Green Sun, Black Shadows (CG/Exalted)

This cannot be dodged because of it's area of effect nature, but Leaping Dodges may be applied if and only if they would carry the victim outside of the affected area.

Mistake here, AoE attacks are supposed to be unparriable, it just described a perfectly ordinary dodge - getting out of the way of the area attack is assumed by normal dodging(part of your free movement) unless the area is far larger than your move speed.

Can be fixed in either direction of description or effect though.
 
"The Divine Ignition".
Birth through destruction sounds like the theme. Cytherea creates endlessly. Kimbery tends her children. Mook swarms vs kaijiu

Think of Cytherea as a combination Nova and tree. Explosively scattering seeds across the cosmos as she grows, diminishing herself to create, but then growing once again. She doesn't care for her children, but casts the seeds out to inspire and catalyze, to grow in their own image.

To grow, to bloom, wither, and then grow again from the new seeds. She'd help you achieve the greatest of your potential, but burn you out at the same time, so that you will inspire others forever.
 
I was thinking, Lulu is likely to unlock the Malfeas charms during this first visit, but what about the others?

Who will the others go for to unlock the charm trees?

I think Rakshata might go for Malfeas as well, since he's supposed to be one of the primary Crafters of the Yozi.
The rest, I'm drawing a blank on.
 
I think Rakshata might go for Malfeas as well, since he's supposed to be one of the primary Crafters of the Yozi.

She may have already unlocked another tree. She Exalted years ago, and she's been spending a good deal of time in Hell studying their tech.

Now, regarding Malfeas, he may be a great crafter but Rakshata isn't really someone who fits most Malfean themes.

Anyways, not all of the others may even bother trying to open up other trees just yet. They may be content to explore the ones they have. Though Milly might go for Isidoros, what with the hedonism and all. Kaguya would possibly go for Elloge, if she wanted to expand.
 
I never said it was a problem. If anything it's a point in her favor regarding why Cytherea would choose her. Lloyd on the other hand has Cecile, but I don't remember him ever working with anyone else at any point. He's more rivals with Rakshata than anything, even if they have worked together in the past.




There are too many epithets to keep track of. The one I was thinking of is "The Mother of All".



Maybe, but I'm not sure "hidden manipulator" is really what Cytherea is. She is remaining hidden, but I'm not sure how much of a manipulator she actually is. It's not like the Primordials didn't know they were working with her when they made Creation, and it's not like her component souls don't know they're working towards her goals either. Her preference for working behind the scenes probably has to do with not actually being all that strong in direct confrontation to begin with, having a massive pool of Essence but with whatever combat Charms she has being relatively underwhelming. She's not intrinsically stronger when not in the open, just less vulnerable. If she's got protectors she's perfectly willing to act in the open, like when she probably did when working to make Creation.

Maybe replace this part...

"This charm can help remain hidden even when signs of your work are obvious, ensuring that others do your bidding unknowingly. Those who choose to personally intervene chastise their foes before withdrawing from further conflict. Cytherea is strongest when she is unknown; this charm cannot be used in any situation where people expected the Infernal before his arrival, or where pursuers catch up to him."

...with this part...

"Cytherea considers success more important than her own wellbeing, thus this Charm cannot be used to support any action in which the Infernal abandons their plans for whatever reason, nor may be applied to any purely destructive effort. Cytherea abhors violence for the sake of violence, seeing destruction as a suitable tool only to further or defend her goals or protect her creations."

EDIT - Look at the Sorcerous Enlightenment posted. At least the latter part would match that.

Also, I think there needs to be some more emphasis on her as a mother. She is The Mother of All, and one of the aspects of Rakshata that likely appealed to her is how "She affectionately refers to her technological creations as her "children" and treats them with such care, she also becomes enraged when others carelessly mishandle or tamper with them without her permission." Doesn't have to be a lot, but a few more keywords would do it, and the Excellency there isn't all that long so it should work.




I don't really think so. The Pure Chaos of the Wyld is infinite, and it still exists and not-exists infinitely. Creation is a tiny dot in an infinite sea of madness and dreams, and it's perfectly possible for other worlds where what is not possible in Creation is possible in them. And really, even if something was destroyed, it's arguable that far, far more was created as a result.

Oramus is letteraly said to be the boarder that separates what is possible from the impossible. At one point everything was possible until cytherean and him made part of it impossible.

And making something impossible goes against Oramus's themes. That just leaves cytherea to burn away the dross of possibilities. Restricting possibilities of her children is also a very motherly theme. (Do this but don't do that. Never talk to stranger. Don't walk into the road withou looking both ways. Etc...)

She is controlled expansion because she even volunteer to to put limits to how far she expands. If controlling limitations wasn't her theme then she would never have gone for that.
 
Last edited:
An interesting examination of the setting, followed by a tasteless sex joke. Yup, that's WW for you.

Anyways: That quote makes me think that Cytherea should have a lot of charms dealing with boosting allies, multiplying essence, being a huge explosion, etc.

Here's a shot:

Combustible Essence Conflagration
Cost: - (5m)
Mins: Essence 4
Type: Permanent
Duration: Permanent
Keywords: None
Prerequisite Charms: Effortless (Cytherea) Dominance

Cytherea is ever-expanding, a cataclysm of devastation that somehow results in creation. Whenever Effortless (Cytherea) Dominance reduces the cost of the First (Cytherea) Excellency, double the reduction. When the Infernal reaches the maximum discount for the First (Cytherea) Excellency, he may pay 5 motes to detonate all the essence he has leaked into the environment, creating a pyroclastic explosion that deals (Infernal's Essence X 2) lethal levels of damage to everything within (Infernal's Essence X 10) yards as a one-time environmental hazard. The Infernal himself is immune, but this reset the discount on the Excellency.
Like it.
And here is her primary offensive charm:

Burn Away Infinite Possibilities
Cost: 3m
Mins: Essence 2
Type: Supplemental
Duration: Instant
Keywords: Combo-OK
Prerequisite Charms: Picking Out the Gems

In the beginning, mighty Oramus separated the possible from the impossible but it was Cytherea who burned away the infinite possibilities of the Wyld to a handful of desirable realities. This charm supplement any physical attack - causing a jet of essence to burn through the target's muscle, bones and organs before coming out on the other side. The enemy takes unsoakable levels of lethal damage equal to the total number of committed charms, artifacts and any other commitment of essence. At Essence 3, the Warlock has the option to forego the damage and instead burn away Warlock's Essence+3 motes of her opponent's peripheral pool.
This is cool. Thematic and has that unusual-mechanic hallmark of Infernals. Phrasing is a bit awkward though. However, Landcollector is right that's its overpowered. You can easily have 10+ motes committed, which is fatal. Instead of the total motes committed, how about the number of charms, artifacts and things motes are committed to? That way you're likely to deal 1-4 levels of damage, which is comparable to GSNF.

I also think that it should have a prerequisite sight charm to see committed essence though, so that you don't waste an attack only to find out there's nothing to burn with.

Picking Out the Gems
Cost: 2m
Mins: Essence 2
Type: Simple
Duration: Indefinite
Keywords: None
Prerequisite Charms: None

Cytherea is the Divine Ignition, the First Creator who gave rise to all others (save Oramus, who existed before existence). She was the first to see the eddies of power that would become her siblings. In a similar way, the Infernal sees those who use power like him. This charm allows the Infernal to see another character's committed essence as tightly-wound whorls of power, judging how much they have committed and where, but not what they have committed it to. Repurchase at Essence 3 allows the Infernal to discern, in general, whether the essence is committed to charms, artifacts, or other things.

Er, if we keep writing charms, we should probably do it in the General Exalted thread so we don't clutter up the quest.
Not bad, but...uhm, if this is supposed to be the start of the Charmset Cytherea used to wake the other Primordials, to what they were committing essence to?

My first time writing original Charms. Went for the themes by the article that @Enjou provided. I don't have that good understanding of the rules, so I just tried to make something vaguely mechanically workable and focused on the fluff. Constructive critical feedback is welcome.

The First Breath of Creation
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None

While Gaia shaped the Wyld into Creation, its was Cyntherea who provided the power necessary to for such miracle to be feasible in the first place, as well as the very concept of Essence in the rapidly cooling aftermath of her birth. The Infernal's Personal Essence Pool is expanded by Essence x 2 motes, while their Peripheral Essence Pool is expanded by their Essence x 4 motes.

However, their body becomes so accustomed to the abundance of Essence, that should their Personal mote pool drop to lower than their Essence x 3, the vacuum of power leaves them suffering an internal penalty half of their Essence (round down) to all their rolls until the pool fills up past that point. A second worse internal penalty occurs if one of their mote pools drops lower than their Essence rating, which will be equal to their Essence. These penalties can be ignored for one scene by spending a point of willpower.
I think it works best if it is permanent Essence x2, and permanent Essence x3. This way, at Essence 3, we have +6 to Personal pool and +9 to Peripheral pool, for a total of 15.
From Nothing, Everything
Cost: -, +1wp; Mins: Essence 3; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: The First Breath of Creation

How can something be born if there is nothing preceeding it? Cyntherea just smiles gently, but unintentionally patronizingly to children who ask her this question. By paying one willpower surcharge to any single Charm, the Prince can ignore its mote cost. This doesn't work for Sorcery, unless the Infernal repurchases this Charm at Essence 5.
Ignoring any mote cost for 1wp is too overpowered.

Awakening the Dreamers
Cost: 0m +?m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious.
Duration: Instant
Prerequisites: The First Breath of Creation

Cyntherea's birth was what woke up the sleeping Primordials, the spreading Essence workings as a catalyst and raw material for their forms. By spending one willpower, the Infernal can channel up to her Essence x Willpower motes in an stream of Essence visible to mortal eyes to an another character's mote pools, if they have them. The Infernal also becomes aware of how much these pools have motes after spending willpower, and can allocate how much and where the motes go. Mother knows the best.

Resisting this Charm costs 0 willpower.
Nice.

This is shit. It's way too punitive - botches for violating one of those oaths happen at the worst possible time, and as such this Torment could very well be deadly at multiple points. I would agree that it's in theme for her not to punish Intimacies, but the actual Torment needs to change.

As an alternative, the Infernal punishing themselves in some manner might work. They have disappointed their mother, so their Torment is actually self inflicted out of feelings of extreme guilt. They might voluntarily go sit in a corner for a day and mope, uttering apologies all the while. They might deny themselves all pleasures for a time. On the extreme end they might voluntarily inflict pain on themselves. Whatever they do, the underlying Torment is actually the extreme guilt they feel
So a Limit Break centered around guilt. It works.


I think we're going to need to write our own First Excellency here. The first one is a good foundation, but it overemphasizes plant themes - even if Cytherea is represented by a tree as her primary world body, keywords like 'tree' and 'roots' aren't really part of the themes that define her actions - and doesn't emphasize her other aspects enough. Expansion and growth would be more key to her nature as the Big Bang. I've underlined some of the things that I don't think work as keywords, need work, or are too long.

So, first I think we're going to need to better define Cytherea's a bit. Here's an idea:

Her fetich/primary world body being a massive tree works, I think. It would be a fair representation of her as a mother, especially if she bears some kind of fruit or gives birth to things in some fashion. Fitting her role as a loving mother, I think she might also accept some kind of voluntary restraints, because if she didn't she would expand endlessly and leave nothing for her children - this would be represented with some kind of voluntary restriction, or one built into her form, that would either restrict her by destroying her growth before it goes too far or by expanding only downwards rather than expanding outwards. She would have been this way even before being imprisoned, so as not to overrun Creation, and the Exalted merely got her to swear to continue this as part of her surrender oaths as otherwise she'd just expand out of Malfeas and into Cecelyne, and after five days of expansion would reach Creation.

The tree whose roots grow down endlessly would work, but it's kind of boring. Another idea is to have her somewhat at war with herself - her tree body is in the middle of a lake, though her branches extend past that. Seeds fall from the tree, and from them sprout giant vines akin to kudzu (though much larger) that grow outward and would expand endlessly. However, a long ways out there is a ring of fiery essence that surrounds this ever growing jungle of vines like a moat. This is one of Cytherea's Third Circle Demons (possibly her fetich or even a second fetich) representing her nature as the Divine Ignition. Before Creation was made, this primeval Essence could expand outward, but she voluntarily made it so that it would only expand inwards so that she wouldn't overgrow creation. When the vines reach it, it provides a catalyst and the Essence burns inwards towards the tree, destroying the vines and anything unfortunate enough to get caught up in the blaze. (Cytherea's First Circle Demons know her rules, and those living in this area have methods by which they seek shelter) Once the fire reaches the lake, it can go no further and runs out of fuel, but the land is made fertile once more by the ash and provides for the next generation of vines.

In this vein of action, Cytherea can only perform a destructive act if it is aimed at providing a catalyst for something else. Destruction for the sake of destruction is anathema to her.

Thoughts, @Alexander89?
Nice theme, it reminds me of Yggdrasil.

Instead of ignoring a mote cost, make it a cost reduction. Some charms (and especially spells) can be very expensive as a balancing measure. Shintais can run between 20-40 motes, for examples. Maybe 1 point of willpower per 10 motes ignored? That supplies most charms in the 3-5 area that aren't mass-destruction or shintais.
This works.

I dislike the plant motif entirely. I'd instead go with a giant gas-cloud like you see after a supernova, perhaps with planetoids and other structures floating within. Things constantly form within her, some of which die out in a flash of light, some go on to become people, places or things. Constantly creating, constantly expanding, shifting. Dynamic and never stagnant. She constantly creates new things from her own flesh, hoping to make the perfect child to dote upon.

Third Circles could be stars within her nebula, strange rays (from outer space!), and other cosmic phenomena.

And then it turns out the whole Universe was created by Cytherea's BIG sister :lol

It's fine for there to be overlap, so long as there isn't too much overlap. Oramus can usually create unique things better than Autobot can, but once he's made something once he can't really make it again because then it wouldn't be unique. In my version of the First Excellency above, Cytherea is an excellent creator in the sense that she's got a lot of potential and energy to do stuff, but she's got to work with a team to get her best work done as she's not necessarily got a lot of imagination, though if she's already got the blueprints for something she may or may not be able to make it again but she could at least repair it. Autobot wouldn't be able to make super-unique stuff at the level of Oramus, but he can repeat his work all he wants, and he still does have the creativity to do his new projects by himself.

It may help if we had a better idea of how @Alexander89 views Cytherea, and why she decided on Rakshata, to figure this stuff out.
It may be my personal bias, but I see Cytherea as an architect. Considered the personalities of the other Titans, her greatest talent was probably managing to make them wok together in an unified manner: collecting ideas, choosing what works and what not, finding compromises, giving selected tasks, providing energy so that they can keep doing it. Her Urge is to Design, to make it a reality she needs help. And she directs said help to maximum efficiency.

I don't think the part about working well with others is really a problem with Rakshata at all. One of the things that's shown a couple of times in Code Geass is that Rakshata does have a team of people she works with. None of them are ever named, or really memorable in any sense other than that they existed, but if my memory is correct it's actually more or less the same people the whole time.

Which actually would well with Cytherea I think, because that's her team, they belong to her, work under her, she looks out for them, and while she is simply better than them, Rakshata being a genius even before Exalting and them being forgettable extras, they work together, under Rakshata's leadership; after all, mother knows best.
I never said it was a problem. If anything it's a point in her favor regarding why Cytherea would choose her. Lloyd on the other hand has Cecile, but I don't remember him ever working with anyone else at any point. He's more rivals with Rakshata than anything, even if they have worked together in the past.
Also, I think there needs to be some more emphasis on her as a mother. She is The Mother of All, and one of the aspects of Rakshata that likely appealed to her is how "She affectionately refers to her technological creations as her "children" and treats them with such care, she also becomes enraged when others carelessly mishandle or tamper with them without her permission." Doesn't have to be a lot, but a few more keywords would do it, and the Excellency there isn't all that long so it should work.
That's exactly why Cytherea chose Rakshata.

Anyway, it's obvious Cytherea needs work, so for now I will work with SWLiHN Charms. Luckily Revlid has some useful ones in his revised crafting system.
However, if it may help I happen to have a collection of fanmade work based on an hypothetical secret society of people Gaia gifted with her Charms. There are quite some interesting concepts there that may be adapted to Cytherea:
Aether Charms
Aether Charms are the secret and powerful techniques
usually known only to those who have learned the Aether
Initiation Charm, described below. The concept of Aether
and its overall nature is discussed in Chapter 3.
Note that Aether Charms are not intended to be
balanced with a character's native Charmset. They are
powerful secret techniques which draw on the force that
the primordials used to create the world. They are
intended to offer huge advantages, and each one should
require significant effort to obtain.

Aether Initiation
Cost: - Minimums: Essence 3, Willpower 7; Type: Permanent
Keywords: Enlightening
Duration: Permanent
Prerequisites: None.
This Charm allows a character to learn and develop Charms
with the Aether Keyword. However, much like learning Sorcery
or advanced Martial Arts, it has special requirements.
First, this Charm has no standard training time. When
Priestesses of Gaia learn it, they are isolated in the wilderness
with a group of specialized trainers. These tutors then subject
ordeals, designed to strain their body, essence and will to
breaking point. Thus, by being pushed right down to the
doorway of death, an individual may perceive the deepest desire
to live and strive that marks the presence of Aether in their
own soul. Or, so it is hoped: the danger of the test must be
legitimate, or at the least the inductee must be convinced it is.
Mechanically, the character must expend all their virtue
channels, essence and willpower down to zero and suffer
enough damage to inflict a -4 wound penalty, and then continue
to spend willpower every action (regained through stunting or
Motivation) until their player succeeds in describing an
appropriate three-dice stunt to tap into the power of Aether.
The character then expends the experience points to learn this
Charm immediately. As a one-time effect, the character
immediately regains all their essence, willpower and virtue
channels and is healed of all damage.
The manner in which the Priestesses do it is not the
only path: theoretically, a character who fulfills the mechanical
requirements could achieve Aether Initiation without training, if
their circumstances are dire enough. The flood of Aether into
their body is extraordinarily Obvious, as pure yellow-white
essence surges out of their anima and a chorus of Aether's
harmonious Voice resounds through their surroundings.
Regardless of the method, unless given special dispensation, a
player must always play through the initiation with their
Storyteller; it is an incredibly profound spiritual event for the
character, on par with Exaltation itself.
Characters with the Aether Initiation Charm are marked: for
the rest of their lives, their voice has a subtle resonance that can
be recognized by anyone familiar with the Charm's effect. Such
characters also "sound" different to anyone who has the the
Whispers Background, both Abyssal and Faroran versions. For
Dragon-Blooded, learning this Charm also grants the requisite
enlightenment to learn Celestial Martial Arts. Finally, as a
primordial-level effect, a character with this Charm cannot ever
become a ghost or be consumed by Oblivion.

Side Effects
Aether is not really supposed to be used in Creation.
Everything born from the First Element carries a
deep, unconscious longing to return to that unity, even
the land itself. Other realms of existence also react
strongly to Aether: it consumes the energies of the
Wyld, reacts violently with the essence of the
underworld, and the primordials desire it for its
potential to become whatever they will it to be.
The result of this is that any use of Aether, even if not
Obvious, creates some secondary effect in the world
around the character. A sigh of wind, a brief increase in
light as if a cloud had passed from the sun, or the
creaking of trees are all the type of subtle signs that
Aether brings. Characters who have seen this several
times can recognize that something odd is happening
with a difficulty 3 [Perception + Awareness] roll.

Heart to Heart
Cost: 5m; Mins: Linguistics 5, Essence 3; Type: Simple
Keywords: Aether, Avatar (2) Social, Touch
Duration: Skin contact
Prerequisite Charms: Speech Without Words, With One Mind
Though their words are different, or even non-existent, all living
things share a common language of conception, emotion and
sensation, and all are connected to each other. When that
connection is made closer still by the touch of form to form,
characters with this Charm can open the way between the
spark of life that all creatures possess, and communicate
through the direct touch of one spirit to another.
This Charm allows communication with all Creatures of Gaia
and any creature that has or is a spirit or soul, regardless of
whether they and the user share a language or if the target has
any capacity for language at all. This can continue so long as the
character and their target remain touching. Such communication
is incredibly quick, allowing Social Combat to be played out in
normal Ticks instead of Long Ticks: any social attack made based
on Charisma, by either participant, gains 5 successes due to the
perfect expression of thought. However, because it is utterly
impossible to lie using this method, even by omission or
misdirection, no Manipulation-based social attack or defence can
be made; both participants become instinctually aware of this
innate honesty upon forming the connection. Additionally,
characters using this form of communication for social combat
use their Compassion ratings in place of their Appearance to
modify DVs. At Essence 6 and above, the character can bring
[Essence - 5] additional creatures into this link.
Finally, forming this bond makes both parties instantly aware of
the other's current emotional state. As well as social combat,
this Charm can be used simply to share natural and
supernatural senses.

Melding Mind Meditation
Cost: 4m+, 1wp; Mins: Linguistics 5, Essence 3; Type: Simple
Keywords: Aether, Avatar (2), Touch
Duration: Touch, or earlier (see text)
Prerequisite Charms: Heart to Heart
All souls climb a path that leads, in the end, to reunion with the
great sea of thought, the Aetherworld. With this dangerous
Charm, a character can attempt to blur the boundaries between
themselves and another, and in so doing pass knowledge,
memory and emotion through the divide.
Placing her hands over the target's heart or beside their eyes,
the Dragon-Blooded activates this Charm and commences
rolling their [Essence + Linguistics] to attempt to forge a link.
The target, if they wish to resist, must roll their [Essence +
Integrity] rating to subtract their number of successes from the
Exalt's; the user of the Charm, however, can reflexively expend
essence to reduce their pool at 3m per dot. A resisting
character who gains 5 successes above the Charm's user can
end it; they can also attempt to return the Charm's effects on
the user. Virtues may be rolled and Willpower spent as
appropriate by both sides to gain additional dice or successes.
This roll is continued every 5 ticks the contact is maintained, as
the Exalt attempts to achieve their goals. Actions possible using
this Charm include: Perceiving one memory or piece of desired
information from the other character's mind or impressing
upon them information from one's own knowledge (Difficulty
1); removing information completely from the other mind
(Difficulty 2); temporary suppression or transfer of emotions in
the form of Intimacies and altered Virtues (Difficulty 3 for 1
scene's length +1 for every extra day); removal/transfer of
mental effects such as mental influence or a Derangement
(Difficulty 4 for 1 scene's length +1 for every extra day); and
removal or transfer of Motivation (Difficulty 5 for 1 scene's
length +1 for every extra day). The players involved should feel
free to attempt other mental effects in line with these, with
Difficulty decided by the Storyteller as for any dice action.
The Charm also has unintended side effects. Every time
the roll is made and fails to achieve more than 2 extra successes
than required for the intended action, the Storyteller chooses
one unexpected mental effect to occur: a particular memory, an
emotion, or an Intimacy are all likely to be unwittingly passed,
but creativity is encouraged. If the mental contact extends
beyond five rolls, the unintended effects from that point on can
become permanent, though usually on a lesser level than during
the initial temporary duration. Intimacies and Motivation can
eventually be changed using normal methods. On the subject of
unintended effects, using this Charm on a character that is
experiencing a Limit Break will cause the user to immediately
experience the same Limit Break themselves.
The effects of this Charm and the dice rolls made during its use
are explicitly not forms of social attack or defense.
Those are just examples, but the latter two may be used as a base for the Charmset "Wake up Primordials".
Also, here are Attributes, Virtues and Abilities of Rakshata, to give you an idea:
Attributes:
Strength 2, Dexterity 3, Stamina 2; Charisma 3, Manipulation 2, Appearance 4; Perception 4, Intelligence 5, Wits 3

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

Abilities:
Craft (Air) 4
Craft (Fire) 4
Craft (Vitriol) 3
Craft (Magitech) 3
Craft (Water) 2

Medicine 3
Occult 3 (Art of Alchemy: Adept +2)
Lore 5

Integrity 1
Resistance 1 (Working on a project +2)
Investigation 3
Bureaucracy 2
Linguistics 2 (Native: Hindi. English, Old Realm)
Socialize 2
As you can see she's very specialized. For now I will put her apart and work on Akito, who is her senior in Infernal-hood.
 
Last edited:
You know I think after seeing her stats I think we would have a good chance of convincing her to come help us, maybe drop a line about the white Knightmare made of Jade to try and interest her?
 
Slayer: Hyuga Akito

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

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

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

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

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

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

Isidoros Mythos Exultant

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

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

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

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

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

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

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

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

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

The fallen King of the Primordials is arrogant, cruel and given to excessive displays of obvious force for the chance to show off and the sadistic joy he feels when enemies and allies look upon him in awe and terror. He is vast and full of hate toward those who betrayed and imprisoned him, seeking vengeance with indiscriminate callousness to the collateral damage he inflicts on the innocent. The Demon City is resilient and strong enough to lift the world or crush it underfoot. The green fires raging in his heart blight the very Essence of everything they touch, marking the world with his wrathful glory. He holds authority over all things wise enough to bow before the world's creators.
Characters may apply this Charm to any actions in which they choose the ostentatious or overkill approach over merely adequate solutions. Any intentional subtlety or display of restraint makes this Excellency inapplicable, including adding less than half the maximum possible dice bonus to a roll (rounded down). Note that force does not necessarily equate to violence. A forceful seduction in which an Infernal confidently orders a prospective paramour to accompany him rather than cajoling or flattering her can benefit from this Charm just as readily as a stomp delivered to a prone enemy's face. Strangely, the power of Malfeas may also enhance any Performance action to dance or create music. These are the secret pleasures of the Demon City that embarrass Ligier.

Malfeas Mythos Exultant

The Demon Emperor works his wrath through the sheer power of his terrible will, calling boundless power out of hatred and fury. A stunt enhanced by this Charm allows the Green Sun Prince to pay a point of Willpower in place of up to (Essence) motes when activating an Excellency of Malfeas to enhance the stunted action.
Hardened Devil Body (x4)
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Though the Yozis are beyond awareness of most damage, let alone threatened by it, their servants can only manage to embody a fraction of this durability. This Charm may be purchased a maximum number of times equal to the lesser of (Stamina or Resistance). Each purchase gives the Infernal three additional -2 health levels and one extra -4 level.
By Pain Reforged
Cost: 1hl; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Pain puts life in perspective, pushing aside all other distractions. This is the simplest truth Malfeas has learned from his imprisonment within himself. Use of this Charm allows an Infernal to ignore all negative effects associated with bashing damage she has suffered. Such injuries do not cause wound penalties or slow her down in any way. If reduced to Incapacitated by bashing wounds, she does not fall unconscious, but remains fully aware as further bashing trauma converts to lethal. Aggravated and lethal injuries penalize characters protected by this Charm normally. When this Charm ends, all suspended penalties resume immediately.
Scar-Writ Saga Shield (x2)
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: By Pain Reforged
Malfeas does not quietly accept his tortured inversion, but builds up calloused layers and folds them in a vain attempt to seal his wounds and inoculate against future injury. Such efforts cannot achieve their goal, but incidentally toughen the Demon City further. The first purchase of this Charm raises the character's natural lethal soak to her Stamina rating (rather than half) and gives her bashing Hardness equal to her Stamina.
The second purchase of Scar-Writ Saga Shield requires Essence 3+ and adds the character's Essence rating to her natural bashing and lethal soak. Her Hardness remains unaffected.
A final repurchase at Essence 4+ grants the warlock a bashing and lethal Hardness equal to his (unmodified Stamina + Essence). Magical attacks have their minimum damage reduced by a single die (to a minimum of 1).
Insignificant Embers Intuition
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The heart of Malfeas burns jealously, invisible tongues grasping like talons at the lesser flames smoldering in other souls. This Charm enhances any standard (Perception + Awareness) roll to notice sensory details about a targeted being. In addition to whatever other information the character notices with any threshold of success, the Infernal also discerns the strength and aspect of the target's Essence relative to his own. The Storyteller should communicate this information numerically, even though the experience is more abstract and typically involves some form of personalized synesthesia.
Anyone observing this Charm in use may notice a momentary green glint that flashes in the Infernal's eye with a reflexive (Perception + Awareness) roll at difficulty 4. This telltale sign does not make the Charm Obvious, so astute observers will have to draw their own conclusions.
This Charm is not a means of bypassing stealth and costs no motes when activated by Infernals with Essence 4+, though it still requires a Charm activation.
Green Sun Nimbus Flare
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Insignificant Embers Intuition
The Infernal's blows spark and seethe with the acid-green radiance of Malfeas's heart, burning opponents. Green Sun Nimbus Flare may enhance any physical attack whose target is (Essence) yards or less away. If the attack inflicts any levels of damage, this Charm then inflicts two additional levels of unsoakable lethal damage from fiery tongues of Primordial Essence erupting from the wound. This damage is applied after the damage for the wound transmitting it, but still in Step 10 of attack resolution.
Immolating Terror Technique
Cost: — (+1m); Mins: Essence 3; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
Those struck down by Malfeas suffer deeper injuries than physical scars. Whenever an Infernal with this Charm activates Green Sun Nimbus Flare, she may pay an additional mote to improve the attack. If the flare inflicts any levels of damage against a being with a Willpower pool, it also consumes one Willpower. Victims who lose their last point of Willpower this way instantly form an intimacy of terrified awe toward the Infernal that can't be destroyed or even weakened until the victim has not directly perceived the Exalt for one full day.
Kissed By Hellish Noon
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
Only the mightiest adversaries deserve face-to-face confrontation with the Demon City. This Charm removes the range limit of its prerequisite, allowing Green Sun Nimbus Flare to augment physical attacks with bows and other distance weapons past point-blank range. Weapons not intended for use on a personal scale, such as Essence artillery, aren't compatible with Kissed By Hellish Noon by default, but Infernals with Essence 4+ may purchase the Charm a second time to enable this.
World-Weathering Incandescence
Cost: — (+1m); Mins: Essence 2; Type: Permanent
Keywords: Obvious, Sorcerous
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
Cities rise. Cities fall. Only Malfeas endures. Once an Infernal learns this Charm, she may pay an additional mote when activating Green Sun Nimbus Flare to attack a non-magical inanimate object. If the target suffers any damage from the secondary burn, the wound continues to burn from within, suffering one level of unsoakable lethal damage each tick until destroyed. If the warlock has a higher Essence rating than the Resources value of the object, it burns more quickly and is utterly destroyed on the tick following the Infernal's attack. During this period of disintegration, cracks spread throughout the object's surface, from which glittering green rays and wisps of acrid smoke emerge. Final destruction occurs violently as the object simultaneously burns and shatters. Witnesses may even hear the childlike whimper of the object's least god as its immortal existence loses all meaning.

Supernatural Martial Arts:
Infernal Monster Style

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

I did go for Yggdrasil as the inspiration. Or the Mana Tree from other series, given she's supposedly got a crapton of Essence.

Anyways, given all this will you be going with a tree theme for her primary world body? It doesn't even have to be her fetich - her actual fetich could actually be rather small, given that the Big Bang started as a singular point that only later expanded outwards. It helps to know with assessing the existing Charm set since many of them are plant themed.
 
I did go for Yggdrasil as the inspiration. Or the Mana Tree from other series, given she's supposedly got a crapton of Essence.

Anyways, given all this will you be going with a tree theme for her primary world body? It doesn't even have to be her fetich - her actual fetich could actually be rather small, given that the Big Bang started as a singular point that only later expanded outwards. It helps to know with assessing the existing Charm set since many of them are plant themed.
A tree is actually a good metaphor: the small seed that grow into the greatest seed. It could even be a jouten she took after the Primordial War.

It may seem to overlap with the Wood Element, but Cytherea is Growth and Expansion. She is the spark of creativity, the first movement, the one who first conceived to make the dream a reality.

Cytherea is potential. This is her theme. She conceives how everything that is possible can become so. She literally invented invention.
 
A tree is actually a good metaphor: the small seed that grow into the greatest seed. It could even be a jouten she took after the Primordial War.

It may seem to overlap with the Wood Element, but Cytherea is Growth and Expansion. She is the spark of creativity, the first movement, the one who first conceived to make the dream a reality.

Cytherea is potential. This is her theme. She conceives how everything that is possible can become so. She literally invented invention.

I absolutely agree, and yeah while it does seem to overlap the Wood Element it really isn't the Wood Element. Szoreny is both a tree and a forest as well, but he's definitely not of the Wood Element either - what Wood Element trees have quicksilver sap? The five Elements are all from Gaia, as part of the foundations of Creation's mechanics.

Anyways, if you're going with the tree motif then I can go through the existing charms and assess them. Some of them looked pretty cool, but some need adjustment.
 
I absolutely agree, and yeah while it does seem to overlap the Wood Element it really isn't the Wood Element. Szoreny is both a tree and a forest as well, but he's definitely not of the Wood Element either - what Wood Element trees have quicksilver sap? The five Elements are all from Gaia, as part of the foundations of Creation's mechanics.

Anyways, if you're going with the tree motif then I can go through the existing charms and assess them. Some of them looked pretty cool, but some need adjustment.
Make it an exploding tree. A power plant.

A tree is just an explosion in slow motion, one which doesn't fade away as fast.
 
Plants are an effective medium to channel her themes, but so are beings of flesh and power generators. What is important is not the result, but starting the process.
 
A tree is actually a good metaphor: the small seed that grow into the greatest seed. It could even be a jouten she took after the Primordial War.

It may seem to overlap with the Wood Element, but Cytherea is Growth and Expansion. She is the spark of creativity, the first movement, the one who first conceived to make the dream a reality.

Personally, I think Cytherea is Fire. There's a reason why we call her Divine Ignition, why we say Spark of Inspiration/Imagination, and why we have Prometheus bringing down fire to man.

Make it an exploding tree. A power plant.

A tree is just an explosion in slow motion, one which doesn't fade away as fast.

A Nuclear Power Plant that's also a tree? Well, weirder shit happens in Malfeas.
 
The Divine Ignition is an event.
More importantly she is an event that already happened, making it obscenely hard to interact with her on any meaningful level.
(at least in that specific Jotun)
 
Last edited:
Just wanted to add my two cents but, where the hell did you people get that Cytherea is direct related to a plant in any way, shape or form ?
Maybe you thing that her being related to the big bang makes her themes include grownth and expansion, but the big bang had nothing to do with grownth and expasion, it was just the start of those
The way I see it she would't be anything evergrowing, she would be the infinite source that could nourish sonething eternaly, she isn't about growing but enabling grownth m which plays at her mother of creation epitheth
also I don't know how to put this mechanicaly but I thing she should have charms that reflect how the things she build are greatly enhaced by being worked by others before or after it's construction, she doesn't realize potential but instead alow other to easilly reach or even surpass it
 
Just wanted to add my two cents but, where the hell did you people get that Cytherea is direct related to a plant in any way, shape or form ?

It's a metaphor, much like many of the Primordial's forms are metaphors for what they are. A giant tree is a symbol of growth, and if it bears fruits or releases seeds it's a symbol of motherhood and fertility.

Maybe you thing that her being related to the big bang makes her themes include grownth and expansion, but the big bang had nothing to do with grownth and expasion, it was just the start of those

The name "Big Bang" is itself a poorly worded description originally meant to deride the entire theory as many considered the idea ludicrous before evidence was gained to support it. The Big Bang started with the expansion of the universe from what amounts to nothingness, and that event is ongoing as the universe grows. It has not ceased, and will continue until the universe ends.

Also, regarding Cytherea, it doesn't necessarily mean that she's 100% identical to the scientific theory - remember that this is a magical setting, not a purely scientific one. Lelouch knows that the actual scientific Big Bang Theory is actually not accurate, as Creation wasn't even always as it is now. Regarding expansion, Cytherea probably finds it desirable to have Creation grow, and would encourage efforts to that effect.
 
Back
Top