Green Sun, Black Shadows (CG/Exalted)

The funny thing is that he's not really disproving anything other than the fact that the Exalted curbstomp everything else, not that KFs aren't the better weapon.
Eh, not really. The way I see it, KFs curbstomp everything not because they're a superior weapon/vehicle design, but because a) they're basically all low-tier artifacts, whereas everyone else is using mundane equipment, and b) many of them are piloted by Exalted, while everyone else only has mundane pilots/crews. So, technically he's just evening out the playing field.
Let Rakshata design a tank or fighter jet on the same technological level as KFs, and chances are it'd be a lot more even overall.
 
personally I think the supremacy of knightmare frames is a bit of a plot point. there is no logical mundane reason for it, but there are a lot of magical things that could be causing it. maybe there humanoid form makes them better able to take advantage of sakuradite's magical properties, maybe the head god of knightmare frames has dirt on all the big war gods, or there might be some other reason.
 
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Yeah, I definitely agree with this assessment.

Eh, not really. The way I see it, KFs curbstomp everything not because they're a superior weapon/vehicle design, but because a) they're basically all low-tier artifacts, whereas everyone else is using mundane equipment, and b) many of them are piloted by Exalted, while everyone else only has mundane pilots/crews. So, technically he's just evening out the playing field.
Let Rakshata design a tank or fighter jet on the same technological level as KFs, and chances are it'd be a lot more even overall.

The majority of Knightmare Frames are not artifacts at all. They require no attunement to use at maximum capacity, after all. The only thing close to magical about a Glasgow or a Sutherland is that it runs on Sakuradite, which is only pseudo-magical. You can build a tank to run off Sakuradite instead of diesel, but that alone doesn't change the tank's capabilities all that much.
 
The entire point of mecha being better than tanks is to make it possible for main characters to be able to single-handedly beat superior forces and be awsome, in Exalted terms making everything not mecha into Extras for the main characters to shine against.

Suddenly throwing that away and going "nah, tanks are better than mecha" results in a ton of characters who had "ace Knightmare pilot" being part of their story suddenly lose the thing that allowed them to stand out and brings back a different and vastly less glamorous type of warfare.

Think of Warstriders in Exalted: they are not exactly the most efficient use of so much magical materials, but they look fucking awsome and allow a handful of characters to realy stand out in a battle in more ways than one, which is what is realy important in a universe that runs on Rule of Cool.
 
The majority of Knightmare Frames are not artifacts at all. They require no attunement to use at maximum capacity, after all. The only thing close to magical about a Glasgow or a Sutherland is that it runs on Sakuradite, which is only pseudo-magical. You can build a tank to run off Sakuradite instead of diesel, but that alone doesn't change the tank's capabilities all that much.
Extensive usage of pseudo-magical material is what basically makes them artifacts - or close to it - in my opinion. And yes, something like that would change a tank's capabilities a fair deal; or do you think that a Knightmare powered by a common combustion engine would be able to perform even half the stunts they do in the show? I certainly don't. So it stands to reason that other types of vehicles built and powered by large quantities of Sakuradite would also be capable of performances that their non-Sakuradite variants aren't.
Suddenly throwing that away and going "nah, tanks are better than mecha" results in a ton of characters who had "ace Knightmare pilot" being part of their story suddenly lose the thing that allowed them to stand out and brings back a different and vastly less glamorous type of warfare.
Not really. In my opinion, it'd just make things more diverse; instead of having basically nothing except KFs, and only KF aces being of importance, you'd also have tank aces, and fighter jocks, and soldiers.
The point isn't "nah, tanks are better than mecha" the point is "tanks, mechs, aircraft and infantrymen all have their niches on the battlefield where they excel".
personally I think the supremacy of knightmare frames is a bit of a plot point. there is no logical mundane reason for it, but there are a lot of magical things that could be causing it. maybe there humanoid form makes them better able to take advantage of sakuradite's magical properties, maybe the head god of knightmare frame has dirt on all the big war gods, or there might be some other reason.
I rather doubt the reasoning that the humanoid form works better with Sakuradite; none of the other Magical Materials work that way.
I like the idea that the god of combat-mechs or mech warfare blackmails or otherwise manipulates the more conventional wargods, though. Seems very suitably Exalted-ish, with the supernatural influencing the mundane and vice-versa.
 
Extensive usage of pseudo-magical material is what basically makes them artifacts - or close to it - in my opinion. And yes, something like that would change a tank's capabilities a fair deal; or do you think that a Knightmare powered by a common combustion engine would be able to perform even half the stunts they do in the show? I certainly don't. So it stands to reason that other types of vehicles built and powered by large quantities of Sakuradite would also be capable of performances that their non-Sakuradite variants aren't.

They are not artifacts though. Artifacts are mechanically a specific type of thing. They require attunement to use to their maximum potential. Most Knightmare Frames don't. Remember that in Code Geass bog standard guns use Sakuradite to fire, and there's nothing notably superior about them compared to ones that use gunpowder aside from being a bit less noisy, and they aren't artifacts either.
 
:rofl: TED wanted to marry the Scarlet Empress to replace his fetich with her to escape, and now her son wants to seduce his fetich away from him, is what you're suggesting?
That's not true at all, but I'm curious where you got the idea.

As for KF frames being superior to tanks, I imagine its the mobility factor. Early on in the series there's scenes of them dancing around tanks and hosing them down with lighter gunfire until they explode. If a tank could line up a shot, I'm sure it'd take a knightmare down, but turret turn-times are really slow.

Making one that could spin like a top and move in more directions would close the gap. Perhaps a kind of "ball tank" that rolls around and has firing slots for an inner gun to align and fire through?

Later KFs keep the advantage by being customizable platforms: There's artillery units, fire suppression units, laser units, etc. But the Knightmare frame serves to keep the weapons systems highly mobile.
 
They are not artifacts though. Artifacts are mechanically a specific type of thing. They require attunement to use to their maximum potential. Most Knightmare Frames don't. Remember that in Code Geass bog standard guns use Sakuradite to fire, and there's nothing notably superior about them compared to ones that use gunpowder aside from being a bit less noisy, and they aren't artifacts either.
Actually, they don't. At least, not all of them do; there are ways mortals can attune to Artifacts without essence (Ashigaru armor, aegis-inset amulets), or that require no attunement at all (Firepearls, as a particularly minor example). There's also Yellow Jade, which is particularly noted for its use in the creation of artifacts that can be used by mortals without attunement.
Technically, the minor magical items created via certain schools of Thaumaturgy are also considered Artifacts, and can be both made and used by mortals, with no Essence expenditure involved (although extremely helpful).

However, the point isn't whether or not Knightmare Frames fit the mechanical definition of the term "Artifacts" in the strictest sense. The point is that they're curbstomping everything not because they're an inherently superior design, they're curbstomping everything due to their magical nature - whatever you want to dub it. Apply the same benefit to other forms of vehicles and weapons, and thing get back to being even/situational.
If you think that's a bad thing and doesn't the setting, then okay; it's your opinion. Me, I would rather have more diversity and logic (as far as that applies in a sci-fi/fantasy setting) when it comes to military matters, and also more diversity in regards to combat characters than just "KF Ace Pilot".

Later KFs keep the advantage by being customizable platforms: There's artillery units, fire suppression units, laser units, etc. But the Knightmare frame serves to keep the weapons systems highly mobile.
Nah, it's pretty much Plot Armor and Rule of Cool. A fighter jet, for example, should be able to deal with a flying KF simply due to actually being aerodynamic and actually designed for air-to-air combat. Upgrade the same fighter jet with Float/Air Glide System tech to make it even more nimble, and it really shouldn't be a contest at all. Similar with, say, a tank on an open battlefield with lots of visibility and no cover, such as grassland plains or desert. A wheeled or tracked vehicle-chassis can carry a heavier artillery cannon and more ammunition, and so on.
Where they'd realistically shine is in situations where their agility provides an actual advantage due to the terrain; mountains, cities, and so on.
 
Nah, it's pretty much Plot Armor and Rule of Cool. A fighter jet, for example, should be able to deal with a flying KF simply due to actually being aerodynamic and actually designed for air-to-air combat.
IIRC one of the Knights of the Round's knightmare actually transforms into a jetplane for this purpose.

But yeah, it's easy to poke holes in KF logic because they don't make sense in the real world, only existing because the Japanese love their mecha.
 
something else to keep in mind, this is creation not earth. the laws of physics have a lot of broad similarities, but there are significant differences at more or less every level. I'm not saying that there is a local law that states that mecha just win, but knightmare frames might be designed to take advantage of principals that don't exist in reality. for example the GM mentioned that a frame is a dodgey fucker on the battlefield, it's entirely possible that doing stuff like dodging tank rounds is a lot easier in creation than it would be in real life.

as a side note, if there evasive nature mostly comes from utilizing a semi magical material it would explain why it's hard to design around. the masquerade effect might keep analysts from really catching on to just how important the unusual mobility of the frames are.
 
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something else to keep in mind, this is creation not earth. the laws of physics have a lot of broad similarities, but there are significant differences at more or less every level. I'm not saying that there is a local law that states that mecha just win, but knightmare frames might be designed to take advantage of principals that don't exist in reality. for example the GM mentioned that a frame is a dodgey fucker on the battlefield, it's entirely possible that doing stuff like dodging tank rounds is a lot easier in creation than it would be in real life.
Dodging or blocking bullets is very much possible for humans running under Creation physics, as far as I recall. (i.e. I don't remember anything in Shards about guns being treated differently w.r.t. DV's)
 
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Actually, they don't. At least, not all of them do; there are ways mortals can attune to Artifacts without essence (Ashigaru armor, aegis-inset amulets), or that require no attunement at all (Firepearls, as a particularly minor example). There's also Yellow Jade, which is particularly noted for its use in the creation of artifacts that can be used by mortals without attunement.
Technically, the minor magical items created via certain schools of Thaumaturgy are also considered Artifacts, and can be both made and used by mortals, with no Essence expenditure involved (although extremely helpful).

However, the point isn't whether or not Knightmare Frames fit the mechanical definition of the term "Artifacts" in the strictest sense. The point is that they're curbstomping everything not because they're an inherently superior design, they're curbstomping everything due to their magical nature - whatever you want to dub it. Apply the same benefit to other forms of vehicles and weapons, and thing get back to being even/situational.
If you think that's a bad thing and doesn't the setting, then okay; it's your opinion. Me, I would rather have more diversity and logic (as far as that applies in a sci-fi/fantasy setting) when it comes to military matters, and also more diversity in regards to combat characters than just "KF Ace Pilot".

1. Power armor and aegis-inset amulets are bad examples, given that they consume lifespan instead. Most likely this is still Essence, but it's probably just another means of getting it.
2. Sakuradite isn't magical, it's only pseudo-magical. It has properties that resonate with magic, but it can be used in completely mundane ways requiring no use of magic at all.
3. Sakuradite doesn't confer any magical properties to Knightmares as far as I can tell. It's purely a fuel source. If use of Sakuradite magically made for better vehicles in general then why design Knightmares at all? Again, a tank running on Sakuradite would still have the same mechanical mobility as a tank running on diesel. Given that Japan was the world's largest supplier of Sakuradite for a long time (decades at least, I would think given how pervasive Sakuradite is in technology) - do you really think their tanks, planes, etc. weren't running on Sakuradite by that point? And yet they still got curbstomped by Britannia.

Dodging or blocking bullets is very much possible for humans running under Creation physics, as far as I recall.

It is, as is jumping farther than humans ought to be able to do.
 
Dodging or blocking bullets is very much possible for humans running under Creation physics, as far as I recall. (i.e. I don't remember anything in Shards about guns being treated differently w.r.t. DV's)

Well that on its own would be enough to make Knightmare frames at least viable. between that and most tank cannons not being designed to target something that fast and we have an explanation to why conventional tanks would fare so poorly(though it does raise questions about why they didn't just design a new main gun). the idea of a flying knightmare frame being anything but easy meat for a dedicated aircraft of similar tech level is still rather silly though. but in this universe at least, 6th generation frames are probably closing to warstriders than a mundane weapon.
 
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Allowed Fanmade and Moden Malfeas Charms
Personally I make it a question of power: Sakuradite produces a lot of energy and it's a great conductor. So it's obvious that a machine powered by it is capable of higher feats, just like a car with a better engine and superior fuel. That it was only applied to KF...yes, I blame it mostly on "Robots sell better" policy :rolleyes:

Anyway, more Malfeas Charms. Those ones were written by The Demented One, who if I am not mistaken got an official job to write for team Exalted:
TDO said:
Brazen Dreadnought Incarnation
Cost: – (+3m per dot)
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton

Power. For the sake of power, there is nothing Malfeas would not do. He would sacrifice his crown, his fellow Yozis, and every single last one of his souls if that was the price of feeling the traitor gods die with his hands wrapped around their throats. This Charm enhances Viridian Legend Exoskeleton. When the Infernal invokes it, he may spend up to (Essence x 3) additional motes. Every 3 additional motes spent this way increases the Infernal's Strength by one dot. The bonus is treated as a dice bonus from Charms. Invoking this Charm also bolsters the size of the Infernal's Viridian Legend Exoskeleton, causing him to stand somewhere between a dozen and fifteen feet high.

A second purchase at Essence 5 allows the Infernal to bolster his armor's size even further, till he stands even against warstrider and behemoth. By spending an additional point of Willpower, his armor expands to a size such that he may engage in mass combat as a unit with a Magnitude of 1 for every 3 motes spent. When invoked this way, the Infernal's armor reaches heights of two dozen or three dozen feet, towering above lesser mortals. At such great heights, they can begin to understand how Malfeas must hate things so small and powerless for having bested him.

Bronze-Flesh Suppuration
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton

The King of Hell cannot be slain by mere blades. With every wound he suffers his strength redoubles, 'till the mass of his scars is a bulwark against all harm. This Charm enhances Viridian Legend Exoskeleton. As the Infernal suffers the blades and arrows of his foes, his wound seeps forth brass and basalt that cling to his armor. For every two health levels the Infernal has that are filled with damage, the soak provided by the armor increases by +2B/1L. In addition, for every four health levels filled with damage, the hardness of the armor increases by +1B/1L.

Incomparable Anvil Heart
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: Obvious, Shaping
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton

Alone among the Primordials did Malfeas shape the Wyld itself with nothing but his own hands, wringing forth being and order with nothing but his own strength. Maimed and emasculated as he was by his captors, he can no longer aspire to his prowess of yore–but for all that it pains him to remember, he still has power to shape the world with but his hands. This Charm enhances Viridian Legend Exoskeleton, allowing the Infernal to craft anything he can imagine with nothing but his brazen hands. As long as the Green Sun Prince has Viridian Legend Exoskeleton invoked, he functions as if he had a basic workshop for purchases of crafting. At Essence 4, this becomes a master's workshop, and at Essence 5, a flawless workshop. This is a Shaping effect applied to whatever the Infernal crafts.

A second purchase at Essence 4 allows the Infernal the same power Malfeas invokes in building his city-self. The Green Sun Prince can produce any metal from his Viridian Legend Exoskeleton, allowing him to work without any need for raw materials when crafting items that are entirely metallic in construction. He cannot, however, produce any of the magical materials. Note that the Infernal cannot simply exude unlimited quantities of raw metal–if he wished to simply produce unworked silver, he would still have to make a Craft roll to determine the Resources value of the resulting good, just as if he were crafting any other good.

Cacophonic Brazen Furnace Brilliance
Cost: –
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Incomparable Anvil Heart (x2)

Malfeas has no patience for paltry trinkets–the treasures he forges are things of world-shaping, world-destroying power! Purchase of this Charm reduces by one dot each the minimum Craft, Lore, Medicine and Occult requirements to build or repair artifacts—to a minimum requirement of one dot for any Ability normally required for the task. Purchasing this Charm also reduces by three the total number of dots the character must allocate among Craft, Lore and Occult to design manses. However, as the Infernal turns his vision to great things, so too must he leave behind things beneath his notice–he can no longer design or craft artifacts or manses with a rating of one dot.

At Essence 5, the Infernal's vision swells. The Ability requirements for crafting and repairing artifacts are reduced by an additional dot, while the number of dots he must distribute among Craft, Lore and Occult to design manses is also reduced by an additional three dots. However, he is now incapable of planning or forging artifacts or manse with a rating of two dots or less.

Magnificent Arsenal Prowess
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton

Malfeas scorns even the most puissant weapons that Ligier can forge, ever the ungrateful patron of his soul's efforts. Why should he not, when his own being is the greatest arsenal that has ever been unleashed on Creation? This Charm enhances Viridian Legend Exoskeleton. Whenever the Infernal invokes it, he may absorb any weapon he holds into his armor, fusing it with the exoskeleton, by reflexively spending a single mote per weapon. Only one-handed melee weapons can be absorbed. These motes are not committed. Weapons absorbed into the armor become part of the Infernal's limb, and cannot be disarmed or attacked, enveloped as they are within the armor. However, the Infernal cannot use a weapon-limb for anything other than attacking.

A second purchase allows the Infernal not only to absorb weapons into his armor, but to create them anew from its viridian steel. When he invokes Viridian Legend Exoskeleton, he may spend an additional 5 motes and a point of temporary Willpower to produce forth new weapons from his armor itself, fused to his limbs. He may produce either a single one-handed melee weapon with an artifact rating of 2 or less, or two such weapons with an artifact rating of 1. The Infernal may choose which magical material bonus the weapons receive when he creates them, choosing from any of the five.

Crowned with Emerald Flame
Cost: –
Mins: Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Effortless Malfeas Dominance, Green Sun Nimbus Flare

When the gates of hell are thrown open and Malfeas once more enters Creation, it will be with a crown forged from the green sun Ligier itself, a crown of hatred and of flame. The Infernal receives the full benefits of Effortless Malfeas Dominance for his Green Sun Nimbus Flare Charm, as well as for the 1st Malfeas Excellency. Every time he invokes it, the cost for subsequent uses is decreased by one mote. Note that invoking the Malfeas Excellency does not provide a reduce in cost for using Green Sun Nimbus Flare, or vice versa.

Dramatic Combustion Gesture
Cost: 1m
Mins: Essence 2
Type: Simple
Keywords: Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Green Sun Nimbus Flare

It is beneath the King of Hell to take up arms against his lessers. With but a dismissive wave, he shows them their true worthlessness. With a snap of his fingers or a wave of his hands, the Infernal may set any mortal within (Essence) yards on fire, causing them to spontaneously combust in a blaze of green flame. Extras die immediately; heroic mortals instead take damage as if they had suffered the secondary burn of the Infernal's Green Sun Nimbus Flare, and suffer any effects that may be associated with it. Exalts and other characters with awakened Essence can never be affected by this Charm.

A second purchase of this Charm at Essence 4 allows the Infernal to turn his wrath against armies. Mass units become a valid target for this Charm, so long as they have a Might of 0 and are led by a mortal. Mass units composed entirely of extras immediately lose (Essence) dots of Magnitude when set ablaze by this Charm, dying in droves. Mass units led by or including heroic mortals are instead damaged as per the normal effect of this Charm on heroic mortals. When used against mass units, this Charm costs 5 motes and has a range of (Essence x 50) yards.

Hateful Inferno Embrace
Cost: –
Mins: Essence 4
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare

The world will end in fire and laughter, a hateful roar as Malfeas sparks the final conflagration. Whenever the Infernal damages a character with the extra damage of his Green Sun Nimbus Flare, his victim catches aflame, green fire engulfing their entire body. This supernatural fire cannot be extinguished by anything save opposing magic, and burns with the full hatred of Malfeas. The victim takes a single level of unsoakable lethal damage each action for (Essence) actions, after which the fires subside.

Sun-Tempered Armies of Hell
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: Emotion, Obvious, War
Duration: Permanent
Prerequisite Charm: Fealty-Acknowledging Audience

Malfeas commands utter obedience from his armies by killing any who disobey him. Whenever a mass combat unit led by the Infernal risks suffering exhaustion or rout, the Infernal may reflexively cut down any man who flees or falters, dealing a single die of unsoakable lethal damage to his own unit. Doing so causes the unit to automatically resist exhaustion or rout.

A second purchase at Essence 5 strengthens the Infernal's iron grip even further. Whenever he cuts down his own men, he may commit ten motes and spend a point of temporary Willpower. If he does, the unit he leads becomes immune to exhaustion and rout for the duration of the scene for as long as the motes remain committed, too terrified of their commander to fail him. This counts as Charm use.

Invincible Audacious Narcissism
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Impervious Primacy Mantle

Malfeas, bound by mutilation of his soul and oaths sworn against his very nature, would shrivel, wither, starve, were it not for his own blind arrogance. So long as he can believe in his own majesty, his own righteousness, the Demon King endures. This Charm grants the Infernal a magical Intimacy to themselves, an Intimacy which cannot be eroded or altered. Any scene that would count as building that Intimacy–the Infernal listened to the obsequious praise of his minions, or writing of his own heroic feats in verse, extolling his prowess to a lover, and so on–allows the Infernal to go a day without need for food or drink, sustained by his own ego. He has no need for mundane nourishment, and suffers no penalty for avoiding it.

A second purchase at Essence 4 allows the Infernal to renew his mortal flesh as he basks in his ego. Any scene that would count as building his narcissistic Intimacy also either heals the Infernal of a single level of bashing damage, or converts a level of lethal damage to bashing damage. Aggravated damage cannot normally be healed by this Charm, but at Essence 6, the Infernal may convert a level of aggravated damage to lethal damage in any scene that builds his Intimacy.

Ultimately Bombastic Villainous Monologue
Cost: 5m
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: (Essence) actions
Prerequisite Charms: Invincible Audacious Narcissism

Malfeas's arrogance is not only legendary, but also immanent to his own nature–he is incapable of conceiving of any other being as his equal. He sees all–the Yozis, the gods, the Exalted themselves–as his own personal retinue, to be commanded and threatened. When they will not bow to his will, then let them keep to awe-struck silence! The Infernal rolls (Charisma + Presence) as a social attack against one character, declaiming an arrogant exclamation that brooks no response. If the attack beats the enemy's highest MDV, then they are shaken by the Infernal's majesty, and can take only guard actions for the next (Essence) actions. Spending a point of willpower allows them to ignore this compulsion for a single action. However, this over-awing is only effective in social combat–if any character initiates actual combat, the effect of this Charm ends.

By Plague of Hats:
Hundredfold Faces of Enlightenment said:
By Torment Immortalized
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: By Pain Reforged

Malfeas cradles himself in a calloused shell of his body, trying to deaden the unending pain of his imprisonment. The Infernal may now commit the health level cost of By Pain Reforged as if it were a mote cost and thereby extend the duration of the Charm indefinitely. This covers the Exalt in a layer of terrible brass callous, making the Charm Obvious. When the Exalt might heal such damage, he may instead retain a bashing level in lieu of truly healing.

The Best Defense
Cost: —(+2m); Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Invulnerable Wounding Futility

The foolish first bloody their fists against the walls of Malfeas before being thrown back or outright destroyed by his clanging, cacophonous growth. The Infernal may now increase the cost of Invulnerable Wounding Futility by two motes so that it inflicts lethal damage. A second purchase of the Charm allows the Exalt to spend a point of Willpower to slam the opponent back, even if they successfully block (but not if they dodge). This is a Knockback effect that flings the foe (Exalt's Essence) yards away, and necessitates they succeed on a ([Dexterity or Stamina] + [Athletics or Resistance]) roll at difficulty two or be knocked prone as well. A third purchase of this Charm at Essence 4+ increases the difficulty of the knockdown check to (Infernal's Essence).

Impenetrable Warlord Condescension
Cost: 3m, 1wp; Mins: Essence 2; Type: Simple (Speed 4)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Pathetic Distraction Rebuke (x2)

What Malfeas has once overcome becomes a triviality in his future endeavors. For the rest of the scene the Infernal suffers no onslaught penalty due to attacks that he successfully blocks, and he may activate Pathetic Distraction Rebuke as if it were not a Charm for the purposes of activating other Charms or Combos. In addition, at Essence 3+ while this Charm is active it enhances the Exalt's use of Ablation of Brass and Fire, granting a mote discount similar to that gained by a second purchase of Pathetic Distraction Rebuke. For every subsequent use of the Charm to defend against attacks in a flurry, the Charm's cost drops by half, round down, to a minimum of zero.
At Essence 4 the Infernal may purchase this Charm again to further enhance its interaction with Ablation of Brass and Fire, so that for its duration the Exalt may spend a Willpower when parrying to gain the cascading discount against all attacks for the rest of the tick, instead of simply those in a single flurry. At Essence 5+ this effect is further enhanced to apply for the rest of the Infernal's action instead of a single tick. A final purchase at Essence 6+ allows the Exalt to treat Ablation of Brass and Fire as an innate power, not requiring a Combo to use with other Charms, while this Charm is active.
All such discounted parries, even those that cost zero motes, still suffer the Imperfection of the Demon City.

Cracking Swords Dismissal
Cost: —(+0wp or 1wp); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Invulnerable Wounding Futility

This Charm permanently enhances its prerequisite. When an Infernal successfully parries an attack made with a mundane weapon and responds with Invulnerable Wounding Futility, he may destroy that weapon. If the attacker is using an indestructible weapon, such as those made of the magical materials, he may choose to pay an extra Willpower to swat the weapon away. The attacker then rolls their (Wits + [weapon-wielding Ability]) against a difficulty of the Infernal's Essence. Failure flings their weapon (Exalt's Strength) yards away.

Hell-Soothing Reprieve
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance

What unadulterated joy is left to Malfeas lies in dancing, and it is through dancing that he rests from his wearying rage. An Exalt with this Charm may shuck all fatigue-based penalties by dancing for at least one hour, much like the benefits of a night's sleep. In addition, at the end of such ecstatic dancing the Infernal may roll Conviction to regain Willpower, but only up to a maximum number of dice equal to the number of hours he danced.

Restrained Punishment Generosity
Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Social
Duration: One action
Prerequisite Charms: Nightmare Fugue Vigilance

The favor of Malfeas is in his lack of attention, for to know his gaze is to know his wrath over your every failing. The first time the Exalt performs a social attack during an action, she may activate this Charm to enhance it and all subsequent social attacks. As she begins her attack, the Infernal makes an intensely rude or threatening gesture, though not so combative as to call for Join Battle, or opens with a vicious comment. This grants the Exalt (Charisma) extra successes for the rest of the action on all social attacks against those who can feel fear.

World-Ruling Intensity
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Restrained Punishment Generosity

The very motes of the world are the fearful subjects of the King of Primordials. With this Charm, the Exalt is forevermore capable of inflicting fear or benefiting from effects that rely on fear (such as Restrained Punishment Generosity) against any volitional being, even the mindless undead and automata. This includes forcing such normally fearless beings to make Morale checks when confronted by the Exalt. Even the dumb matter of the world, the truly inanimate and senseless things, are terrified by the Infernal, though they can not express their feelings.
As a basic guideline, extras that lack Valor may be treated as having Valor 1, while heroic characters should have Valor 5. Automatons instead use their Power (The Books of Sorcery, Vol. I—Wonders of the Lost Age, p. 97). Storytellers should feel free to assign mindless, ravening hordes of extras Valor 5 while a heroic character normally immune to fear might become a quivering wreck with Valor 1.

Loyalty-Invoking Demonstration
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Crowned With Fury

Clearly, the rightful vassals of the Primordials do not properly acknowledge his majesty. They rebelled, despite the awesome might of Malfeas and his brethren. If awe is not sufficient to keep the rabble in line, true, sickening terror will have to do. For the rest of the scene after the Infernal first kills someone or otherwise performs some frightening deed that would call for a roll of Valor or Morale (Exalted, p. 156, 169), any character that is following him as a leader becomes immune to the effects of fear that do not come from the Infernal himself. The Exalt's allies and troops automatically succeed on Valor rolls to stand their ground, more scared of what the Infernal would do to them if they failed him than of anything else. Characters who lose sight of the Exalt for more than one action become susceptible to normal fear again until they can once again see the Infernal.
Some Infernal Exalted and demons—when not in earshot of the servants of Malfeas—call this Charm "Loyalty-Invoking Tantrum" or "Loyalty-Invoking Fit."

Malachite Crown Tyranny
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Compulsion, Mandate, Social
Duration: Indefinite
Prerequisite Charms: Crowned With Fury

The domineering bellows of Malfeas set the world in order. Infernals use this Charm to command the rabble of the world to do their bidding, making a social attack that would be an unaccpetable order according to Impervious Primacy Mantle. This Charm inflicts an unnatural compulsion on targets to follow the orders of the Exalt. The Infernal may target any who can hear with a Charisma + Performance roll against the listeners' MDV to gather the masses into a group under his command, mass combat. Individuals may ignore this unnatural influence by spending two Willpower.
To commandeer a specific group, the Exalt rolls Charisma + Presence against the leader's MDV, with an additional external penalty equal to half the group's Magnitude, to cow the group into doing his bidding. If the attack is successful the group adopts the Infernal as their leader unless the current leader spends two Loyalty to maintain control. In mass combat, a group commadeered with this Charm has Drill (Exalt's Essence ÷ 2) no matter what it would normally be.
Groups gathered with this Charm remain under the Exalt's control only so long as he actively commands them, returning to their ignorant habits if he is absent for more than an hour.
In the Mandate of Heaven, the Infernal may use this Charm to commandeer a dominion with Magnitude no greater than (Essence ÷ 2). The Infernal contests for legitimacy even if he could not otherwise be a sorcerer in the dominion (Exalted Storytellers Companion, p. 139), gaining a number of extra successes equal to his permanent Essence. This legimitacy lasts for the duration of the current dominion action.

Unbarred Durance Terror
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Malachite Crown Tyranny, World-Ruling Intensity

With this Charm, an Exalt using Malachite Crown Tyranny may leave her group unattended for up to (Essence) days before it disbands. Repurchase of this Charm at Essence 5+ and then 6+ each increase the amount of time the Infernal may leave her subjects unattended by (Essence) days. A fourth purchase at Essence 7+ increases this period to one season, while a final purchase at Essence 8+ extends the duration to one year.

Crashing Rage Catharsis
Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Stackable
Duration: Instant
Prerequisite Charms: By Pain Reforged

As much as his imprisonment is his own fault, Malfeas easily and frequently directs his self-hatred towards others. And what titanic anger that is! This Charm enhances an attack in close combat, increasing its raw damage by (Strength) should it hit. This Charm may be appiled to an attack up to (Valor) times.
At Essence 3+ the Infernal may purchase this Charm again, allowing her to spend a Willpower in Step 8 to convert up to (Strength) post-soak damage into automatic successes. This effect is not Stackable. A third purchase allows the Exalt to do so without Willpower cost against targets to whom she has an Intimacy of any kind.

Implacable Heart-Seeking Fingers
Cost: 2m or 1m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Stackable
Duration: Instant
Prerequisite Charms: Crashing Rage Catharsis

Malfeas scours his very streets, hoping to distract himself from his own pain with the pain of others. A hand-to-hand attack enhanced by this Charm becomes piercing. This Charm may be applied to the same attack twice, reducing armor soak by half again (ending with one-fourth its original value). Against most foes this Charm costs two motes to activate, but against inanimate targets it only costs one mote.

World-Ordering Clangor
Cost: 10m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Crashing Rage Catharsis

With unbridled strength, Malfeas commands the world into pleasing shapes. When the Exalt enhances a Craft project to build someting, for every hour of real work he completes the equivalent of (Essence x 2) hours of work. The end product of this project must be sturdy enough to take a solid punch from the Infernal, so it must have a bashing soak and Hardness equal to or greater than the Exalt's Strength.
Purchasing this Charm a second time at Essence 4+ allows the Exalt to perform Craft actions it supplements with Strength instead of the usual Dexterity, Perception or Intelligence. A third purchase at Essence 5+ increases the hours of effective work completed for every real hour of work to (Essence x 4).

Purity-of-Anger Sculpture
Cost: —(+1wp); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: World-Ordering Clangor
Like the callousing, coruscating pain that drives Malfeas to distraction, this Charm allows the Exalt's powerful violence to cleanse his creations of their weakness. Increasing the cost of World-Ordering Clangor by one Willpower adds (Essence) to a resulting object's bashing and lethal soaks permanently. No combination of Charms including this one can increase an item's soak by more than (Exalt's Essence). To benefit from this effect the object must be crafted entirely using Purity-of-Anger Sculpture; any interval carried out without its effect forfeits this increased soak. If the object's soak would be too low without this effect to be built with World-Ordering Clangor, this Charm toughens it up enough that it is not so fragile.
A second purchase of this Charm allows the Exalt to benefit a structure he is building in the same way, as long as he works alongside any other workers for the entirety of the project.

World-Blemishing Crater Strike
Cost: —(+1wp); Mins: Essence 3; Type: Permanent
Keywords: Knockback
Duration: Instant
Prerequisite Charms: Crashing Rage Catharsis

The raging of Malfeas in himself leaves great furrows of ruin throughout his cityscape jouten, cancres of his self-loathing. With this Charm the Infernal teaches other worlds that feeling. When the Infernal successfully deals damage with Crashing Rage Catharsis, he may now pay a point of Willpower to turn the blow into an explosive force that leaves behind only ruins and scattered populace. The post-soak damage of the attack is then applied as raw damage to all structures within (Essence) yards of the target, while all objects and characters in the area suffer knockback (Exalted, p. 153) as if they had been struck by an attack that did that amount of raw damage. Characters and objects do not actually take damage, nor do they suffer harm from hitting something in-flight. The battered structures left behind by this Charm are explicitly never so totally pulverized as to invoke the Imperfection of the Demon City. Keep in mind the rules for threat levels in Scroll of Kings, p. 40-42.
Another purchase of this Charm at Essence 4+ allows the Exalt to apply this effect to any physical attack that bases its raw damage on his Strength, even ranged attacks or attacks unenhanced by Crashing Rage Catharsis. At Essence 6+ a third purchase increases the radius of effect to (Essence x 5) yards.

Overwhelming World Rasp
Cost: 5m or 5m, 1wp; Mins: Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: World-Blemishing Crater Strike

From all sides and with some trace of glee, the tumorous brass skin of Malfeas crushes his least citizens between its layers. The Infernal makes a flurry of at least three close combat attacks against one or more targets, ignoring multiple action penalties and Rate, and only suffering the highest DV penalty amongst them. By paying an additional Willpower when activating this Charm, the Infernal may make one more attack against each separate target, as well as one additional attack against each target for every dot by which his Essence exceeds theirs.
A second purchase of this Charm at Essence 4+ increases the base number of attacks to equal the Exalt's Essence. Buying it a third time at Essence 6+ allows the Infernal to make two attacks for each dot by which his Essence exceeds a target's, as long as he is willing to spend the Willpower.

Aloof Genocide Achievement
Cost: —(+2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Overwhelming World Rasp

Having learned this Charm, the Infernal may increase the cost of Overwhelming World Rasp by two motes to use it to make ranged attacks.
Another purchase allows this Charm to enhance Crashing Rage Catharsis so that it can be used on ranged attacks. A third purchase at Essence 4+ expands this Charm's function to add the Artillery keyword to the Charms it is used to enhance.

Imperious Flagellation Invulnerability
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent ([Essence] actions)
Prerequisite Charms: World-Blemishing Crater Strike

Malfeas claws at his hateful new form as if to tear away his skin and reveal his pristine former self beneath, but to no avail. This Charm permanently immunizes the Exalt to bashing or lethal damage he may suffer due to environmental concerns that he is directly responsible for. This protection lasts for up to a number of actions equal to the Exalt's permanent Essence. Were an Essence 3 Infernal to burst a cask of ardent embrace resin above his head, the conflagration could not harm him for three actions. If the Exalt were punched into a column that then collapsed on top of him, he would not be invulnerable to the falling stone. An Exalt who knows this Charm and By Agony Empowered is also hardened against aggravated damage that follows from his own actions.
A second purchase of this Charm extends the duration of protection to (Willpower + Essence) actions, while a third at Essence 5+ extends its duration to the rest of the scene.

Unquestionable Decree
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Insignificant Embers Intuition

The King of Primordials does not twist and subdue the truth to lie to others, he tells casual lies that none may gainsay for he is the lord of existence. Through a combination of indifferent superiority and frightening might, the Exalt's word becomes unassailable truth. When the Infernal tells a complete lie, without equivocation or half-truth, discerning that it is falsehood (Exalted, p. 131) is based on the Infernal's Charisma rather than Manipulation. If a person's Essence is less than the Exalt's, it is impossible for them to tell the Infernal is lying. If a lesser dupe's Charm contests the Infernal's perfect lie, the Exalt gains (Essence) extra successes on his contesting roll.
A second purchase of this Charm at Essence 3+ makes it impossible for anyone with an Intimacy of loyalty, respect or terrified awe to tell that the Infernal is lying, even if the listener has the same or higher Essence.

Unstoppable Searing Might
Cost: —(5m or 7m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Green Sun Nimbus Flare
When he deigns to turn his full attention on a foe, none can withstand the crushing might of Malfeas. The Infernal may now activate Green Sun Nimbus Flare at an additional cost of two motes to make the attack it supplements unblockable. At Essence 4+ an Exalt may purchase this Charm a second time, allowing him to increase its prerequisite's cost by four motes to make the attack impossible to dodge or block.
From the Book of Ten Thousand Scorpions:
Merciless Radiative Therapy
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cold Fire Desolation Brand, Blight Internalisation Transcendence

The hateful Essence of Malfeas will stand for no rivals. A lesser disease will not be permitted to slay one's foe before the sickness of the green sun has made its way through their body. This Charm permanently expands the capacities of the Infernal Exalt. Any time she would infect a single character with Green Sun Wasting or Final Viridescence, she may choose to spend 2 motes and instead convey the variant inflicted by Blight Internalisation Transcendence. This infection cures all other Sickness effects the character is suffering from, up to and including the Great Contagion, but renders the character infertile as a Crippling effect for the next season, inducing immediate delivery of viable infants and miscarriage of non-viable ones. It does not convey the lasting immunity to Sickness that Blight Internalisation Transcendence provides. Any character cured of a Sickness by this Charm gains an Intimacy of Terrified Awe towards the Infernal, which may not be weakened until they have gone at least a day without seeing their benefactor. If the character knows Fealty Acknowledging Audience, then the brand counts as a vector, and so they may be infected at any time that the Infernal can see them.

At Essence 4, the capacity of this Charm expands; if a Charm would infect multiple people with Green Sun Wasting with a single activation, then the Infernal may instead chose to spend 5m and 1wp, and infect all those exposed with the modified variant. For charms such as Gifts of Invisible Flame, which affect an area, everyone exposed to the disease are infected by this modified variant. Such an expenditure also permits every Fealty Acknowledging Audience branded individual currently suffering from a Sickness effect to be infected, for Malfeas does not tolerate indolence in his servants.

With a repurchase at Essence 5, the infection does provide the immunity to other Sickness effects normally provided by Blight Internalisation Transcendence, for the same period of time as that Charm.

Corpus-Building Fever Dreams
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Merciless Radiative Therapy

One cannot help but be changed by exposure to Malfeas. Some waste away when exposed to his majesty. Others, though, take a new strength from it, bearing new growths and toughening up. When a character's fever breaks after being infected by its prerequisite, they may gain one dot in any of the following traits as a Training effect, up to a maximum of 4 dots; Strength, Stamina, Charisma, Resistance, Athletics, Performance, Conviction, or Valour. Should they wish, a character can convert their Appearance back into XP to pay for this, to represent twisting and scarring left by the disease.

Alternatively, as a Desecration effect, the character can gain any single mutation, chosen by the Infernal, as their flesh warps from exposure to Malfean Essence. Hardened Devil Body can be given to non-Exalts as an Abomination once, to represent flesh inured to pain by the terrible agonies of Green Sun Wasting.

A second purchase of this Charm permanently enhances Blight Internalization Transcendence, allowing the Infernal to treat the breaking of the fever of Final Viridescence inflicted by that Charm as a Training effect conveying instant knowledge of any Malfeas Charm he could learn, or any Heretical Charm with at least one Malfeas Charm as a prerequisite. This benefit also applies to any character the Infernal applies the effects of Blight Internalization Transcendence to (such as through Merciless Radiative Therapy). From a chrysalis of sickness and wasted crippled flesh shall one burst free as a beautiful butterfly, he promises himself and his followers.

Weakness Purging Scar Tissue
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Corpus-Building Fever Dreams

When two layers of Malfeas collide, craters of basalt and brass the size of Creation can be torn. Sometimes these scars flood with Kimbery, and the agony of this tickles gently against Malfeas' awareness, and the poisons within her tainted waters can sicken even him. But from the pain and sickness, new districts grow, stronger for the pain that went into them. This Charm enhances its prerequisite. Firstly, use of Blight Internalisation Transcendence and Merciless Radiative Therapy also removes Poison effects from the target, the tainted body fluids seeping out through the open sores. This grants the same immunity to Poison as it does to Sickness.

Secondly, the Desecration effect of Corpus-Building Fever Dreams can be used to heal Crippling effects, by conveying an appropriate mutation. A Lidless Demon Eye might rest in a formerly-empty socket when the scabs of Green Sun Wasting fall off, for example, or a severed arm grow back with Talons. The Malfean source of the healing is clear; gnarled new limbs hardened with brassy scar tissue and faintly glowing organs that pulse with unnatural vitality show that their benefactor is not of Creation. Perhaps this is the source of the loyalty they convey their benefactor; if a mutation is used to heal in this manner, the target gains an Intimacy of Terrified Awe towards the Infernal which may not be eroded or weakened or removed in any way until the mutation is removed. If the mutation is removed by any means, the Crippling effect reasserts itself.

Unbroken By Unacknowledged Blows
Cost: 9m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Purity of Madness Defense

The Holy Tyrant was the burning will that drove the Primordials in their construction of Creation. It was his desire that brought it into being, a product of his mind, and without the lord it requires, Malfeas knows it cannot be real in any meaningful way. That which he does not acknowledge cannot exist, and that which cannot see cannot harm him. This Charm can be activated in response to any attack, social or physical, providing a perfect dodge against it. This charm functions against unexpected attacks. When used against social attacks, the Infernal dismisses all words without a single thought or any visible reaction. When used against physical attacks, the Charm is Obvious, as the world stretches and warps rather than permit a blow against the Infernal's crystallised ego as a Shaping effect. Blades and arrows would rather flee than defy the Infernal's assertions of what is and is not real, existing partially in Elsewhere for the duration of the attack.

The Charm bears the Imperfection of the Demon City, and cannot be activated while the Infernal is undergoing Torment. The Infernal is afflicted by an irresistible Compulsion as a result of using this Charm, which removes the memory of the attack from them. If the Infernal is attacked from surprise, and uses this Charm to defend against the attack, he does not automatically notice his attacker, although other characters are free to do so. In the First Age, it was not uncommon for Deliberative experimental weapons tests to occur within the Demon City, and although Malfeas would roar and yell at the indignities inflicted upon him, at other times he would ignore the Exalted presence, and even the most powerful bombardment would be as unreal as the morning's mist. This typically annoyed the sorcerer-scientists involved, who found the Demon City to be inconsiderate in not providing a proper test-dummy.

Impossibility of Base Treachery
Cost: — (+1wp); Mins: Essence 3; Type: Permanent
Keywords: Illusion, Shaping
Duration: Permanent
Prerequisite Charms: Unbroken By Unacknowledged Blows

Despite his crippling defeat, Malfeas still finds it difficult to contemplate the idea that any would dare to strike at him. On the balance of probabilities, it seems more likely that any such happening is nothing more than the fleeting hallucination of a pain-wracked Primordial mind. As a generous king, Malfeas suppresses his uncertainty, and conveys this conviction to others. This Charm permanently enhances its prerequisite; the Infernal may spend 1 willpower to obscure any evidence that a blow was ever struck (or unkind words ever spoken). The inconvenient truths of reality obscured by his crystallized belief in his own unassailability. This is an Illusion effect that automatically targets all onlookers (including the attacker and Infernal), convincing them that the attacker froze up or hesitated rather than dare to strike at their true king, and a Shaping effect which repairs any damage to surrounding terrain done by the attack within (Essence) yards of the Infernal. The unnatural mental influence can be ignored by non-Extras at a cost of one point of Willpower, despite the fact that it should be true, by all rights.

In addition, the Infernal may activate Unbroken By Unacknowledged Blows in Step 7 of a physical attack. Used in this manner, it Obviously perfectly soaks all damage from the attack, reducing it to zero after any modifiers. However, this version of the Charm cannot defend against unexpected attacks; only those blows that Malfeas acknowledges, however fleetingly, can actually strike him. In any case, this surcharge cannot be applied to the action-long version of that Charm.

At Essence 5+, Unbroken By Unacknowledged Blows also imposes a Compulsion on onlookers, driving them to publicly deny any evidence that the attack took place, even if it is directly presented to them or they resisted the initial Illusion effect. This unnatural mental influence can be thrown off by the expenditure of a further point of Willpower.

A second purchase of this Charm at Essence 4+ allows the self-evident truth of the world to be made... more clear. The Infernal may a spend a further two motes in Step 9 of any attack he used Unbroken By Unacknowledged Blows to defend against, imposing a Knockback effect on his attacker (this functions equally against ranged attackers). This effect moves them ([Strength x 2] + [Charisma x 2]) yards, and must move them as far out of the Infernal's line of sight as possible ("over a cliff" is a perfectly valid example of being out of the Infernal's line of sight). Whether or not the effect actually manages to remove them from his line of sight, they automatically re-establish surprise over the Infernal, who suffers an irresistible Illusion that removes all memory of the attacker's presence in their last action.

Rejection of Rebellious Fools
Cost: 3m, 1wp; Mins: Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Compulsion, Counterattack, Social, Sorcerous
Duration: One scene
Prerequisite Charms: Unbroken By Unacknowledged Blows

That which Malfeas does not acknowledge does not exist. The world may disagree, but Creation is mad, and will surely see reason eventually. The Infernal may activate this Charm in response to successfully dodging a social attack, inflicting a Sorcerous effect on the attacker that forces others to follow their king's lead in ignoring him. For the rest of the scene, any character (including the Infernal) that the target attempts to interact with in any fashion is immediately placed under a Compulsion to ignore him; they react as though they could not sense him at all (making them immune to his social attacks), leaning around or pushing by him if necessary.

This unnatural mental influence cannot be resisted by Extras or characters branded by the Infernal's Magnanimous Warning Glyph. Mortals can resist it for one action by paying one point of temporary Willpower, or for an entire scene at a cost of three points. Essence-users can resist it for a scene by paying one point of temporary Willpower. The Infernal can ignore it entirely at a cost of gaining one point of Limit. Individual Compulsions automatically break if the target physically attacks the affected character, and all of them are lifted if the Infernal interacts with the target in any significant manner (the Empyreal Chaos' version of this Charm lacked this "weakness", for he recognised no wounds). Whenever the Infernal undergoes Torment, this Charm cannot be activated, and its Compulsion is temporarily lifted for the duration.

At Essence 4+, this Charm may be purchased again, increasing its duration to "Until the next Calibration". At this level, the Infernal may increase the Charm's cost by five motes to add the Shaping keyword, adding an internal penalty of (Infernal's Essence) to any of the target's attempts to physically interact with the world while they are under this Sorcerous effect; the world itself seems to reject their touch, working against their strength and slipping against their grip.

At Essence 6+, this Charm may be purchased a third time, increasing its duration to "Indefinite"; the Compulsion is no longer lifted by time. At this level, the penalty inflicted by the Shaping version of this Charm becomes external, and the target of that effect becomes a Blasphemy during Calibration; the oldest protocols of the Loom of Fate recognise them as being an intrusion into the natural state of the universe, and report them as such.

Gnostic Immanence Shintai
Cost: 20m, 1wp; Mins: Essence 6; Type: Simple (Speed 6)
Keywords: Combo-Basic, Blasphemy, Emotion, Form-type, Obvious
Duration: One Scene
Prerequisite Charms: Demon Emperor Shintai, Fealty-Acknowledging Audience, Beauty Without Malice

This Charm does not exist yet. But it will.

Some day in the future, a Green Sun Princess will assume the mantle of the Demon Emperor, and her form will expand into pure Essence, and expand to fill the universe, as the Holy Tyrant once did. She too shall collapse, crushed by the terrible humiliation that Malfeas knows all too well, but she shall not accept it, and she will not fight it. Instead, she shall do what Malfeas himself could never conceive of doing; she shall shrug, and she shall dance, losing herself in the beauty. And the collapse will (terrifyingly, awe-inspiringly) cease, and Heaven will shudder as the least Shintai of the Primordial King is reborn, lessened but still divine. The Ebon Dragon never intended something like this when he told the other Yozis of the horrific ingenuity that the Green Sun Princes could bring to their panoplies.

The Gnostic Immanence bears some resemblance to its prerequisite, but only in the abstract; the warlock's form burns up into a vast column of dancing emerald flame, which coalesces into the shape of the anima-behemoth seen in the early stages of Demon Emperor Shintai. In addition, if the Infernal is Essence 10, everywhere in the same realm of existence is lit by a dawning emerald light, as the radiant majesty of the King of Creation fills his domain.

• The Infernal's material form evaporates; for duration of this Charm, he is immaterial, his form spread across the entirety of his anima banner, which not only flares to totemic but swells to encompass an area with a radius of (Essence x 50) yards.

• Worn or carried possessions are temporarily subsumed into his glorious light-self, but do not truly vanish into Elsewhere; the Infernal can still use them to enhance his traits and actions.

• The warlock is rendered immune to Poison, Crippling, and non-magical Sickness effects. He requires no food, water or air; starvation and suffocation are indignities that cannot be permitted. He does not need to sleep, but can still do so.

• The warlock has complete and perfect awareness of everything within his form, as though he were watching it with Eye of the Unconquered Sun (Exalted, page 226). He gains the benefits of that Charm when looking outside his burning body, and his gaze can felt by those upon whom it falls, as though it were a physical weight; it is the terrifying awareness of their place in the world, relative to that of their King.

• Despite being immaterial, the warlock can still interact with material things; the world contorts to his whim. He may take actions and make attacks as normal within and immediately around his body, though each non-reflexive action costs three motes if it interacts with the material; this is a Shaping effect on the world itself.

• For the purposes of any actions taken while using this Charm, the warlock replaces his Strength rating with (Appearance x 2), and his Dexterity with his Charisma. With each such action taken, sudden flares of green light erupt within the already-bright radius of the warlock's body, painting images of blades and clenched fists on the retinas of those who gaze upon him. Often, the Infernal's anima totem will appear to be the one interacting with the world, a Primordial coat of arms working its burning commands into the fabric of existence.

• As a being beyond mortal measure, the warlock's immense size makes attacks by smaller beings undodgeable, provided they can actually strike his immaterial form. However, he cannot suffer more than one damage level per attack in step 10, unless the attack is large enough to encompass at least a tenth of her size. Creatures that exist on a similarly gargantuan scale to the warlock are treated as having large enough attacks, though the Infernal may dodge such blows as normal.

• Suffering even one level of damage (of any kind) causes the Infernal to immediately gain a single point of Limit, as the hated injury evokes memories of a previous, inconceivable defeat.

• In mass combat, the warlock always enjoys the full +3 Magnitude bonus regardless of the Magnitude of the army she faces. There was a time when the Holy Tyrant was unmatched; alas, this is only a lessened remembrance of his glory, and similarly scaled adversaries (such as another Infernal using the Greater Shintai of the Endless Desert, or Juggernaut) ignore this bonus.

• All who gaze upon the Gnostic Immanence love it, and despair. Any character with an MDV lower than the warlock's (Strength + Appearance + Essence) who can perceive him immediately gains two intimacies toward him; one of "Devoted Love" and the other of "Terrified Awe". Both of these are considered positive intimacies, and cannot be naturally eroded for this Charm's duration. This is an unnatural Emotion effect that is applied whenever a given character looks upon the warlock, but can be resisted for one scene by paying two points of temporary Willpower.

• Gods and demons (and elementals in the Celestial Bureaucracy) who acquire these intimacies are immediately reminded of the rightful way of things – a way that was lost the moment the Primordial King was forced to kneel. They are treated as though they had been successfully affected by a social attack augmented with Sublimation of Ordained Purpose (Manual of Exalted Power: Infernals, page 120). Many who acquire these intimacies cry out in exultation and fear, as the warlock's authority over them (and all the world) becomes utterly clear.

• For the duration of this Charm the warlock waives the cost of Fealty-Acknowledging Audience, and may use it as an innate power rather than a Charm activation.

The power of this form is unmatched, but it is earned only through focused disregard of Malfeas' maimed state. Every action, the warlock must roll (Charisma + Performance) as a miscellaneous action (this will likely require a flurry), as he dances to deliberate distraction. Should he fail this roll, or simply not make it for whatever reason, the warlock must gain a single point of Limit, or reflexively and costlessly transition to Demon Emperor Shintai. If he enters Torment while this Charm is active, he automatically transitions to Demon Emperor Shintai. Whenever this Charm ends (due to the end of the scene, transitioning to Demon Emperor Shintai or some other effect), the warlock immediately gains (Essence) points of Limit; if he is already in Torment, these Limit points are delayed until immediately after his Torment ends.

No-Shadow Sun
Cost: — (+3m); Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Kissed By Hellish Noon, World Weathering Incandescence

The light of Ligier casts no shadows, and the rage of Malfeas knows no obstacles. Those who believe that they can hide from their rightful King will be sadly mistaken. Whenever an Infernal with this Charm activates Green Sun Nimbus Flare, they may pay an extra three motes to ignore all cover penalties granted by things that World Weathering Incandescence can destroy. Any cover is permanently destroyed as with that Charm, leaving the naked cowardice of the foe revealed for all to see. The attack also ignores any defence bonus to PDV granted by shields that are made of materials not proof against World-Weathering Incandescence; such fallible shields are destroyed by the attack if the defender attempts to parry the attack despite the penalty. When within a place of habitation, the Infernal also nullifies all penalties to that attack, apart from wound and multiple action penalties, for Malfeas knows all cities as lesser mimicries of himself, and so no lesser darknesses or fogs can stop his wrath.

By Tyranny Crowned
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Overdrive, Obvious
Duration: Permanent
Prerequisite Charms: Crowned By Fury, First Malfeas Excellency

To the King of the Yozis, all that matters is the majesty and the force. To crush the will of a foe so he becomes yours is the same as killing him. All shall serve Malfeas or die. This Charm permanently alters the Infernal's capacity to spend Overdrive motes. She may now spend offensive motes on offensive social Charms as long as the aim of the social attack is to dominate, command or subjugate another sapient being. The action must be able to be enhanced with the First Malfeas Excellency, and so, as per the restriction of that Charm, any show of subtlety or restraint in the social attack renders this option inapplicable, along with all other restrictions imposed by the Excellency. When using this Charm, a burning green crown forms upon her forehead, as with Crowned By Fury.

Such dominion comes at a cost when it is rejected, however. Should an opponent spend willpower to resist an offensive-mote enhanced social attack, the Infernal loses an additional offensive mote, as memory of unthinkable loss of authority flickers within. The version of this Charm known by the Holy Tyrant did not have such a weakness, for he had never known defeat.

Lord-Over-Beasts Dominion
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Compulsion, Emotion
Duration: Permanent
Prerequisite Charms: Crowned By Fury

In times gone by, every beast knew the authority and dominion of the Primordial King. The Exalted may have forced oaths from his lips and slain Ruvelia, but those memories are still burned into Creation, and the fauna know at heart that they must submit to their master or die. This Charm projects an unnatural compulsion with a radius of (Essence x 2) yards, forcing all natural animals to submit to the Infernal. Camels kneel, flies land and cower, wings buzzing in harmony, birds freeze in place, singing songs to her glory; mechanically, they are rendered Inactive by their submission. Resistance is not possible, but a ridden animal may be spurred to ignore its reverence for a scene if the rider spends 2wp, and succeeds on a reflexive (Charisma + Ride) roll at a difficulty of the Infernal's Essence. Mounts marked by marked with Fealty Acknowledging Audience or who have an Intimacy of Terrified Awe towards the Infernal, or whose rider has been marked or has the Intimacy, may be spared these effects at her discretion so long as they are not hostile. Any natural animal ridden by the Infernal has its Control Rating set to 0. Lord-Over-Beasts Dominion has no effect on animals which are magically compelled by other effects or supernaturally loyal, such as familiars, this is but one of the many hazards with trade with Malfeas, and there exist thaumaturgical rituals to immunise mounts. Animals behaving in this way to the presence of the Infernal is not optional. The Holy Tyrant had a similar charm, but it could be controlled; Malfeas, who harbours secret fears, must shout his dominance least any doubt him.

At Essence 5, this Charm increases in efficacy, allowing the Infernal to reflexively spend 5m to extend the range to (Essence x 100) yards for a scene. If the Infernal has Demon Emperor Shintai active, this benefit is granted for free.

By Madness Darkened
Cost: - ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Solipsistic Rejection of Impossibilities, Sorcerous Enlightenment of Malfeas

There are fractures in the mind of the King of the Yozis, terrible wounds that scar his psyche. For him was not given the freedom of Adorjan, whose rebirth from Adrián was total; no, he labours under memories and pain that he was not once as he was, that he is defined by one where once was two. He avoids such things, only able to think of them in the agony of his Torment. It would take human sadism to tear such wounds open, render the agonies of a fractured mind worse. And in that, Malfeas should not feel safe, for the Black Nadir Concordat did exactly that to the Neverborn to gain access to Necromancy. The Green Sun Princes may well do the same to him.

This Charm permanently enhances the Infernal's capacities. While in Limit Break, she is a Creature of Death, and receives temporary initiation into the Shadowlands Circle of Necromancy, which lasts until the end of the Limit Break. Necromancy accessed via this method receives the bonuses and penalties of sorcery cast through Sorcerous Initiation of Malfeas, and shows aesthetic warping combining his themes with those of death. Although she may not cast necromantic spells when not in Limit Break, she may still learn them. Moreover, this internalisation of the psychic fracture has a perverse effect on the character's Limit Break; she is not subject to the behavioural modifications of her Limit Break when she takes a Cast Necromancy action, but each spell cast count as a scene towards building a positive Intimacy towards death, a specific creature of death, or some other appropriately morbid concept or individual. If the character has repurchased Sorcerous Initiation of Malfeas at Essence 4, she also gains access to the Labyrinth Circle of Necromancy, under the same constraints. Sadly, it appears that even the madness and agony of the King is not enough to reach the depths of the Void Circle.

If the Infernal knows Malfeas Pantheon Unfurling (or, as a yet-unknown Heretical effect, Path of a Thousand Whispers), the mad knowledge of death propagates through her soul hierarchy for the duration of the Limit Break. All Third Circle Souls temporarily receive initiation into the Labyrinth and Shadowlands Circles of Necromancy, receiving the bonuses and limitations of the Malfean sorcerous initiation for necromancy, and may cast any necromantic spell of those circles that the Infernal knows. All Second Circle Souls temporarily receive initiation into the Shadowlands Circle of Necromancy, and may cast any necromantic spell of that circle that the Infernal knows. The souls are warped aesthetically towards death as a Shaping effect while this applies; for Malfeas, the Street of Golden Lanterns will burn with pale witchfires, and Ligier will illuminate the world in morbid crimson.

With the invention of this Charm, the Heretical Charm 'To Sup With Dead Titans' becomes an acceptable target for development as a native Malfeas Charm, with this Charm replacing Ultimate Darkness Internalisation in its prerequisites, and the Heresy keyword removed from it. It applies whenever the Infernal is a Creature of Death due to Limit Break, rather than due to Ultimate Darkness Internalisation.

Chartreuse Coronary Ignition
Cost: - (1m/hour); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Malfeas Excellency, Sun-Heart Furnace Soul

The terrible burning power of Unquestionable Ligier is far greater than mindless sleepfulness can support. Feeding the immature soul within them with wrathful glory, the Infernal grows a second, mightier heart which sits in their chest; the corpus of a newborn coronary prince. Upon learning this Charm, the Infernal's quiescent fifth soul becomes a deva in its own right, with Essence equal to (Infernal's Essence). The Infernal's player and the Storyteller should design the newborn deva around the personal themes of the warlock and their personality as interpreted through the Malfeas Excellency, and it may learn spirit Charms appropriate to those themes. No matter its precise appearance, green fire and stellar themes will be a dominant motif. It has an unbreakable positive Intimacy towards the Infernal - though the precise context of the Intimacy may change.

By default, the deva-princeling slumbers dormant within the Infernal's chest. It only naturally respires motes when inactive, and during such times is an invalid target for any effects. It costs the warlock one mote per hour to allow it activity, and this cost must be paid from the Peripheral pool granted by this Charm's prerequisite. While it is active, the deva-princeling co-locates between its throne in the Infernal's chest, and whatever its spiritual-form is doing.

For any Charms and sorceries which distinguish, the deva-princeling despite its relative weakness counts as a deva of the Third Circle. It is not party to the Surrender Oaths of the Yozis nor the law of Cecelyne, and thus may not be summoned, bound or banished. If the deva-princeling is killed, it automatically regenerates after five days. If it is killed with a spirit-killing Charm, a new deva-princeling forms after a year and a day, although it is a separate being with no shared memories and a different personality to the previous one, and the Infernal loses access to the mote pool granted by this Charm's prerequisite while it regrows.
Modern Malfeas Charms:
Brazen Hell-Chariot Carapace
Cost: — (+7m); Mins: Essence 4; Type: Permanent
Keywords: Shaping, Touch, Innovation
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2)

A sickly blue-green tarnish spreads through the chassis of the warlock's vehicle, moments before the metal of its frame cracks and peels away to reveal layers
of burnished brass beneath. Emerald light streams from the hell-bound machine's headlights, while invisible Old Realm glyphs on its front proclaim it the chariot of the Demon Emperor to those with Essence sight. This Charm upgrades Viridian Legend Exoskeleton. The Infernal may activate it for a seven-mote surcharge to enchant a touched vehicle that he owns, adding +10B/10L to its soak and granting it (Essence) additional Undamaged health levels. If the warlock wishes, he can also create personal armor for himself with the same activation at no additional cost.

Blazing Hellstar Turbo
Cost: 8m, 2L of vehicle damage; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Innovation
Duration: Instant
Prerequisite Charms: Green Sun Nimbus Flare

Green fire surges from the Infernal's anima to circulate through the engine of his vehicle as a blazing nimbus, radianting an unhale glow through even a metal chassis and spewing miasmatic exhaust in his wake.
The vehicle's top speed is multiplied by the Infernal's (Essence) for a single movement action, granting non-Charm bonus dice as usual when used in a chase scene (see Shards of the Exalted Dream, p. 138). Using Blazing Hellstar Turbo to successfully Close In on an enemy in a chase scene inflicts an additional point of hazard on her, as the Infernal's sudden burst of speed and power makes it easier to force rivals towards dangerous or unstable courses.
Each invocation of this Charm deals two levels of damage to the Infernal's vehicle (or potentially, mount), as it reaches speeds far beyond what its physical form was meant to sustain. A vehicle that is destroyed melts into metal slag or cinders at the end of the movement action, generally sending the Infernal and any passengers flying, while a slain mount crumbles to ashes beneath its rider. A vehicle armored by Brazen Hell-Chariot Carapace (see Shards of the Exalted Dream, p. 182) is sufficiently reinforced so as not to suffer any damage from the use of this Charm.
In settings that lack automobiles, this Charm generally manifests as a wind of green fire that propels a ship forward or scourging lashes of flame that whip at a steed or oarsmen, and is known as Incinerating Radiance Advance.

Steel and Asphalt Dance
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping, Innovation
Duration: One scene
Prerequisite Charms: Beauty Without Malice

As long as the Infernal is an area that has been deliberately developed for habitation or use, he gains benefits equivalent to Graceful Crane Stance and Spider-Foot Style (see Exalted, p. 222-225), as well as ignoring any environmental penalties to his speed or Athletics-based actions. He achieves these effects not by supernal grace, but by Shaping his surroundings to serve his will. Cracked or uneven sidewalks level themselves beneath his feet, while skyscrapers rearrange their walls to form platforms or steps if he needs to scale them. These Shaping transformations last only as long as the warlock has need of them before reverting to normalcy, and can never benefit another character.
In settings that lack modern levels of urban development, this Charm is known as Wayward Devil-Vista Dominion.

Molten Lead Corona
Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack, Obvious, Innovation
Duration: Instant
Prerequisite Charms: Pathetic Distraction Rebuke, Rebuking Impudent Arms

Bullets melt and boil in the face of the hateful radiance that spills from Infernal's scorn, falling to the ground in a splash of superheated metal. That this cast-off slag burns his enemies only increases the warlock's pleasure. When the Infernal comes under a ranged attack that has a material projectile, he may use this Charm to roll (Charisma + Resistance), converting any wound penalties on the roll to bonus dice. Each success subtracts one success from the attack roll against him before comparing it to his DVs. If the attack fails to hit him, mundane projectiles burst in a spray of liquid melt of burning fragments, creating an environmental hazard that is applied against all other characters within (Essence) yards of the warlock in Step 9. The hazard has Trauma equal to the Infernal's Essence and (Charisma/2)L Damage. If the Infernal's activation roll received more successes than the attack roll, each extra success is added to the damage of the hazard.
In settings that do not feature guns or other firearms, this Charm is known as Arrow-Shattering Rage, and creates hazards that are typically the shattered metal shrapnel of arrowheads and the cinders of ignited shafts rather than molten lead.

Burning Edict Brand
Cost: — (+5m, 1wp per brand); Mins: Essence 4; Type: Permanent
Keywords: Compulsion, Innovation
Duration: Permanent
Prerequisite Charms: Magnanimous Warning Glyph
The Infernal burns his commands onto the very bodies of his enemies, marking them for whatever punishment he finds fitting and watching from his hidden throne as his loyal subjects enact them. Whenever the Infernal marks a character with Magnanimous Warning Glyph, he may pay five motes and a point of Willpower to imbue the brand with an unnatural Compulsion that affects anyone who sees the marked character, compelling them to treat him in a certain way—"Kill this man," "Report her to the police," or "Cause him no harm" are all valid orders. The Infernal rolls Charisma + Performance to determine the strength of the edict, adding (Essence) automatic successes if the command is intended to bring harm to the character who carries it. Anyone whose MDV is beaten by the successes must carry out the Infernal's orders upon seeing the branded character, though they do not understand why they suddenly feel it is so important they must do so. Resisting this influence costs one Willpower per day.
Burning Edict Brand can also be used with the marks created by Fealty-Acknowledging Audience, using one roll to inscribe the same edict on all characters branded. When he does so, he must pay a point of Willpower for each brand he empowers this way, in addition to the five mote surcharge.

Demon Core Meltdown
Cost: — (1lhl or 1ahl); Mins: Essence 4; Type: Permanent
Keywords: Native, Obvious, Overdrive, Innovation
Duration: Instant
Prerequisite Charms: Skyfire-Seizing Repast

The tide of progress has covered Creation with veins of power. When he has need of it, the Infernal may draw this abundant energy into his own anima, swelling with Essence ripped from power lines or drained from nuclear cores. This Charm grants an empty Overdrive pool with a capacity of 10 motes. While the Infernal is within at least one mile of infrastructure related to an electric power grid, he may use this Charm to drain energy from it, rolling ten dice and gaining one offensive mote for every success. He can do so no more than once each scene. Double the motes gained if the Infernal draws directly from a power plant, rather than peripheral infrastructure like power lines or a building's wiring, or triple them if he drains an unshielded nuclear reactor core or a similarly volatile energy source. The influx of power causes the Infernal to take a level of lethal damage, which becomes aggravated if he gains more than five motes. It also disrupts anything powered by the targeted infrastructure, generally resulting in a blackout of commensurate scale, baffling mortal technicians and engineers.
EarthScorpion said:
Countless Cities Clotting
Cost:
- (3-5m); Minimum: Essence 2; Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisites: Scar Writ Saga Shield

Malfeas has grown new cities of his flesh and sent them slamming against the elder layers; a hundred times, at least, and possibly as many as a thousand. He cannot heal his tortured inversion, but the damage his thrashing does to his own flesh closes in continent-sized scars of brass and basalt. The Infernal's healing factor is sped by a factor of (10 + current wound penalty). As a Crippling effect, this healing leaves scars made of the materials of the Demon City over the injuries; this is not optional. These scars heal in the time it would have taken the Infernal to recover from their injury without the benefits of this Charm.

At Essence 3, this Charm automatically upgrades. The Infernal may, as an Obvious dramatic action taking one minute, heal one level of damage, at the cost of 3m per level of bashing damage, or 5m per level of lethal damage. During this process, her heart begins to palpitate and her blood gleams with the green light of Ligier as the toxic essence of Malfeas floods her veins, twisting her flesh with the materials of the Demon City. Her hair may take on a brassy sheen or veins of basalt may run through her flesh; regardless, she suffers an internal penalty to all Appearance dice pools with non-Natives of Malfeas equal to the wound penalty of the health level healed. This diminishes at a rate of one per hour. Repeated uses of this effect do not stack the Appearance penalty, but do delay the time until it next decreases by (penalty of wound healed) hours.
 
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Personally I make it a question of power: Sakuradite produces a lot of energy and it's a great conductor. So it's obvious that a machine powered by it is capable of higher feats, just like a car with a better engine and superior fuel. That it was only applied to KF...yes, I blame it mostly on "Robots sell better" policy :rolleyes:
And now I'm eager to see what sort of feats and stunts other vehicles designed with that sort of capabilities will be able to perform. :D
 
well fixed wing craft are not going to be able get much out of it until the float system comes out. You could probably make some rather mean helicopters with it though. as for tanks, well you'd probably be able to make ones with insanely heavy armor, and a very large gun. It sounds like nightmare frames were probably designed specifically around taking advantage of Sakuradites insane energy density, so they are probably going to have an edge until tank doctrine comes ups with a way to deal with them.
 
well fixed wing craft are not going to be able get much out of it until the float system comes out. You could probably make some rather mean helicopters with it though. as for tanks, well you'd probably be able to make ones with insanely heavy armor, and a very large gun. It sounds like nightmare frames were probably designed specifically around taking advantage of Sakuradites insane energy density, so they are probably going to have an edge until tank doctrine comes ups with a way to deal with them.
Well, overall they have two general options in regards to using Sakuradite; they can either essentially just take existing vehicles and up their speed and agility; in the case of vehicles like tanks or ships this might translate into turrets and the like being able to rotate much more quickly.
Alternatively, they could keep speed and the like similar, but use the fact that Sakuradite would translate into smaller engines, fuel/energy tanks and whatnot to make the vehicles more durable or increase their endurance; thicker armor, larger ammunition stores, that sort of thing.

Most likely that's how sakuradite-powered firearms compare to chemically powered firearms; they achieve similar penetration and stopping power, but the sakuradite version can carry larger amounts of ammunition, and is more durable due to less moving parts.
 
Obviously, I am aware that canon CG did not contain the gods and Incarnae of Exalted. That's kind of the point. The details and natures of many characters have been subtly adjusted to fit the crossover. And just as the canonical Emperor turned out to be doing something apocalyptic from out of left field, I'm wondering if this Emperor might be planning something odd.

Come to think of it....is there any chance Marianne might have had red hair in this 'verse? Or more specifically, Scarlet? :D

No the "god's" of Code Geass still Exist here thanks to the Leth getting screwed up when the Sidereal's broke the mask so the Sword of Akasha will likely still do the same thing as in canon
 
Eh, one of the reasons that KMFs are there is pacing, not to mention for Sunrise to be able to sell their stuff (they sell a ton of gunpla after all). The fights would drag on quite a bit longer without the mechs to speed things up.
 
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