Green Sun, Black Shadows (CG/Exalted)

@Alexander89
Just had a thought.
Considering what he went through during the invasion, before he got to the Ashfords, should Lelouch have a dot in Survival?
Suzaku has that dot: Lelouch and Nunnally wouldn't have survived without his help.
Cavorting in the city of gods
My, this is a great Chosen of Teddy. But I agree that stuff should have taken more time than the one allowed. I can see Emilio being fast, but how sure he is that his plan will go off smoothly?

BTW, I just read (skimmed) through the chapter on the Lintha pirates in Compass of Terrestrial Directions: the West and is it just me or is there a whole lot of stuff in there that makes no sense in the setting, like one of the Lintha exalting from Kimbery, 300 years before the canonical breaking of the Jade Prison?
If the Yozi could do that, create their own exaltations, then why wouldn't they have just gone and done that instead of playing with the Solar exaltations?
He didn't exalt from Kimbery: he exalted as a Dragonblooded, and then Kimbery made him an Akuma.

A further edited version. The General thread suggested removing the DV bonus entirely and replacing it with a max-damage cap like in Cecelyne's shintai and disallowing the use of the free Sky Crisis Strikes to get free flurries. Not sure if I want to use the +Essence DV or the max-damage cap. The poison rain has been altered.

Heart-Cloud Disaster Shintai
Cost: 20m, 2wp
Mins: Essence 5
Type: Simple
Keywords: Form-Type, Shaping, Obvious
Duration: One Scene
Prerequisite Charms: World-Drowning Cloudburst, Abundant Euphoria Apothecary, Mist-Sublimation Defense

Hegra is the mighty Typhoon of Nightmares, stalking on legs of lightning and raining down euphoria and madness in equal amounts. The Infernal aspires to but a fraction of her ethereal mania. Upon activating this charm, the Infernal's body dissolves into a roiling cloud of changing colors (Essence X 50) yards across, rising (Essence x 10) yards into the air. She cannot be harmed by non-magical attacks, as they barely disturb her gaseous form, and cannot suffer more than 1 damage level per attack in step ten unless the attack encompasses more than one-tenth of her body, or if the attacker is similarly massive. Every action the Infernal moves grants her free activations of Sky Crisis Strike equal to the number of yards she covers, to a maximum of (Essence) attacks which may not be flurried at the same target, and the willpower cost of World-Drowning Cloudburst is waived. Finally, the Infernal's madness and mania rain down upon the world; she freely generates a poison as with Abundant Euphoria Apothecary which falls to the ground as brilliantly-shining rain. She may pay the normal cost of that charm in order to brew a new poison to shower down on her foes.

Upon reaching Essence 6, this charm upgrades automatically, increasing the size of the cloud-body to (Essence X 100) yards across and lifting the Infernal one mile into the sky, to dance amongst the other clouds.
Oooh, this is fine. The concept as it is good, just need refining.
 
but how sure he is that his plan will go off smoothly?
He is very sure, I am decidedly less so, mostly in the sense that there is a good chance that the evidence is not damning enough to actually exile the two Viziers and/or his hobo god lackeys did not do as stellar a job placing the faked evidence than if he had done so personally.

Would it be fine if I changed the duration of Emilio's 'mission' to two or three months (with the occasional visit back to Naples) and have his leaving Yu Shan take place at the end of September/October?
 
How would you suggest refining it?
For example, the poison as with Abundant Euphoria Apothecary would work better as an environmental hazard that expose those affected to the drug, forcing them to roll as if they ingested it.

He is very sure, I am decidedly less so, mostly in the sense that there is a good chance that the evidence is not damning enough to actually exile the two Viziers and/or his hobo god lackeys did not do as stellar a job placing the faked evidence than if he had done so personally.

Would it be fine if I changed the duration of Emilio's 'mission' to two or three months (with the occasional visit back to Naples) and have his leaving Yu Shan take place at the end of September/October?
Sure. Or, I can introduce him after a month of two from the current time in the quest (31 August). I already need to distance the Infernal's arrivals, to avoid having too many characters at once.
 
For example, the poison as with Abundant Euphoria Apothecary would work better as an environmental hazard that expose those affected to the drug, forcing them to roll as if they ingested it.
That's a good point. Other than that, I don't see any areas that need revision, unless you prefer the DV bonus to the damage cap.

Heart-Cloud Disaster Shintai
Cost: 20m, 2wp
Mins: Essence 5
Type: Simple
Keywords: Form-Type, Shaping, Obvious
Duration: One Scene
Prerequisite Charms: World-Drowning Cloudburst, Abundant Euphoria Apothecary, Mist-Sublimation Defense

Hegra is the mighty Typhoon of Nightmares, stalking on legs of lightning and raining down euphoria and madness in equal amounts. The Infernal aspires to but a fraction of her ethereal mania. Upon activating this charm, the Infernal's body dissolves into a roiling cloud of changing colors (Essence X 50) yards across, rising (Essence x 10) yards into the air. She cannot be harmed by non-magical attacks, as they barely disturb her gaseous form, and cannot suffer more than 1 damage level per attack in step ten unless the attack encompasses more than one-tenth of her body, or if the attacker is similarly massive. Every action the Infernal moves grants her free activations of Sky Crisis Strike equal to the number of yards she covers, to a maximum of (Essence) attacks which may not be flurried at the same target, and the willpower cost of World-Drowning Cloudburst is waived. Finally, the Infernal's madness and mania rain down upon the world; she freely generates a poison as with Abundant Euphoria Apothecary which falls to the ground as brilliantly-shining rain, exposing all underneath her as an environmental hazard. She may pay the normal cost of that charm in order to brew a new poison to shower down on her foes.

Upon reaching Essence 6, this charm upgrades automatically, increasing the size of the cloud-body to (Essence X 100) yards across and lifting the Infernal one mile into the sky, to dance amongst the other clouds.
 
That is pretty much what I meant: date of exaltation remains the same, the start of his mission is still the same, it's just that the omake takes place two months from now IQ (in quest) time. All I have to change is two words.

And done
Good. But, shouldn't he have Intelligence 3 or higher? Or this is to showcase he isn't as clever as he thinks he is?

Also, shouldn't he have also Eldritch Secrets Mastery? Otherwise, I don't think he could have fooled the Celestial Lions of Yu-shan.
That's a good point. Other than that, I don't see any areas that need revision, unless you prefer the DV bonus to the damage cap.
No, the damage cap is fine.
 
That's a good point. Other than that, I don't see any areas that need revision, unless you prefer the DV bonus to the damage cap.

Heart-Cloud Disaster Shintai
Cost: 20m, 2wp
Mins: Essence 5
Type: Simple
Keywords: Form-Type, Shaping, Obvious
Duration: One Scene
Prerequisite Charms: World-Drowning Cloudburst, Abundant Euphoria Apothecary, Mist-Sublimation Defense

Hegra is the mighty Typhoon of Nightmares, stalking on legs of lightning and raining down euphoria and madness in equal amounts. The Infernal aspires to but a fraction of her ethereal mania. Upon activating this charm, the Infernal's body dissolves into a roiling cloud of changing colors (Essence X 50) yards across, rising (Essence x 10) yards into the air. She cannot be harmed by non-magical attacks, as they barely disturb her gaseous form, and cannot suffer more than 1 damage level per attack in step ten unless the attack encompasses more than one-tenth of her body, or if the attacker is similarly massive. Every action the Infernal moves grants her free activations of Sky Crisis Strike equal to the number of yards she covers, to a maximum of (Essence) attacks which may not be flurried at the same target, and the willpower cost of World-Drowning Cloudburst is waived. Finally, the Infernal's madness and mania rain down upon the world; she freely generates a poison as with Abundant Euphoria Apothecary which falls to the ground as brilliantly-shining rain, exposing all underneath her as an environmental hazard. She may pay the normal cost of that charm in order to brew a new poison to shower down on her foes.

Upon reaching Essence 6, this charm upgrades automatically, increasing the size of the cloud-body to (Essence X 100) yards across and lifting the Infernal one mile into the sky, to dance amongst the other clouds.
Something I've just thought of; the other similar Shintai Charm to this I can think of- The Greater Shintai of the Endless Desert, which turns you into a sandstorm- requires you to pay motes to perform any kind of physical interaction whilst it's active. This should probably have the same limitation.
 
Something I've just thought of; the other similar Shintai Charm to this I can think of- The Greater Shintai of the Endless Desert, which turns you into a sandstorm- requires you to pay motes to perform any kind of physical interaction whilst it's active. This should probably have the same limitation.
I thought about that, but the Greater Shintai of the Endless Desert has that cost because it makes you immaterial. HCDS doesn't; you can be hit without using spirit-hitting attacks, just not by totally mundane ones. I could probably alter it so that HCDS could be hit by attacks that incorporate elemental effects; a flamethrower can burn up a cloud, for example.
 
Good. But, shouldn't he have Intelligence 3 or higher? Or this is to showcase he isn't as clever as he thinks he is?

Pretty much.

Also, shouldn't he have also Eldritch Secrets Mastery? Otherwise, I don't think he could have fooled the Celestial Lions of Yu-shan.

This however is a sign that I'm nowhere near as clever as I think I am. Can I just say that he racked up the 32 exp necessary to be Essence 3 and get ESM by the end of his adventures in Yu Shan? And by that I mean that he would have had those at char gen and instead used the exp to buy back whatever else got sacrificed to cecelyne
 
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I thought about that, but the Greater Shintai of the Endless Desert has that cost because it makes you immaterial. HCDS doesn't; you can be hit without using spirit-hitting attacks, just not by totally mundane ones. I could probably alter it so that HCDS could be hit by attacks that incorporate elemental effects; a flamethrower can burn up a cloud, for example.
Makes sense to me.
 
Okay, (hopefully) final form of HCDS. I cribbed some of the necessary tidbits from Cecelyne's shintai (stuff like talking even though you're a cloud).

I'm unsure whether or not to add the "normal actions cost motes" even though it's not immaterial, since a cloud can't throw punches or lift a sword.

Heart-Cloud Disaster Shintai
Cost: 20m, 2wp
Mins: Essence 5
Type: Simple
Keywords: Form-Type, Shaping, Obvious
Duration: One Scene
Prerequisite Charms: World-Drowning Cloudburst, Abundant Euphoria Apothecary, Mist-Sublimation Defense

Hegra is the mighty Typhoon of Nightmares, stalking on legs of lightning and raining down euphoria and madness in equal amounts. The Infernal aspires to but a fraction of her ethereal mania. Upon activating this charm, the Infernal's body dissolves into a roiling cloud of changing colors (Essence X 50) yards across, rising (Essence x 10) yards into the air. She cannot be harmed by non-magical attacks unless they incorporate an elemental effect, and cannot suffer more than 1 damage level per attack in step ten unless the attack encompasses more than one-tenth of her body, or if the attacker is similarly massive. Every action the Infernal moves grants her free activations of Sky Crisis Strike equal to the number of yards she covers, to a maximum of (Essence) attacks which may not be flurried at the same target, and the willpower cost of World-Drowning Cloudburst is waived. Finally, the Infernal's madness and mania rain down upon the world; she freely generates a poison as with Abundant Euphoria Apothecary which falls to the ground as brilliantly-shining rain, exposing all underneath her as an environmental hazard. She may pay the normal cost of that charm in order to brew a new poison to shower down on her foes.

In Mass Combat, she always receives the full +3 Magnitude bonus regardless of the size of the army she faces, except when fighting similarly-sized opponents. Her senses extend from every point of her body, though she does not pay attention to all of them equally. She may speak anywhere within her body and to her normal distance outside it. She can move and dash normally and cannot be Blockaded, but needs other charms if she wants to ascend higher than this power allows. The warlock is immune to Poison, Crippling and non-magical Sickness. She can't starve or suffocate. She may make actions she could normally do, but must stunt them appropriately to her cloud-body.

Upon reaching Essence 6, this charm upgrades automatically, increasing the size of the cloud-body to (Essence X 100) yards across and lifting the Infernal one mile into the sky, to dance amongst the other clouds.
 
Ok, came up with the Charm for a Szoreny Shintai. It does a lot, but it doesn't have a lot of offensive punch on its own.

Benevolent Environment Shintai
Cost: 25m, 5wp; Mins: Essence 5; Type: Simple
Keywords: Blasphemy, Form-Type, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: First Szoreny Excellency, Unyielding Argent Bark, Into the Looking Glass, Broken Mirror Mending, Bitter Medicine, Eyes Like Mirrors Oversight

The Silver Forest is both a haven and a danger to those who wander into his branches, depending on their stance towards him. Upon activating this Charm, the Infernal's entire body becomes quicksilver sap, changing into the form of an inverted silver tree whose roots aim upwards into the sky. Her branches sprout from the ground as trees in a radius of (Essence x 100) yards from the Infernal.

- The Infernal's forest form spreads outward at a rate of (Essence x 10) yards per hour. This form may reach a maximum radius of (Essence^2) miles. Any plants within are gradually converted into being part of the Infernal by the end of (11 - Essence) days, and will gain a silver coloring. Natural wildlife will not flee, and will be considered to be under the Infernal's Influence in the same time frame. Upon reaching a radius of 10 miles this charm becomes a Blasphemy effect of the Infernal's Essence rating.
- Quicksilver sap leaks from the Infernal's branches and pools on the ground. This sap is poisonous to enemies of the Infernal, but provides the benefits of Bitter Medicine to allies and anyone neutral to the Infernal. In addition, enemies who look upon their reflections in the quicksilver pools fall under a social attack with a roll of (Charisma + Presence) which affects their intimacies in the manner of Mirrored Intentions. This attack may be repeated once per hour that the enemy spends under the Infernal's branches.
- The Infernal's allies are under the effects of Silver Branch Shelter while under her branches.
- The Infernal may freely use the illusions of Into the Looking Glass within her borders.
- The effects of Eyes Like Mirrors Oversight is expanded. It is freely active for all beings the Infernal has Influence over within her borders, and is expanded to include all of the senses available to the beings under her Influence. While she simultaneously perceives everything sensed, she does not pay attention to all beings or senses equally (making stealth possible)
- The Infernal's health tracks are all converted to the -0 track. The Infernal cannot starve or suffocate while in this form. Regular attacks may be made against the Infernal's main tree body, which has a dodge DV of 0, though her Parry DVs are as normal. Small scale attacks on the Infernal's branches do nothing. If one tenth of the Infernal's currently controlled area is destroyed, this causes one lethal damage.
- Targeting the central tree with Adamant Circle Countermagic terminates the Charm. Though Sorcerous, it can be voluntarily deactivated.
- If the Infernal possesses and uses the Charm One Tree Forest, the copy of herself created through that Charm is of her normal form.

This Shintai works on Szoreny's themes of growth by expanding outwards, while relying on allies to do the fighting, but providing them with a friendly environment that poisons or converts enemies while also getting the enemies lost through the use of illusions. This Shintai has greater risk early on when enemies might be able to destroy it sooner, but if it's allowed to get going it can be really powerful.

EDIT - Szoreny Charms, for those who need a reference.
 
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Okay, it looks like Peanuckle has a Hegra Shintai pretty well wrapped-up. I might come back to mine later (since as Oramus shows you can have more than one Yozi Shintai), but Heart-Cloud Disaster Shintai seems to fill out the needed position comfortably enough. So, let's think about Cytherea!

Cytherea - A nebula-like cloud fills an area. The Infernal has no means of physically interacting with things or attacking (though Mind Hand Manipulation would word just fine) and very few means of being attacked. This Shintai acts as an amplifier for allies. Any action by an ally within the cloud that uses Essence is boosted - attacks become more powerful, buffs even greater, sorcerous workings greater, etc.
Definitely good ideas. I think we can personalise it even more than that though. Cytherea was the Big Bang, the first Primordial to awaken from her bubble of reality and define existence, because she didn't want to be alone. She also likes to remain unseen and often uncredited. So, thoughts:

-The Shintai should NOT be Obvious. Indeed, I think the 'protective measure' the Form imparts should come in the form of an effect loosely similar to Arcane Fate, making people forget she is there and have to make an Perception check in order to recall her existence (or alternatively, to realise she is still there and didn't just teleport away or something). The thematics would still be there, but subtler. Sparkles of light glinting everywhere.
-Waking up the Primordials is pretty potent thematically. Waking up people who are asleep/incapacitated, summoning allies to her. Possibly causing her enemies to go to sleep?
Edit: Ah! Automatically granting 'Instruct the Ignorant' for free to allies within would work.
-Likewise, her theme of having defined existence can lead to some cool additions like removing Derangements and Shaping Effects from allies.



Also, as an additional mention, I was out looking at other Shintai for inspiration, and came across a really cool Isidoros Shintai that I felt compelled to show everyone. Probably not useful for Cytherean inspiration (unless we wanted to make the 'Big Bang' analogy literal), but I felt it cool enough to bring up. Source here.
COAL-BLACK EMPHATIC RASURE NUMINA SHINTAI

Cost: 15m, 2wp; Mins: Isidoros 0, Essence 5; Type: Simple

Keywords: Combo-Basic, Obvious

Duration: (Willpower+Essence) Actions

Prerequisite Charms: Isidoros Mythos Exultant, Supreme Above All Things

Much is made of the animal magnetism of Isidoros, but that alone is not the source of this transformation; rather, it is his sheer presence, the force his very existence exerts on reality. No world is big enough to contain him, though the eyes may be fooled in that regard. His every step warps the world around him, leaving creatures twisted and broken, buildings tugged into rubble, and the skies themselves gnarled like the bark of a tree.



As the Infernal activates this Charm, the ground beneath his feet crumbles and shatters, compressing into two halves of a circle like a gigantic hoof-print. His anima flares and darkens, forming a pitch-black cloud that tightens around his form, leaving him an ebon shape at the heart of a black circle. The edges of the circle wobble for a moment before the whole thing judders and, with an anti-sound that pops the eardrums of every creature that hears it, begins to drag the world in towards itself. Reality swirls and distorts where it meets the Infernal, like water drawn down a plughole, and characters nearby must clutch at the ground or else be tugged to his mighty form.



For its duration, this Charm effects everything within ([Willpower+Essence]x5) yards of the Infernal.

• If a character (or object) in range wishes to move directly away from the Infernal, their final move rate is halved, after all other modifiers.



• Characters and objects in range suffer from an environmental hazard with a Trauma of (Infernal's Essence), and a Damage of (Infernal's Essence)B. For characters or objects in direct contact with the Infernal (such as those in a clinch, or drawn directly into him), the Trauma increases to (Infernal's Essence+2)L. The ground is collectively considered to take a single level of damage each tick, as chunks of it crumble and rip off, whirling toward the Infernal. This hazard does not correspond to any particular element beyond Isidoros' own mighty Essence, and so is exempt from most Charms that grant immunity to environmental hazards. It is considered to be simultaneously directed and undirected, depending on which allows it to do more damage to the Infernal's surroundings.



• Characters and objects compare the Trauma of the hazard to the (Strength+Athletics) total required to lift them as a feat of strength (Exalted Core pg127). If the Trauma is the lower value, they are dragged (Trauma/2) yards directly toward the Infernal, stopping only when they reach him or an immobile structure. If the Trauma is the higher value, they are instead dragged a number of yards equal to the Trauma, plus the amount by which it exceeds the required (Strength+Athletics) value. This movement is treated as knockback for the purposes of resisting it with Charms. If a character or object reaches the Infernal, they slam into his black anima and are twisted apart, increasing the damage done as described above - he takes no damage from this. Any opposed grapple checks they make against the Infernal while this Charm is active suffer an external penalty of (Infernal's Essence-2), while their DVs are reduced by that amount against any grapple attempt the Infernal makes.



• As this effect proceeds, record every health level of damage it inflicts. When the effect ends, add up every inflicted health level, counting lethal health levels twice and aggravated health levels three times. This is the Damage (B) of the one-time environmental hazard that bursts outward from the Infernal as chunks of boulders, building and broken bodies are sprayed about the landscape. It has a Trauma of (Essence) and a radius of ([Willpower+Essence]x5).
 
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On Szoreny Shintai...I don't think it needs to be immobile. Human walking speed is about right for a magic forest, it LOOKS slow due to its sheer volume(moving only a few % of its volume compared to a dozen times you human volume)
 
Milly and Lulu said they should probably learn some MAs.
I think Dreaming Pearl Courtesan or White Veil styles would be very fitting, at least for Lulu, as they work for Social characters.

Milly, might work for those as well, though Night Breeze, Orgiastic Fugitive, or Air Dragonblood style would probably fit as well (the second would probably fit her best, being Hegra's chosen.)

Also, if they get into Essence MA's like that, I'd say they should Enlighten Sayoko...

@Alexander89
Do we know about mortals being able to use Essence, and learn Terrestrial MA without being Exalted?
 
Looking at the descriptions for that style, it seems to be a comparatively boring way to say 'Drunken-Fu'.
Not quite; IIRC (I don't have the book on hand right now), any kind of hedonistic behaviour (drugs, orgies, etc) qualifies for the effects of the style.
 
...well, our luck had to run out sometime.
 
Well, since you guys are discussing MAs for Lelouch, I'll let you know the GM asked me in PM about a possible Infernal version of Righteous Devil Style, and instead I found something else among a set of homebrewed MAs...

HELLFIRE BALLET STYLE

As the layers of the demon city come crashing together, gouts of vitriol and toxic fire erupt over the landscape. There is much screaming and gnashing of teeth. And in the epicenter of this daily armageddon, there stands the master of Hellfire Ballet Style. Green flames leap from her weapons and hate and wrath sparkles in her eyes. Hers is not a righteous crusade, but a crusade of bloody vengeance that shall scorch Creation.

Weapons and Armor:

Hellwands, hell-tongue repeaters, and their Creation-based counterparts (firewands and plasma tongue repeaters) are form weapons for this style. It may not be practiced in armor.

Complementary Abilities:

Learning this style requires, at least, Archery •••. As an added benefit, martial artists who know the Form Charm of this style may, combo any Charm that can validly enhance an Archery-based attack with the Charms of this style.

Ravenous Fiend Preparedness

Cost: 2m; Mins: Martial Arts 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None

Martial artists find this style not out of enlightenment, nor for the benefit of others, but out of sheer hatred and wrath. They do not seek wisdom, the seek power and bloody vengeance. They are like Malfeas, who cries out against his own imprisonment with boundless fury, ever seeking conflict. For them violence is not a response, or a tool, but an end unto itself. This Charm supplements a Join Battle action, adding the hellfire dancer's (Martial Arts) dice to the roll, so long as it was she who initiated the conflict.

Green Sun Scourge
Cost: 3m; Mins: Martial Arts 2, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Ravenous Fiend Preparedness

With the wrathful fury of Malfeas himself, the hellfire dancer squeezes the trigger of her weapon and lets fly with a deluge of baleful green flame. As the algarel ammunition detonates in a gout of green fire, this blasphemous conflagration is augmented by the reservoirs of the dancer's own hatred and wrath. Stoked into veritable verdant bonfire, the flame that erupts from the barrel is far more potent and bright than it ought to be. This Charm supplements an attack with one of the style's form weapons, doubling its raw damage, and allowing the dancer to count tens twice on the damage roll.

Insidious Emerald Consumption
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Green Sun Scourge

No barrier can slow vitriol. It seethes through the toughest barrier and dissolves to feed it's never-ending hunger. An unarmed Martial Arts attack supplemented by this Charm gains the piercing tag. Furthermore, if this attack is made against a target that is a subject of one of the hellfire dancer's negative Intimacies, it ignores armor altogether.

Hellfire Ballet Form
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Green Sun Scourge, Insidious Emerald Consumption

The beauty of the hellfire ballet is marred only by the mortal peril it presents to even distant spectators. Green tongues of vitriolic fire dance and flicker from the barrels of the hellfire dancer's guns while this Form is active. A miasma of Malfean fumes, green and noxious, ooze out of the weapon and hang heavy in the air about the dancer, her eyes glinting with the reflected menace of Ligier. The dancer moves in jerking, abrupt, angular gestures, pivoting sharply, aiming almost without a thought, and firing at odd angles. her accuracy does not suffer from this wild, yet tightly restrained, fury. She is a terrible whirlwind, a fiend from the depths of hell, the fury of the Titans given flesh and form.

While this form Charm is active, the hellfire dancer may use her hellwands to make hand-to-hand attacks (wielding the butt of the gun as a club or cudgel); mechanically, the gun-butt uses the traits of a tonfa. The dancer may allocate a number of bonus dots equal to her (Martial Arts) among the weapon's Rate, Accuracy, Damage or Defense. Additionally, Speed can be reduced, but doing so costs two dots and cannot lower the Speed bellow 3. No trait can be raised or lowered by more than two points. These boosts to the weapon's melee stats do not benefit the weapon's use as a ranged weapon. As a final benefit of this Charm, the hellfire dancer may add half her (Martial Arts), round up, to her DDV pool against ranged attacks.

Vengeful Titan's Prowess
Cost: —(1m); Mins: Martial Arts 4, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hellfire Ballet Form

The hellfire dancer may spend 1m ready her hellwands (or other form weapons of this style) instantly, provided they are on her person, without necessitating the normal miscellaneous action. Furthermore, if she has the Hellfire Ballet Form active, she may reload such a weapon reflexively, at a cost of 1m. She must have the appropriate ammunition for the weapon, however.

Champion of the Baleful Sun

Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5)
Keywords: Obvious
Duration: (Martial Arts) actions
Prerequisite Charms: Vengeful Titan's Prowess

The movements of the hellfire dancer are unnaturally swift and precise. Her body blurs as he takes on the speed of the rays of the Demon City's green sun. She trails faint green essence behind her as she becomes so quick she is almost impossible to see. This Charm enables the hellfire dancer to, once per action, make a free miscellaneous action without needing a flurry. She cannot use this action to activate a Charm. However, she could reflexively attack once with his weapon while leaping across the yawning chasm between two Chiaroscuran skyscrapers.

While this Charm is active the hellfire dancer also increases her movement speed by her (Essence) yards.

Laughter and Torment Counter
Cost: 5m (+1wp); Mins: Martial Arts 4, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant or one action
Prerequisite Charms: Vengeful Titan's Prowess

The virtuosos of the Hellfire Ballet are fearsome combatants. Just as none can assail the green sun of the Demon City and escape unscathed, so too do these dancers punish those hubristic enough to provoke their ire.

The hellfire dancer may reflexively activate this Charm to make a counterattack against any opponent who attacks her unsuccessfully. This attack must be a ranged attack made with a form weapon of this style. If the Form is active, the Martial artist may instead make a melee attack using the butt of his firearm. The attack is made at the dancer's full dicepool. This attack is a savage blow which automatically forces the subject to check against knockdown.

By paying an additional Willpower, the hellfire dancer can extend this effect's duration until her next action, allowing her to freely make counterattacks against anyone who tries and fails to strike her, once per failed attack.

Gift of the Wrathful God
Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Laughter and Torment Counter

A gruesome expression of the burning wrath of Malfeas, focused into a single beam of brilliant emerald light, erupts from the hellfire dancer's weapon and burns through her foe.

This Charm is a called shot attack with the hellfire dancer's form weapon. However, instead of a gout of green flame and noxious, vitriolic fumes, the energy is focused into a relatively narrow shaft of brilliant green light, as bright and as fierce as the light of Ligier. This beam causes terrible, searing damage as it passes clean through the targeted body part, leaving naught but charred flesh, sinew and gristle in its wake.

The hellfire dancer rolls a normal (Dexterity+Martial Arts) attack, which suffers a -4 external penalty for being a called shot. This attack targets a specific part of the body. Should the attack hit and do one or more levels of damage, that damage instead becomes one level of aggravated damage. The affected character also suffers an amputation effect (Exalted, p. 152) due to severe damage to the limb or body part pierced by the lance of infernal fire. This is not an amputation, merely rendering the limb useless, so an Exalt can heal the Crippling effect normally as soon as the aggravated damage heals.

In Damnation's Clutches
Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Champion of the Baleful Sun, Gift of the Wrathful God.

This Charm supplements a clinch attack. Once the clinch succeeds, the hellfire dancer can shift her hold to a highly effective, one handed grip. This allows her to maintain control of her victim and keeps one had free to wield her firearm. As long as she holds the victim and keeps this Charm active, the dancer may use the victim as a human shield. The victim provides a +2 cover bonus to her DVs. Attacks that miss the dancer instead hit the clinched victim, who may not defend since they are held in a clinch. Attacks that bypass the hellfire dancer's defenses still strike her, not the restrained victim. As a final benefit, since she need only hold her hostage tight against her to avoid being struck, a feat which is hardly taxing, the hellfire dancer's mininum PDV pool may not be lowered below her (Essence + 2) instead of (Essence). (This does not apply to wound penalties and the DV penalties from actions, as normal.)

The hellfire dancer makes rolls to retain control of the clinch reflexively without a need to flurry. Indeed, she may move, jump and act as normal, subject only to a few restrictions. While maintaining the clinch she may only make attacks using a form weapon for this style. Furthermore, she may not take dash actions. Finally, she may crush the victim to inflict damage (without using the next Charm, Judgment of the Maimed King), as she is only using one arm and cannot apply sufficient force. She may throw them as usual, however. Indeed, Hellfire Ballet Masters frequently hurl victims clinched in this manner at their enemies to provide a few moments of distraction.

Judgement of the Maimed King
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: In Damnation's Clutches

The hellfire dancer presses her blasphemous weapon against a vital area of her hostage's anatomy, her eyes gleaming with malevolent glee and the reflected flames of the Hell-Sun Ligier. She smiles, laughs, or otherwise lays bare the monstrousness of her nature and the depth of her hatred and wrath, and then executes her victim. This Charm supplements a crush attack on a victim the hellfire dancer has clinched with In Damnation's Clutches. Instead of a normal crush, she makes an unarmed Martial Arts attack with the form weapon of this style against her clinched victim. The attack hits automatically, for she is firing from point blank and there is no possibility of a miss, doing aggravated damage, and the dancer adds (her Essence) successes to the damage roll. At this range the mundane metals are turned to molten slag and even the magical materials are momentarily superheated by the vitriolic flames. They offer no protection to their wearer, the damage ignoring armor.

Deaths caused by this Charm are always gruesome: a head cut from the body by a torrent of fire, a hole the size of a melon bored into the chest cavity, or something of that nature. No one who sees the corpse, with its charred flesh and exposed viscera, will be able to ignore the infernal nature of the character's demise.

Basically it's a gun kata for Infernals.
 
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