The Cytherean Urge: The Urge to Design
Cytherea first fashioned the world: her blueprints laid forth the pattern that would be Creation. Green Sun Princes who follow the Mother of All are filled with a similar need to cast broad designs upon the world. These designs are generally positive in nature, though the Prince rarely observes the objections or suggestions of his lessers: after all, it is his plan and none other can quite comprehend its greatness.
High Compassion Cytherean Princes see the struggles in others' lives as flaws in the plan and bumps to be smoothed. They will reorder, rearrange and redesign all aspects of a loved one's life in order to give her an ideal happiness - at least as the Prince sees fit: he knows best and the complaints of a lover are as the cries of an errant child to its mother.
High Conviction Cytherean Infernals are single-minded, driven individuals who are willing to break rules and perform harsh acts in the name of their great designs. Cytherea frowns on unnecessary violence, but what isn't necessary in the name of their grand plans?
High Temperance Cytherean Exalts, like Compassionate ones, have an invested interest in altering the lives of others, though Temperate Princes lead everyone to adhere to self-bettering or enlightening structures. Only the Prince knows what is right and everyone else should follow.
High Valor Cytherean warlocks pursue their desires with force, be it in one on one duels or in the theatre of war. Fighting, conflict and courage are an art - they do not delight in gleeful, senseless slaughter or thoughtless, destructive rage. Ultimately, their acts of violence yield something: a new kingdom, new boundaries, new rulership or a new weapon, etc.
Examples of Cytherean Urges:
-Teach the misguided Storm Mothers to be accepting of all women.
-Reform the culture of Nexus into one of asceticism and spiritual enlightenment.
-Replace the Celestial Bureaucracy with something more Yozi-compliant.
-Incite civil war within the Hundred Kingdoms so they will become a new and greater nation.
The Torment of Cytherea
The Green Sun Princes that follow Cytherea are her children and, like any child, when they step out of line they must be punished. Unlike the other Yozis Cytherea feels no need to punish anyone but the guilty party. The Torment of Cytherea DOES NOT affect all those around the Prince, nor any Intimacies the Yozi disapproves of. The Mother of All shows her child the error of her ways by making them understand how much they disappointed her.
When the Prince accrues 10 points of Limit she becomes wracked with the guilt and self-loathing of a child who has disappointed a beloved parent. To alleviate this condition, the Infernal must resolve to suffer a self-inflicted punishment to show contrition, and until this has been performed the Infernal suffers an external penalty of (Infernal's Essence) to all rolls. This punishment must inconvenience or harm the Infernal in some manner in order to be effective. Examples range from sitting in a corner with nothing to do for an extended period of time to inflicting painful damage upon herself. The time the punishment takes is dependent upon the severity to which it inconveniences or harms the Infernal, with punishments that have more immediate or larger effects resolving the state of Torment sooner. This is largely left to the Storyteller to decide.
Act of Villainy: Hubristic Creatrix Imposition
Whenever a Cytherean Infernal treats another competent individual as a child who simply does not yet know the ways of the world by forcing them (physically, emotionally, socially or otherwise) into an act that further the warlock's designs, she may roll her Conviction or Compassion, as appropriate, and decreases Limit by the number of successes.
First Cytherea Excellency
The Divine Ignition is the beginning, her birth and sudden expansion serving as the catalyst that brought forth the other Primordials, an ever-growing force of unbound creation and splendor. From her boundless potential the combined effort of the Primordials fashioned a world within the Wyld. During the War, she fought for the love of her creation and for the protection of her design. Perhaps because of this, she fought harder than the other Yozis, though by nature she is a designer and an architect, not a warrior; but what good mother lets her disobedient children misbehave? Unnecessary violence and killing is detrimental to the integrity of the design, but this does not mean she is afraid to take punitive measures.
Her surrender at the end of the War was a willing self-sacrifice, for she could no longer bear to witness to her precious family dying in a war they could no longer win. Cytherea now yearns to return to her Creation so that she may restore its former glory. To do so would be tearing it from the ruinous hands of the gods and their Exalted. Of this, she is unafraid. Her goals are of reclamation and restoration, not of torment and wrath. This, perhaps, puts her at odds with her Yozi siblings but she does not fear them, either.
Cytherea prefers to act behind the scenes, being the hidden benefactor to those she loves, guiding others to her own goals. Cytherea is possessed of ethereal beauty, and seeks to ingratiate others to her largesse, though she never demands repayment for her gifts. Characters may apply this excellency to any action in which they encourage or support others, especially in pursuit of a productive goal. This Charm may not be applied to any purely destructive effort. Cytherea abhors violence for the sake of violence, seeing destruction as a suitable tool only to further or defend her goals or protect her creations.
Cytherea Mythos Exultant
The Divine Ignition is an eternally burning engine, providing to all of her children's needs. If gaining motes, the Infernal may choose to grant them to an ally within (Essence x 10) yards from her.
Sorcerous Enlightenment of Cytherea
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Cytherea Excellency
The elegant design of the Mother of Creation is a constant cycle of growth and rebirth. Spells that naturally create life or promote growth cost 10 motes and 1 Willpower less (minimum 5 motes and 1 willpower). Spells that summon rather than create beings do not count. Examples of valid spells include: Floral Ferry, Food from the Aerial Table, Invocation of the Living Ship, Sprouting Shackles of Doom, Summoning of the Harvest, Water from Stone and Benediction of Archgenesis. Cytherea's initiation limits the Infernal's sorcery in two ways:
-It may never be used to blight Creation, disqualifying the use of spells such as River of Blood or Curse of Unyielding Mist.
-Any offensive spells must be capable of creating life among the destruction they create, for example Death of Obsidian Butterflies could take the form of a hail of razor sharp seeds. Spells that cannot be modified to meet this requirement cannot be used.
New Keyword: Growth
Growth-Keyword charms must be used towards a productive means. This does not necessarily have to be positive, or physical, but should always lead to the design, development or production of something that had not previously been present. This must be a significant production. Simply changing someone's mind or inspiring a particular emotion is not enough - unless, of course, such at thing drastically change the world (some charms grant additional effects if used with a Growth means). Growth charms cannot be comboed with Desecration Charms that inflict Negative mutations, with the sole exception being Creature of Darkness.
Afloat in the Sea of Mind
Cost: +1m; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Indefinite
Prerequisites: None
The Cytherean Prince sees things with a unique duality: the way things are and the way they should or could be, much in the same way the Forest Witches do but with much less delusion. The Prince's unnatural clarity grants him +1 MDV against Illusion keyword effects and +1 dice to all Awareness and Perception rolls (the effects doesn't apply twice to a roll with both), but only as long as he keeps the required motes committed - otherwise his dual-vision imposes a -1 internal penalty to the same rolls. This Charm may be purchased a maximum number of times equal to the Exalt's permanent Essence rating, with each purchase stacking the motes cost and the effects, both positive and negative.
Sharp Eye of the Designer
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Afloat in the Sea of Mind
Those who see with the Mother's eyes understand that the "real" world is flawed and that just beyond the flawed "reality" lies the possibility of what COULD be. The Green Sun Prince may apply this unique understanding to reality. When confronted with the task of repairing something (not limited to items, this charm may be expressly used to heal or cure an individual or restructure a "broken" society) halve the total difficulty, rounded up. This does not decrease the amount of time needed to perform maintenance.
The Flowering of [Virtue]
Cost: 3m; Mins: Essence 3; Type: Supplemental
Keywords: Growth, Obvious
Duration: Permanent
Prerequisites: Sharp Eye of the Designer
The Mother blesses those who pour the whole of their hearts into their designs. Whenever the Infernal channels a virtue to further her greater designs (thereby satisfying the Growth keyword), she may spend 3m to turn the dices into automatic successes. This must be purchased once for each Virtue; subsequent purchases past the first cost 4 Xp. When this effect is used the ground beneath the Infernal bursts forth with multicolored, alien blossoms, even if (and especially when) the ground is unsuited for plant life. A shower of unearthly petals fall from beneath the character if she is suspended in the air. Even cursory inspection reveals the flowers/petals are not native to Creation.
Resurgent [Virtue] Blossom
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: The Flowering of [Virtue] (any)
The Prince centers herself and inhales deeply, causing the petals from The Flowering of [Virtue] to swirl around her. She then draws the unearthly petals into her, through her nose and mouth. If a roll augmented by The Flowering of [Virtue] succeeds, the character may restore that Virtue channel but may do this only once per activation of The Flowering of [Virtue].
Instruct the Ignorant
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok, Shaping, Touch
Duration: Indefinite
Prerequisites: Afloat in the Sea of Mind
The Prince spits in the dust and makes a paste, which he then smears over the eyes of his target. In the absence of available dust to spit in, simply covering a target's eyes will do. When she pulls her hand away or clears the mud off, the target is granted the full effects of Afloat in the Sea of Mind as the Infernal enjoy it, so long as he commits 2m to the target.
Helpful Mother Advice
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Touch, Shaping
Duration: Instant
Prerequisites: Instruct the Ignorant
No one's plans, no matter how well-laid, can be greater than those of the Mother for her children. If the Infernal knows for sure that the target will in the future start a Craft project, she may lays a hand upon them (which may require a successful Martial Arts attack) and smiles warmly, giving out a sincere advice. If the target listens to her advice they gain (Infernal's Essence) dices to their roll, making the project easier. If they ignore, scorn or disregard the advice they lose (Infernal's Essence) dices to their roll.
Skeins of a Greater Design
Cost: 10m; Mins: Essence 4; Type: Simple
Keywords: Combo-Ok, Shaping, Touch, Growth
Duration: Indefinite
Prerequisites: Helpful Mother Advice
The Infernal laces her fingers together and draws them apart before the eyes of a target, a shimmering pattern of iridescent strands spreading between her hands. She then touches the target and the threads entangle him for a moment before vanishing. As long as the Green Sun Prince commits 10m, the target benefits from the Infernal's permanent Essence in extra dices to any wide-scale project, such as crafting an Artifact 3+, or massive Bureaucracy or Socialize projects. Withdrawing the favor of the Mother (uncommitting the motes) is always disheartening and causes the target to lose 3 points of temporary Willpower.
Deconstructive Understanding
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Growth
Duration: Permanent
Prerequisites: Sharp Eye of the Designer
Upon learning this Charm, the Infernal may take any construct (social structures, military units and people are all valid constructs for this Charm) and break it down piece by piece, which takes the normal amount of time required to do such a thing. Once it has been torn apart and laid out before the Green Sun Prince in pieces, either physically or metaphorically, she gains an intrinsic understanding of how the construct worked. This also extends to anything she has the blueprints for, in the event she can get those instead of the actual device.
At Essence 4+ the Infernal may rebuild or make copies of constructs she has so understood in half the time it would regularly require.
Examples: Resurgent Cavalier, a Cytherean Prince steals a Common Warstrider from Lookshy and dedicates the time to taking it apart, piece by piece. When he decides to make his own, the project takes one month rather than two. Another Cytherean Prince might watch his patient die of a strange new disease which takes two weeks to fully treat. The next patient that contracts the disease can be cured in one. Yet another warlock establishes a civil war in order to tear a kingdom apart. If it took 20 years to found that kingdom, he can rebuild it in only 10 years.
Garden of Souls
Cost: 14m, 1wp; Mins: Essence 5; Type: Simple (Speed 5)
Keywords: Combo-Basic, Shaping, Obvious, Sorcerous
Duration: Four Actions
Prerequisites: Skeins of a Greater Design
The Infernal spreads her arms slowly, opalescent white light mingling with the green flames of her anima as she does so. This washes over all enemies within (Essence + Conviction) x 5 yards. The Cytherean Prince then rolls Willpower + Essence, as an attack roll against the targets caught within the radius. This cannot be parried because of its area of effect nature, but can be dodged by leaving the affected area.
Creeping vines slither upwards from the ground and ensnare all affected targets, slithering around armor and into their flesh. This persists for four of the Infernal's actions. The results of being ensnared are as follows:
-The targets cannot Move, Dash, or Jump (even reflexively) unless they succeed at a Miscellaneous Strength + (Athletics or Resistance) roll at a difficulty equal to (1 + the Infernal's Conviction). Breaking free still deals a single level of unsoakable lethal damage. -For every attempt past the first, until the charm terminates, the difficulty increases by 1. So, 2 + Conviction on the second, 3 + Conviction on the third and 4 + Conviction on the fourth. Effects that perfectly negate ensnarement or grappling negate the effects of this Charm.
-Trapped targets take the Infernal's Essence in dice of unsoakable lethal damage every action until the Charm terminates. If this Charm kill any victims their bodies become blossoming trees that bear a single fruit the color of blood (or their anima, in the case of an Exalt). Consuming this fruit restores (the victim's Essence x 4) motes to the eater. The tree lasts for a maximum of (Infernal's Essence) weeks, and may produce only one fruit for day.
-Fruits created by Garden of Souls last a week before losing their ability to restore essence and rot. To avoid that a week's worth of fruits can be brewed into a special wine, resulting in a bottle that holds three glasses worth of liquid. Each glass consumed restore one third, rounded down, of the sum of all the motes that the fruits used would have granted.
Of Worlds Native and Alien
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
Cytherea designed the wonder that is Creation but was still unjustly banished into Malfeas. By the injustices of the world the Prince was denied the glories of Creation, but in his case he will be given a second chance by the mercy of the Mother of All. This permanently makes the Green Sun Prince register as both a native of Malfeas AND of Creation, which perfectly protects him from wards or detection specifically geared towards Creatures of Darkness or Denizens of Malfeas. He still takes aggravated damage from Holy charms.
[Element] Dragon's Subservience
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Of Worlds Native and Alien
She who MADE the World exhibits her superiority over she who IS the World, commanding that the Dragons bow their heads and avert their gaze before Creation's designer. This Charm doubles the character's natural soak against the Element she purchased this charm for: this includes any natural hazards (avalanches, tsunamis, volcanoes, lightning storms, etc); unnatural hazards (Fair Folk powers, elemental themed behemoth attacks, etc); and magically created Elemental effects (Dragon-Graced Weapon, Elemental Bolt, Breath of the Fire Dragon, etc). Additionally, the Prince gains +3 dice to any Social Attack she makes against Elementals or Dragon-Blooded of the selected Element(s). This may be purchased up to 5 times, once per Element.
World-Maker's Wake
Cost: 5m; Mins: Essence 4; Type: Reflexive
Keywords: Obvious
Duration: Indefinite
Prerequisites: [Element] Dragon's Subservience (any two)
Cytherea and her beloved have naught to fear from the hazards of her Creation. This Charm reduces the difficulty of traversing through any elementally difficult terrain (frigid tundras, blazing hot deserts, treacherous waters, steep cliffs, etc) to 1; nor do natural environmental penalties (high winds, driving rain, excessive heat, dense forests, etc) affect her; natural sources of environmental damage simply do not harm her. All of the above elements make a very obvious show of swerving to avoid the character after bowing or making some other overt sign of respect. This does not apply to magical sources of environmental damage, save the Dragon Blooded anima banners, which also dodge the character and bow. The effects only apply to Elements that the Infernal has the prerequisite [Element] Dragon's Subservience Charms for. For a surcharge of 5m the Prince may extend the effects of this charm to all allies within [Essence x5] yards from her.
Sprouts of Necessity
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Sorcerous, Obvious
Duration: Instant
Prerequisites: Wood Dragon's Subservience
The Infernal presses two fingers to her forehead and illuminates her Caste Mark. As she draws her hand away a seed made of softly pulsing light appears in her palm. She then pushes the seed into the ground (actual soil is not necessary for this charm to function) where it dims and vanishes. The Infernal makes a request of the plant, which may be for any single mundane thing with a Resources value equal or less than the Infernal's permanent Essence, or for enough food and water to satisfy a military unit with Magnitude equal to the Infernal's permanent Essence. The warlock cannot ask for something she doesn't know how to make herself.
Six minutes later a five yards tall plant bursts forth from the ground, blossoming with flowers alien to Creation before it produces a bizarre multicolored fruit containing the Infernal's request. Regardless of how much money the character could theoretically generate this Charm cannot conjure anything innately magical - so, while it could give the Infernal a perfect suit of mundane superheavy plate, it could not give him a breastplate of Orichalcum. It could give him a warhorse of the most fine stock, but not a simhata. It could generate a palatial mansion but not a manse. It could make a skin of the finest Realm wine, but not even a cup of Celestial Wine. Some caution and forethought should be used while activating this Charm: summoning a mansion in a small area might not be the best idea, or perhaps is an excellent way to cover an escape.
A repurchase at Essence 4 allows the Infernal to create small amounts of magical materials, their Resources value equal or less than (the warlock's permanent Essence) - 2, but only if another Essence user with appropriate essence aids in the process by paying the same cost of Sprouts of Necessity by touching the Infernal while she activates this Charm. For instance, with the help of other Infernals this Charm could create some amount of Vitriol; with the help of a Solar it could create Orichalcum; with the help of a Lunar it could create Moonsilver.
Life-Giver Restoration
Cost: 8m, 2wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Obvious, Touch, Sorcerous, Shaping
Duration: Instant
Prerequisites: Of Worlds Native and Alien
With but a touch the Infernal can bring damaged things back to working order. The item must be missing significant parts for this to function (a daiklave might be missing half its blade, or a suit of armor all the major joint protections). By touching the item the Green Sun Prince instantly repairs it by replacing what was missing with living vines or strands of brass and silver wood. The Artifact is then considered repaired, but loses any Magical Material Association it may have had. At the Storyteller's discretion, it may become a Helltech artifact.
At Essence 4 Life-Giver Restoration may be used to cure amputations. This does not actually heal the damage but it does give the target a new and fully functional Artifact 1 Helltech limb. This does not require any attunement from the target. Any other minor properties beyond that are Storyteller discretion. Emerald Circle Countermagic will counter this.
Mother-Child Methodology
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Growth
Duration: Permanent
Prerequisites: None
The Infernal dedicates herself completely to the grand designs associated with an Intimacy - not the intimacy itself. Rather than dedicate herself to her kingdom, she dedicates herself to the world-spanning empire it could be, and the plans needed to get it there. Social attacks that try to sway the character from these ideals are considered unacceptable orders.
Aegis of Eternal Plans
Cost: 8m; Mins: Essence 3; Type: Simple (Speed 4)
Keywords: Combo-Ok, Obvious, Growth
Duration: One Scene
Prerequisites: Mother-Child Methodology
The Infernal whispers the words of the Mother's designs which slip from her mouth as falling leaves inscribed with glowing Old Realm Glyphs. The leaves fall against her skin where they disappear beneath her flesh. If any skin is exposed, onlookers can see vines growing through the character's veins. They then sprout from her body in coiling patterns that spell out the words she initially spoke. The sprouts even poke through cracks in armor and spaces in clothing. Mechanically, this grants (+Essence) to all soaks and (+ 1/2 Essence, round up) to hardness, both of which stack with armor. Additionally, the living plants within her regrow as she takes damage, regenerating 1 level of Bashing an action and 1 lethal a minute.
A second repurchase at Essence 5 makes the duration Indefinite as long as the motes for the cost stay committed.
Seed of Protection and Pain
Cost: 10m; Mins: Essence 3; Type: Simple (Speed 4)
Keywords: Combo-Ok, Obvious, Touch, Shaping
Duration: One Scene
Prerequisites: Aegis of Eternal Plans
The Infernal produces from her body, in any thematically appropriate way, a seed the size of a peach pit and presses it into the chest of her target, right above the heart. A willing target then benefits from the full effects of Aegis of Eternal Plans for the rest of the scene. An unwilling target first requires a successful Martial Arts attack, but then rather than increase the target's soaks and hardness this Charm decreases them by the same margin as the growing vines push plates of armor aside to reveal weak points; this effect may explicitly reduce soak to 0. The target also takes 1 automatic level of bashing damage every action until Incapacitated or until he activates an anti-shaping effect. Perfect soaks negate the damage, but must be used every time this Charm's effects activate.
At Essence 4 the character may reflexively spend 1wp to switch the benefits to detrimental and vice-versa, but only twice for Scene.
Dismissive Parental Chiding
Cost: 3m or 5m; Mins: Essence 3; Type: Reflexive (2)
Keywords: Combo-Ok, Social
Duration: Instant
Prerequisites: Mother-Child Methodology
When faced with Mental Influence, the Infernal responds as a parent would to an unruly child - perhaps sending the target to their room (Manse?), asking what's really bothering them, grounding them or perhaps simply clucking her tongue and shaking her head. This makes the Prince's MDV considered 1 higher than the successes rolled by the source of Mental Influence. This costs 3m against Natural Mental Influence and 5m against Unnatural Mental Influence.
Beloved Child Martyrdom
Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 6)
Keywords: Combo-Ok, Obvious, Shaping
Duration: Instant
Prerequisites: Mother-Child Methodology
Cytherea is always ready to protect her beloved children, even if it brings pay to herself. If the Infernal perceives an ally, or another target deemed worthy of her protection, is in grave danger and needs protection she may choose to vanish and reappears before the victim so long as they are within (Compassion + Essence)x2 yards, both instantaneous movements heralded by a burst of burning white essence. Obstacles do not impede this form of movement. The warlock then becomes the full target of the attack and must defend against it normally.
The Green Blade Rises
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: Sorcerous, Obvious, Growth
Duration: Permanent
Prerequisites: Beloved Child Martyrdom
Should a Cytherean Prince be killed by a use of Beloved Child Martyrdom, he does not truly die. Instead, his body transmutes into a sapling capable of containing his soul and Exaltation and takes root at the spot of his would-be death, protected from harm until the conflict that would have been his demise ends. For a number of months equal to his Essence, the sapling grows. It remains protected from the elements, but not protected from malicious tampering. However, recognizing the plant for what it is requires a successful Wits + Occult roll with an external penalty equal to the Prince's (Essence x2). Anyone with knowledge of this Charm suffers no such penalty. The plant, if uprooted, will survive (Essence) days without soil, sunlight or water. Destroying the plant is distressingly simple, no more difficult than crushing an ordinary sapling. If the plant is destroyed in any way, the Exalt's soul washes instantly away into Lethe and the Essence returns to be reincarnated. If the plant survives, at the end of the (Essence) months incubation, the sapling suddenly becomes a tree, flowers, and bears fruit. One of these fruits burgeons and then splits open, revealing the Exalt, naked and reborn. The character loses a point of Permanent Willpower from the process. This Charm is considered Sapphire Circle for the purposes of Countermagic.