lol . Sadly, without Scarlet Empress TED cannot use his masterplan. He still, however, has a strange fascination with marriage, more specifically the relative ceremony. He started from funerals and degenerated from there. No one is quite sure why.
Far above the ground, amid the branches of a great tree, in a great forest a woman sat and plotted the downfall of the mighty. Resting her back against the tree Rakshata started at the blank document displayed on her laptop.
If I may be so bold to ask, why did you see fit to begin work on your latest project in the middle of a forest? rather than your rather well provisioned lab?
It helps me think, when you're only at the idea stage a small boost to creativity is worth more than a large loss of equipment. do you not approve of forests?
I've had bad experiences with trees Mistress.
Idly noting to get the rest of that story out of varas someday, Rakshata turned her mind back to the destruction of knightmare frames. The logical starting point would be what made them so difficult to destroy, and so the defiler started to type.
Knightmare frame survivability
Strengths
humanoid shape and dexterity allows them to make better use of cover than conventional vehicles.
capable of impossibly fast (magitech?) acceleration and deceleration, momentum seems to vanish granting them an extremely small turning radius even when using land rollers at high speed, and the ability to go from a stand still to high speeds fast enough to begin dodging within seconds of finding themselves in combat. at least as evasive as a helicopter under almost all battlefield conditions.
low thermal emissions and top of the line ECM makes acquiring any sort of munitions lock almost impossible, even optical locks using knightmare frame profiles are unreliable as the mobility of the limbs means they don't have a consistent enough silhouette for modern optical packages.
Weaknesses
relatively weak armor for a vehicle of its size. armor strength roughly on par with a very light tank, or a heavy APC.
survivability degrades rapidly after even moderate damage, a knightmare frame damaged to the point of reduced mobility is far less capable of dodging additional attacks.
humanoid form factor means they have a taller profile, when not deliberately taking cover they are more exposed than conventional vehicles. This is at least partially mitigated by their improved ability to actively take cover.
overall survivability: excellent. while far less likely than a conventional tank to survive a direct hit from anti armor munitions, dumbfire AT weapons are too unwieldy to effectively engage such an evasive target, and guided weapons are unable to acquire a lock. no weapon currently in widespread use is more than moderately effective against knightmare frames.
Well I think that sums up the problem quite nicely, do you have an idea of how to solve it?
The ideal answer would be to overcome their ECM. Designing a missile capable of tracking a target that evasive would be tricky, but doable.
Even in cities? Where they can cower behind the homes of their victims?
Yes, there armor is thin, so you can spend much more of the missiles space on things other than the warhead.
But would britannias current prey be able to build such a thing? From my limited understanding of human artifice such a weapon would take greater skill than the desert dwellers are known to posses would it not?
It would indeed. They are also having some success drawing britannias forces out into the desert, so that leaves creating a dumb fire weapon that can hit something as evasive as a Kightmare frame.
While making sure it is simple enough for those desert dwellers to craft.
Of course.
Mother would not have chosen you for this task if it was going to be easy.
Smartass.
Anti frame weapon design features.
Vital
Fast tracking speed, or some other method to allow it to hit an evasive target
Low time to target.
Sufficient penetrating power to reliably defeat a knightmares armor.
Cheap and simple enough that the middle eastern federation can produce them.
useful
Sufficient power to mission kill a frame with a single hit.
Low collateral damage on a miss
Ability to engage one or more of a Knightmare frame support elements, such as traditional tanks, helicopters or infantry.
Ability to engage frames out of their preferred ranges
Suitable for hit and run or ambush tactics.
And so the shape of our solution becomes known. Do you have any ideas on how to build such a weapon?
A few. I'll have to do some more work before I can be sure, but I think I have an old prototype that should be a good starting point.
Excellent, can we go back to your lab now? Away from all these trees?
Smiling as she packed away her laptop, Rakshata quietly dropped from the canopy to the forest floor below, and began the long walk back to her lab.
You really must tell that story some time Varas.
If you insist, though something rather more interesting has just occurred to me.
Oh?
The requirements for an anti frame weapon are rather similar to a weapon made to fight Exalts. You will probably be able to use your final designs as a starting point for some truly effective Artifacts weapons to use against the exalted pawns of heaven.
An interesting distraction indeed. You may be onto something, if my initial idea works it would most likely benefit greatly from even the least of hells magical materials.
Excellent, If I may be so bold as to ask, what exactly do you plan on using as a starting point for this project?
Probably a refinement of the gauss weapon I was experimenting with last may.
… Mistress please tell me you don't mean the one that punched through 2 walls?
I recall the test rig was able to shoot through far more than that.
I was referring to the shrapnel from the barrel when you tried to fire it a second time.
Well obviously i'll just have to design something that only needs one shot then.
Well at least i'll die in a nice clean lab, rather than a creator forsaken forest.
Oh don't be so gloomy,
At least agree to reinforce the testing ra-
I'm doing this off the books so i'll probably be test firing it out here.
Mistress, that's not funny.
I admit that it's hardly ideal, but I should be able to gather the data I need so long as I stay close.
Mistress!
And thats part 2 done. i'm planning on including the actual crunch of some of what she comes up with in part 3, and i'm toying with the idea of writing up some of the artifact weapons she based on her initial designs in a theoretical epilogue.
@Alexander89, could you possibly put up a link to somewhere we can take a look at the charms available for use on the front page? I'm not seeing any SWLIHN charms anywhere other than Rakshata's character sheet, and I don't know where to find them. In addition, what would programming fall under for abilities?
I like it, but maybe add some additional benefits as its a Manse 5 Heartstone. Possibly some kind of social bonus when addressing other Infernals and a smaller one when addressing demons if they have a lower Essence rating? It could also function as a badge to make it known that we are working with the authority given us by Ligier, so some narrative benefits also. Though flashing it for asking trivial favors or using it for non-Reclamation business too often could have consequences.
Sounds good to me. I'm guessing Ligier gives this to us to show we're "first among equals", so to speak, and that our plans are core to the Reclamation's goals?
I like it, but maybe add some additional benefits as its a Manse 5 Heartstone. Possibly some kind of social bonus when addressing other Infernals and a smaller one when addressing demons if they have a lower Essence rating? It could also function as a badge to make it known that we are working with the authority given us by Ligier, so some narrative benefits also. Though flashing it for asking trivial favors or using it for non-Reclamation business too often could have consequences.
I'm not sure if it would need more actual functions (implicit functions as a badge of authority is fine) given that we'd be getting a free Manse 5 Hearthstone and the Essence regeneration that would grant.
Sounds good to me. I'm guessing Ligier gives this to us to show we're "first among equals", so to speak, and that our plans are core to the Reclamation's goals?
Not quite: the Marshal needs to make sure things don't degenerate too much during debates, listing progresses, mediating between parties and the like. They are the mouthpiece of the Althing, so that the Conclave needs to interact with only one person who is supposed to have the necessary brains to do their job well, instead of being disturbed by many Infernal all complaining this and that.
The Marshal is also decided among the Peers, by the Peers.
Sounds good to me. I'm guessing Ligier gives this to us to show we're "first among equals", so to speak, and that our plans are core to the Reclamation's goals?
I'm not sure if it would need more actual functions (implicit functions as a badge of authority is fine) given that we'd be getting a free Manse 5 Hearthstone and the Essence regeneration that would grant.
The solution is easy, ingrain yourself with the Yozi to the point that they consider you their children, a second generation of primordial titans. Eventually this will end up with fifty additional Reclamation Yozi, unbound by the surrender oaths.
Not quite: the Marshal needs to make sure things don't degenerate too much during debates, listing progresses, mediating between parties and the like. They are the mouthpiece of the Althing, so that the Conclave needs to interact with only one person who is supposed to have the necessary brains to do their job well, instead of being disturbed by many Infernal all complaining this and that.
Ok, so the Marshal ensures that the Althing runs relatively smoothly, and keeps the Conclave appraised of events and any issues that have popped up. Makes sense.
The Marshal is also decided among the Peers, by the Peers.
Well then, since there are only five Peers among the Green Sun Princes currently and all of us have seniority, we just need to convince the other four that we're the ideal person for the job.
1. She'd be newborn, and the only interaction you've seen here is with Lelouch who is her 'father'. She would have a very positive Intimacy towards him, so she would certainly be happy to see him for the first time, I think. Her interactions towards other people would likely be different. With someone she dislikes, it would be a very different story.
2. Keep in mind the Charm she's born from also has an effect on her nature, and likely what aspects of Lelouch she would most draw from. It gives people inspiration to create original things at the cost of inflicting Derangements upon them. Rather than delirium (a state that does not fit Lelouch, given he's very focused), I would more likely expect her to be in a state of low level mania when she's at her calmest, with it only increasing in intensity from there when she's well and truly excited. Expect regular bouts of maniacal laughter.
Other Pantheon Charms would likely draw from other aspects of Lelouch. For instance, a soul created from Sun-Heart Furnace Soul likely draw more on Lelouch's confidence, arrogance, and pride more than most of the other Pantheon-born souls would, what with it basically being a mini-Ligier.
3. She wouldn't yet be linked to a particular Intimacy at this point, but those should be kept in mind as well. His strongest Intimacy is towards Nunnally (practically innocence personified, and she's his inspiration for creating a kinder world) and he also has one towards Milly (who love to tease and is quite creative, but is a really nice person), so those could come into play when she's shaped into existence. Being that her Charm is creative in nature, I would think the Intimacies that are more leaning to creative and artistic things would have a stronger influence than those that are more destructive in nature. (like his hate of Britannia making him want to destroy it) All would have an influence, but there's nothing saying they have an equal influence.
Thanks for clarifying, just a few things :
1.My problem wasn't with how she reacted to Lelouch and Shirley, but how inocent those reaction where, It felt she was to clueles for someone who sprang out of Lelouch soul, but I gess I can chalk that to youth with her getting better with time
2. I don't know if there was miscomunication, but I wasn't sujesting that she would be in constant delirium but that she probably would have a similar feling/imagery as Delirium of The Endless, but maybe this would be to subjective
3.Could you maybe elaborate on how the intimacies would play out ? I tought it was less about who he had intimacies with and more about how he felt about those intimacies, like Nunaly is completely innocente, and Lelouch is obsessed and overprotective towards her but that felling is somewhat roted on the night she was cripled and their mother "kiled" so I can't see how a soul born from that intmacy would end up completely pure and inocent (more likely obsessed with pure and inocent things) for example.
Demon-Maggot Stone (Manse 1)
When the bearer of this mottled ochre and purple stone is injured, his wounds spawn iridescent demon maggots that consume dead and damaged tissue, causing them to heal at twice the normal rate. The maggots shrivel and die when the wounds heal or if removed from the bearer.
Tattered Portrait Gemstone (Manse 1)
As a miscellaneous action, the bearer of this dark, varicolored cabochon can alter his appearance in a limited way. He may not look like someone or something else, but he may appear as a diminished version of himself: older, scarred, diseased, crippled or otherwise lessened in some fashion. Such lessening is real and imposes appropriate penalties. This is a Crippling effect. If the effects are particularly dramatic, those who know the bearer will need a successful (Perception + Awareness) roll to recognize him. The effects can be reversed as another miscellaneous action or when the bearer's attunement with the stone is broken.
Brazen Healing Stone (Manse 1)
This hearthstone is a dirty brown, mottled with spots of dark green. It is round in shape and could have come from the bottom of any common streambed, were the colors not so alien. The stone enhances the medical talents and knowledge of any character who bears it, making an unskilled character into a skilled surgeon and a gifted physician into a brilliant healer. A character bearing this stone has three dice added to all Medicine rolls made by her player, but injuries treated by the bearer of this stone leave scars that glisten the color of brass.
Hardened Spirit Gemstone (Manse 1)
This octagon of dark, perfectly clear ruby grants its bearer one additional die to all Conviction rolls, including rolls to regain Willpower. The bearer must have a permanent Willpower of 6+ or a Conviction rating of 3+ to gain this benefit.
Road of Hatred Stone (Manse 1)
This gray-and-black, lens-shaped hearthstone reinforces Intimacies based on hatred of someone or something. That Intimacy effectively becomes a second Motivation for the hearthstone's owner, as far as social combat, mental influence and recovering Willpower are concerned.
Vitriol-Tongue Jewel (Manse 1)
This hearthstone resembles a square-cut piece of darkened green emerald. It gives the bearer's voice the timbre and intonation of the Metody. Demons associated with vitriol and gods of malice and hatred react more favorably to the character because he sounds like one of them. The character's player may apply either a +2 bonus to all Social rolls when dealing with such entities, or reduce their difficulties by 1 (to a minimum of 1). This includes Charms that must exceed a target's MDV to exert mental influence, but the player may not apply both advantages at once.
Flesh-Rotting Stone (Manse 1)
This waxy ocher gemstone has an unwholesome sheen. When set into a weapon, each attack that inflicts at least one health level of damage acts as a vector for leprosy (see Exalted, p. 351), requiring a (Stamina + Resistance) check at difficulty 1 to avoid infection.
A similar stone inflicts consumption (Exalted, p. 351). Various Yozi-aspected hearthstones serve as vectors for other diseases; more dangerous diseases have higher hearthstone ratings.
Gem of Odium (Manse 1)
Bright red-orange cracks spangle this dark green gem. It takes one scene less than usual for its bearer to acquire an Intimacy of hate, with a minimum of one scene. Eroding one of the bearer's Intimacies of hate takes one scene more than usual.
Stone of the Malfean Elemental (Manse 2)
This violet-streaked green gem reduces the mote cost for summoning a metody (Roll of Glorious Divinity II, p. 83) by 10 motes. No combination of effects including this stone can reduce the cost below one mote. Similar stones for other First Circle races or specific higher circle demons are aspected to their progenitor Yozis.
Detachment-Piercing Stone (Manse 2)
A scarlet vein runs through this ivory-colored rectangle. Its bearer's speech confuses and dismays her targets, undermining their ability to resist persuasion. Whenever the bearer makes a successful social attack, the target suffers a -1 cumulative penalty to his Dodge MDV against all of the bearer's social attacks for the duration of the scene, up to a maximum of -3. This is an Emotion effect.
A similar, three-dot hearthstone imposes this penalty against social attacks from all sources, not just the hearthstone bearer.
Vitriol-Attunement Gem (Manse 2)
This transparent silvery stone surrounds a core of dark, cloudy fluid. Its bearer gains an affinity for the element of vitriol. She is unharmed by contact with vitriol and adds half her Essence rating to Craft (Vitriol) rolls. Moreover, as with all vitriol, she becomes infused with the malice of the Yozis, reducing her Compassion by 1 (minimum 1). A Dragon-Blooded bearer's anima exhibits dark vitriolic streaks; this is a cosmetic effect, but disturbing nonetheless.
Acid-Treading Stone (Manse 2)
This hexagonal, dark-red hearthstone allows the bearer to walk safely over any generally horizontal or gradually inclined surface of vitriol. The bearer can move over these surfaces without injury, slowed movement or an increased chance of slipping or falling. However, this stone doesn't allow its bearer the ability to walk up walls or on ceilings. The stone only allows horizontal movement over a liquid or an at least somewhat solid surface.
Dark Passion Lens (Manse 2)
This prism-shaped blood-red carnelian allows the bearer to inflame dark passions in others. The bearer can amplify negative emotions like anger, hate and fear, turning vague resentment into raging jealously or slight nervousness into unbridled terror. The bearer of this stone gains three additional dice on all Presence or performance rolls designated to inflame those emotions. Also, for purposes of resisting these inflamed passions a target's temperance is treated as if it were two points less than it is (to a minimum of 1). The latter effect works only on a single target at a time.
Flawed Gem (Manse 2)
This transparent amethyst hemisphere enables the bearer to make non-living substances decay at great speed. When the bearer touches an object for one minute and wills it to decay, cracks radiate from this point of contact and encompass an area up to two yards in radius. Over the next 24 hours the object ages and crumbles. These flaws gradually reduce the soak of any item and reduce its health levels. After 24 hours the object counts as damaged and its soak has been halved (round down).
A 3-dot version of this stone also exists. It makes objects decay in 10 minutes instead of 24 hours. Neither stone affects any of the magical materials, hearthstones or any other magical or enchanted items.
Hell-Talon Gem (Manse 2)
This greenish-black stone is shaped like a jagged-edged triangle. When desired, it warps the bearer's hands and/or feet into clawed demoniac shapes, allowing him to deal lethal damage with all unarmed attacks.
Stone of the Chrysalis (Manse 3)
A tiny creature lies frozen within this translucent green stone, its appearance differing every time it's viewed. The stone's bearer may spend three motes as she sleeps to engulf herself in a chrysalis of green silk. The next morning, she emerges from the chrysalis evolved into a new shape, transfigured by the power of the stone.
As a temporary Desecration effect, the bearer obtains up to (Essence x 4) points of positive mutations of her choice, plus half that value (rounding up) of negative mutations chosen by the Storyteller.
If not a creature of darkness, she gains that deformity at no cost. These mutations disappear when she reactivates the stone or loses attunement to it.
Stone of Acrid Understanding (Manse 3)
This sharp-edged, glassy violet stone minimizes the need for formal training by etching skills directly into its bearer's muscles and nerves. Training intervals decrease from days to hours, weeks to days and months to weeks. This is a painful process; crackling steam rises from the parts of the bearer's body involved in the activity being learned. The bearer spends experience points as normal and suffers a -2 internal penalty to all actions which persists until the training is completed or attunement to the stone is broken. The stone's benefits do not stack with any other effect that reduces training time.
Cloak-of-Corrosion Jewel (Manse 3)
This translucent, violet-red dodecahedron grants another Essence user the ability to surround herself with corrosive vitriolic aura that inflicts damage like a Fire-aspected Terrestrial Exalt's anima power.
Producing this imitation anima banner costs Essence. Double the number of motes the character spends, however, to find the intensity of the corrosive aura conferred by the hearthstone. Of course, the Essence expenditure may well trigger the character's own anima as well.
Discord Stone (Manse 3)
The bearer of this dark-green disc can make people around her argue and disagree. The character can affect (Essence x2) people, and this power can only be used once per day. To affect a target the bearer must be within 10 yards and her player must win a resisted (Essence + Willpower) roll. If the target succeeds his moment of truculence passes. Otherwise his player must succeed as a Temperance roll or spend a Willpower point for the character to resist any opportunity to argue with another person. The effect lasts for half a day, or until the character spends three Willpower points. After the effect ends, targets whose players successfully roll (Intelligence + Occult), difficulty 3, realize that these pugnacious urges were some form of unnatural mental influence.
Jewel of Vitriol's Wellspring (Manse 3)
The bearer of this watery, dark-green sphere gains a special rapport with the Metody and other demons attuned to the element of vitriol. When she summons those demons her spell or thaumaturgical ritual takes her only half as long and costs half as many motes of Essence (count every mote spent as two). The bearer also gains three dice for all rolls to influence Metody and other demons attuned to the element of vitriol, including binding or banishing them. There benefits only apply to First Circle Demons.
Stone of Dust (Manse 3)
This spherical gray stone's surface seems covered in powdery rust. If the character spends one mote of Essence and touches any single item made of dead organic tissues, such as leather, bone, wood or ivory, he can instantly turn the object to dust. The character must touch the item directly, and the item can weigh no more than (character's Essence x 10) pounds. This stone does not affect artifacts, enchanted items or undead of any sort.
The Dream-Merchant's Coin (Manse 1) Demon-Bound (Makarios)
This coppery disk gleams with a peculiar iridescence. By spending one Willpower upon going to sleep, the bearer may visit the demon Makarios in her dreams. If Makarios is regenerating from death, the bearer travels to the demon's dream-palace but finds it empty.
Gem of Poisoned Words (Manse 1)
The bearer of this irregular salmon-colored stone may pervert others' Intimacies. This functions as eroding an Intimacy, but instead of breaking, the Intimacy's tenor changes to a related negative emotion. An Intimacy of love becomes hate or obsession, for example, while an Intimacy of respect becomes jealousy or contempt.
Deceiver's Stone (Manse 1)
This half-black, half-white stone allow its bearer to more easily conceal the truth, be it a state secret or even simple truths, by blurring the line between truth and lie. The bearer of this stone may treat honest and straightforward social attacks he makes as if they are inherently deceptive ones and vice versa.
Gem of Night Vision (Manse 1)
As night predators don't need vision to perceive their prey,, so the bearer of this dark, crystal cabochon can see in any non-magical darkness as if he had a bonfire...without the need for a light source that might give him away to an enemy. Even in complete absence of light the bearer sees clearly out to 10 yards and murkily out to 20 yards.
Gem of Unholy Perfection (Manse 1)
This smooth, moss-green oval enables its bearer to ignore the effects of any long-term injuries, scars or birth defects. Congenital conditions, paralysis and chronic pain all instantly vanish. It can even restore missing limbs and organs, although an entire limb requires two months to regenerate. The bearer cannot ignore penalties from recently suffered wounds, but after a week of healing all remaining wound penalties vanish. After carrying this stone for two months all of the Crippling effects of injuries and defects are permanently restored. Such benefits do not reverse themselves if the character later loses the hearthstone.
The Exalted seldom suffer long-term crippling, but the Gem of Unholy Perfection trumps any enduring damage induced by Charms. It also heals damage from wound suffered before Exaltation.
The only limit of this hearthstone is that it cannot mend any harm inflicted by Holy effects. In addition, the bearer becomes a creature of darkness, and if this condition is ever removed, all injuries and defects mended by the stone will immediately return.
Gemstone of Shadows (Manse 1)
This faceted rod is made of obsidian. It allows the bearer to summon deep shadow around himself. At the bearer's command these shadows can have a diameter of up to two yards, but can also be made smaller. Only magical light can pierce these shadows, but they are not completely opaque. The bearer can see out of them and anyone looking in can see vague shapes. This shadow increases the difficulty to spot or recognize anyone inside by 2, higher if the surroundings are also relatively dark. In any well-lit area, however, the shadow itself becomes exceedingly obvious. Regardless of location this shadow also increases the bearer's Dodge and Parry DVs against all ranged attacks by 1. Anyone else who enters the shadow-zone does not gain this advantage against the bearer though: the hearthstone's owner can see perfectly well in the zone of darkness (though the stone grants no benefit in seeing through darkness beyond that area).
Shadow-Soul Gem (Manse 1)
Although this hearthstone looks like a simple oval of black jade, it can impart the calm stability of forgetfulness to a troubled and damaged mind. Once per day its bearer may touch the stone to someone who suffered from a derangement and ease that person's insanity for a scene. This stone has no effect on derangements that involve a lack of empathy—sociopathy, narcissism, etc.
Stone of Darkness' Blood (Manse 1)
This oval stone is marbled with russet and grey. This stone can temporarily save the bearer's life if he is poisoned, or grant him a short period of sobriety during an evening of debauchery. By spending one mote of Essence per minute the user can completely defer the effects of any poison or intoxicant in his system. If the character stops spending or runs out of Essence the full effects of the poison or intoxicant instantly return. The stone does not eliminate or shorten the effects of alcohol, drugs or poisons; it merely puts them off until later.
Gem of Seduction (Manse 2)
This deep purple hexagon changes to dark scarlet in bright sunlight. It makes the bearer seem more attractive, especially to anyone to whom he is attracted. The gem gives a +1 bonus to all Appearance rolls or +3 to any rolls involving seduction.
Stone of Recognition (Manse 2)
The bearer of this irregular, black-blue orb can make other people believe they have met or heard of her before, which may help in many deceits or attempts at persuasion. Whenever the bearer wishes her player and the player of a designated target make a reflexive and resisted (Willpower + Essence) roll. If the target's player fails, that character assumes he has either met or heard of the bearer before and thinks well of her. On a botch, the target has positive memories of spending time with or hearing many stories about the bearer and considers her a good and honorable person whom he likes. The stone's bearer gains two dice on any Social roll against the target that involves trust or convincing the target to believe something. If the target's player wins or ties the roll, however, the target feels only a vague sense that the bearer seems somewhat familiar.
Chameleon Stone (Manse 2)
This triangular prism, colorless in itself, takes on the color of whatever surface it lies against. Similarly its bearer can change his skin, hair and eye color, as well as general features such as eye and nose shape, to match the natives of the local area, whenever and whatever that may be.
False Death Stone (Manse 2)
This pale-yellow amber sphere is marked by a dark crack through its center. It allows the bearer to instantly place herself in a death-like trance. The bearer appears dead to anyone who examines her, but remains conscious and all of her senses continue to function normally. She wakes instantly whenever she chooses or if the stone is removed from her body. In this trance the bearer does not require food, water or air and is immune to the extremes of climate. However she is still susceptible to injury.
Impervious Black Heart (Manse 2)
Neither mercy nor pity can touch the bearer of this cold adamantine gem. He may choose to fail any Compassion check without rolling.
Jewel of the Graceful Courtier (Manse 2)
This oval, opalescent jewel seems to shift color with every change of light and background. The jewel's bearer blends easily into any social situation with the protean ease of the Fiend Caste, and never makes an unintentional faux pas: the stone adds one success to all Socialize rolls, making botches impossible and failures less likely in even the most demanding social venues.
Bitter Revelation Stone (Manse 3)
A small, dark green inclusion sits near the center of this otherwise clear gemstone. Its bearer adds (Conviction) dice to any social attack that involves the revelation of an unpleasant or unwelcome truth. If the revelation provokes a Virtue check, suppressing the Virtue costs an additional Willpower. The stone's bonus dice become automatic successes if the social attack is made while the Ebon Dragon blots out the sky or within the landscape of one of the Ebon Dragon's Third Circle souls.
Stone of the Night-Blade's Song (Manse 3) Demon-Bound (Erembour)
A white streak blazes across this black gem's face. A melee weapon set with this stone sings like a bird as it moves, trailing streamers of shadow. This song calls out to the bearer's foes, drawing them into her embrace. While in shadow or darkness, the bearer may spend 1wp to reflexively make an unnatural social attack with two components: a Compulsion effect that induces its target to move into and remain within the bearer's engagement range, and an Emotion effect that gives the target an Intimacy toward the bearer. It costs targets an additional 1wp to resist the effect while the Ebon Dragon blots out the sky or while Erembour's silver horn can be heard.
The Freedom Stone (Manse 3)
This stone is a murky blue-black, full of shifting colors. A character who bears this hearthstone can never be physically restrained. Shackles and ropes will fall away, knots and nooses will come undone. All grapple, clinch, hold and throw maneuvers attempted against her will automatically fail. Note that while the character cannot be restrained, she can still be confined—this hearthstone does nothing to counter locked doors and barred gates.
Jewel of the Forge of Night (Manse 3) Demon-Bound: Alveua
Intricate brass filigree covers this rich brown orb. Its bearer gains extra deftness and insight into artifice. The hearthstone gives a +4 bonus to Craft (Fire) rolls, a +2 bonus to Craft rolls aspected to other elements and a +1 bonus to esoteric Crafts such as Magitech, Moliation or Glamour. Metalwork crafted with the aid of this stone has a dark luster.
Gem of Forgetting (Manse 3)
This smooth hearthstone is shaped like an arrowhead and covered in swirls of light and dark red. Anyone who meets the bearer cannot clearly remember her afterward. Even moments after seeing the bearer no one can describe anything about her appearance, dress or mannerisms. repeated and prolonged meetings gradually counter this effect, allowing the bearer's family and close companions to remember him clearly. remembering the bearer after one encounter requires a successful (Intelligence + Awareness) roll at difficulty 3. Repeated or extended contact lowers this difficulty by 1 per full day spent largely in the wearer's presence, or by 1 for every three shorter encounters.
Antagonism Stone (Manse 3)
The bearer of this dark-green disc can make people around her argue and disagree. The character can affect (Essence x2) people, and this power can only be used once per day. To affect a target the bearer must be within 10 yards and her player must win a resisted (Essence + Willpower) roll. If the target succeeds his moment of truculence passes. Otherwise his player must succeed as a Temperance roll or spend a Willpower point for the character to resist any opportunity to argue with another person. The effect lasts for half a day, or until the character spends three Willpower points. After the effect ends, targets whose players successfully roll (Intelligence + Occult), difficulty 3, realize that these pugnacious urges were some form of unnatural mental influence.
Stone of Judgment (Manse 3)
The bearer of this smooth cabochon of the finest lapis lazuli gains an uncanny sense for when people lie. If she asks someone whenever he committed a crime or other harmful act, the bearer's player reduces the difficulty of the (Perception + [Investigation or Socialize]) roll to determine the truth of any answer by -4 (to a minimum of 1).
Style-Copying Stone (Manse 3)
This scarlet-tinged silvery gem is a mass of reflective facets. By spending one Willpower, its bearer perfectly mirrors the style of an opponent present in the scene, setting her unmodified rating in a relevant Ability to match the opponent's for one scene: Melee in a sword-duel, Presence in a debate, Survival when tracking prey through a forest, etc.
Only one Ability may be mirrored at a time.
Demon Shout Trigger (Artifact 1)
Demon shout triggers are the smallest artifact guns, usually about the same size as their mundane equivalent, the holdout pistol. They may even be styled to look like a mundane weapon, though they are just as likely to be shaped like a twisting dragon, a hefty lightning bolt, or a wicked talon. Demon shout triggers may be loaded one bullet at a time, or with small cartridges.
Speed 5, Accuracy +0, Damage 6L/2, Rate 3, Range 30, Ammo 5, Minimum Str 1, Attune 3, Cost 1/–. Tags: O *
* Demon shout triggers are especially small, granting a +2 dice equipment bonus to Larceny rolls to conceal them on one's person.
Hellcaster (Artifact 2)
Most deserving of the moniker "hand cannon", the standard hellcaster is an artifact heavy pistol. The smallest of them are slightly bigger than the largest mundane pistol, while the greatest are as big as a man's thigh. Being their most visible part, the end of a hellcaster's barrel is often highly stylized, usually in the form of a dragon's maw or sunburst. There is a spot on the grip for mounting a hearthstone. Hellcasters are loaded with magazines.
Speed 5, Accuracy +1, Damage 8L/2, Rate 3, Range 50, Ammo 15, Minimum Str 2, Attune 5, Cost 2/–. Tags: O
Behemoth Heartpiercer (Artifact 2)
The behemoth heartpiercer is short for an artifact rifle, with a barrel only two and a half feet long. Made for easy transport through the wilderness while still affording extreme range, they are usually imbued with Chalcanth made from Anuhles, Chernobaalim and Luminata. Though it provides no proven benefit over such admixtures, the most sought after behemoth heartpiercers retain the hunting instincts of those demons. Behemoth heartpiercers are loaded with magazines.
Speed 6, Accuracy +2, Damage 10L/2, Rate 2, Range 300, Ammo 30, Minimum Str 2, Attune 6, Cost 2/1. Tags: 2, O *
* When the target of a behemoth heartpiercer attack has been deliberately tracked or hunted by the wielder in the past day, the attack gains the Piercing tag, and that tag applies even against natural soak.
Six-Heart Stormspitter (Artifact 1)
One of the simplest designs for artifact guns, six-heart stormspitters can vary in size from that of a mundane handgun to enormous weapons, impossible for a mortal to wield. Smaller models can be used by mortals as their mundane equivalent, the revolver. Because of the tradition and personalized nature lent more to these older styles of guns, as well as how easy it is to load the cylinder with a variety of bullets, six-heart stormspitters are often the weapon of choice for Exalted who make extensive use of bullets with unique magical capabilities. Such bullets almost always rely on the attunement of the weapon to work properly.
Speed 5, Accuracy +1, Damage 6L/2, Rate 3, Range 40, Ammo 6, Minimum Str 1, Attune 4, Cost 1/–. Tags: O *
* Six-heart stormspitters are often created in pairs; using paired weapons allows the wielder to ignore the offhand penalty to his attacks.
Reaping Hellcaster (Artifact 2)
Reaping hellcasters sport two relatively short, two-foot barrels, wide and dark with ominous promise. These sit against a loading and firing mechanism that has an underslung box for reloading, which are often fashioned to resemble a screaming skull, roaring dragon, or angry face. Often, the barrels emerge from the ornament's mouth, but some of the more disturbing designs come from the eyes. Reaping hellcasters have collapsible stocks, but thanks to their magical construction these are usually only an element of style. The underslung ammunition box is very easy to reload, but the size and number of shells still requires a miscellaneous action to do so.
Speed 5, Accuracy +3, Damage 7L/2, Rate 3, Range 20, Ammo 20, Minimum Str 2, Attune 5, Cost 2/–. Tags: 2, O, St *
* Reaping hellcasters firing pellets apply long range penalties to damage rolls as well as attack rolls, and against inanimate objects their base Damage is halved. Reaping shellcasters firing slugs lower their Accuracy to +2 and lose the St tag, but increase their Damage to 8L/2 and Range to 30. Softer slug rounds can be substituted to similar effect, inflicting bashing damage instead of lethal.
Silent Wind's Cannon (Artifact 3)
Every inch of a Silent Wind's Cannon is a silent prayer to Adorjan, that she could notice only the target and never the bearer. Its barrel, four feet long on its own, is thick and covered in runes. It has a built-in bipod for easy stabilization, two struts where the barrel meets the main body of the gun, often stylized as swept back fangs, intricate marble pillars, or two arms punching into the ground with stone fists. Between these intimidating bipods, one may find the magazine slot for reloading the weapon.
Some Silent Wind's Cannons are built to be taken apart and stored in carrying cases, for easy transport and infiltration. It requires about a minute to take the weapon apart or put it back together. Because of the weapon's size, only suitcases for extended travel can hold the entirety of the disassembled gun.
Each Silent Wind's Cannon comes with a built-in heart-seeking focus lens. In addition to the scope, the stock or body of the gun has a second spot for mounting another hearthstone.
Speed 6, Accuracy +3, Damage 10L/3, Rate 1, Range 500, Ammo 15, Minimum Str 2, Attune 7, Cost 3/2. Tags: 2, O
Heart-seeking Focus Lens (Artifact 1)
A heartseeking focus lens is not significantly larger than a mortal scope, but it cannot be mistaken for one. Though opaque, it is a crystalline tube with smoky visions of bullets, eyes and sparks playing on the surface as light refracts through its facets. It acts as a normal scope when attached to an artifact gun. Should a hearthstone be set in its far end, the jewel becomes transparent and warps slightly to focus the gunner's sight.
In addition to providing its normal benefits, the hearthstone aids in aiming the weapon, multiplying the Range of the gun by the amount of bonus dice provided by the Aim action (minimum factor of 1, maximum of 3).
Innocuous Assassin's Luggage (Artifact 1)
Specially designed for Silent Wind's Cannon infiltration, though versions exist for mortal sniper rifles and other guns, innocuous assassin's luggage are mundane-looking attaché cases with minor Elsewhere-storage enchancements. Attuning the case for 1m allows one to store a disassembled gun without fear of detection. The magic of the case shields itself from detection as well, adding +4 difficulty to relevant rolls.
Each innocuous assassin's luggage case is built to accommodate a specific type of weapon. A case built to hide a Silent Wind's Cannon cannot store a warstorm hellcaster.
Stormwand (Artifact 1)
Stormwands are one of the most varied artifact guns in form and apparent function. They may look like simple totem sticks, or vicious, pronged implements of science and torture. They may be strange, boxy designs that fit over the hand and spit electrified spikes. Some simply look like ornate but otherwise mundane stun guns. They benefit from their magical construction not just from improved stunning capability, but their effective range is improved and they do not require wires to deliver their charge at a distance. Stormwand batteries and spikes are contained in cartridges.
Speed 5, Accuracy +1, Damage 10B/2 + stun*, Rate 1, Range 25, Ammo 3, Minimum Str 1, Attune 3, Cost 1/–. Tags: O, P **
* Targets that suffer at least one level of damage from a stormwand, no matter their Stamina, must resist being stunned, at a minimum difficulty of 3.
** Stormwands may be wielded in hand-to-hand combat with the Melee Ability. Doing so does not consume ammunition.
Steel Rain Caster (Artifact 2)
Steel rain casters are usually less than three feet long, with a grip on one end for those not strong enough to wield them single-handed. Like mundane submachine guns, they fire smaller caliber bullets from their magazines. Because they fit under a trenchcoat (or behemothskin coat), and in cramped hallways, steel rain casters are a popular choice for Exalted gangsters and police forces. They are loaded using three separate magazines.
Speed 5, Accuracy +0, Damage 7L/2, Rate 4, Range 50, Ammo 120, Minimum Str 1, Attune 6, Cost 2/1. Tags: 2, O, St *
* The traits given here are for a single steel rain caster. They can be built as matched pairs, allowing the gunner to wield two while ignoring the usual -1 internal penalty when wielding the offhand gun.
Emblems of modern conflicts both physical and moral, guns (and their futuristic counterparts, blasters), can replace the daiklave as the typical Exalted weapon in modern settings. Despite their reach and power, guns remain only a single option in the Exalted arsenal. An arrow to the gut can be just as fatal as a bullet, to say nothing of being crushed by a car or grand goremaul.
Unless otherwise noted, it takes a Speed 5, DV -2 miscellaneous action to reload a gun or blaster, usually by simply swapping out an empty magazine or power pack for another. Other weapons, notably revolvers and barrel loading hunting rifles, require a miscellaneous action to reload two or three bullets individually, barring special equipment such as a speed-loader.
New Tags: Strafing (ST)
Weapons with this tag may be used to make Strafing Attacks. These are identical to normal Attack actions, save that each one counts as two attacks for the purposes of subsequent multiple action penalties, DV penalties, Rate, and Extra Action Charms; and as three attacks for purposes of Simple, Supplemental and Reflexive Charm use, and ammo consumption. In exchange, the attacker can apply the attack simultaneously against up to three targets that are within five yards of each other.
Armor-Piercing Rounds
The Piercing tag may be added to most pistols and rifles, by purchasing armor-piercing bullets. Doing so increases the Resources cost of ammo by one, and sale of such bullets is often restricted or illegal.
Sights
As one of the most stable platforms for ranged attacks to begin with, it can be hard to find ways to improve Firearms weapon performance. Guns benefiting from scopes and laser sights do not increase their normal attack traits. Instead, such additions make Aim actions easier; the first tick of Aiming provides the usual single bonus die, while the second tick of aiming provides two more, for a total of three. Three remains the maximum number of bonus dice available from Aim actions. Scopes and laser sights do not appreciably increase the cost of a weapon. Most rifles come with a scope.
Infernal Hearthstone Amulet (Artifact 1)
Each hearthstone amulet contains a setting for a single hearthstone. A character wearing such an amulet against her skin gains the basic benefits of a hearthstone—that is, the ability to regain Essence more quickly. However, a character can commit one mote of Essence to the amulet, and doing so causes the amulet to resonate and activates the hearthstone. If the character removes the amulet, the benefit dissipates.
Infernal Hearthstone Amulets can be attuned only by Infernals and Demons. A who is attuned to an Infernal amulet set with a hearthstone regains one additional mote of Essence per hour.
Infernal Hearthstone Bracers (Artifact 2)
Infernal Hearthstone bracers provide powerful defensive bonuses to the Green Sun Prince who wear them. These bracers come as a pair, one of which has a setting for a single hearthstone and the other of which is imbued with magical power. The bracers require the commitment of four motes of Essence to activate them—two motes for each bracer. A bracer must be worn with its mate and will not activate unless worn as a pair. Regardless of construction, Infernal hearthstone bracers provide a three-die bonus to dodge attempts made by an attuned user.
Bracers of Malfeas: all of the character's attacks have their damage increased by two dice while she is wearing the bracers.
Bracers of Cecelyne: the character's lethal soak increases by two as her body adapts to flow around attacks.
Bracers of SWLiHN: the character gains a -1 bonus to her Speed ratings for hand-to-hand or ranged attacks.
Bracers of Adorjan: the character adds one to her weapons' Accuracy and Defense.
Bracers of Ebon Dragon: the target's lethal and bashing soak is decreased by two against the Infernal's attacks. This effect cannot reduce a target's soak below 0.
Infernal Prayer Strips (Artifact 2 to 4)
Prayer to the Demon Princes can be efficacious, but who can depend upon their caprice? Many prefer ironclad agreements with the infernal powers instead. One knowledgeable in the occult may craft parchment from a living demon's skin and write the name of its Third Circle progenitor upon it in the finest calligraphy using his own blood as ink (treat this as crafting a relic of the desired rating) and bring it to said Third Circle demon with a petition for some future favor. He may woo the demon into offering aid with no strings attached, but this requires a successful ([Charisma or Manipulation] + [lower of Craft (Air) and Performance]) check against difficulty 5. Alternatively, the petitioner may persuade the demon to grant a boon in exchange for some small service, such as acquiring a rare substance or protecting something connected with one of the demon's Intimacies. If the artificer's player fails the roll and no agreement can be reached, the demon rejects his petition, and the prayer strip is consumed in green flame, wasting the work that went into its creation. On a successful roll or agreement, the prayer strip pulses with life as the characters written upon it writhe to spell out the terms of the pact.
At any time thereafter, whosoever bears the prayer strip may throw it into the air while calling upon the named Demon Prince. So long as that Demon Prince may reach the bearer's realm of existence, the strip hangs aloft, shrouded with unholy fire, serving as a channel for the demon's Essence as it fulfills its agreement. This is a Blasphemy effect. Once the demon's aid is ended, the strip burns to ash, its power exhausted. In Creation, Yu-Shan or any other realm within the ambit of the Loom of Fate, one may only invoke the power of an infernal prayer strip at sundown, on a night of the new moon or during Calibration, when the bonds of the demon prison are weak enough for a Demon Prince to force its power between the prison's bars. Prolonged effects may
extend beyond that interval.
If the strip's creator empowers it through an offer of service and then fails to uphold his end of the bargain, the Demon Prince will know. Displeased, the demon issues its curse: a single botch in some arena that falls under its aegis, to occur at some inopportune future moment either in the Demon City or at one of the times described above when its powers might breach the barriers between worlds.
Some common varieties of infernal prayer strips appear below:
Infernal Hospitality Prayer Strip (Artifact 2; Any)
The fires surrounding the prayer strip burn a hole in the air, revealing a portal to the Demon Prince's abode. Creatures and objects may pass through this gateway freely. One minute after it opens or when the strip's invoker passes through it—whichever comes first—the portal collapses upon itself and vanishes with a clap of thunder. Those who pass through the portal receive the Demon Prince's hospitality. They may remain within its domain without fear of harm for one day, so long as they uphold whatever laws apply there.
Minion-Calling Prayer Strip (Artifact 2; Any)
The earth gapes wide, disgorging a single demon of the First Circle that kneels before the user of the prayer strip. This functions exactly as the Emerald Circle spell Servant-Spawn Summons, except that no roll is necessary and the demon serves only for a single day. The type of demon to be called may be predetermined when the prayer strip is created. If not, the Demon Prince chooses what demon to send.
Unfurling Road Prayer Strip (Artifact 3; Jacint)
A road of black stone, reinforced by iron and brass, unrolls from the user's feet at a rate of two yards per second. It may pass through any terrain, even carving a route through mountains or arching over empty gorges, though difficult terrain halves its speed and extreme terrain quarters it. Its normal pace comes to four miles per hour, and Jacint will extend it for up to 25 hours before he deems his work complete.
Key to the Infernal Gates (Artifact 2 to 4)
To better lure mortals to their doom, infernal craftsmen have devised countless keys that provide access to the Demon City from Creation. Such a device may resemble any ordinary key, though their shapes tend toward the organic and their substance—most commonly black iron, tarnished silver or verdigrised brass—is Malfean in nature. A key of this sort also vibrates faintly.
A key to the infernal gates requires no attunement. All one need do is insert it into a lock and turn it. The door then opens into some random locale in the Demon City. A door thus opened remains open for one full minute and then slams shut, sealing the path to Malfeas. Such keys only work in one direction, so one cannot travel from Malfeas to Creation in this way. Travel by means of a Key to the Infernal Gates is one way only: once in Malfeas, the sojourner cannot turn around and head back to Creation.
Not every key of this sort is universally efficacious. Some only activate in certain circumstances. The more restricted the circumstances, the simpler the key is to design and construct. The following chart indicates the appropriate costs for different keys:
2: Narrow. Usable under very specific circumstances, such as during Calibration, while in the city of Nexus or at the climax of an hour-long ritual human sacrifice. Keys that only work once or which open onto the Endless Desert rather than the Demon City, but otherwise function anywhere at any time, are also two-dot relics.
3: Broad. Usable under easily accessible circumstances, such as at night, while in a city or via a door marked with the name of a Yozi.
Some of these keys, known as vortex keys, are especially direct in their efforts to draw mortals into the Demon City. Opening a door with a vortex key calls up a roaring wind that attempts to drag the opener (and anyone else in the vicinity) into Hell. The players of everyone within five yards of the door must successfully roll (Strength + Resistance) for their characters to resist being drawn through the door; the difficulty is 5 for the opener and 3 for everyone else. The door slams shut immediately thereafter, and the key remains lodged in the keyhole, a threat to any others who pass that way. Vortex keys have the same relic ratings as ordinary keys to the infernal gates.
As a traveler steps through a doorway opened in this way, she may appear to observers to undergo spatial or temporal distortions, seeming to shoot off over the horizon or to bend sickeningly into a spiral shape. However, the traveler herself experiences only the sensation of stepping over a threshold. There appears to be no passage across an endless desert, but as always, it takes five days to reach Malfeas. If First Age savants had any theories, they do not survive into the Time of Tumult to explain just where one goes in the intervening time.
Weapon Ward (Artifact 2 to 5)
All weapons of a type—swords, spears, daggers and so forth—share a certain quality of Essence, a thread of similarity that runs through them and ties
them together. Infernal artisans may draw upon that similarity to construct wards against specific types of weapons. Demon warriors place great stock in
these talismans. One who wears a sword ward, for instance, scoffs at a Solar's blazing daiklave, for he knows that it poses little threat to him. A weapon ward consists of an intricately engraved amulet containing a writ of protection in Cecelyne's name, inscribed in blood upon tanned demon skin. It pulses like a heart and is always warm to the touch. Attuning to a weapon ward costs four motes of Essence. Weapons of the ward's type recognize Cecelyne's authority and quail from it. An attacker wielding such a weapon against the bearer suffers a -10 external penalty to attack rolls and raw damage. Arrow wards are particularly valuable in Malfeas, for they also provide complete protection against the ravaging Arrow Wind.
Despite the depth of their power, weapon wards provide only limited protection to their wearers. Faced with a sword ward, nothing prevents an opponent from discarding her daiklave and smashing the wearer with a goremaul or strangling him with her bare hands. Also, Cecelyne's writ only allows the use of one weapon ward at a time. Attuning to a second ward breaks one's attunement to the first.
This categorization of weapon types is metaphysical rather than physical, and the metaphysical is in large part defined by language. (Blame Elloge.) As such, if a weapon might reasonably be associated with the name of the weapon type repelled by the ward, then the ward functions against that weapon. So a sword ward will block both a short sword and a great sword with equal ease, a javelin—being a small throwing spear—is subject to a spear ward, and a khatar—also known as a 'punch dagger'—is susceptible to the power of a dagger ward. When in doubt as to whether a weapon ward will function against a given weapon, assume that the ward will function against that weapon.
A weapon ward must be defined to function against a specific type of weapon. Axe wards, chain wards, seven-section staff wards and whip wards are all viable options. Edged weapon wards, projectile wards and harmful-object wards are not legitimate weapon ward types. For purposes of a weapon ward, it is the weapon's type that matters, not how it is used. For example, a sword ward will protect equally against blows delivered with a daiklave's edge, flat or pommel.
Two-dot weapon wards protect against all mundane weapons of the chosen type, even when enhanced by Charms. Against artifact and relic weapons, however, they are useless.
Weapons sized for Warstrider and Knightmare Frame's use need three-dot wards.
A four-dot weapon ward stops all weapons of its type, both mundane and magical.
Magical weapons sized for Warstrider and Knightmare Frame's use need five-dot wards.
Seal of Cecelyne (Artifact 3)
This squarish yellow jade chop fits comfortably into one's hand, though it seems heavier than it ought to be and grains of sand sift from cracks along its length. A mysterious character is incised into the base of the seal. A successful (Intelligence + Occult) roll at difficulty 5 reveals this to be one of the numberless secret names of Cecelyne.
A document stamped with Cecelyne's seal stubbornly defies the efforts of civil servants to deal with it. Like a heavy stone, it resists efforts to move it along, and like a boulder cast into in a river, it dams the flow of bureaucratic activity. Any bureaucrat—mortal, demon, god or ghost—whose Essence is lower than the user's can neither approve nor deny such a document, but instead, returns to it again and again at the expense of all other work. Such a bureaucrat cannot even destroy the document. If he shreds or burns it, it immediately reappears in the appropriate place among his bureau's files. The affected department's work is slowed to a rate of (1/number of stamped documents) normal. Any projects that depend on the approval or denial of the stamped document cannot proceed until the document is properly processed.
Attuning a seal of Cecelyne costs four motes of Essence. Stamping a document with the seal costs one committed mote. The effects of the seal cannot be canceled at will. They only end when the stamped document is approved, denied or destroyed, at which point the stamp turns to sand and falls from the page.
Demons lack mortal qualms about altering their bodies. Many are themselves created things, and as for the others, pain holds little meaning for those who dwell in the Demon City. Piercings and tattoos abound. The art of grafting enchanted or demonic components onto one's body is less common, but such grafts are still far more easily available in Malfeas than equivalent prosthetics in Creation.
Attaching a graft involves a lengthy surgical procedure as an extended action. Each graft has a Surgery trait comprising four values separated by slashes. The first is the cumulative difficulty of the extended action, the second the roll interval, the third the difficulty of each individual roll, and the last is the Ability minimums in Lore, Medicine and Occult required from the surgeon. The procedure also requires a fully supplied surgical facility (Resources 4). Each surgery roll uses (Intelligence + the lowest of the three Abilities), with a failed roll inflicting one unsoakable lethal health level of damage. The player of a conscious patient must make a Temperance roll at difficulty 3. On a failure, the patient's spasms of pain result in a botch.
As a rule, attaching a graft requires its recipient to commit Essence to it as part of the surgery. Committed motes cannot be uncommitted without removing the graft (which requires a surgery roll with a difficulty of one less than was required to attach it). Dice granted by an infernal relic graft are treated as bonus dice from Charms. An automatic success added by a graft counts as two bonus dice for this purpose. Any character with an infernal relic graft is a creature of darkness.
Demon Ink Tattoo (Artifact 1 to 3)
Infernal artists use needles of brass and bone to insert Chalcanth beneath a recipient's skin, inscribing a tattoo made from a demon's living Essence. Such a tattoo takes on the semblance of the demon as it was in life. So incredibly lifelike is a well-formed demon ink tattoo that it seems to move as onlookers watch, while it does move when hidden from sight.
Each demon ink tattoo attunes its wearer to those things that it favored as a demon. A one-dot tattoo grants the wearer three specialty dots in one or more appropriate fields. If this gives the wearer more than three specialties in an Ability, she is still limited to a maximum of three specialty dice per roll. A two-dot tattoo also adds one dot each to three of the wearer's Abilities, or two dots to a single Ability. A three-dot tattoo provides both of the aforementioned benefits, as well as adding one dot each to three of the wearer's Attributes, or two dots to a single Attribute. These benefits mirror the demon's talents, though they may reflect its mindset and Charms rather than strictly following its own innate traits. Common tattoos and their benefits follow. These are only examples; a specific erymanthus tattoo, for example, might award different specialties than the one given below.
Surgery: 10/1 hour/2/2
ERYMANTHUS, THE BLOOD-APE [A GROTESQUE SIMIAN SHAPE SCRIBED UPON THE ARM]
Specialties: Athletics (Feats of Strength +1), Martial Arts (Tiger Claws +1), Presence (Intimidation +1)
Abilities: Athletics +1, Martial Arts +1, Resistance +1
Attributes: Strength +2
NEOMAH, THE MAKER OF FLESH [AN ANDROGYNOUS LAVENDER FIGURE SKETCHED SUGGESTIVELY ALONG THE THIGH]
Specialties: Medicine (Childbirth +1), Socialize (Seduction +2)
Abilities: Craft (Water) +2
Attributes: Dexterity +1, Manipulation +1, Appearance +1
Green Sun Tattoos (Artifact 2)
Luna's Chosen believe that their tattoos are proof against all possible transformations, but this vaunted immunity is as nothing before the power of the Yozis. Demon artificers melt together scales from Oramus and quicksilver poison from Szoreny's trees, then alloy the compost with green iron and vitriol before inscribing it on the bearer's body.
The resulting emerald-hued sigils protect their owner against shapechanging effects from the Wyld and elsewhere. In addition, they ward off all of the environmental hazards of the demon realm. A creature wearing these tattoos can bathe in the acid waters of Kimbery or frolic among Kalmanka's flying razors
without harm. This provides no protection against direct attack, however. A tattooed being may survive the passage of the Silent Wind unhindered, but if Adorjan turns her power directly against him, the tattoos offer no defense. This relic has an attunement cost of 1m.
Surgery: 15/2 hours/3/3
OOC: since I am sure you don't want me to spend days writing down every possible hearthstone, I have decided that for now Lelouch has access to Vitriol and Ebon Dragon hearthstones. Oramus' hearthstones will appear in a separate event.
The one that accelerates training seems useful, buy the effects would be rather obvious to anyone looking. Maybe we could get that one, and just use it when we're alone?
The one that accelerates training seems useful, buy the effects would be rather obvious to anyone looking. Maybe we could get that one, and just use it when we're alone?
It would be rather problematic, as we're an active character and we definitely don't want a -2 penalty when we have to deal with something that comes up because the training period isn't over. Also, much of our physical training involves other people who aren't in on the masquerade, so it would be visible to people.
Detachment-Piercing Stone, Dark Passion Lens, Flawed Gem, and Cloak-of-Corrosion Jewel all sound like they could be useful for Lelouch.
Backgrounds: Backing (Yozi): O, Cult (Yozi): O, Influence (Yozi): O, Unwoven Coadjutor (Namaht) 1
Essence: 2
Willpower: 5/5
Traits from Unwoven Coadjutor: His iris' have turned a much darker brown, almost black
Anima Power:
Infernal Exalted of the Defiler Caste may perceive Essence through their anima, allowing them to hone their senses for magic. By spending five motes, a Defiler may add (Essence) automatic successes on any (Intelligence + Occult) roll to identify a Charm or to analyze it with Essence sight, and on any (Perception + Awareness) roll made to notice a magical effect or Charm. In addition, this supernatural perception easily pierces through deception, adding a +3 bonus to the Infernal's Dodge MDV against unnatural Illusions. These effects come into play automatically once the Infernal spends 11+ motes of Peripheral Essence.
Charms:
First Elloge Excellency
The Sphere of Speech is romantic, given to flights of fancy and becoming lost within herself . She is invisible to those outside of her, while her inner world is complex and rich beyond imagination. She perceives the whole world through the lens of narrative, understanding relationships through archetypes and themes. She seeks to build connections between people to create a more unified narrative. She dictates reality around her, but admires introspection andself-exploration. She also enjoys paradox and self-contradiction, as it creates more complication and greater depth in her stories.
To Elloge, words are what they represent, and she does not distinguish between symbol and symbolized. She speaks only truth, though it is the truth of stories, rather than of cold-hard fact. Facts that are inconvenient to her stories are edited out of existence, as Elloge seeks to create the perfect story. Her narrative structure dominates the Wyld, as her narrative holds the greatest power over those entities which exist outside of Creation's law.
This Charm may be used to enhance any action in which the Infernal uses words or language as a part of his task, or which is used in an act of self-expression. This Charm may also be used to encourage a narrative that the Infernal enjoys, or todevelop relationships, whether or not she is a part of that relationship. This Charm cannot be used in any action to make someone act in a way that is antithetical to their character, or to inhibit any act of self-expression which is in accordance with an archetype or narrative she wishes to foster. Finally, Elloge has an obsession with marriage and children, and as such this Excellency may be used in any action to facilitateromance or aid in protecting children.
Every Word is Mine
Cost: - Mins: Essence 1, Type: -
Keywords: None
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
All words are Elloge, and in turn, Elloge is all words. An Infernal with this charm understands all meaningful language. She still does not understand magical glossolalia, which is only gibberish, but can seamlessly switch from one language to another, even if she has never encountered it before. This applies to anything which can reasonably be described as speech, but not to body language.
Narrator's Insight
Cost: 4m, Mins: Essence 1, Type: Simple (Speed 3, DV-0)
Keywords: Combo-Ok
Duration: One scene
Prerequisite Charms: None
The storyteller understands those in the story as well as they do. She can tell who is important and who isn't, and can, with practice, discern the trustworthy from the villainous.
By spending four motes, she may tell whether anyone she looks upon is an extra, a normal being, or a heroic being. With Essence 4, she may also detect whether they possess enlightened essence.
A repurchase of this charm, requiring Essence 3, allows the storyteller to sense if anyone she looks at has an Intimacy towards her, and whether it is positive or negative.
This charm upgrades automatically at Essence 4, becoming Indefinite.
Shipper's Compatibility Index
Cost: 2m or 1m, Mins: Essence 2, Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Narrator's Insight
by looking at a pair of people, the Infernal judges their opinion of each other, and how much they have in common. The Infernal becomes aware of what intimacies they have towards one another, if any, and how many of their virtues are within a dot rating of each other, although not which. She also becomes aware if they have mutually exclusive Motivations, but not what they are. This charm costs 2m normally, but is reduced to 1m while the Infernal is under the effects of Narrator's Insight.
Without Essence 6, the Infernal may not target herself with this charm.
The Infernal's favoured tools are the characters that litter the world, but the world of her story can substitute in a desperate situation.
This charm creates an attack using the environment. It uses Charisma+Linguistics, rather than Dexterity+(Ability), and has an accuracy equal to half the Infernal's Essence. Its base damage is equal to her Charisma+Essence, but gains a bonus equal to twice the stunt bonus gained on her attack roll. This damage is lethal, but can be made bashing with a fitting stunt. It also deals Aggravated damage to Fae, due to their shared affiliation with narrative. It can only cause effects that have some relation to the scene at hand-lightning does not strike from a clear sky, but a rockfall is a constant danger in a quarry.
To begin with, this charm is utterly obvious. The Infernal's actions are clearly the ones that caused the effect.
A repurchase of this charm, requiring Essence 3, improves this charm. Firstly, a suitable attack is not immediately obvious as an action of the Infernal's.Viewers, including the target, must make a Wits+Linguistics check, with difficulty equal to the Infernal's Linguistics, to determine that he caused the attack.
Secondly, the Infernal can create effects that do not fit the environment, flukes of fate and seeming impossibilities striking her foe. With this use, she may create attacks as abstract as strangling someone with their bad grammar, or truly impossible attacks similar to those granted by Principle Invoking Onslaught. When she does this, she becomes Obvious as the source.
A second repurchase changes this charm's duration to indefinite. When used in this way, the charm is a reflexive action, costing ten motes. It allows the Infernal to utilise Rocks Fall at will, whenever she could make a normal attack. It also lets her parry with the environment, the same odd coincidences and illogic protecting her. These attacks use the following profile.
A third repurchase, requiring the E5 repurchase of The Author Apart, allows Rocks Fall to be used while that charm is active without automatically breaking its effects. Attacks made from this stealth are not considered unexpected, but targets affected by that charm's stealth must succeed on their check or pay one willpower to recognise you as the source.
When she is in danger, Elloge's standards slip. Rocks jump to defends her, storms form in a midsummer desert, and perfectly timed coincidences save lives.
An impossibly fortuitous coincidence perfectly parries a single attack. This is a perfect defence that may block the unblockable, but bears the Imperfection of the Sphere of Speech. As an additional benefit, it is not immefiately obvious that the Infernal is the cause of the defence.
Imperfection of the Sphere of Speech
Elloge cares for stories above all else, and a beautiful story deserves to be told. Her perfect defence bears a surcharge in motes equal to twice the value of the stunt awarded to the attack. In addition, three die stunts add a three willpower surcharge.
First She Who Lives in Her Name Excellency
The Principle of Hierarchy is methodical and meticulous. She analyzes every variable and chooses the most efficient and orderly method by which to achieve victory. Her utilitarianism is absolute and consistent as clockwork. She is as brilliant as she is alien, cold and unfeeling. Her violence is dispassionate and perversely pure, unmotivated by sadism and yet capable of systematically disassembling every obstacle in her path without the slightest remorse. She builds and improves structures of all kinds and abhors chaos, randomness and free will in all its forms. She finds excessive effort wasteful and prefers to apply the minimum exertion necessary to attain the desired outcome. Her directives are fascist and totalitarian, butruthlessly fair. She has no moral restraint against deception, nor any attachment to honesty, but her nature must choose the most expedient method even when it is not the solution that best matches her talents. She demands perfection, especially from herself.
Characters may apply this Charm to actions that create new order or reinforce existing order in any way, as well as actions that encourage others to join and loyally follow any hierarchical organization. She Who Lives In Her Name enhances efficient actions that demonstrate appropriate use of force; her power does not aid half-hearted or excessive efforts. Showing empathy for individuals invalidates that action for enhancement, though empathy toward society or another collective structure is permissible. The Charm enhances actions carried outmethodically and logically but not improvised or unconventional solutions. Spreading chaos is never allowed, but ineffective organizations and policies may be dismantled to pave the way for a better order.
Factual Determination Analysis
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Principle of Hierarchy recognizes the totality of truth. This Charm may be used to test any statement the Exalt reads or overhears and provides the Infernal with certain knowledge of whether the statement was presented as a complete truth. Any intentional deception or meaningful omission of relevant data in any part of the tested statement returns the same negative response, so it is best to test a long statement frequently to isolate where the truth breaks down. If this Charm contests another, add the Infernal's Essence rating in bonus successes to the roll-off. Truth is measured from the perspective of the speaker rather than based on objective truth. Factual Determination Analysis does not supply the truth along with its binary measure.
Essence-Dissecting Stare
Cost: Special (see below); Mins: Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: One hour
Prerequisite Charms: Factual Determination Analysis
She Who Lives In Her Name sees all that matters. This Charm duplicates the benefits of All-Encompassing Sorcerer's Sight apart from its type and duration. The cost to activate this Charm is (8 - [lower of Perception or Occult]) motes normally or zero motes if the Infernal has Essence 6+.
Counter-Conceptual Interposition
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Essence-Dissecting Stare
Faced with any physical attack, the Principle of Hierarchy may reshape reality to produce a phenomenon or event capable of neutralizing the attack. This Charm is a perfect parry against any attack the Infernal can perceive, even unblockable attacks. The default manifestation is an orb of crystalline fire that appears in the path of the attack, shattering to stop the blow or projectile just before it hits the Exalt. Where the sphere shatters, a ripple of bent space flows out like a stone dropped into a pond. It is possible to manifest any instant duration effect that could provide a parry, however, such as a spray of water to snuff out a firewand's torrent or a concussive thunderclap that knocks aside an incoming arrow. Such variations are stunts, so creative use can reduce the cost of the Charm to match the perfect defenses of other Yozis. Counter-Conceptual Interposition is vulnerable to the Imperfection of the Principle of Hierarchy.
Mind-Hand Manipulation
Cost: 10m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Essence-Dissecting Stare
The spinning orbs of She Who Lives In Her Name have no hands with which to grapple and impose order on the world. They are not so crude. With this Charm active, the Infernal may move other objects with his mind as though manipulating them with his own body, exerting force or even lifting objects and carrying them through the air at speeds up to his own current velocity. His telekinesis trails Obvious ripples of spatial distortion and white light as prehensile tendrils of mental force. This Charm has a Dexterity equal to his Willpower and a Strength equal to his Essence. The associated Ability to use this Charm is Occult, whether for attacking with direct force or hurling objects, or to determine effective (Strength + Athletics) total for a mind-powered feat of strength. If a floating weapon is wielded this way, the Ability is the lower rating of the normal trait and Occult, and all actions using the weapon suffer a -3 external penalty. Unlike most Sorcerous Charms, the Essence for this Charm must be committed, but the effect may also be terminated at will by ending this commitment. Mind-Hand Manipulation can move perceived incorporeal beings and objects, but its effective Strength is halved.
Moving objects with Mind-Hand Manipulation requires the same actions as doing so normally. All actions suffer range penalties like an attack with a range interval of (Willpower + Essence). Objects that have been lifted into the air fall when the action taken to move them ends, though up to (Essence) separate objects may be held stationary between actions, reflexively levitated through force of will. Grabbing anything that resists requires a clinch attack, but opponents who win control of a clinch do not get to grapple the Exalt and may only choose to escape. Moreover, clinches can only be maintained with renewed control rolls as normal, so victims can't be held aloft with merely reflexive effort. Unlike most ranged attacks, telekinesis granted by this Charm may be used defensively to deflect projectiles and weaken blows, as represented by the parry option provided by the Charm's Defense rating.
Infernals with Essence 3+ add a third attack option, in which they can focus their mental force to scalpel sharpness with which to vivisect those who displease or intrigue them. Repurchase of this Charm at Essence 4+ allows an Infernal to spend one Willpower whenever a telekinetic attack would inflict two or more actual levels of damage. Invoking this power replaces all damage with a Crippling amputation of the Exalt's choice. Such injuries self-seal as though cauterized and do not even bleed. Telekinetically wielded weapons can't amputate victims this way.
Telekinetic Blow: Speed 5, Accuracy (Willpower + Occult), Damage (Essence)B/2B, Defense (Willpower + Occult), Rate (Essence up to 5), Range (Willpower + Essence). Tags: O Telekinetic Clinch: Speed 6, Accuracy (Willpower + Occult), Damage (Essence)B/2B, Rate 1, Range (Willpower + Essence). Tags: O
It would be rather problematic, as we're an active character and we definitely don't want a -2 penalty when we have to deal with something that comes up because the training period isn't over. Also, much of our physical training involves other people who aren't in on the masquerade, so it would be visible to people.
Detachment-Piercing Stone, Dark Passion Lens, Flawed Gem, and Cloak-of-Corrosion Jewel all sound like they could be useful for Lelouch.
It is worth taking. You can do a week of training in a single night. Or fake illness for three days and get three-week training done. Given how quickly we are gaining XP, training times are going to be bother. This solves the problem.
...I wonder if it can reduce training times for learning charms. If so, it's definitely a thing to get.
Plus note, that nothing prevents us for having two stones. Yes, only one can be attuned at the same time, but "Stone of Acrid Understanding" is not something that needs to be 'on' all the time.
Hm.... as for influence of demons on Earth, there is one thing that I was always wondering when reading about Infernals:
Demons wants to escape Malfeas. Exalts with access to Sorcery can summon demons. Non-infernals exalts needs to roll for control of the demon, or die messy death. But Infernals? Why infernals cannot simply speak with 3-level souls of Yozi beforehand and summon them without even attempt of binding? As far as I know, it would leave demon free to do as it please - in Creation.
I thing Ligier would enjoy opportunity to walk in Creation once more. And several 2'nd level souls could be very useful allies to have around.
Demons wants to escape Malfeas. Exalts with access to Sorcery can summon demons. Non-infernals exalts needs to roll for control of the demon, or die messy death. But Infernals? Why infernals cannot simply speak with 3-level souls of Yozi beforehand and summon them without even attempt of binding? As far as I know, it would leave demon free to do as it please - in Creation.
I thing Ligier would enjoy opportunity to walk in Creation once more. And several 2'nd level souls could be very useful allies to have around.
Well, this can only be done during the five days of Calibration. And I'm pretty sure summoning a 3rd Circle demon will get a Sid kill squad dispatched to our location.
It is worth taking. You can do a week of training in a single night. Or fake illness for three days and get three-week training done. Given how quickly we are gaining XP, training times are going to be bother. This solves the problem.
This doesn't really address the issues I mentioned.
1. A significant amount of Lelouch's training has to be with other people. For instance, training Archery/Firearms requires more than just shooting at targets once you pass a certain level. You need to push yourself, such as Lelouch using the Survival Club or something similar, so you can surpass your limitations.
2. As I stated, we're an active character who is regularly involved with things other than training. We're the leader of a rebellion - we don't take days off. We are on call 24/7, 365 days a year. If an incident requiring our attention comes up during any period in which we're training and have to stop, that means we'll suffer a -2 penalty during the incident until the stone's attunement breaks. All the while we'd be smoking visibly to everyone.
Lemme take a crack at this "make your own characters" thing...
=====
Yelena was a young girl with a simple dream: To be famous, to be loved, to be seen as someone worth emulating. Perhaps this dream came about from the lack of care her family gave her, or perhaps it was a common thing for young Russian girls to dream about as they watched all their men march off to war. However it came about, Yelena spent her life pursuing this goal; she strove hard in school, ate healthy, made lots of friends, learned to sing and dance, watched talent and beauty shows and chased her dream with all her might.
Then she ran into the common problem of being a pretty young girl in the Balkans.
The slavers didn't care about her aspirations, or how hard she'd worked to achieve them. All they cared about was that she was a pretty face who was foolish enough to drive to an unknown "modeling agency" far away from any authority who cared.
Yelena thought she was strong, that the effort she had put into herself would help her through, but she cracked on the second day. And down in the cold dungeon, tired and sore, she heard a voice. A deep, rumbling voice that belonged to no human.
Her first thought was that it was too big to get through the door.
It spoke again, "Who are you, girl?"
"Ye-" Her dry throat failed her for a moment, but she recovered and tried again. "Yelena."
The beast snorted. "Who are you?"
If this was a dream, she didn't like it. "My name is Yelena!"
"Who are you?"
"Yelena! My name is Yelena!"
The thing kneeled down, thick fur shifting as it twisted its head to level an eye towards her. The movement was smooth and quick for such a large creature, and Yelena scrabbled back against the stone wall. "I have never heard of you, Yelena. What are you?"
"What? What do you mean? What are you?"
"I am a Crommion, made by Jarak, descended from Jabarkas, who is of Mardukth, the Mountain and the Beast Upon it." The beast- the Crommion's breath buffeted her with each word, cold mountain wind causing her to shiver in her thin clothes. "What are you?"
"Why does that matter? Why are you asking me this? How did you even get in here? What about the men?" She was answered by a deep rumbling; the beast was laughing at her.
"It is the only thing that matters, Yelena. I have told you what I am. I ask once more, what are you?"
As if roused by some challenge, as if the Crommion was denying her, Yelena pulled herself up, standing as tall as the thing's elbow. "I- I am an actress! I'm a singer, a dancer! A grade-A student! I-"
"You are a slave!" It pounded the ground with a hoof, cracking concrete and knocking Yelena down. "You are trapped! Forgotten by any who would care and exploited by your captors!"
She curled into a ball, fearful that the thing would crush her if she angered it further. Instead, it folded its legs and sat down before gently placing a massive paw on her.
"You are like us."
"What?"
"We too, are slaves, We too, are trapped. We too have been forgotten by the world and exploited by those who hold our chains!"
What could possibly chain such a beast?
"We must all be free."
Yelena's voice was shaky with fear, but she felt it would be even worse to not respond. "There's no way. There's so many men with guns and I'm not the only one down here. You're big, but they'd just shoot you."
"There is a way. For I bring power beyond me, and beyond them who hold you, and beyond them who hold us. If you accept it, we might all be free."
Maybe she was foolish for thinking there was a chance; maybe this was some addled dream from the drugs, but a tiny ember of resistance flared back to life, fueled by the merest hope of escape.
"Anything is better than this. Yes."
The Crommion rose, occluding the room for a brief moment before exploding in a storm of gore and blood. Yelena screamed as it rained upon her, but she was quickly enveloped and knew no more.
-----
"Yelena. Yelena who is an actress, a singer, a dancer, a grade-A student. Thus are you defined."
Was this another dream? She turned towards the voice and saw...
And saw...
"Who am I?"
"You are Mardukth." The words came unbidden from her lips, as if a heavy pressure had forced the air from her lungs.
"What am I?"
"You are the Mountain and the Beast Upon it." She trembled, trying to take in the thing she was looking at. Where did it start? Where did it end? She could look up and see antlers wider than the sky, look down and see hooves which crumbled the mountains underneath them. Everything in-between was indistinguishable, like staring at a wall from three inches away and trying to see what was on it.
"I am Mardukth, the Mountain and the Beast Upon it. Thus I am defined."
"What do you want with me?" Her voice was but a whisper, barely audible to her own ears.
"Go forth. Crush the tiny ones who thought they could cage one such as you. Remind the world what they have forgotten. Remind them of Yelena, who is an actress, a singer, a dancer, a grade-A student. Teach them that you are past constraint, that your greatness sets you beyond them. And then, free me, so that I might remind them of Mardukth, the Mountain and the Beast Upon it, so that I might teach them that I am past constraint, that my greatness sets me beyond them."
"And then they will know us, and love us, and magnify us."
"Go."
And Yelena blew away on his breath, whipping through mountains and valleys, seeing the world from the jagged crown of He Who was Once King Over All.
And broke forth into the waking world, the twisted shell of her Chrysalis Grotesque crumbling around her.
The rough men who had held her backed away, some raising their guns in fear. Behind her, a pyre of green light flared high, and the image of a great-horned beast leered down at them. Somehow, she was not afraid.
"Tell me something, you men. Do you remember who I am?"
Name: Yelena Ferapont
Caste: Malefactor
Patron Yozi: Mardukth
Concept: Failed idol seeking revenge and recognition.
Motivation: Become renowned and loved throughout the world.
Urge: Become the head of a cult which venerates you and the Yozis (Epic)
Anima Banner: A great beast with many horns leers down through a rising column of smoke
First (Mardukth) Excellency, Second (Mardukth) Excellency
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 or Step 2) Keywords: Combo-OK Duration: Instant Prerequisite Charms: None
The Mountain and the Beast Upon It is immense, impressive, and intimidating. His ways are the old ways, barbaric and demanding. He strides vaingloriously across even the most treacherous landscapes, exerting undeniable dominion over slaves and beasts alike. He wields authority without mandate, for no one else could grant it to him. All recognize his mastery intrinsically. As a being of immeasurable might, he maintains his claim simply by being unchallenged. Unconsciously prominent, he attracts an entourage and shelters them with his seemingly impossible grandeur. Those who submit or yield are blessed by the magnifying power of his name. Hearing their praise, he conforms to legends and satisfies their expectations of greatness. Those who foolishly attempt to resist the irresistible he overwhelms without comment or remorse. Fortunately for most of Creation, he considers the affairs of others are beneath him. He resides amid the cyclopean memorials, hunting and seeking answers that will appease his vanity.
This Charm may always be used to help the character climb or while the character gains an advantage for possessing high ground. It can also be used to expand prior works. It cannot help the character hide, disguise, or lie about his identity or while engaged in such deceptions.
Mountain Beast Dominion
Cost: — (2m); Mins: Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None
High upon a cloud-crowned pinnacle, the Questing Throne ensconced itself where all could see. The Infernal who glories in Mardukth's wake learns to survive at such altitudes as well.
While travelling on foot through hilly or mountainous regions, the Infernal considers all Extreme or Difficult Terrain to be Open and gains the benefit of Trails (Exalted, p. 266).
So long as the Extreme or Difficult Terrain is not owned by another essence-user, the Infernal gains metaphysical ownership of such uplands within (Essence x 10) yards of himself. The land reverts to being without an owner once it is outside of this radius.
While in such terrain, the Infernal gains the benefits of Graceful Crane Stance (Exalted, p. 222) and never risks unintentionally causing landslides or breaking a handhold while climbing.
He halves the difficulty for climbing (Exalted, p. 126) in any location and may reflexively spend two motes to cancel all Falling Damage.
The Infernal may communicate simple ideas with natural animals and may make social attacks against them.
Mountain Shelters Many
Cost: — (+1wp); Mins: Essence 2; Type: Permanent Keywords: Entourage 1 Duration: Permanent Prerequisite Charms: Mountain Beast Dominion
Under the Beast's watchful eyes, the Mountain's forested slopes provided homes for those that flocked to bask in their immensity. As the Infernal attracts his own entourage, he learns to keep them safe for they reflect his greatness. Once he has learned this Charm, all of the Infernal's Followers and Familiars gain the benefits of Mountain Beast Dominion, with the exception of claiming ownership of the land. Since it is rare for his loyal troupe to possess their own motes, the Infernal may reflexively spend two motes and a willpower to protect any number of his Followers and Familiars, as well as himself, from Falling Damage for (Followers) actions.
Written Upon the Stone
Cost: —; Mins: Essence 2; Type: Permanent Keywords: Emotion Duration: Permanent Prerequisite Charms: None
Mardukth calls; the world responds. His name echoes through the sky and is etched upon the very foundations of earth. Learning this Charm, the Infernal inscribes his own name upon the nature of reality.
No effect can cause him to forget his own name, steal it away from him, or prevent him from speaking it.
He gains (Essence) automatic successes on Read Motivation actions to discern whether the target possesses an Intimacy regarding him and in what context.
Anyone who speaks his name in his presence counts the scene as one spent building a positive Intimacy toward him, with the precise nature of the Intimacy determined by the context of the scene. Even his enemies will gain a positive Intimacy toward him as a Worthy Opponent if he has not given them reason to be personally offended by his actions. If the context is excessively negative, such as when the Infernal goes out of her way to inflict harm upon his enemy or something his enemy cares about, this Intimacy becomes a negative one. A barbarian fighting for his homeland can be respected as a noble warrior; the general who slaughters his captives and salts conquered fields is a foe to be dreaded. This Emotion effect can be resisted by spending one willpower per scene.
Legend-Carving Impressions
Cost: 3m; Mins: Essence 2; Type: Simple Keywords: Combo-OK, Illusion Duration: One Scene Prerequisite Charms: Written Upon the Stone
Mardukth would never stoop to performing petty or mundane tasks, nor should those who seek to emulate his power. This Charm enhances all actions the Infernal undertakes for its duration. Anyone whose Dodge MDV is less than his (Charisma + Presence + Essence) suffers an Illusion that causes them to remember the Infernal's actions as grander and more impressive than they truly were. This does not affect their perception within the moment, only when the recall the events later. The Illusion lasts until it is resisted for two willpower. Any Intimacies a character gains toward the Infernal while suffering from this Illusion are likewise exaggerated. Characters gain Intimacy of obsessive loathing, slavish devotion, soul-aching love, terrified awe, and so on. The bonuses and penalties such magnified Intimacies cause to the character's MDV are doubled.
With Essence 3+, the Infernal may also use this Charm to enhance Social Attacks made during the scene in which he exaggerates and embellishes his own past actions. If the attack overcomes the target's MDV, she immediately gains the Illusion and accepts the Infernal's version of events.These narratives cannot be outright fabrications and must have some basis in truth.
A Name that Shakes the Heavens
Cost: 3m; Mins: Essence 2; Type: Simple Keywords: Combo-OK, Compulsion, Entourage 1 Duration: One Scene Prerequisite Charms: Written Upon the Stone
Though he appears monolithic, this is but an image of himself Mardukth has cultivated in the minds of others. In truth, he is little more than a legend given form anchored to a name that resounds down long ages and across cultures. Activating this Charm and demanding to know "Who am I?" the Infernal rolls a (Charisma + Investigation) social attack against all beings within (Essence x 5) yards, adding his Essence in automatic successes. All beings whose MDVs are overcome are compelled to answer in accordance to their beliefs about the Infernal. This unnatural mental influence costs two willpower to resist.
Choosing an answer that appeals to him, the Infernal gains (Followers) extra dice on all actions which would adhere to or promote that concept of his character. He also suffers a -(Followers) Internal Penalty for behaving counter to the chosen belief. If he does not choose an answer, either because none was given or because he found none acceptable, he immediately loses a temporary willpower from the despair of anonymity.
Towering Barmanu Body
Cost: 10m; Mins: Essence 2; Type: Simple Keywords: Obvious, Sorcerous Duration: Indefinite Prerequisite Charms: Mountain Beast Dominion
The seas crashed against Mardukth's foothills. The clouds encircled his crown. Upon activating this Charm, the Infernal inherits a taste of that immensity. In an instant, he and his possession increase in size by (Essence) times. He adds his Essence to both is Strength and Stamina for all purposes; while this counts as extra dice from Charms it may exceed the usual limit. He also gains (Essence) extra -0 Health levels. If this Charm ends while those health levels are damage, the damage cycles into the remaining health levels. Also, the Infernal gains (Essence) automatic successes on any action to intimidate or cajole other beings. However, due to his immense size, the Infernal's Dodge DV suffers a -(Essence) penalty. Unlike many other Sorcerous Charms, the Infernal must commit the cost of this Charm but may voluntarily end its effects whenever he wishes by releasing the commitment. This Charm does not stack with size-increasing mutations; where the two overlap, only the greatest benefit applies.
A second purchase of this Charm at Essence 4+ adds the Entourage 2 keyword and adds the Infernals Followers rating to his Essence for all purposes related to this Charm.
Fists Like Avalanches
Cost: 1m or 3m, (+1wp); Mins: Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious, War Duration: Instant Prerequisite Charms: Towering Barmanu Body
Channeling the immensity of Mardukth, the Infernal's blows become inescapable. This Charm supplements a physical attack. From the target's perspective, the Infernal's weapon appears impossible vast, filling her entire field of vision with the certainty of her defeat. This halves the target's Dodge DV against the attack. This costs one mote if Towering Barmanu Body is active or three motes otherwise. In Mass Combat, this Charm also negates the bonus a unit with a larger Magnitude receives against the Infernal's attack.
With a second purchase at Essence 3+, the Infernal may spend an additional willpower to render the target's Dodge DV inapplicable against the attack.
First (Cecelyne) Excellency, Second (Cecelyne) Excellency
The Endless Desert is patient and deliberate. She holds back, amassing resources until she can overwhelm her opposition. Her law places the strong over the weak, celebrating a doctrine of arbitrary and capricious hypocrisy. She demands reverence from allies and enemies alike and works terrifying and wondrous miracles to expand her worship. She is deeply insightful into the desires and failures of others and owns those whose wishes she fulfills. She borders everything and eternity, so everyone comes to her in time. Her heart overflows with desolation, turning all around her to literal or metaphorical wasteland. When her patience runs out or her plans reach fruition, her rage is sudden and shocking.
Characters may apply this Charm to any actions in which they build on prior planningand effort to succeed more thoroughly or carefully. Cecelyne's Excellency also assists actions that give others what they want in order to influence and ultimately own them. She also helps punish those who break a deal or betray their loyalty to the Infernal or his laws. The Charm may assist any attempt to amass or jealouslyprotect resources that are directly useful to the Exalt's established plans, but has no power to help spur-of-the-moment whims, acts of meaningless self-indulgence or displays of truly selfless altruism. The Endless Desert helps Infernals endure unrelentingly harsh conditions, whether physical or social, as well as resist challenges to their long-term plans. The Charm does not help characters resist random misfortune, nor can it thwart actions of those advancing an agenda unrelated to the Infernal's long-term goals.
Hellscry Chakra
Cost: 5m Mins: Essence 2 Type: Simple Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: None
The Infernal opens his caste mark as an imperceptible third eye upon his brow. This spiritual organ perceives the flow of demonic Essence as a garish synesthetic overlay of colors and tastes. While this Charm is active, the Exalt gains the following benefits:
• He perceives dematerialized demons with all senses, recognizing that they are incorporeal.
• He perceives all possessing demons as smoky anima banners enveloping their hosts.
• He adds (Essence) bonus successes on all rolls to notice natives of Malfeas, track them or pierce any disguise attempts. If the target isn't using magic to contest the action, the Infernal may spend one Willpower to automatically succeed.
• Upon recognizing a perceived character as a demon or a Yozi, its nature becomes Obvious to him. The Storyteller provides a basic synopsis of the target's capabilities and Motivations (if any). This power imparts the same information about Infernal relics the Infernal can perceive.
• He automatically recognizes non-demon natives of Malfeas as such upon perceiving them, although he learns nothing else.
Transcendent Desert Creature
Cost: — Mins: Essence 2 Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: None
Cecelyne is always home within herself, finding sanctuary in her eternal wastes. An Infernal who learns this Charm gains the following powers as permanent enhancements to his competence:
• He suffers no negative effects from exposure to a place of desolation, including penalties, environmental damage and even visual impairment.
• All foraging rolls that would normally have a difficulty of 4+ have a difficulty of 1 instead (see Exalted, p. 139). This does not make impossible rolls possible in a place where the Storyteller determines absolutely nothing edible can be found.
• The total penalty for starvation or thirst cannot rise above -3 within a place of desolation. The Exalt's perfected metabolism no longer produces waste of any kind, including sweat.
• All mundane attempts to track the character automatically fail with zero successes unless the character allows himself to be tracked. Magically assisted tracking efforts suffer an external penalty of the Infernal's Essence rating instead.
• He adds his Essence rating to the difficulty of all efforts to notice him with an Awareness roll in a place of physical desolation (spiritually desolate places as defined by Withered Soul Wastes don't count for characters who know that Charm). This benefit may be turned on and off at will.
Sands Through Fingers Defense
Cost: 3m Mins: Essence 2 Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Transcendent Desert Creature
It is the nature of Cecelyne that she borders infinity. No attack can encompass the wholeness of her being, and therefore, no attack can truly hit her. This Charm is a perfect dodge against physical attacks. It can evade undodgeable but not unexpected attacks. As the attack should connect, it merely knocks a random spray of sand from the character's body as she dematerializes and rematerializes around it. Accordingly, attacks that can strike incorporeal beings may not be dodged this way, and the Charm is also vulnerable to the Imperfection of the Endless Desert. It is possible to use this Charm even in realms that do not normally permit dematerializing.
Sandstrike Blast
Cost: 1m or 3m (or 3m, 1wp) Mins: Cult 1, Essence 2 Type: Simple (Speed 4, DV -0) Keywords: Combo-OK, Messianic, Obvious, Shaping, Sorcerous Duration: Instant Prerequisite Charms: Transcendent Desert Creature
When angered, the Endless Desert erupts skyward in a burst of lacerating sand, cutting everything in her path to ribbons. Activating this Charm requires an aggressive or vulgar gesture in the direction of a targeted adversary within (Essence x 50) yards. Roll the Infernal's (Charisma + Occult) as a ranged attack; the explosion of sand can't be blocked without a stunt or Charm and bypasses all forms of cover. If it hits, the attack inflicts (the Infernal's Essence + Cult + attack successes) lethal piercing damage, and the target loses one Willpower from psychic shock. While the Willpower loss is a Shaping effect, the attack itself is not. This Charm costs three motes normally but only one mote against a target in a place of desolation. This attack can strike materialized beings while the Infernal is dematerialized, but the cost is three motes and one Willpower regardless of the area's desolation, and the attack is no more unexpected than if the Infernal were solid.
Made as a fresh-from chrysalis character right out of Anathema. If there's any inconsistencies, tell me and I'll address them.
It would be rather problematic, as we're an active character and we definitely don't want a -2 penalty when we have to deal with something that comes up because the training period isn't over. Also, much of our physical training involves other people who aren't in on the masquerade, so it would be visible to people.
Detachment-Piercing Stone, Dark Passion Lens, Flawed Gem, and Cloak-of-Corrosion Jewel all sound like they could be useful for Lelouch.
If I had to pick one of those, I would say Detachment-Piercing Stone is my favorite. Considering how much Lelouch is focused on social combat, we can't really go wrong with anything that gives bonus to it. Also, it doesn't hurt that effect is a subtle one, unlike some of the others.
This doesn't really address the issues I mentioned.
1. A significant amount of Lelouch's training has to be with other people. For instance, training Archery/Firearms requires more than just shooting at targets once you pass a certain level. You need to push yourself, such as Lelouch using the Survival Club or something similar, so you can surpass your limitations.
2. As I stated, we're an active character who is regularly involved with things other than training. We're the leader of a rebellion - we don't take days off. We are on call 24/7, 365 days a year. If an incident requiring our attention comes up during any period in which we're training and have to stop, that means we'll suffer a -2 penalty during the incident until the stone's attunement breaks. All the while we'd be smoking visibly to everyone.
Both valid points. I disagree on severity of the problem though. Three factors for that:
First, quest will not be a non-stop action day by day. It's not how it works in "real life". There will be weeks of silence, when nothing of note is happening. And while yes, there is always a danger of unexpected, I think, that Lelouch is good at predicting such, and estimating probabilities.
Second, training with teacher is not a real problem. It just require a bit of ingenuity. For example, cults. They have people with skill, and they would not be bothered by unusual effects. Then, there are allied exalted. People can learn from one another.
Third, while yes, smoke is rather clear sign, it was not defined how much of the smoke there really is. Usualy things like that can be hidden with full-coverage costume. And Zero outfit would could as such. Even if not success, we can ask residential artificer for advice, or help to create something that will hide it. It's a benefit of having allies after all - you don't need to be able to solve everything yourself.
On flip side, with this stone, skills can be improved in the single night. With good roll, it's TWO skills in a single night. In will allow Lelouch to prepare for event that are happening "tomorrow". If he needs better hacking skills, he can have learn it in time. Needs sailing? Can do. If he needs to improve martials arts, he can learn it in time also.
It's great tactical advantage.
Plus, the there is no official word yet as to whether it shortens training for Attributes and charms.
BTW - if I recall correctly, travel through Cyclene plays havoc with time continuity. Summoned demons arrives instantly, even though it travels for five days. Yozi in general have control over time in Malfeas (up to 5 days, due surrender oaths). I think it is possible to travel to and back from Malfeas and emerge into Creation at the same day (according to Creation time). If it is possible, then those ten days there and back would make for a nice training montage... at least if Lelouch was pressed for time. It's not a pleasant journey after all.
Name: Yelena Ferapont
Caste: Malefactor
Patron Yozi: Mardukth
Concept: Failed idol seeking revenge and recognition.
Motivation: Become renowned and loved throughout the world.
Urge: Become the head of a cult which venerates the Yozis (Cecelynian)
Demons wants to escape Malfeas. Exalts with access to Sorcery can summon demons. Non-infernals exalts needs to roll for control of the demon, or die messy death. But Infernals? Why infernals cannot simply speak with 3-level souls of Yozi beforehand and summon them without even attempt of binding? As far as I know, it would leave demon free to do as it please - in Creation.
Well, this can only be done during the five days of Calibration. And I'm pretty sure summoning a 3rd Circle demon will get a Sid kill squad dispatched to our location.
Is going to be a long, long time before we reach E5 and learn Primordial circle sorcery. And really, at that point, is gonna be much more useful for us to use calibration to summon one of our own, completely developed sub-souls, than to summon an Unquestionable. Ligier can suck it up and stay trapped in Malfeas for all i care.