No mere bacchanalia may lay Isidoros low! The warlock automatically succeeds on any roll to avoid nausea for any reason. Further, every poison the warlock is exposed to is considered to have a Tolerance trait (Exalted, pp. 131) of (Essence/day). If they already have a Tolerance trait, it is simply increased by (Essence) and uses the lower of the two intervals. If the Exalt actively ingested the poison as a result of pursuing one of his desires, its Tolerance trait is increased by a further (Stamina). He adds (Resistance) successes to any roll to purge himself of toxins.

Finally, if the Infernal actively exposed himself to a disease for the sake of one of his desires (such as by copulating with an infectee or consuming diseased meat), he decreases its Untreated Morbidity by (Valor). This has no effect on its Treated Morbidity, and only helps defend against actual diseases - it does nothing against effects that are merely keyworded as Sickness.
First Excellency
Cracked Shell Circumvention
Bloodless Murk Evasion
Loom-Snarling Deception
Eldritch Secrets Mastery
Brooding Resentment Defense
Stretched Fate Horoscope
Cost: 10m, 1wp
Mins: Essence 2 or Essence 3
Type: Simple (Dramatic Action)
Keywords: Shaping, Sorcerous, Heretical
Duration: Indefinite
Prerequisite Charms: Loom-Snarling Deception, Stubborn God-Beast Indulgence

Such is Isidoros' greatness that not even the Ebon Dragon's lies can contain it. The gravity of the Black Boar draws to itself the strands of Fate and their effects. This Charm grants the Infernal the effects of Arcane Fate as if she is a Sidereal. This grants her immunity to the Arcane Fate of other Sidereals–but they are not immune to hers.

At Essence 3 this Charm can be used to affect another character, in which case it gains the Touch keyword. The target cannot have an Essence greater than that of the Infernal, and if they are unwilling the Infernal must roll (Intelligence + Occult), at a difficulty of the target's Essence.

At Essence 4 this Charm can extend the Arcane Fate to an entire social unit, at a cost of an additional 15 motes. The Infernal must either lead the social group or successfully touch the group's leader. The leader cannot have an Essence greater than that of the Infernal, and if they are unwilling the Infernal must roll (Intelligence + Occult), at a difficulty of the unit's Magnitude plus the leader's Essence. If used on a social unit, each member must have the Charm dispelled individually; dispelling it from one member does not affect any others.


Nothing Escape Gravity
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Stretched Fate Horoscope

This Charm permanently enhances Stretched Fate Horoscope. Whenever the Infernal use it, she may spend an additional 10 motes and 1 willpower to instead remove the Charm's target from Fate. The Sidereal Exalted alone are immune to this effect.





The Sidereal's plan seems to have Taco Carted a bit. He must have had help planning it.


Welcome to Exalted.
Mortals may not apply.
Reinart totally agrees with you.
 
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