FIRST ORAMUS EXCELLENCY
The Dragon Beyond The World is beyond comprehension and enigmatic, old beyond all others. He keeps his wisdom to himself and disregards conventions. The Ourobouros Border of Reality is the ultimate boundary and defines possibility, encircling that which is. He is at home with paradox and mocks dualities. His crazed nightmares are wondrous and contain disturbing beauty along with insanity-sparking revelations.
The Infinite Doorway to All Terrors is alien and eccentric, creating beautiful and maddening artwork, the Stranger In The Pallid Mask serving as a source of limitless inspiration and impossible genius that defies the odds, for he sees what others cannot. The Final Shore of Comprehension is a doorway to terror and knowledge best left unspoken, for the truths of Oramus are not for others to know. There is no force that can stay or bind the Inverted Firmament of Crazed Stars save himself, for he is more real than any other thing.
The seven wings he bears beat and fan the tides of Chaos, yet Oramus is not of the Wyld - his origin can never be known for he defies definition, laughing at the shinma and existing everywhere in some form, the horror and madness he drags around himself and carries in his unparalleled artworks a source of wisdom best unsought for.
This Excellency may always be used for any action associated in any way with the number seven or its multiples, any action which defies conventions or in the production of artwork. It may not be used under coercion - Oramus is his own creature and disregards hierarchies.
ORAMUS MYTHOS EXULTANT
Older and stronger than reality itself, the Dragon Beyond the World waxes with the imposition of his Will upon the world. Any stunt that resonates with the First Oramus Excellency grants two Willpower instead of one.
SORCEROUS INITIATION OF ORAMUS
The boundary to end all boundaries, Oramus' magic is particularly suitable for Spells that destroy or bypass barriers, reducing the cost of such magic by 10m, 1wp. Examples include Open the Spirit Door, The Parting of the Seas and The Violent Opening of Closed Portals. Disgusted with the gods and the Exalted, he does not wish to imitate their ways of rulership and commandments. Any Compulsion, Servitude or Total Control component of a Spell is ignored. Examples include Curse of Slavish Humility, parts of Threefold Binding of the Heart and most applications of Droning Suggestion.
THE ORAMAIC URGE - THE URGE TO CREATE
The Urge of Oramus is to create some new world-changing thing, a wonder whose invention rocks the world and drives all either to imitate or rail against it. High-Compassion Oramaic Princes are driven to create new races and species to populate Creation or the Demon City, while High-Conviction Princes are urged to make new magical and technical developments. High-Temperance Princes are usually compelled towards the production of artwork, while High-Valor Oramaic Princes are driven to create nations and empires and spread them over the face of Creation.
Examples of Oramaic Urges:
*Create a new breed of invasive plant to choke the forests of the East.
*Compose a symphony so alien to audiences that it causes riots in the streets of the Blessed Isle.
*Build a new weapons system that utterly reshapes Creation's paradigm of warfare.
*Forge a new empire, capable of challenging the Realm, in the Threshold.
THE ORAMAIC TORMENT - ENTANGLING DRAGON-COIL CONFINEMENT
The Torment of Oramus causes the Infernal to undergo a panicked feeling of unbearable confinement and claustrophobia for one scene, acting in all respects as the Heart of Tears Limit Break. In addition, the same feeling imprisons a random positive Intimacy (said Intimacy must be a single being - if no such Intimacies exist this extension has no effect) for one scene.
ACT OF VILLAINY - GRASPING AND HOARDING SECRETS
The Dragon Beyond The World keeps his understandings mostly to himself, holding them tightly within his wings and giving them to others where and when he chooses. Whenever an Oramus-favoured Prince is asked to reveal secrets he keeps to an ally (which may be another Coven member) or henchman and does not, he rolls Conviction and decreases Limit by the number of successes. In addition, when he makes said allies/henchmen do something (without explanation of the context they are acting in) that furthers his schemes he rolls Conviction and reduces Limit by the number of successes x 2.
Imperfection of the Dragon Beyond the World
The terrible power of the Beyond is inimical in the extreme to the mundane realities of Creation, but then again, the reverse is also true; they cut through each other like hot knives through butter. A Charm with this Imperfection is inapplicable against non-magical attacks or damage from non-magical sources. Additionally, activating a Charm with this Imperfection warps the Infernal with impossible energy, halving her DVs and setting her soak and Hardness from any magical source to 0 against non-magical attacks until her DV refreshes.
Greater Imperfection of the Dragon Beyond the World
So soaked is Oramus in impossible power that it permanently infects his constitution. Any Charm with the Imperfection of the Dragon Beyond the World becomes permanent and is considered to be active at all times, even against unexpected attacks, at no cost; however, the DV of the Infernal drops to 0 against non-magical attacks or sources of damage, and the Infernal's soak and Hardness from any source is always 0 against such things.
Concept: Magic
Magic is, in some small measure, an extrusion of the impossible into the real. empowered anything empowered by magic carries a small part of what Is Not with it at all times, and can be thwarted by the same. Anything that is enhanced by Essence, whether through a Charm, a spell, or the expenditure of motes, counts as magical, as do Artifact weapons and armor, weapons or armor formed by a Charm or spell, or an attack that is otherwise composed of Essence. For example, an attack supplemented by the First Melee Excellency is magical, as is the Godspear attack of the Five Metal Shrike and a melee attack from a Lunar with Claws of the Silver Moon active. Beings with Essence 10 are always magical, as are beings with any mutations or Derangements, the Raksha, attacks from any being that has used an Essence effect to passively boost an Attribute or Ability used in the attack, attacks from an Exalt in Limit Break, and any environmental damage that occurs in the Wyld. As an exception to the general rule regarding magical attacks, an attack supplemented only by Ghost-Eating Technique is not considered magical; Oblivion hungers for Primordial life and will not be denied.
BEAUTIFUL IN MY WAY
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: None
Oramus is alien - he is Other in a sense that none of the other Yozis can match. And yet he possesses an eerie, strange beauty that draws demons to his perpetually bound self like moths to a candle flame. On purchasing this Charm the Infernal's Appearance is increased to 5 - but it is an alien beauty, and fascinating others as they are drawn unstoppably into its orbit. Every scene the Infernal spends with another character counts as Unnatural Mental Influence devoted to building an Intimacy of rapt fascination in that character.
She may spend 2 points of temporary willpower (reduced to 1 point for positive Intimacies) to not cause this effect in a given character for a scene.
SECRETS OF THE SELF HELD FAST
Cost: 7m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Social, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Beautiful In My Way
When Oramus is asked his cause for action, in the most case his only response is a wry, knowing smile that hides his actions in a veil of enigmas and riddles. The Infernal may invoke this in Social Combat as a Perfect Defence against any attempt to read her Motivation, her body language disappearing and the sole expression on her otherwise neutral face a knowing smile that seems to mock the interrogator as he struggles to discover her intentions.
This Charm is subject to the Imperfection of Oramus.
ASSUMPTION OF MU
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Secrets of The Self Held Fast, First Oramus Excellency
Ask what Oramus is, and you will receive no answers. Ask what he is not, and you will receive them all. Any action or ability that reveals something about the Infernal automatically succeeds, but instead reveals that some other thing, which must be plausible and fitting with the question asked (as determined by the Storyteller), is false. Against Charms, this effect usually results in a roll-off, to which it provides (Essence) bonus successes. If possible, this Charm returns a different negative each time.
Example: Bob the paranoid Slayer uses Insignificant Embers Intuition on John the puny Malefactor. Normally, the Charm would reveal that John has Essence 2, but if he wins the roll-off, it Bob will instead learn that John doesn't have Essence 3, leaving him wondering if John is weaker than his own Essence 3, or outweighs him at Essence 4+. Paranoid as fuck, Bob continues to check, eventually eliminating each step from 4 to 10, at which point he has spent 18 motes, and John frustratedly asks his teammate why he didn't just ask about it.
Ululating Nightmare Wings
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: None
Sleeping in his eternal prison, Oramus' seven wings stretch in invisible directions, touching the minds of all around him with horror beyond horrors. When the Infernal sleeps, he projects an aura of night terrors, reaching between (Essence * 20) and (Essence*200) yards, Infernal's choice. Those who sleep within this area are plagued by dreams of impossible realities, cyclopean dimensions and horrors beyond Time itself, waking in pools of their own sweat. Upon waking, they take a -1 internal penalty to their Willpower recovery roll, plus -1 for each subsequent hour they began in the grasp of the Dragon Beyond the World, to a maximum of one plus the number of consecutive nights they've spent sleeping under the Charm's effect.
When touching (per the Touch keyword) any single target, the Infernal may spend a single mote, marking their minds with his power (this manifests as an invisible 0-point mutation) as a Shaping effect. The penalties someone so marked suffer from the Infernal's Ululating Nightmare Wings never rise above -1.
Waking Dreamer Paradox Existence
Cost: - (1m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ululating Nightmare Wings
Though he slumbers deep, the mind of Oramus is not confined to unconsciousness. This Charm is a permanent alteration to the Infernal's dreams. While asleep, his mind awakens in a dark place of impossible forms and That Which Is Not. In this state, he may perform any purely mental activity, from planning to rigorous mental exercises, and is considered to have any basic tools save those containing information he does not know. In addition, a thin line of ephemera connects him to the rest of his form, informing him instantly of anything that happens to his body, and allowing him to wake instantly at any time by spending a single mote.
Touch of the Eldest
Cost: - (1wp); Mins: Essence 2; Type: Permanent
Keywords: Dream, Social
Duration: Permanent
Prerequisite Charms: Waking Dreamer Paradox Existence
The Solar Host has bound Oramus as securely as can be done, preventing his every hope of egress. Nevertheless, the Dragon Beyond the World finds ways, however small, to move around and through his cages. While asleep, the Infernal senses the number and rough location (down to a precision of 100 yards) of people affected by her Ululating Nightmare Wings, as well as identify any of them she has tagged with that Charm's secondary effect. In addition, by spending a single point of Willpower, she may reach out with her mind to them, communing with them for a single Scene in a landscape of shared dream-images. In this scenery, neither party may physically harm the other, and either may end the scenario at any time by spending one Willpower to wake up.
What Is and What Should Never Be
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Dragon Beyond the World only ever sees that which Is Not, the beings, concepts, and stranger things fundamentally forbidden to Creation by the nature of the Shinma chosen to define it. What stupefying wonders and bright horrors are there to behold! Compared to these, the material of Creation is as dross and ash, an unfit subject for meditation. By his deeds shall the Impossible Dragon sing this truth. The Infernal becomes the gatekeeper of unearthly magnificence, gaining a Stunt Pool equal to the sum of his two lowest Virtues. As with a Raksha Stunt Pool, the Infernal may draw dice from this pool to supplement any action, including an action that would not normally qualify for a stunt (the Storyteller always has first preference for granting stunt dice to an action). No action may have more than three stunt dice applied to it in total, whether from the Storyteller, this Charm, or a combination of the two. Successes granted by any stunt dice are treated as normal stunt dice successes that can activate (Yozi) Mythos Exultant benefits. This Stunt Pool automatically refreshes at the beginning of each story. Additionally, stunt dice that are retained through Oramus Mythos Exultant can be added to the Stunt Pool, up to the Stunt Pool's maximum. An Essence 3 repurchase of this Charm increases the Stunt Pool to the sum of the Infernal's highest and lowest Virtues, while an Essence 4 repurchase increases the Stunt Pool to the sum of the Infernal's two highest Virtues. A final repurchase at Essence 5 increases the Stunt Pool to the sum of all of the Infernal's Virtues.
However, dwelling on the insane, terrible beauty of the Beyond has a price; as the Infernal's attention is drawn towards the Beyond, she finds it harder to focus on the mundane things of Creation. The Infernal suffers an external penalty to all Perception and Awareness rolls equal to her permanent Essence while in Creation.
Reality-Raking Claws
Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: One Scene
Prerequisite Charms: What Is And What Should Never Be
Those things which fascinate or anger Oramus, he erases, that their memory might serve as his muse and comfort. Upon hitting the target, an attack supplemented by this Charm leaves a small crack in the target, a jagged, otherworldly thing that shines from within with alien light. Should they die or be destroyed while this crack remains on them, the crack spreads, covering their body entirely in a matter of moments before they explode in a fine shower of rapidly dissolving dust. This effect completely annihilates both body and soul of any target with less than Deathlord immortality as a Shaping effect (bypassing most Shaping defenses due to technically occurring after the target's death), leaving but a faint trace of intangible Essence that ties around the Infernal's soul. The Infernal may use these Traces when crafting, infusing her creations with the essential nature of her fallen foe, treating them as an exotic component much the same in nature as they themselves could have been. She may tie up to seven Traces to herself at a time, and may reflexively discard any Trace she holds at any time.
Play the Music, Light the Lights
Cost: 10m, 1 wp; Mins: Essence 2; Type: Simple
Keywords: Sorcerous, Shaping, Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: What Is and What Should Never Be
How can these mobile lumps of clay stand to live in such drear? Oramus shall give them a glimpse of profound horror, such that they shall never forget the powerful dramas enacted just beyond their vision! The Infernal creates a Wyld zone, centered on her, with a radius of [permanent Essence x 100] yards. At Essence 10, this changes to a radius of (permanent Essence) miles and becomes a Blasphemy effect. Countermagic targeted at the center of the Wyld zone dispels it. The Wyld zone has all the characteristics of a Bordermarch, becoming a Middlemarch at Essence 3, Deep Wyld at Essence 4, and Pure Chaos at Essence 5.
Impresario's Sure Hand
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Play the Music, Light the Lights
It is not proper for a director to become entranced by the scenery and lose sight of the production. The Infernal becomes perfectly immune to effects of exposure to the Wyld, including mutation and Wyld Addiction.
Calculating Dho-Hna Angles
Cost: 0+m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: What Is and What Should Never Be
Through his unfathomable power and profound madness, Oramus can defy the Shinma for brief periods of time to impose alien principles and paradoxical truths on an unsuspecting reality; who can hope to defend against that which has no precedent or referent to the possible? A physical attack supplemented by this Charm becomes unexpected, with no chance for the victim to engage in a roll to remove this label. Only Charms or similar magical effects that explicitly remove the unexpected label, such as Threat Monitoring Excitement, can allow the target to defend normally. An Essence 4 repurchase permits this Charm to be used to supplement Social Attacks. This Charm has a tiered cost. If the Infernal is in Creation and Yu-Shan, it costs 8m. In the Bordermarches or the Underworld, it costs 4m. In the Middlemarches or Malfeas, it costs 2m. In the Deep Wyld, it costs 1m. In Pure Chaos, it costs 0m.
Flowers Bloom Like Madness
Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: None
Kimbery fancies herself a great artist of grand guignol atrocities, and Autochthon was only tolerated by his brethren because of his abilities as the Great Maker, but no Primordial could match Oramus for the sheer, impossible splendor of his works, each one as unique as a snowflake, as precious as a jewel falling into a still pool of water, and as deadly as cold steel. This is only just; Oramus was inspired by the nightmare un-scapes of the Beyond, and nothing can behold such sights without penalty.
The Infernal automatically acquires bonus successes on any Craft roll equal to the Infernal's permanent Essence. An Essence 4 repurchase of this Charm further reduces the required time between each Craft roll, if applicable, to (1/permanent Essence) the required time. However, all of these bonuses only function if the Infernal is creating a unique item. A stunningly-original garden or a sword the likes of which Creation has never seen would be eligible for the bonuses; recreating such things would not be. Furthermore, whenever an Infernal activates this Charm to supplement a Craft roll, the Infernal becomes subject to a Derangement of the player's choice for the remainder of the scene, provided that it is not a Derangement that already afflicts the Infernal (although a player is permitted to re-select a partially-controlled Limit Break Virtue Flaw, upgrading it to the full uncontrolled version).
Bafflement of Shining Scales
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Flowers Bloom Like Madness
The most powerful weapons and Charms levied against the Impossible Dragon during the Primordial War failed against the alien powers he could marshal; attacks would be swallowed up by impossible angles, wasted as Oramus fractured reality such that he would be both killed and untouched at the same time, and otherwise thwarted in an endless number of ways. Then one day a young Solar, the sole survivor of an ill-fated expedition against the Dragon Beyond the World, exhausted, bereft of Essence and without Artifact weapons, swung her fist against Oramus in a last and desperate act of defiance. The limits of this power were finally revealed.
The Infernal perfectly parries any attack she is aware of, even if it is unblockable. The Infernal can stunt this parry with an appropriate description of the impossible way the attack failed. This Charm suffers from the Imperfection of the Dragon Beyond the World.
Words that Twist Like Daggers
Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: None
Those who talk with Oramus do so as gingerly as those who once warred against him, for it is in the nature of the Impossible Dragon to spread madness like the clouds spread rain. A social attack supplemented by this Charm becomes unnatural mental influence. If the target of the Infernal's social attack does not successfully resist the attack, the Infernal may choose to impose a Derangement of the Infernal's choice on the target in addition to any other effects of the successful social attack. This Derangement lasts until the end of the scene. At Essence 4, the Derangement can become permanent as a Desecration effect at the Infernal's discretion if the Infernal successfully attacks the target with this Charm a number of times in the scene equal to the bonus point value of the Derangement in question; the Derangement is still temporarily imposed upon the first successful use of this Charm in a Scene, and subsequent uses simply build towards the Derangement's permanence.
As the Infernal increases in power, this Charm becomes even more fearsome. At permanent Essence 5, the number of successful attacks required to impose a Derangement are halved (rounding down). Finally, at permanent Essence 7, the Charm becomes permanent and automatically supplements all of the Infernal's social attacks at no cost, regardless of whether the Infernal desires this effect or not.
Soothing Balm of Insanity
Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Words that Twist Like Daggers
The changeability of Oramus' perspective was a byword among his Primordial brethren; he seemed to be a veritable kaleidoscope of madness. The Infernal may activate this Charm in response to any successful social attack or mental influence. The Infernal perfectly parries the successful attack. The Infernal then imposes a Derangement on herself with a bonus point value that is equal to or greater than the amount of Willpower that would have been required to cancel the attack's effects; a Derangement that qualifies as a Deformity will substitute for any amount of Willpower. This Derangement remains for the rest of the Scene. The Infernal cannot impose a Derangement on herself that she already has; if that is the only option, this Charm fails. However, the Infernal can re-impose a Partial Limit Break Virtue Flaw, which then becomes the fully-uncontrolled version.