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Homebrew Yozi Charms and Related Content (Exalted 2e) v371

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Adorjan

Silence In Her Wake (EarthScorpion and Aleph)


Cost: —; Min Essence 2; Type: Permanent
Duration: Permanent
Keywords: Pantheon [method of generating the soul not described below]
Prerequisites: Death-Dealing Journey

Where the Silent Wind passes, only blessed silence reigns. This Charm improves Death-Dealing
Journey. While that Charm is active, the Infernal may make a single reflexive close combat attack upon
making a Dash action for 3 motes, which is rolled once and applied to every desired target within close
combat reach of her movement path on that tick. This attack is made at her full dice pool and has no
DV penalty.

Repurchasing this Charm at Essence 4 allows the Infernal to increase the reach of her dashing area
attack by up to [Essence^2] yards via increasing the cost to 7 motes.

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Cecylene

Hundred Demons Curriculum (While My Guitar)


The Warlock is shown a brief image of the full hierarchy of Hell, and the image is burned into his mind
forever. The Warlock can now recognize any demon as a demon, even if it has disguised itself in any
way, and knows its name, its functions and its customs. In addition, when he speaks, the demon can
understand him, even if it’s deaf, or doesn’t speak the Warlock’s tongue.

The rest of the charm, by Erinys:


Cost: —; Min Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Demonic Primacy of Essence

Law Breaker's Abrasive Reprisal


3m, 1wp (3m)
Essence 3
Simple
Sorcerous
Prereq: COUNTER-PRONOUNCEMENT OF ENTHYMEMIC LAW, SANDSTRIKE BLAST

Though the priests of Cecelyne uphold endless laws and contrary decrees, they seldom need to uphold
the ban on the countless serfs abusing the Sacred Azure. The Silver Sands themselves flay any of them
foolish enough try.

As the Infernal activates this charm, she declares a valid law as per Counter-Pronouncement of
Enthymemic Law. This creates a invisible, sorcerous incidence of Sandstrike Blast that observes a
radius of 100 yards, or 1000 yards of desolation. It automatically applies the Warlocks (Essence)
successes to any awareness roll to notice anyone breaking the declared law, and double that if they are
a being that the Warlock can detect with Hellscry Chakra or Wayward Divinity Oversight. Once it
detects a lawbreaker, it attacks them as per Sandstrike Blast. The Warlock is aware whenever this
charm attacks someone and may reapply this charm for 3 motes. This charm may be repurchased to
apply the effects of Dune-Burst Onslaught at a 2m surcharge, and again to apply World Grinding
Sandstorm Devastation (which costs 40m, 3wp total, and is not Blasphemous until it attacks).These
upgrades do not harm bystanders that immediately start praying to the Warlock.

FINAL FURY UNBLINKING


Cost: 3m (+2m/action); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: One Action
Prerequisite Charms: Apocalypse Comet Gaze
To escape the wrath of God is to leave the world entirely. This Charm enhances an attack made through
Apocalypse Comet Gaze, causing the bolts of searing perception that emit from the warlock's eyes to
track their deserving victim, leaving tightly-focused tracers of anima-fire in their wake. If the attack is
parried or dodged then it repeats Steps 2-10 at the start of the target's next action, after their DV
refreshes. It uses the same attack successes as the original attack, and retains the effects of any Charms
used to enhance it. This continues, at the start of each of the target's actions, until the attack strikes a
character or the Charm ends. Using a perfect defense allows the defender to end the Charm early by
stunting their dispersal of the warlock's wrath, or its redirection into a nearby inanimate object. This
Charm lasts just a single action, by default, but its duration can be extended by spending two motes for
each additional action, to a maximum of (Essence) additional actions. If it ends early, for whatever
reason, the warlock immediately receives two offensive motes for each repeated attack that was never
expended.

Victims killed by an attack enhanced by both this Charm and Theion's version of Radiant Fury
Dissolution receive a more focused torment, their millenia of disembodied suffering spent endlessly
acting out imagined escapes from the warlock's wrath, ranging from the realistic to the absurd, but all
ending in inevitable burning failure.

SWIFT-SAND DESERT COFFIN


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sandstrike Blast
The desert extends in all directions, swallowing up space and time and wandering heretics. This Charm
enhances its prerequisite, allowing the Exalt to use her sand attack as a ranged clinch when in a place of
desolation. She uses the attack pool described in Sandstrike Blast to make and maintain the clinch, but
inflicts only bashing damage, as the sand works to crush her enemies instead of flaying them alive. If
the target wins a subsequent clinch roll, they can only escape the clinch rather than taking control of it.

UNQUESTIONABLE SCROLLKEEPER CITATION


Cost: 4m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Stackable
Duration: One scene
Prerequisite Charms: Demonic Primacy of Essence
Cecelyne encompasses all knowledge, host to a wisdom beyond the speculative squabblings of the
Maidens or the quaking nightmare-enlightenment of the Labyrinth. Upon activating this Charm, the
Infernal infuses herself with an intellectual authority of her choice. Her expertise becomes clear to any
who perceive her, and they will treat her as a complete authority in the field, ignoring or explaining
away any mistakes she makes in that field, no matter how egregious. She could perform a vital
operation in front of a board of expert surgeons and not provoke negative comment even as she misuses
medical tools, encourages the patient to remain conscious, and mistakes organs for tumours. As her
victim bleeds out, they will only be surprised that even the Exalt's brilliance couldn't save them. This
unnatural Illusion costs three points of Willpower to resist, or two points if the character in question has
a higher rating than the Infernal in the Ability most relevant to her claimed authority.

A second purchase of this Charm allows the Infernal to infuse the Illusion into a piece of writing she
produces, convincing those reading it that it was written by a true expert in the field, as described
above, with demonstrable errors ignored, forgotten, or explained away as faults on someone else's part.

ALL-AUTHORITY GLASS GOWN


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unquestionable Scrollkeeper Citation
In the hiearchy of the Demon Realm, titles are claimed and held only by strength. Such is the intent of
Cecelyne's law, for if none dare mock the Emperor, who is to say he is not wearing clothes? This
Charm permanently enhances its prerequisite, allowing the Infernal to instead claim some form of
material authority, ranging from store manager to shogun. All characters who meet the warlock are
swiftly convinced as to her supposed position, glossing over inappropriate attire or lack of paperwork
as they are struck by the aura of officialty and influence that extends from her every word and deed.
This Illusion can be resisted as normal, but has its cost reduced to one point of Willpower if the target
has some clear proof that the Infernal does not hold the relevant position - whether because they have
met the actual incumbent, or because they know that the city she claims to rule was destroyed several
generations ago.

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Cytherea: The Divine Ignition

Cytherea was the first of the Primordials to awaken to consciousness in the Wyld, except for Oramus, who exists outside such limits. In the
infinite energy of her self-birth she catalyzed the awareness if her siblings. Hers was the spark that lit Malfeas's burning heart. Hers was the light
that first cast The Dragon's Shadow. Hers was the flame that was first set ablaze The Pyre in Which Thoughts Are Burned.

She is the Flame of Infinite Purity and the embodiment of both Ignition and Amplification. She will light a spark within another, and then fan it to
its fullest glory with the endless energy of her souls. She is known as the Mother of Creation for her role in its Inspiration. She sowed the idea of
stability and safety from the endless tides of the Wyld in the minds of all of her siblings, and then encouraged and empowered their efforts to
make it a reality.

She is also the source of all sympathy and empathy in Creation, for she is the embodiment of Compassion. Had she been able to do so, she
would have sacrificed herself to preserve her siblings at the end of the Dawn War.

Imperfection of Cytherea: Cytherea alone is nought but energy without aim or outlet. If the Infernal is not within (Essence x 5) yards of a visible
ally for which she has a positive Intimacy, a 5 mote surcharge is applied.
First Cytherea Excellency: The Divine Ignition is empowering and bursting with energy. She inspires and enables, helping her allies to be

more than they were. Her power radiates from her, warming and nourishing all around. However, she cannot amplify herself, except in the

service of others or with their reflected excellence. The Mother of Creation is giving and sympathetic, but has been betrayed by the world she

helped create and now limits her help to those she trusts. She hides herself from her enemies, providing her aid from behind the scenes.

Characters may apply this Charm to any actions in which they advance the goals of or assist someone or something for which they have a

positive Intimacy. It can also be applied to actions that encourage physical or spiritual growth or to amplify an existing effect or condition. It may

never be used to assist in actions that only benefit oneself, either immediately or in the long term. Actions whose purpose is to inspire another
are also able to benefit from this Charm. As a result of Cytherea’s part in Creation’s building, this Charm may always be used to enhance any
Craft roll, even an Infernal’s own.

Cytherea Mythos Exultant

Cost: None; Mins: Essence 3; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: First Cytherea Excellency

The Divine Ignition shares all that she receives. One ally within (Essence x 3) yards may also receive their choice of reward for a stunt of a
rating one lower than that of the Infernal. The rewards gained from this Charm may not stack with other stunt rewards gained in the same action
cycle. The character must choose which reward they receive each action.

Sorcerous Initiation of Cytherea

Cost: None; Mins: Essence 3; Type: Permanent

Keywords: Sorcerous

Duration: Permanent
Prerequisite Charms: First Cytherea Excellency

All spells that improve upon something or someone have a cost reduction of 10 motes and one Willpower. All spells that focus mainly or
exclusively on others, affecting the caster only peripherally or as part of a larger group may also benefit from this. However, all spells that affect
only the caster gain a surcharge of 2 Willpower, and spells that reduce or diminish something in any way other than refining or purifying it gain a
10 mote surcharge.

Overflowing Potentiality Spirit

Cost: None; Mins: Essence 2; Type: Permanent

Keywords: Touch

Duration: Permanent
Prerequisite Charms: None
This Charm creates, within the Infernal, an additional Peripheral Essence pool capable of holding 10 motes. The motes in this pool
regenerate at the normal rate, but do so concurrently with her natural Personal and Peripheral mote pools and may only be filled through natural
mote respiration. The Infernal may also spend a point of temporary Willpower as a reflexive action to refill this pool completely once per scene.
These motes may only be used to power Charms that specifically state so in their descriptions.
The Infernal also gains the ability to gift (Essence) motes from this pool to another Essence user within (Essence x 5) yards, usable
reflexively once per action. These transferred motes form a temporary Peripheral pool that must be used before any other Peripheral motes,
cannot be transferred out of the pool, and fades away the next time that the character sleeps.

Unsurpassed Essence Plethora

Cost: None Mins: Essence 2 Type: Permanent

Keywords: Native, Stackable

Duration: Permanent

Prerequisite Charms: Overflowing Potentiality Spirit

This Charm acts as an extension of its prerequisite, creating another 10 mote Peripheral Pool with all the same restrictions on its use and
regeneration of motes, except for that the “jumpstart” may only be used once per scene across all of the pools. It also refills motes concurrently

with the Infernal’s natural pools and it refills concurrently with the pool generated by Overflowing Potentiality Spirit as well. The Essence transfer
capability of this Charm’s prerequisite may also be used to transfer motes from this pool.
This Charm may be purchased an amount of times equal to (Essence -1), with each repurchase creating a new pool with the exact same
statistics as the original.

Ally Aiding Benevolence

Cost: 1m per die; Mins: Essence 1; Type: Reflexive

Keywords: Combo-OK, Obvious

Duration: Instant

Prerequisite Charms: First Cytherea Excellency, Overflowing Potentiality Spirit

Purchasing this Charm expands an Infernal’s capacity to use the First Cytherea Excellency and replaces the standard Second Cytherea
Excellency. The Infernal may add dice to the actions of another character within (Essence x 5) yards. The Infernal must have a positive intimacy
toward the aided character, something they represent, or something that the action to be aided supports. This is stackable with the other
character’s own Excellencies, but is still limited by dice caps as normal. However, the cap used is the lower of the Infernal’s or the target’s.
When this charm is used, streamers of purifying and colorless light burst from the Infernal’s anima and curl around the target, aiding their action
by nudging things into perfect alignment for success. This Charm may only be powered by the pools created by Overflowing Potentiality Spirit or
Unsurpassed Essence Plethora. At Essence 3+, an Infernal may remove the Obvious keyword from this Charm whenever she activates it.

Blazing Corona Enhancement

Cost: None (1m per success or 1m per 2 dice) ; Mins: Essence 5; Type: Permanent
Keywords: Obvious

Duration: Permanent

Prerequisite: Ally Aiding Benevolence

This Charm enhances its prerequisite, adding the option to refine each die added into either two dice or an automatic success, but eliminating
any possibility of hiding the display of perfected light it creates. Any successes created by this Charm counts as two dice for the purpose of dice
caps. This Charm replaces So Speaks Cytherea.

Pattern-Shredding Power Infusion

Cost: 5m Mins: Essence 3 Type: Supplemental

Keywords: Combo-OK, Obvious

Duration: Instant
Prerequisite Charms: Overflowing Potentiality Spirit

When The Divine Ignition is driven to rage and violence, she unleashes the endless energy of her souls to flense the spirit of her enemies. The
attack supplemented by this Charm now deals aggravated damage. This effect may be countered by spending either 5 motes or one point of
temporary Willpower, cloaking one’s soul with ablative layers of energy and returning the damage of the supplemented attack to its normal type.
This Charm may be powered by the mote pool generated by Overflowing Potentiality Spirit.

Knowing the Inner Heart

Cost: 5m Mins: Essence 1 Type: Reflexive


Keywords:
Duration: Instant

Prerequisite Charms: None

The Infernal intuites the Virtue ratings of the target, including Willpower, as well as whether the target has a higher Charisma or Manipulation.

Unquenched Inner Sparks

Cost: None Mins: Essence 2 Type: Permanent

Keywords: Stackable

Duration: Permanent

Prerequisite Charms: Knowing the Inner Heart

Cytherea is the Flame of Infinite Purity who battled Kimbery in the Dawn of Creation. Just as Kimbery learned her Truths from that ancient war,
so too did Cytherea take Sparks of knowledge away from battle. This is a cluster of five related Charms, each with their own effects.

Others Before Self: This enhances the Infernal’s Defend Other action when the Infernal guards a character towards whom she has a positive
intimacy, increasing her Parry DV by 2 for the purpose of this action only. If she is an additional guard, half of this bonus applies to the leader’s
Parry DV.

Success Through Cooperation: This enhances the Infernal’s Coordinate Attack action, reducing the difficulty by 1 and allowing Bureaucracy
to be substituted for War. The reduced difficulty also applies when the Infernal is a participant in the coordinated attack, rather than the leader.

Reliable Ally Bulwark: So long as the Infernal is within (Essence x 5) yards of at least one character that they have a positive Intimacy to, and
who has not made an attack of any kind on them in the past year, the Infernal and the object of the Intimacy gain a +1 bonus to their Parry DV
and MDV.

Diplomacy Shall Prevail: This adds 2 dice to all of the Infernal’s social combat pools, including those used to calculate MDVs, when they are
being used against a target that she has faced in physical combat in the past month.

Restraint in Victory: When the Infernal would kill a character, she may opt to instead knock them out and attempt to implant a positive intimacy
into them that takes hold when they wake up. Roll a die for each dying level that would have been filled with non-bashing damage. Each
success counts as a scene spent building the intimacy.

Ocean-Defying Inner Flame

Cost: None Mins: Essence 3 Type: Permanent

Keywords: Stackable, Compulsion,

Duration: Permanent

Prerequisite Charms: Unquenched Inner Sparks

A cluster of Charms upgrading their prerequisites.

Bodyguard Takes the Blow: Requires Others Before Self. Allows its prerequisite to improve Parry MDV and increases the bonus to [Essence/2
+1], rounded up. If the parry doesn't block the attack fully, the Infernal must take the hit for the defended party.
Empowering Arrangement of Allies Technique: Requires Success Through Cooperation. Enhances its prerequisite to reduce allow the
reduced difficulty to apply to Mass Combat Coordinate Attack actions, but the Infernal must be the coordinator and cannot participate in the
attack. It also reduces the difficulty by an additional 1 when the Infernal has a positive intimacy towards all characters involved in the action.

Gracious Victor Ascendant: Requires Restraint in Victory. All dice from prerequisite become automatic successes, but mercy must be shown
to all defeated foes.

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EBON DRAGON

Guile-Spun Shadow Flesh


Cost: — (+2m) ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Witness to Darkness
The Ebon Dragon is not merely Creation's ultimate liar but Creation's ultimate lie. Upon learning this
charm the Infernal's body becomes the impossible stuff of material absence, it no longer draws its
resilience from substance or physical might but from the Infernal's ability to fool the world into
believing he exists. The Infernal's soak is now calculated using their Manipulation attribute instead of
Stamina. Furthermore for a cost of 2m the Infernal may add (Essence + Dodge) to their bashing and
lethal soak for the duration of a single attack, if the Infernal activates this power while in direct sunlight
the true nature of what they have become is exposed for all to see. The charm becomes obvious as the
Infernal is revealed to be nothing more than a walking, talking abyss with a human shape, pitch black
from head to toe (save perhaps for glowing eyes at the player's discretion), the Infernal is shown not so
much to resist damage as to absorb the force of a blow into the void they have become.

Mocking Futile Heroics


Cost: +1m ; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Guile-Spun Shadow Flesh
The Ebon Dragon is a wretched coward who would prefer not to be struck at all, yet as much as it pains
him to admit it this isn't always possible, even for him. Nevertheless he finds consolation when the
finest efforts of Creation's heroes leave barely a scratch on him, allowing the Shadow of All Things to
revel in their failure, disappointment and despair. Every mote spend on this charm removes one die
from the post-soak damage of an attack against the Infernal, to a minimum of one die. Use of this
charm causes writhing shadows and oily blackness to sprout from the fresh wound before they
seamlessly knit the flesh back together. It is considered customary for the Infernal to taunt their
adversary afterwards.
If the attacker's Dodge MDV is lower than the number of motes spent on this defence the attacker's
confidence is shattered causing them to suffer a -2 internal penalty to all actions for the remainder of
the scene. Resisting this unnatural emotion effect costs one Willpower.

Armoured in Corruption
Cost: 5m ; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Guile-Spun Shadow Flesh
When the Ebon Dragon finds he has no choice but to enter battle he always does so with neither armour
nor shield, he does not do this out of some sense of valour (the very concept being anathema to his
craven heart) but because the foul miasma of degradation that surrounds him is the only defence he
needs. All attacks against the Infernal have their minimum damage reduced by up to two dice for the
duration of this charm unless the attack incorporates a holy effect.

Furthermore while this charm is active if the infernal is attacked with a mundane weapon it is destroyed
within the tenth step of the attack's resolution regardless of whether or not it hit the Infernal or inflicted
any damage; the wielder might have suffered a sudden lapse in competence that caused them to
critically mishandle the weapon, perhaps the weapon itself finally succumbed to a fatal yet unnoticed
flaw or in extreme cases it might even have begun to spontaneously rust and decay.

Let's write some Ebon Dragon Charms which are actually compliant with the Ebon Dragon of Games
of Divinity, shall we?

::SIDEBAR - The Doomed and the Damned::

It is written in the most ancient of texts which talk of the Shadow of All Things that he loves the
doomed and dying, especially those who in their death will change the world. Perhaps that is the reason
that he invented the concept of Fate - to fill Creation, as he sees it, with beauty. For the purposes of
Ebon Dragon Charms, the following categories of being count as Doomed;

- Those whose purpose in life is steadily slipping into shadow, dreams and wishes accented by
ignorance and ash; this describes characters whose Motivations have been rendered impossible, but
have yet to acquire a new one, or whose Motivations are opposed by their Destiny, or who have
negative Intimacies towards themselves. Those who have a majority of their Intimacies directed toward
doomed or destroyed things also count, as do those who are in a mental state such that they would
accept Unacceptable Orders.
- Those whose own vitality is ebbing away, their life made rarer and more valuable by the moment;
characters suffering from terminal Sickness qualify, as do those who have been reduced to -4 health
levels. Characters suffering from Poison that deals enough damage to potentially kill them with the
current dosage are also considered doomed, as are those under the effects of any of the Ebon Dragon's
nocturnal venoms. Ghosts and other Creatures of Death are automatically considered doomed.
- Those who are frustrated in their efforts, desperation that is beautiful only as long as it remains futile;
this covers characters suffering from any kind of long-term penalty (i.e. one expected to last at least a
scene) that reduces her dice pools or rolled successes by at least -4. If this penalty is internal, it
qualifies the character even if they manage to ignore it through magic or other methods.

The condition which puts a doomed character in that state is referred to as their doom; alleviating a
doom involves removing the root condition rather than the symptoms. For example if a character is at a
-4 wound penalty and has an open wound, healing the character or preventing them from bleeding to
death would be alleviating the doom, but providing pain relief would not be.

Storytellers may, at their discretion, declare that other beings may count as doomed despite not
technically falling into one of these groups; for example, a young Solar Exalt who labours to acquire
the love of a great musician, unaware that his heart has gone to another, and who - when she discovers
this - will try to throw her life away in battle may be judged to be doomed.

::END SIDEBAR::

Doomed To Die
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisites: None

The Ebon Dragon is a creature of forbidden knowledge and dark secrets, a lover of those whose passing
will change the world. He cares for those who fall under his domain with the same tender care with
which his shadow protects the natives of Malfeas from the light of Ligier. This Charm permanently
modifies the Infernal in the following ways;

- The Infernal adds their Essence in automatic successes to rolls to the following ends; to determine the
nature of a Sickness or Poison affecting a character, to diagnose injury, and to understand the cause of
heartbreak or distress. Explicitly, this bonus may not be used to alleviate any of the above. In addition,
it also applies to astrology rolls and to Awareness rolls against doomed characters.
- Positive Intimacies towards doomed characters do not count towards the character’s limit of
(Willpower + Compassion). The Infernal may maintain such Intimacies even if other Charms would
forbid them from possessing Intimacies.
- The Infernal only requires a scene of interaction or persuasion to build an Intimacy towards doomed
characters.
- The sight of those whom Fate has condemned is beautiful in the eyes of the Infernal, and they are
reluctant to avert it. They treat doomed characters as having a minimum Appearance of three in social
combat. The Infernal is also under a Compulsion not to help alleviate the doom of another doomed
character. This can be resisted for a day with the expenditure of two willpower.

Hidden Springs Sips


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Doomed to Die

Even before his captivity, the Shadow of All Things ventured deep into the lightless heart of Creation,
and drank from darkened springs which no being should sup from, in a quest to learn all he could about
that which has always fascinated him. He could tell many things of the origin of the Well of Udr,
though those are secrets he keeps in his hollow heart. When this Charm is active, the Infernal is capable
of seeing, hearing, smelling and feeling - but not touching - immaterial doomed characters, rendering
them valid targets for Awareness actions. They are perceived as tenebral, colourless figures, wan and
yet fair. A successful Awareness-based roll against a doomed character while this Charm is active
makes their doom Obvious to the Infernal, and in addition, if they are a ghost, each degree of success
on the roll reveals one Passion.

Painless Passing Caress


Cost: 6m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Sorcerous, Obvious, Touch, Emotion
Duration: Lesser of (Until next sunrise) or (Essence + Compassion hours)
Prerequisites: Doomed to Die

A passing where pain does not obstruct the change one’s final actions will have on the world; this is the
mercy of the Ebon Dragon. In the place of agony is left emptiness, shadows seeping into flesh and
hollowing out agony and distress. This Charm cancels up to (Essence) points of the target’s internal
penalties from Sickness, Poison, deprivation, exposure to environmental conditions, or injuries, and in
addition grants them (Essence) temporary -0 health levels. Each scene spent with this Charm active
counts as a scene towards building an Intimacy of “My Death (Calm Acceptance)” in the target. This
Emotion can be resisted at a cost of one willpower a scene.

At Essence 3, this Charm can be repurchased to affect social units with a Magnitude no greater than
(Essence) with a surcharge of +3m, 1wp. Activating the Charm in this way requires the Infernal to be
leading the unit, or to touch the leader.

Last Days’ Bequest


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sorcerous, Compulsion
Duration: Indefinite
Prerequisites: Doomed to Die

There are those is this world who are doomed, and yet do not fight their doom; accepting it and so
choosing to use their ending to change the world. The Ebon Dragon looks upon them with great
affection, and from within his jail will sometimes send his benefaction out to sit in the dark places
behind their eyes. The Infernal may activate this Charm when they are within (Essence) yards of a
living doomed character, which may not be themselves. Doing so sends a tiny sliver of shadowy
essence wriggling out of the Infernal’s mouth, which brushes against the lips of the target.

While under the effects of this Charm, the target does not need to sleep, and does not get fatigued.
Their pains are numbed, halving all internal penalties due to wound penalties, sickness or poison. They
receive an automatic success on all rolls, or a number equal to half the Infernal’s Essence if the roll
would bring them closer to death or further their Motivation. This counts as dice granted by Charms.
However, they are also under a Compulsion to not attempt to avert their doom. This costs one
willpower to resist for a scene (which suppresses the benefits of this Charm), or five willpower to
throw off entirely, which must be paid all at once and which ends the Charm. The effects of this Charm
automatically end if the target ceases to be doomed.

It is possible for the target to unconsciously reject the gift for a cost of one Willpower, thereby avoiding
the blessing and its associated drawbacks. This effect is not Obvious, however, so the target’s player
only knows the positive things this Charm grants, without learning anything about the source of the
effect or the costs.

Oh yes, I forgot that I had internalised that fix. The divide between Manipulation and Charisma as
implemented is terrible, especially when some (but not all) things claim that Manipulation is lying (and
that all lying is Manipulation). You can entirely use this version of WtD with Charisma, especially for
making music.

Witness to Darkness: Replace paragraph beginning with "Finally...", with "Finally, the Infernal is
unimpressed with the murk of others' guile, and adds her Essence rating to her MDVs against
inherently deceptive social attacks and as bonus successes to recognize or pierce another's deceptions.
Her attunement to lies makes it harder to be honest, however, imposing a -Essence internal penalty to
all attempts to be honest and straightforward, save when truth brings more pain than lies." In addition,
as with Hateful Wretched Noise, the penalty imposed by bright light can be ignored for a scene with the
expenditure of 1 Willpower.
:: SIDEBAR - Embrace the darkness, Yakai:::
For the purposes of all Ebon Dragon Charms whose functionality changes in direct illumination, other
characters unable to perceive light or who are blind treat themselves and the Infernal as being in a state
of no visibility. This specifically refers to light; characters who can act as if they are not blind through
superhuman hearing or some other mechanism are still treated as being blind. The Infernal does not
take account of their own capacity to see, as their Essence recoils from the light whether or not they can
perceive it. However, their own anima does not count as illumination for the purposes of Ebon Dragon
Charms, unless specified otherwise.

:: END SIDEBAR::

My Dark Lady
Cost: - ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Witness to Darkness

To those whose eyes are opened under the Shadow of All Things, he is a thing of wonderful beauty.
Erembour is said to be as fair as the Argent Madonna, and she comes by her looks as honestly as any
soul of the Ebon Dragon can. When not in direct illumination, the Infernal doubles the maximum MDV
bonus or penalty he can inflict or benefit from based on difference in Appearance. In addition, when
under this effect his unwholesome beauty leads men and women to revel and indulge knowing that they
some day shall end; all social attacks he makes designed to form Intimacies of love or infatuation, or to
prompt another to suppress Temperance, are unnatural mental influence. If both conditions apply, the
social attack costs an additional willpower to resist.

Darkling Grace Complete


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: My Dark Lady

The melancholy waltzes of the Ebon Dragon are accompanied by a clamour of instruments, played by
ten thousand thousand shade-beasts born from his sun-obscuring majesty. When the Infernal is not fully
illuminated, she counts as having the required tools for any performance where she dances, sings, or
plays music. The Things Which Lurk in Corners born from her shadow play them for her, using her
characteristics, and may be enhanced with Charms as usual. For any performance which might need a
certain number of assistants, she counts the darkling-beasts of her shadow as (Essence) magnitude. The
flickering creatures also obey her will to create tenebral images, Essence flares and other strange
sensory effects within (Essence x 10) yards of her - the creativity of the Shadow of All Things allows
these to be used to deceive or confuse others, with an appropriate stunt.
At Essence 4+, the Infernal may, when not directly illuminated, freely stunt the appearance of her
iconic anima banner, and may also make use of the spectrum of black colours invented by the Shadow
of All Things, shifting its colour to darker shades (which does not change its mechanical effects).

Melancholy Free Wildness


Cost: 10m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Desecration, Obvious, Servitude, Social
Duration: Instant
Prerequisites: My Dark Lady

The dances of the Yozis are not those of mortal men, and among their number, the Ebon Dragon dances
along, revelling in his love for those who are fated to meet their destruction. Men who see such dances
cannot help but be caught up in them. This Charm supplements a Performance-based social attack
where the Infernal dances, sings, or otherwise engages in spectacle. Her songs and dances are infused
with a sad slowness, that seeps into the heart, twisting it. If the attack succeeds, the target’s Motivation
is temporarily suppressed and replaced by the new Motivation “To Indulge in pleasure and the darkness
in the knowledge that you are doomed”. Immediately and at any point following, the target may pay
four Willpower to reassert her own Motivation, which need not be paid all at once. Alternatively, the
target can change his own Motivation to accept the imposed purpose as a true change, which renders
them a Creature of Darkness as a Desecration effect. Not only does this change not cost experience, but
the sense of the freedom of the knowledge that one’s fate is decided restores all spent Willpower the
first time this happens in a scene.

Moral Chains Cast Off


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Illusion, Training, Desecration
Duration: Permanent
Prerequisites: My Dark Lady

In dark places the Ebon Dragon dances. There he offers those who join him freedom from the binds of
the Virtues, and there they are enlightened. This Charm is a permanent modification to the Infernal’s
capabilities. While benefitting from the prerequisite of this Charm, all social attacks the Infernal makes
where they dance or play music is modified in the following way; an Illusion component is added into
the social attack, which costs 0wp to resist.

Should the target not resist, a strange inversion comes across their Virtues until the Infernal's
performance (or its enhancement) ceases, or they are exposed to direct illumination. While in this state
of empty glee, they do not need to spend Willpower to suppress Virtues rated at 3+. Further, they
receive a single point of Willpower the first time in a scene they act against the tenets of a Virtue,
regardless of whether they had to suppress it or not, and it counts as (Virtue Rating) days towards
training one of the following characteristics; Dexterity, Appearance, Manipulation, Socialise, Stealth,
Performance, Larceny, or Willpower. Characters who gain a dot in a characteristic from this Charm
become Creatures of Darkness as a Desecration effect; any XP they gain from this must first go on
paying off any XP debt they have accumulated. Characters may not Train if they are currently in XP
debt.

Radiance Devouring Elegance


Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Sorcerous, Obvious
Duration: Until the performance ceases
Prerequisites: My Dark Lady

When the Ebon Dragon raises his voice in broken-hearted lament, even the light of Ligier dims to hear
such woeful beauty. Lesser flames are less hard-hearted, and join him in his song, partaking of his
nature. This charm supplements an action to make music, dance, sing or otherwise perform in any of
the ways beloved of the Yozis. The character rolls her (Manipulation + Performance), adding her
Essence in automatic successes. Any non-magical light source within (Appearance x 10) yards joins in
the performance, invalidating its Stealth as if it was a 7-9 anima banner, and inverts its nature,
consuming light where once it shed it. The visibility conditions of affected light sources (Exalted,
p135) are inverted - for example, a bonfire permits no visibility within ten yards, murky vision from ten
to twenty yards, and clear vision (if there would have been sufficient light beforehand) at greater
distances.

If the Infernal knows Darkling Grace Complete, the Things Which Lurk In Corners which dwell in her
shadow may continue the performance for her. When activating this Charm, she may choose to instead
make the Duration “Until next sunrise” for a surcharge of four motes and one willpower.

At Essence 3, the range automatically increases to (Appearance + Essence) times ten yards. At Essence
5, the multiplier is fifty, rather than ten.

Skulking Shadow Shintai (Written by EarthScorpion)


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 7, DV-2)
Keywords: Combo-OK, Form-Type
Duration: One scene
Prerequisites: Loom Snarling Deception, Bloodless Murk Evasion

In the dark places of the catacombs of Malfeas lurks the Ultimate Darkness, hidden away from the
prideful gaze of Ligier. Those who think that they need only watch for the Ebon Dragon do not think to
see what might be hidden right behind them. Upon activating this Charm, the Infernal becomes a
shadow of what she once was, flesh shedding the temporary falsehood of solidity. She is rendered a
featureless, tar-like mass of faintly translucent darkness; amorphous and somehow not quite of this
world.

* Within his uttermost darkness, the Dragon is safe. Only harmful effects enhanced or created by
Essence, or which are sources of light, have enough metaphysical potency to affect her, inflicting
wounds in the form of disintegrated oozing sections of living shadow. Mundane weapons pass
harmlessly through the winds of the Infernal's form, mundane acid may not burn her, mundane poison
or disease have no effect, and so on. She is vulnerable to fire, however - a sword dipped in burning oil
or a lit torch can do what bare hands could not - and an Exalt with an anima at the 7-10 mote level or
higher always counts as a source of light. Her own anima does not count as light for the purposes of
this Charm.

* This tenebral form is spun of Essence, and not subject to the limitations of solid form. She has no
weight, and may freely move through any obstacle or barrier Bloodless Murk Evasion could be used to
bypass. She may dodge freely without regard for having physical room to do so, may not physically
clinch or be clinched, and may not be subjected to Blockade Movement, except by sources of light. She
is mutable, and may lie flat against the ground to crawl in someone’s shadow or stretch to cover a
ceiling. She may still act normally despite this ephemeral form, as in the exact instant that the Infernal
chooses to act, her shadow body takes on rough humanoid semblance to perform that action and exerts
force as though solid.

* The shadow is left by all things and none. The Infernal's identity is impossible to determine. Should
this effect be contested by other magic, the Infernal receives [Essence] bonus successes to contest it. In
addition, she may always attempt to enter Stealth, regardless of any cover or lack thereof. If she is
killed while in the form of the Skulking Shadow, she melts away in even the least light, leaving no
corpse.

* The mind rebels to see a shadow without a light. While the Infernal is under the effects of this Charm,
she enjoys the benefits of the Solar Stealth Charm Easily Overlooked Presence Method. This effect
fails if fully illuminated, though stunting can allow the character to find dark places - such as the
shadow of a target, or under the bed.

*The Skulking Shadow is a thing of the dark places of the world, and cannot bear to be illuminated;
indeed, the world rejects it. The Infernal suffers a -2 internal penalty to all actions when fully
illuminated, the painful light wracking her tenebral flesh. She is under a Compulsion to avoid direct
illumination and retreat away from it. This Compulsion can be ignored for a scene by spending two
willpower.

At Essence 4 this Charm automatically upgrades, its duration becoming Indefinite.

After the Return of the Scarlet Empress came out I'd seen the Ebon Dragon Charms in it, pondered,
then came up a few things based on my thoughts of how low Virtues could be turned into a benefit.
Since we seem to be still waiting for Third Edition, and I never really showed them off, I dug around
until I found some Charms I'd written based on that which people might find interesting.

Comments and suggestions would be eagerly appreciated.

(For those who might recognise these I posted a version of these a few years back on The Freedom
Stone board. If you want confirmation that I'm not just stealing them then contact me there. The last
Charm is new, but mangled since I can't seem to get it to come out properly, and I tried to tidy up the
previous ones)

Hollow Mockery of (Virtue)


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Witness to Darkness

In the emptiness of the Ebon Dragon's heart not a hint of virtue remains but, instead, hollow mockeries
of those feelings dwell. This Charm may be purchased up to three times with each purchase applying to
a Virtue rated at one or less which is not the character’s primary Virtue. The choice can’t be altered, but
the Charm’s effects recede if the Infernal rating in the Virtue increased beyond one for whatever reason.

The Infernal treats any mental influence which would compel them to undertake actions which the
chosen Virtue could normally aid as if it was an unacceptable order and may opt to automatically fail
any roll based on the chosen Virtue. However if she desires to undertake actions in accord with the
Virtue then she must spend one Willpower per scene to “enable” the Virtue.

The character may never channel the chosen Virtue nor expend associated channels. If spending
Willpower to gain an automatic success on an action which runs contrary to the selected Virtue she
instead adds [lower of Essence or permanent Willpower] dice to the roll. These dice are not considered
to be from Charms and may be added to the calculation for a static value where appropriate.

In addition this Charm expresses other benefits when applied to specific Virtues.

Compassion: Twisted as he is the Ebon Dragon does care for others and how they feel. How could
suffer further if they did not exist? The Exalt may also select up to her permanent Essence in Intimacies
with negative emotional context which she possesses. The chosen Intimacies do not count against the
normal limit on how many may be retained and if lost, or their context changed, reassert themselves at
the end of the day. The Intimacies protected may be changed at that time if the character wishes.

For purposes of this Charm, actions taken to foist consequences of actions onto others, to directly
inflict pain or suffering (excluding normal damage), or to steal are considered contrary to Compassion.

Conviction: As the ficklest of all beings the Shadow of All Things can not be held to anything... not
even his own opinions. At the end of day the Exalt may purge any number of intimacies he possesses
and may gain a single Intimacy of his own choice with a negative context. She may add
(Essence+permanent Willpower) in automatic successes in a roll-off against effects which would force
her to retain an Intimacy.
In addition, the character may roll her Essence rather than Conviction upon waking to recover
temporary Willpower so long as she did not enable this Virtue within the past day.

Temperance: The Ebon Dragon is the pinnacle of self-indulgence and glories in excess, yet is also a
paragon of self-interest. He reduces any penalties from each form of indulgence or excess by his
Essence and never becomes addicted to anything of lesser strength than the Games of Divinity.

Actions to determine danger from a particular temptation or to resist an obviously dangerous


indulgence are considered to act contrary to his Temperance for purpose of this Charm.

Valor: While a coward at heart the Ebon Dragon knows that his own prey are nothing to fear. The Exalt
is immune to fear unless it is caused by an individual or group more powerful than himself (absent of
other indications an individual would need to be of higher permanent Essence than the character).

Actions against beings with, or groups formed solely of individuals with, Essence 1 are always
considered to act contrary to his Valor for the purpose of this Charm as are those taken against more
powerful who are (even if temporarily) unable to resist.

Mocking the Soul


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hollow Mockery of (Virtue) x3, Hollow Heart Transcendence

Immersed in darkness there comes a point where what passes for the Ebon Dragon's soul rebels
against acting on the principles of good or Virtue. This Charm applies to the remaining Virtue
unaffected by Hollow Mockery of (Virtue) and it is considered to be the appropriate version of
that Charm for all purposes and with all associated benefits except as described here:
• This Charm may apply to a primary Virtue. If so then the Exalt may not choose to
automatically fail the appropriate Virtue roll when determining Limit gain.
• When subjected to any mental influence which would make the Exalt act in accordance to
his primary Virtue the character may spend one Willpower to treat it as an Impossible
Order.
In addition, the Exalt now regains one Willpower each day into the pool provided by Hollow
Heart Transcendence for each Virtue she did not enable at any point within the past day.

Souless Void Within


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Hollow Mockery of <Virtue>

As the antithesis of Virtue the Ebon Dragon has, on occasion, been been battened upon by
Rakasha curious enough to attempt to ravish him. In response he has done the worst thing that he
could do: he let them. This Charm protects all Virtues for which the character possesses Hollow
Mockery of <Virtue> and renders her immune to any effects which would alter their functioning
or rating except through effects of his own Charms.

In addition, any being foolish enough to attempt to feed upon or consume a protected Virtue
instead suffers a a Shaping effect which inflicts [the Exalt's Essence]L damage to which armor
based soak does not apply. Those unfortunate enough to possess a track for Stability receive two
points of such for every level of damage they take from this after all other effects are taken into
account.

At Essence 4, the damage this Charm inflicts becomes levels of aggravated damage and the Exalt
may treat it as a ranged attack for purposes of her Ebon Dragon Charms.

Glorious Moribund Fascination


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Ebon Dragon Excellency, Hollow Mockery of Compassion

It surprises many that the Ebon Dragon can show seemingly honest care for the doomed and the
dying. Yet such people overlook how much the Yozi prizes seeing others lose in any and all ways.

This Charm alters how the Exalt may interact with those who are dying or progressing towards a
fate which is as bad or worse than death. She does not suffer the penalty to Charisma from
Witness to Darkness when interacting with the doomed and may add her Essence in automatic
successes to rolls to recognise people or groups as such.

In addition, actions taken to benefit such individuals are considered to run contrary to Compassion
by lack of efforts to save them. Similarly, unless the character would be sharing such a fate, then
simply witnessing their unfortunate state is considered to be of greater benefit her more than
whatever she does for such persons.

The effects of this Charm do not apply to actions the character undertakes which would avert what
awaits such individuals.

More to (potentially) come if people turn out to be interested.

Fraudulent Commodity Inception


Cost: 5 motes (or 5 motes, 1 Willpower); Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Shaping
Duration: Indefinite
Prerequisite Charms: Loom-Snarling Deception
The Ebon Dragon’s lies can fool even Heaven. What challenge, then, is simple bureaucracy? This
Charm creates a forgery of a mundane (i.e. non-magical) item, whether that is a sword, a document, or
a priceless jewel. Upon activation, the Infernal rolls (Manipulation + Larceny) and adds his Essence as
successes to the final roll. He requires no materials or tools, though he must in some way obfuscate that
he is crafting the object in that instant (such as by sticking his hand in a pouch or even just behind his
back). Finally, if the Infernal spends a point of Willpower when activating this Charm, the final forgery
is considered to have one net success over any roll to pierce its falsehood. This is an Illusion effect that
explicitly cannot be pierced via Willpower expenditure, though appropriate non-Excellency Charms
allow a roll-off as with Loom-Snarling Deception.
Items created by Fraudulent Commodity Inception last as long as the Infernal keeps the motes
committed to them. While they may mimic any mundane item, no matter how fine its quality, these
items are never mechanically more useful than common representations of their type. A forgery of a
perfect slashing sword functions as a common sword, for example. Should the Infernal give the item
away, however, it will fail catastrophically the first time it is used. Treat this as though the user of the
“cursed” item suffered one botch as if from breaking an Eclipse-caste oath. This botch invariably
involves the destruction of the item.
Purloined Ipseity Credence
Cost: None (+1 Willpower); Mins: Essence 3; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Loom-Snarling Deception
When the Ebon Dragon adopts a new persona, even the Loom of Fate is fooled. How can mortal
organizations hope to resist? This Charm is a permanent enhancement of its prerequisite. Whenever the
Infernal activates Loom-Snarling Deception, he may choose to pay a one Willpower surcharge. If he
does so, Purloined Ipseity Credence grants the Infernal the illusion of a place within mortal society. He
may choose up to (Essence) points of social Backgrounds, such as Allies, Backing, Contacts, Influence,
Mentor, or Resources. Until he ceases to commit motes to Loom-Snarling Deception, all those fooled
by his disguise believe he has those Backgrounds. He gains the benefits of the Background in question
so long as he maintains his disguise, but it is only an Illusion. The Infernal does not actually possess
any Allies, but those he seeks to impress will believe he does. He does not hold a place of rank within
an organization, but he can fool even the organization into believing otherwise.
These Backgrounds are subject to the normal rules for losing Backgrounds (subject to Storyteller
discretion), though the Infernal cannot alter them without dropping the disguise and re-activating it.
Thus, an Infernal with fake Backing could be demoted, while an Infernal with fake Resources could
well spend all her “credit.” As soon as the disguise is removed, the Illusion retroactively fails, usually
eliciting a cry of disgust and shock from those the Infernal has fooled. These cries are delicious to the
Ebon Dragon, and he savors them like fine wine.

Shadowed Hallucination Prank


Cost: None (+2m or +5m, 1W)
Mins: Essence 3
Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Bloodless Murk Evasion, Loom-Snarling Deception
It behooves the Ebon Dragon to keep his lies hidden behind yet more lies, building his shadow from
prevarication and treachery. When the Infernal activates Bloodless Murk Evasion, he may add a two
mote surcharge to remove the Obvious Keyword. This Charm replaces that Keyword as an Illusion
effect. Observers feel befuddled, thinking that the Infernal was never where he appeared to be, that they
are confused and their perceptions are incorrect. Effects that cannot have been achieved without magic
are passed off as misconceptions or errors on the part of the observer, a disconcerting effect that leaves
the victim feeling subtly betrayed, perhaps by their own senses or perhaps by the universe at large. This
Illusion effect costs two Willpower to ignore for the remainder of the scene. At Essence 4, this Charm
automatically upgrades to become applicable any time the Infernal uses an Ebon Dragon Charm with
the Obvious Keyword.
A repurchase, also at Essence 4, expands the use of the Charm as it applies to Bloodless Murk Evasion.
When the Infernal activates that Charm, he can add a 5 mote, 1 Willpower surcharge to make a
reflexive (Manipulation + Dodge) roll. If the successes rolled exceed a target’s MDV, the Infernal is
considered to have re-established surprise against that target. This unnatural mental influence is an
Illusion effect that costs three Willpower to ignore. This cost drops to one Willpower if someone draws
the target’s attention to the Infernal

Knowing is Suffering
Cost: None (+3m or +3m, 1W); Mins: Essence 4; Type: Permanent
Keywords: Obvious, Shaping, Sorcerous
Duration: Permanent
Prerequisite Charms: Seeing is Blindness
The Ebon Dragon’s spite diffuses from all his actions. It is spread not only by clumsy strikes meant to
injure, but also through mere exposure to his subtler hate-filled musings. This Charm is a permanent
upgrade to its prerequisite, allowing it to be activated to enhance a single target social attack for a
three-mote surcharge. In this case, the victim is affected by Seeing is Blindness if (and only if) he
spends Willpower to resist a successful social attack. At Essence 5, it automatically upgrades to allow
activation to enhance multiple target social attacks. In this case, Knowing is Suffering’s surcharge must
be paid for each dot of Magnitude the Infernal wishes to affect, beginning with those listeners in closest
proximity. He may not choose to exempt allies from this effect; the Ebon Dragon’s spite is all-
encompassing. A repurchase, also at Essence 5, allows it to be activated to enhance written social
attacks for an additional one Willpower surcharge. Doing so enchants that particular written attack,
affecting anyone who reads it so long as it exists.

Unquestionable Guilt of the Scapegoat


Cost: 6m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Shaping
Duration: Indefinite
Prerequisite Charms: Loom-Snarling Deception
When the Ebon Dragon needs a scapegoat, he does not go looking for one; he makes one. To do so, the
Fiend must accuse a victim he can see of some action while activating this Charm. While the action
need not be a crime, it usually is. This Charm applies the effect of Loom-Snarling Deception to that
individual, creating a false identity that perfectly fits the accusation. This includes all the usual effects
of Loom-Snarling Deception (and can include the benefit from Eldritch Secrets Mastery if the Fiend
knows that Charm as well). The accusation need not be explicit; an implicit suggestion that “You might
want to return this coin dropped by Ol’ Blind Jake,” is just as effective at creating the persona of Ol’
Blind Jake as blatant allegations.
At Essence 4+, he may disguise the target as a specific individual with whom the warlock is familiar
(often the warlock himself). The Illusion effect of this Charm applies to anyone viewing the disguised
individual exactly as if the target had used Loom-Snarling Deception, save that the warlock is never
fooled by his own lies.
Lying to Myself Technique
Cost: 3m; Mins: Manipulation 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Mirror Sight Dismay
Sometimes, getting away with a lie can be difficult. The Stewards have found ways around that. This
Charm may be used in response to any attempt to determine the veracity of a Lunar’s lie or deliberate
half-truth. The Lunar’s player rolls (Manipulation + Presence) against his own Dodge MDV. The Lunar
cannot in any way voluntarily lower her resistance to this effect, though she does not need to go out of
her way to enhance her MDV. Should the Lunar beat her own MDV, for an instant, she whole-heartedly
believes the lie she tells, enough to fool magic that determines deliberate obfuscations. Magic that
determines the factual veracity of a claim can still see through this, but the Lunar need not reapply this
Charm to that lie again for the remainder of the scene. Different lies still require additional applications
of this Charm.

Red Tape Tinted Black (Ebon Dragon Charm)


Cost: 4m; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Nemesis Self Imagined Anew, Selfishness is Power
The Ebon Dragon hates you, personally. With this Charm, his hate infects an organization. This Charm
functions as the Solar Charm Indolent Official Charm with the following exceptions:
-This Charm can only be activated while the Infernal is under the effects of its prerequisite.
-The affected bureaucracy only slows projects that would be beneficial for the target of the warlock’s
Nemesis Self Imagined Anew.
-If the project would be harmful to the target of Nemesis Self Imagined Anew, this Charm instead
functions as the Solar Charm Speed the Wheels.
-Projects that do not affect the target of Nemesis Self Imagined Anew (or that affect him neutrally
without benefit or harm) may not be affected by this Charm.
Umbral Conclusion’s Forfeiture (Abyssal Charm)
Cost: None (4 motes, 1 zombie); Mins: Resistance 5, Essence 3; Type: Permanent
Keywords: Avatar (2), Obvious
Duration: Permanent
Prerequisite Charms: Wounds Mean Nothing
None know the inevitability of Oblivion like the Abyssals. Thus, none know as well as they how to
postpone that inevitability as long as possible. With the… “blessing” may be too strong a word, but
permission… of the Neverborn, this Charm allows an Abyssal to shunt a fatal blow onto one of his
undead servitors, delaying his own grisly demise. When the Abyssal suffers a damaging effect that
would reduce him to his Dying Health Levels (or below), he may spend four motes as a Reflexive, non-
Charm action in Step 10 of combat resolution. If he does so, one zombie under his control, which must
be within (Essence x10) yards, expires messily, utterly destroyed regardless of how much damage was
avoided. The Abyssal, for his part, takes only enough damage to reduce him to his last -4 Health Level
(though this will not heal the Abyssal, should he be below this threshold already). The cost of this
Charm’s activation is considered a unique Flaw of Invulnerability. For the purposes of this Charm,
“zombie” is defined as a necrotech creation with a Coil rating of 1 or 2, or any walking dead animated
directly by an Abyssal Charm.
Necessity’s Child (Lunar Charm)
Cost: None (+2 motes); Mins: Dexterity 3, Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Clay-Wetting Practice
The Stewards are masters of themselves, which, in turn, permits them to be masters of their
surroundings. They do not need to rely on tools; they have themselves. This Charm upgrades its
prerequisite, allowing the Lunar to perform non-Craft actions without tools, such as picking locks or
performing surgery for a two mote surcharge.
At Essence 3, this Charm automatically upgrades to grant the Lunar a three-die situational bonus on
relevant actions performed with these tools. At Essence 4, it upgrades again, improving any stunt made
with these tools by one die (to a maximum of 3). Finally, at Essence 5, it upgrades a third time,
granting the Lunar access to the equivalent of a master’s workshop.
Shrouded in Plain Sight (Lunar Charm)
Cost: 5m (or 5m, 1wp); Mins: Wits 5, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Merged
Duration: Indefinite
Prerequisite Charms: The Spider’s Trap Door
It is the nature of the Stewards to be other, to be outside normal conceptions. Those who would
challenge them by peering into their Realm are doomed to fail. This Charm allows the Lunar to make
himself imperceptible to esoteric methods of perception. It does not protect her from any sense that
could be enhanced by Keen (Sense) Technique, but guarantees success on any Stealth roll opposed by
senses such as heat sense, Charms such as Measure the Wind, radar, sonar, or similar “esoteric” senses.
Against magic that contests this perfection, the Lunar adds his Essence in dice to the subsequent roll-
off.
An Essence 4 repurchase allows the Lunar to apply this Charm’s effects to any vessel or mount in or on
which he is carried. This use of the Charm costs a point of Willpower in addition to its mote cost.
Merged: Appearance (Prerequisite: One of the Herd)

The Face in the Darkness (rewrite by Revlid)


Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Overdrive
Duration: One scene
Prerequisite Charms: First Ebon Dragon Excellency, Our Little Secret
The Ebon Dragon was first to surrender in the Primordial War, and yet the pioneer of an attack that
defeats even the most perfect of defenses. A strike aimed at the heart, one might say. The Infernal gains
an empty ten-mote Overdrive pool, which he can fill through this Charm. In order to target a character
with this Charm, the Infernal must have committed an act of depravity (as defined in Our Little Secret,
though it considers only the mores of the character targeted) against one of their positive intimacies. He
activates this Charm by making some reference (verbal or otherwise - the target intuitively deciphers
the meaning of a communicating gesture, such as a finger slid across a throat) to the act of depravity
and the intimacy in question. If the other character was already aware of the dark deed, this Charm fails
to activate.

The warlock gains two offensive motes every time he makes a reference to the act of depravity,
including the one he made to activate this Charm, as shadows hiss tauntingly in the hidden angles of
the target's mind. This reference must be perceptible to the target, and the motes granted are reduced by
one if the warlock had already made a largely identical reference earlier in the scene; creativity is
encouraged in these taunts. The warlock gains these motes only once per action, and multiple acts of
depravity broaden the range of potential references rather than increasing his gains.
The only way to drain the Infernal's mockery of its power is to internalize it, robbing him of his sport.
At any point, the target may briefly shut their eyes, allowing the shadows to rush in from the edges of
their vision. In that instant, they bear witness to every depravity the warlock made reference to,
replayed in perfect detail before their closed eyes from his perspective. This dreadful display cuts to
their very soul, preventing them from channeling their Virtues (or spending Willpower for a free
success) for the rest of the scene. In addition, they may instantly acquire a negative intimacy toward
themselves, a manifestation of their own guilt and self-hatred, or twist their positive intimacy into a
negative one that seeks to blame the act of depravity on the intimacy; a poisoned friend is recriminated
as a fool, while a conquered hometown is dismissed as a pit of weaklings. If they do either, this Charm
ends (though their Virtues remains suppressed). The warlock is automatically aware of their choice, and
if he knows Golden Years Tarnished Black can reflexively activate that Charm to worsen the twisting.

Unbound Shadow Exculpation (Robert Vance)


Cost: 5 m, 1 wp; Min Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Cracked Cell Circumvention, Our Little Secret

The Green Sun Prince assumes an umbral aspect, shrouding her glory and blasphemy from the eyes of
those who would be her gaolers. If she cannot be confined to their prisons, then what hope do their
laws have of stopping her? The Infernal may reflexively roll to instantly establish stealth even without
cover for the instant that she attempts a deceptive or criminal action, such as picking the lock to a door,
stealing a pomegranate off a merchant’s stall, or making a rude gesture at a god-king. While she may
not vanish from sight entirely, depending on the cover available to her, the offending action will go
unnoticed. This can be used to establish stealth before attacking in combat or to roll (Manipulation +
Socialize) to establish social stealth, but no more than once per scene.

Additionally, regardless of whether anyone sees the action, that single instant is made invisible to the
eyes of the law. An insidious curse seeps from her presence, ensuring that any attempt to legally
imprison her or to pursue civil or criminal charges against her fails. This is considered a perfect
defense, though it does nothing to stop actions taken by characters outside of the law—it might stop the
local despot’s guards from imprisoning you for a murder, but if they decide to simply beat you to death,
the curse will not stop them.

Tenebral-Tainted Vision (Aleph)


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Seeing is Blindness

Sometimes merely robbing his victims of sight is not enough for the Shadow of All Things. When the
whim takes him, he replaces the vision lost to them with his own, plunging them into a twisted world of
nightmares. Such is the Dragon's home. This Charm permanently upgrades its prerequisite, allowing
the Infernal to recast sight rather than remove it. If she chooses to do so, characters who would
normally be blinded by the Charm instead suffer an Illusion effect, twisting their perception of the
world into an awful mockery. Other characters appear as grotesque monsters, while even structures and
objects become horrifying to behold. They treat everyone else as having Appearance 0, and are
convinced that they are enemies who must be destroyed, even if they speak with the voice of a friend.
Targets can throw off this latter part of the Illusion by spending (Infernal's Essence ÷ 2) Willpower, but
their aesthetic modifications remain in place for as long as they would have been blinded. The Infernal
may choose to exempt all Creatures of Darkness from this Illusion; they are instead warped to appear
as Appearance 4 (if it would be lower) beings of the same race as the target, anatomical impossibilities
glossed over by the delusion.

With Essence 4+, the Infernal may apply further nuance to the hideous world she creates, increasing the
cost of the Charm by up to (Willpower) motes. For every additional mote she spends, she can select
one entity or related class of entity (e.g. "Realm soldiers", "blood kin" or "spirits") to exempt in the
same manner as Creatures of Darkness. Alternatively, for every two motes she spends, she can apply
the Illusion to only those entities, leaving every other aspect of the world pristine to better accentuate
the horror.

Living a Lie (Revlid)


Cost: — (+2wp); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Corrosive Pattern Infliction
The Drinker at Night’s Springs understands history. After all, his aesthetic instincts favour tragedy and
doom above all things, and the past is little else. The warlock can spend two additional points of
Willpower when activating Loom-Snarling Deception to weave a deeper deceit, his shadowy Essence
slipping false threads into the pattern of the Loom like a cuckoo insinuating itself into a nest. Whatever
fake identity he creates is supplemented by actual changes to the history of the world, as a Shaping
effect; his name can be found in the proper registries, his image is included in the appropriate portraits,
and characters who somehow featured in his invented history even remember him. While these
retroactive infiltrations last, he can effectively benefit from an appropriate Backing, Mentor, Influence
or other similar backgrounds. He can use Corrosive Pattern Infliction to create (non-Artifact) props
appropriate to his invented identity, such as a passport, apartment key, official badge, and so on, though
these decay without a trace upon abandoning the disguise - like every other change implemented by it.
Created memories only properly take root in characters with a Dodge MDV no greater than (Infernal’s
Essence + 1), and cannot be intense enough to merit an intimacy on their own; they are vague
recollections, acknowledgements of his forged existence, nothing more. Heroic characters can reject the
memories by spending a single point of Willpower, asserting their own history over that recorded by
the Loom. This only allows them to realize that they were misremembering, and does not alert them to
any mind-altering magic. All other changes produced by this Charm are effectively reality-sponsored
forgeries, and heroic characters can determine that there is something subtly wrong with them through
a dramatic (Perception + Investigation) roll taking (Infernal’s Essence) hours, at difficulty 5.

What Was Yours is Now Mine (Sucal)


Cost: 8m 1wp Mins: Essence 4 Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Exiled by Wicked Hate

It's not enough for the Ebon Dragon to kill his foes. Its not even enough for him to kill them, and leave
them to suffer eternally. Both must occur, even as he uses their stuff to torment all they once cared for
and desired. Whenever Exiled by Wicked Hate is used to banish people to eternal torment the user may
activate this Charm in response. As a Shaping effect, all Intimacies previously directed towards the
banished being are now directed towards the user instead (this may be resisted as usual, but each person
affected can only protect themselves). The user may choose to attune to any magical items or manses
the target once possessed, paying the cost like normal. Finally, whenever a sacrifice or prayer would be
made to the target, it is instead redirected to the Infernal, who may reap the benefit or respond as
normal. Whenever an Infernal takes advantage of one of these options, the former owner shares their
senses, though they might not enjoy it quite as much (i.e. if the Infernal takes advantage of one of the
Intimacies to sleep with the targets wife, or have their cult debase themselves before him).

A repurchase at Essence 6+ turns any being affected by this Charm into an always valid choice of
Black Mirror Shintai, Nemesis Self Reimagined or similar Charms, their shadow forever trapped within
the user's own. Unknown to the Ebon Dragon however, upon the user's final death (or fetich death for
the Ebon Dragon), all targets Exiled by this Charm or one of its precursors are finally allowed to die,
even as he does, without his power keeping them in their suffering state.

There also exists a Heretical repurchase for this Charm, which does not require the Essence 6+
repurchase to take, but does require Omphalic Reverence Receptacle. Upon taking it, the receptacle
expands, allowing grave goods that had been dedicated to the user or one of the beings affected by this
Charm, to be removed and used within the soul-world. Exposing them to sunlight still destroys them
however, so removing them from there might not be the best... Interestingly enough, those that look
into a mirror in the Infernal's realm can choose to peer into beyond and both view and hear those in
torment, although they cannot hear them in anyway.
At least one coadjutor has such a mirror by his bed, and uses the screams as a lullaby.

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Elloge

Sorcerous Enlightenment of Elloge


Cost: –; Mins: Essence 3
Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
By the power of the Primordials, Creation came into existence, as did the elements, deities, and
life
itself. Sorcery is this power, filtered down through fractured glimpses of understanding that cannot
begin to
describe the intricate elegance of the universe. To be a sorcerer is to be mad with jagged shards of
cosmic
awareness and with will and might enough to impose that madness upon the world.

This Charm grants the Infernal the shallowest fragment of supernal wisdom, enough to learn and
cast
spells of the Emerald Circle. This Charm may be re-purchased a second time at Essence 4+, and a
third time at
Essence 5+, granting access to Sapphire and Adamant Circle Sorcery.

As this knowledge is granted by Elloge herself, the spells the Infernal may access via this Charm
are by
nature limited; however, some sorceries are so in tune with Elloge's nature that they are easier for
the Infernal
to cast.

Beneficial spells dealing with communication, whether by enhancing it or allowing it when before
it was
unavailable, all receive a 10m, 1wp cost reduction (the Willpower cost of a spell may not be
reduced to below
1wp in this way). Examples of such spells include Infallible Messenger, Commanding Presence of
Fire, Empathic
Wind, and Eye of Alliance.

While Elloge is a superlative communicator, she is often locked into action by her own stories.
She may
not cast spells that will cause a target to act antithetically to their Motivation (some uses of
Sorcerer's
Irrestistible Puppetry, for instance) nor may she utilize Sorcery with an effect opposing an active
Narrative she
has invoked or contrary to a Role she is playing. If she has knowingly acted against her
Motivation in the scene,
she adds a 1wp surcharge to all Sorcery.

Additionally, all spells learned via this Charm must utilize the themes and imagery of Elloge –
however,
as Elloge's stories change, so does her imagery. Sorcery learned via this Charm must be cast with
whatever
imagery is most thematically appropriate to the situation at hand. If Elloge has declared a
Narrative in the area,
the imagery and themes will match the Narrative she has invoked in some way (either by
upholding it or
subverting it). If she is playing a Role, then that Role's thematics take precedence over that of the
Narrative. If
she has neither a Role nor a Narrative active, then her sorcery utilizes Elloge's native imagery of
words and
stories – Death of Obsidian Butterflies might manifest as a storm of stone shards, each with letters
etched upon
them (were someone to assemble the shards into order, they would find a story; perhaps one
unrelated to the
moment, but perhaps the story of some other way those precise injuries could have been inflicted
upon the
spell's target). This imagery and theme do not change the mechanical elements o the spell in any
way (except
by allowing different Stunts to be made).

This shift in imagery is noticeable to the canny observer, however – for Emerald Circle spells,
those with
Occult 1+ may make (Wits + Occult) rolls at difficulty 5 to recognize the taint. For Sapphire
Circle spells, the
difficulty is 3, while for Adamant Circle spells the difficulty is only 1.
Spells with Holy effects may notbe learned by Infernals, nor may Infernals utilize the demon-
summoning spells of other Exalts (however, Infernals do have access to their own versions of
demon-summoning spells).

Elloge Charms

Speaking of the Self


Cost: 2m; Mins: Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
Words are not just Elloge's passion, they compose her very being. Thus, it is impossible to
distinguish
between what Elloge says and what she is. Upon activating this Charm, the Infernal announces a
particular idea
which she wishes to foster in herself. This idea can be no more broad than the purview of an
Intimacy. For the
rest of the scene, she may spend willpower to gain the benefits of channeling a Virtue on a roll
without using
up a Virtue channel, so long as she acts in accordance with the idea she wishes to embody. She
may spend two
motes at any time while this Charm is active to reflexively change the idea she wishes to embody.
She cannot
have more than one iteration of this Charm active at one time.

At Essence 3+, the duration of this Charm extends to one day. A second purchase of this Charm at
Essence 4+ makes the duration of this Charm Indefinite; so long as the Infernal continues to
commit motes, she
gains the benefit of this Charm.

Ways of Many Voices


Cost: 2m; Mins: Essence 2
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Speaking of the Self
Elloge must tell entire stories, not merely act a single part. This Charm enhances its prerequisite,
allowing the Infernal to have up to (Essence) iterations of Speaking of the Self active at one time,
though she
may only gain the benefits of a single iteration for any one roll.

The Writer Unseen


Cost: 5m, 1wp; Mins: Essence 2
Type: Permanent
Keywords: Combo-OK, Illusion, Sorcerous
Duration: One scene
Prerequisite Charms: Speaking of the Self
Characters in a story do not see the storyteller. Neither does Elloge allow herself to be seen by
those
caught within the strands of her narrative. Activating this Charm requires a (Wits + Stealth) roll
with a difficulty
of the Essence of the highest-Essence being present. If successful, the Infernal becomes seemingly
invisible,
evading all notice as an Illusion effect. Those who wish to resist this effect may spend two points
of willpower
to become immune to the effects of this Charm for the rest of the day. Those who do not spend the
willpower
automatically fail any mundane attempt to notice the Infernal, and all supernatural attempts to
discern the
presence of the Infernal take an external penalty equal to the Infernal's permanent Essence. The
Charm ends as
soon as the Infernal attempts any significant interaction with her environment or with the people
around her.
At Essence 4+, the Illusion keyword is removed from the Charm description.

Walking Among Patterns


Cost: – (+1m or 3m, 1wp); Mins: Essence 3
Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: The Writer Unseen
A storyteller subtly alters the world around her, even if the world itself does not acknowledge her
presence. Such is the passing of the Sphere of Speech that most do not notice her most glorious
work until she
is already gone. This Charm permanently enhances its prerequisite, allowing the Infernal to
interact with her
environment in simple ways while remaining unnoticed. She may open doors, lift objects or even
attempt to
pickpocket someone without ever being noticed. Attacking someone or something still breaks the
concealment
effect, but makes the attack unexpected.

Additionally, the Infernal may now subtly communicate with people while under the power of The
Writer Unseen, implanting suggestions of what they should do. By reflexively spending one mote,
the Infernal
talks to the individual normally, but the person must make a (Wits + Integrity) roll at a difficulty
of the
(Infernal's Essence) to remember that the conversation occurred.

By reflexively spending three motes and one willpower, an Infernal may make an enhanced social
attack
of ([Charisma or Manipulation] + Linguistics) against any individual they can speak with and who
understands a
language the Infernal can speak, which must be a suggestion to undertake a particular action under
a particular
set of circumstances. Such an attack is considered a Compulsion effect and becomes unnatural
mental
influence. If the attack is successful, the Infernal's suggestion is implanted, with the target being
none the wiser.

One akuma of Elloge infamously used this Charm to orchestrate an apparently spontaneous recital
of A
Lover Clad In Blue at a dinner party being held by House Cynis, partly to inspire fears of Yozi
cultist infiltration
among the Dynasts, but mostly because she thought it was funny.

Contextual Redefinition Methodology


Cost: 3m; Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Speaking of the Self
Sometimes people do not play the roles they ought. Sometimes, this warrants the character's
removal..
but sometimes it is more convenient to rewrite a bit of a character than to just throw them out.
This Charm
supplements a Linguistics or Performance-based social attack against one person, making it
unnatural mental
influence, and adding (Infernal's Essence) automatic successes. If successful, the Infernal may
rewrite the
emotional context of a single Intimacy, changing love to hate, envy to hero worship, lust to
professional
courtesy, etc. This Charm cannot create an emotional connection that does not exist (i.e. this
Charm cannot
create a new Intimacy). The effects of this emotional rewrite fade after one day per threshold
success on the
activation roll.

A second purchase at Essence 3+ allow the Infernal to target multiple individuals at once, though
they
must share the same Intimacy with the same emotional context to all be targeted simultaneously.

Narrative Revision Technique


Cost: 5m; Mins: Essence 3
Type: Extended
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: The Writer Unseen, Contextual Redefinition Methodology
A character's actions and reactions are shaped by their memories. Thus, it sometimes becomes
necessary to edit a person's memory to create a more favorable narrative. This Charm enables an
Infernal to
rewrite a person's memory of a specific event, changing anything from the smallest details to the
big picture,
possibly even removing or replacing the memory entirely. To activate this Charm, the Infernal
rolls
(Manipulation +[Linguistics or Performance]), with (Infernal's Essence) additional automatic
successes. If the
total exceeds the target's Dodge MDV, the Infernal may rewrite a person's memory of a single
event in any way
she wishes. The event in question can not have taken place over the course of more than one day.

At Essence 4+, this Charm may be used to rewrite memories of events that took place over longer
periods of time, extending to a length of one week. At Essence 5+, the Infernal may rewrite an
interval of
memories that took place over the course of a month. At Essence 6+, the Charm may rewrite
memories from
over the course of a year. Finally, at Essence 7+, an Infernal may rewrite a person's entire lifetime
with a single
activation of this Charm.

Live Within the Part


Cost: 5m+; Mins: Essence 2
Type: Simple
Keywords: Obvious, Sorcerous
Duration: One scene
Prerequisite Charms: Speaking of the Self
When Elloge assumes a role, it is not in jest. Upon activating this Charm, the Infernal creates a
persona
she wishes to assume. This persona has its own Motivation and Intimacies, which the Infernal
must create as
she activates the Charm. In addition, she may temporarily rearrange her Virtues, reallocating her
Virtue dots as
she sees fit. She may use fewer dots than she actually has without penalty (to a minimum of one
dot per
Virtue). If she requires moreVirtue dots, she may temporarily obtain more for two motes per
Virtue dot.
So long as this Charm is active, an Infernal effectively isthe persona she has created. All mundane
attempts to discern her Virtues, Intimacies or Motivation reveal those created by the Infernal. The
Infernal need
not choose a proper name for his persona or his persona's intimacies, defining them merely as "the
pauper,"
"my daughter" or "my hated boss"; after all, many people share similar traits. All supernatural
attempts to
discern her true nature suffer an external penalty equal to her Essence; failure indicates that her
persona's
traits are revealed.

Unlike most Sorcerous Charms, an Infernal may end this Charm at will. After all, there's no point
in
being able to take on a role if you can't also take it off.

Internal Persona Archive


Cost: – (3m or 2xp); Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Live Within the Part
Every writer has a few favorite characters they love to return to. Such is the case with an Infernal
and
her personae. This Charm permanently enhances its prerequisite, allowing an Infernal to create a
library of
personae that can be called up through Live Within the Part. An Infernal who uses this Charm may
create a
persona, as per Live Within the Part, and spend two experience points. From then on, an Infernal
may call upon
a prepared persona for a flat three motes, rather than for the five (or more) normally required to
create a
persona on the fly, and may do so as a Reflexive action without counting it as a Charm activation.

Impromptu Casting Method


Cost: 5m per target; Mins: Essence 3
Type: Simple
Keywords: Obvious, Emotion, Sorcerous
Duration: One scene
Prerequisite Charms: Internal Persona Archive, Contextual Redefinition Methodology
A story with only one character is boring. Thus, Elloge finds herself having to press others into her
stories in order to make them happen. This Charm allows an Infernal to target up (Essence) other
individuals
within her line of sight. The Infernal need not roll against willing targets, but against unwilling
targets the
Infernal must roll (Charisma + [Linguistics or Performance]), adding (Infernal's Essence)
automatic successes. If
the roll is greater than the target's Dodge MDV, the attempt succeeds. This is an unnatural mental
influence and
counts as an Emotion effect.

Assuming the target is willing (or an unwilling target's MDV is beaten), the Infernal may grant the
target
a single persona from his Internal Persona Archive. The affected targets act in all ways as though
they were
under the effects of Live Within the Part, save that they cannot terminate the Charm prematurely.
The Infernal
cannot affect two people with the same persona, as Elloge hates redundant parts.

A second purchase at Essence 5+ removes the cap on the number of people that can be affected
with
Impromptu Casting Method, ensuring that the Infernal's only limitation is his library and his dice
pool.

The Plot Thickens


Cost: 2m to 2(Essence)m; Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: Speaking of the Self
Elloge finds herself wanting greater and more interesting stories. Sometimes, people fail to oblige,
in
which case Elloge must take matters into her own hands. An Infernal with this Charm may
increase or decrease
the difficulty of a single action anyone in sight is undertaking by one, to a minimum difficulty of
1. The Infernal
may modify the difficulty of a single action by up to (Infernal's Essence), spending 2m per
difficulty increase or
decrease.

Plot-Weaving Atemi
Cost: 8m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Shaping, Sorcerous
Duration: One scene
Prerequisites: The Plot Thickens
When Elloge wishes for a plotline to go forward, none can gainsay her. This Charm enables the
Infernal
to wrap the world around her in a net of narrative, altering the course of events as she sees fit.
Upon activating
the Charm, the Infernal creates a Narrative that she wishes to pursue, whose effect extends over an
area of
(Essence x 100) yards. The Narrative is a specific goal or theme the Infernal wishes to encourage,
which has the
same general purview as a Motivation. Samples include "two strangers fall in love," "student
avenges his
master," or "hero learns the true meaning of despair." So long as the Infernal remains within the
affected area,
all rolls intended to bring about the Narrative have their target number reduced by one, to a
minimum of 4,
while all rolls that contradict the Narrative have their target numbers increased by one, to a
maximum of 9. All
people within the radius of the Charm understand intuitively the Narrative they are being
encouraged to follow,
while using All-Encompassing Sorcerer's Sight or an equivalent effect reveals the Infernal as the
source of the
fate anomaly.

This Charm has more power over the Fair Folk and other creatures of the Wyld, defined as they
are by
their own lesser stories. This Charm increases or decreases the target number of their rolls by two
rather than
one, so long as they attempt to encourage or contradict the Narrative of this Charm.

Recognition of Lesser Threads


Cost: 10m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Obvious, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: The Plot Thickens
The world can always use more heroes; after all, they always make the most interesting stories. To
use
this Charm, the Infernal must target an extra and touch their target. The extra so affected
automatically
becomes a heroic mortal for all intents and purposes, and becomes a legitimate target for
Exaltation.

At Essence 4+ this Charm can be repurchased, allowing the Infernal to spend an additional five
motes
when activating this Charm to bestow the Enlightened Essence mutation on someone who is being
affected by
Recognition of Inner Threads. Using this aspect of the Charm carries a drawback, however; Elloge
leaves behind
her tainted mark, giving the recipient of this Charm the Creature of Darkness mutation if they did
not already
possess it.

Living in Interesting Times


Cost: – (+1wp); Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permament
Prerequisite Charms: First Elloge Excellency, The Plot Thickens
The Sphere of Speech blesses those that make the world more interesting. This Charm
permanently
upgrades the Infernal's Elloge Excellencies, allowing him to spend a point of willpower to grant a
single
individual in sight the benefit from the Infernal's First and Second Excellencies as though they
were the Infernal
for the rest of the scene. The maximum amount of dice or successes the Infernal may grant
through the First or
Second Excellencies are determined by the affected person's dice pools, not by the Infernal's. An
Infernal
cannot use an Excellency to benefit both himself and another in the same action; doing so requires
two
separate activations of the Excellency, and is treated accordingly. Normally, the Infernal must
spend the motes
out of his own pool, but if the target is willing and aware of what the Infernal is doing, and has
access to an
Essence pool, he may spend motes out of his own pool to gain the benefits of this Charm. Doing
this still counts
as the Infernal's Charm activation, rather than the target's Charm activation. Using this Charm is
always
considered Obvious, as it is clearly manipulating events around the Infernal.

A second purchase at Essence 4+ allows the Infernal to grant targets of the Blessing of the
Narrator the
benefits of Ellogian Mythos Exultant and Ellogian Inevitability Technique (if the Infernal has
them), while a third
and final purchase at Essence 5+ eliminates the willpower cost for using this Charm and grants
access to So
Speaks Elloge (if the Infernal already possesses it).

Wisdom Within Words


Cost: 3m (+1wp); Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
When Elloge wishes her words to be known, none may stop her. This Charm allow the Infernal to
ignore
all internal penalties that would inhibit her ability to communicate through words, be they written
or spoken. If
her throat is cut, she can still speak or sing; if her fingers are broken, her pen can write by her will
alone; if she
in agonizing pain from a terrible injury, she can still create exquisite calligraphy. She may also
spend an
additional point of willpower to reduce external penalties to affected rolls by her Essence, to a
minimum of
zero.

A second purchase at Essence 3+ allows the Infernal to ignore any Crippling effects, in addition to
external or internal penalties, for the purposes of communicating through words so long as this
Charm is active.
Using Wisdom Within Words in this way makes this Charm Obvious.

Unspoken Name Discernment


Cost: 4m; Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Wisdom Within Words
All things have names, and all names can be represented as words, even the unspoken name of Elloge's
sister, the Principle of Hierarchy. Thus, it is a simple matter for Elloge to learn the name of a would-be
character
in her story. The Infernal rolls (Perception + Investigation), with a difficulty of (Target's Essence).
Success
indicates that the Infernal learns the person's true name, along with any monikers they may use. Each
threshold
success garners an additional fact about the person from the following list:
• The target's Motivation
• The rating of one of the target's Virtues
• One of the target's Intimacies
• One of the target's Favored Abilities
• One of the target's Favored Attributes
• The single most important moment in the target's life (from the target's perspective)
This Charm may only be used on a single target once per scene.

Act of Villainy: Proud Mastermind Gloat


Elloge is the author of glories and sorrows, but her light hand in events frequently makes her unnoticed and steals away the credit she is due.
When the Infernal reveals his participation or direction in previously established events that trouble his opponents, he may roll his Temperance
and reduce his Torment by one for each success he receives.

Words Given Life


Cost: -- Mins: Essence 2 Type: Permanent
Duration: Permanent
Keywords: None
Prerequisites: None
When He Who Bled the Unknown Word died, the instrument with which he scribed his will into reality was destroyed. Elloge remembers what it is
for things set down on parchment and etched in stone to have meaning, but they seem so static and hateful and dead as such. Let them take on
life, then, through her.
With this charm, the Infernal loses the ability to read in any conventional sense. He may at any time comprehend a written work within his
eyesight, but this is an Obvious effect that can be noticed by anyone present with a successful Wits + Awareness roll: Letters coil into
ideographic representations of their actors, and play out their meaning before his eyes as they chant in a soft sing-song of themselves; this aids
the Warlock's comprehension even as it confuses spectators, and the Infernal multiplies his reading speed by (his Essence x 5); the bizarre
dramatization occasionally elides details: he may remember the actions of a novel as clearly as normal, but specific turns of phrase--unless
markedly abnormal--go unnoticed. When he ceases to examine the writing, it reverts to its prior shape.

Twisting Echoes Remain


Cost: 4m Mins: Essence 3 Type: Simple
Duration: Permanent
Keywords: Sorcerous, Obvious
Prerequisite Charms: Words Given Life
After examining a body of written work with Words Given Life, the words remain tangled. The Infernal rolls Wits + Linguistics to encode a written
work he reads, adding his Essence as bonus successes. Phrases become looped and illogical, sentences repeat mindlessly, and letters
transpose and flip themselves into a bizarre cipher.
The Infernal himself may still understand this work as before, as can any reader who possesses this charm, or entities under the effect of one of
the Infernal’s Edits. But for anyone else, the text becomes impenetrably complex.

Character Distillation Rewrite


Cost: 4m Mins: Essence 3 Type: Supplemental
Duration: Instant
Keywords: Emotion, Combo-OK, Edit
Prerequisite Charms: Twisting Echoes Remain
This charm supplements a social attack. If the attack succeeds, the Infernal may redefine one of the target's intimacies of which she is aware. The
new context must be related; the Infernal could not turn a man to hate his lover--unless their Intimacy was in the context of, say, "Tempestuous
Passion"--but she could render Pure Love into Platonic Fondness, Burning Desire, or Worshipful Awe, among others.

NEW KEYWORD: EDIT


Several of Elloge's powers change motivations or natures of the things they effect. However, Elloge does not like to revisit the alterations she has
made. A charm with the Edit power innately includes an Illusion effect, which the Infernal cannot resist in any lasting sense without preventing
the charm from functioning. This Illusion compels the Infernal to believe that they have in some way revealed or clarified a pre-existing truth
intrinsic to the target, rather than created a new reality themselves. As such, they cannot use a charm with the Edit keyword to alter a previous
Edit of theirs. They can defy this illusion for a scene for the cost of a willpower point.

A Brilliant Revelation
Cost: 6m, 1wp Mins: Essence 3 Type: Reflexive
Duration: Instant
Keywords: Illusion, Sorcerous
Prerequisite Charms: Twisted Echoes Remain
This charm allows the Infernal to affect anyone who has witnessed them use a charm with the Edit keyword in the scene. By spending the mote
cost of this charm, the witness applies the effects of the Edit keyword to herself, coming to believe completely that what the Infernal has shown
them is and always has been the truth. This may affect memories as well, but only to the bare minimum required to bring them into line with the
effects of the charm used. Like the Infernal himself, the target may spend a point of willpower to force themselves to acknowledge what is might
not be what always was, but unlike the Warlock targets who spend three willpower like this break free of this charm's effects permanently, and
cannot be brought to believe the same illusion twice.

Stolen Guilt Confession


Cost: 5m Mins: Essence 3 Type: Supplemental
Duration: Permanent
Keywords: Sorcerous, Illusion, Edit
Prerequisite: Character Distillation Rewrite
This charm supplements an Investigation-based social attack. The Infernal asks a target a question about the past, and treats his MDV as though
she were asking about a preferred rather than actual truth. This doubles all penalties he might take from appropriate Intimacies, Virtues, or
Motivations. If asked if he had successfully seduced the object of his affections or murdered a hated rival, for instance, he would at least take a -2
to his MDV from his intimacy towards said person.
If the target's MDV is overcome, he immediately suffers from an Illusion effect that the question he was just asked to verify was true. He believes
it in the face of all contradictory evidence and denial unless he spends two willpower points to remember a more disappointing reality.

Hero-Summoning-Devil Call
Cost: 8m, 1wp Mins: Essence 3 Type: Simple
Duration: Instant
Keywords: Sorcerous, Emotion, Edit, Blasphemy
Prerequisite Charm: Stolen Guilt Confession
No character exists in a vacuum. The lawman must have outlaws, the knight must have his lord, and the suitor must have an object for his
affections.
The Infernal makes a statement of purpose--for herself or another--and in so doing forces the world to support that narrative. She rolls
(Manipulation + Performance); among those who listen, a single target whose MDV is overcome becomes instantly develops an Intimacy toward
the notion the Warlock puts forth.
If the Infernal possesses Becoming the Unmasked, she may freely spin her new actor out of the stuff of the world as a Shaping effect for a +2m
charge. Be it nemesis, mentor, or lover, the new creation appears somewhere in the surrounding area, albeit in an unobserved spot. Such entities
exist as Heroic Mortals whose very Motivation is bound up in fulfilling their role.
These ersatz antagonists exist until their work is done and their motivation is completed; at the end of that scene, they fade from existence.

Gifted Polyphony Voice


Cost: -- Mins: Essence 1 Type: Permanent
Duration: Permanent
Keywords: Obvious
Prerequisites: None
The Infernal's own voice as it was at the moment of her Exaltation is silenced forever. Unlike Adorjan, she does not lose her voice so much as trade one for
ten thousand. She gains a bonus of (Her Essence) dice to precisely replicate any sound or voice and speech pattern she has heard, regardless of age,
gender, or dialect. If she does not maintain at least a tiny amount of focus, however, her voice slides across a pastiche of lands and languages as she
speaks, alternating with sentences, words, and syllables without her own notice.

Forceful Script Adjustment


Cost: 3m, 1wp Mins: Essence 3 Type: Simple
Duration: One Scene
Keywords: Sorcerous
Prerequisites: Gifted Polyphony Voice
Sometimes actors do not act as they should. Elloge knows better, though, and is happy to keep the story on track.
The Infernal rolls Charisma + Presence against the MDV of a target within (Her Essence x 10) yards. If she succeeds, she replaces the spoken words of the
target with her own voice and choice of words. She is aware of what the target says, inasmuch as she could comprehend their language, and may opt to
translate the words in real time to another language, or replace them with whatever she desires. The target is as aware as anyone that his voice is being
replaced, but has no immediate recourse to stop the effect save to stop speaking--this charm in no way compels action on the behalf of its beneficiaries--but
suspicious onlookers may roll Wits + Awareness at a difficulty of the Infernal's Essence to notice that the words of the target of this charm do not directly
correspond to the movements of their mouth.

Paper Tiger Roar


Cost: 8 motes Mins: Essence 2 Type: Simple
Duration: Instant
Keywords: Obvious, Illusion, Emotion, Combo-OK
Prerequisites: Gifted Polyphony Voice
The Infernal may falsely imitate any voice-based attack charm she has heard as an Illusion effect. This includes effects she does not have access
to, such as Demon-Wracking Glory, Lion's Roar Rebuke, and Withering Phantasmagoria. These do not actually inflict harm or other effects upon
those who hear them, but she may roll (Wits + Performance) and compare the result to listeners' MDVs. Those whose mental defenses are
overcome are convinced the Infernal has employed the charm in question, or are at least familiar with the results they should suffer, if not the
charm itself. For those who should be affected by such an attack, their survival is clearly the result of their own luck--truly not something
repeatable--and immediately develop an Intimacy of Fear against the Infernal.

New Truths Revealed


Cost: 8m, 1wp Mins: Essence 4 Type: Simple
Duration: Instant
Keywords: Shaping, Combo-OK, Touch, Sorcerous, Edit
Prerequisites: Character Distillation Rewrite, Forceful Script Adjustment
Mortals frequently claim themselves to be of no interest, of no importance. This disappoints the Sphere of Speech. It would be much better if they
were, in fact, more than they appeared, even if they didn't realize it themselves.
The Infernal rolls Wits + Performance, and compares the result to her opponent's MDV. She may apply any remaining successes as though they
were a disguise roll which the Infernal immediately perfectly negates, pulling away a wig, or tearing a sleeve away to reveal a prisoner's brand.
The changes may be relatively drastic--legendary success could theoretically "reveal" Dace to have been Faka Kun in disguise through heavy
use of makeup, stilts, and surprisingly concealing clothing, though this would neither remove Faka Kun from existence elsewhere, nor alter
Dace's Dawn Caste Exaltation, Traits, or his memories. This charm does not in and of itself allow for gross changes to the physical form, such as
mechanically significant mutations or crippling effects. However, Health Levels required to inflict a crippling injury are reduced by 1 when using
this charm, striking away a leg that had always been wooden, or knocking out a glass eye. An Infernal may theoretically strip away or apply the
appearances of advanced age, but for any such beneficiary within Fate, it does not forestall or advance their meeting with Saturn.
Short of similar magics, this charm is difficult to negate; the Infernal has permanently "revealed" the true face of someone, and barring other
magics the target is stuck with their new form. For the same reason, this charm cannot be sorcerously countered after it is completed.

Becoming the Unmasked


Cost: (+3m) Mins: Essence 5 Type: --
Duration: Instant
Keywords: Illusion, Emotion
Prerequisites: Stolen Guilt Confession, New Truths Revealed
It bothers Elloge at times that she goes to the trouble of revealing someone's true identity, only for them to protest! This is just wrong. Perhaps
they should be brought up to speed. The Infernal may spend three disguise successes while using New Truths Revealed to create an entirely new
identity for her target to live in. If the target does not resist--requiring a single willpower point--the Infernal creates a new identity and history for
them, and spins a small handful of Extras (No more than her Essence) out of the stuff of the cosmos to give the disguise verisimilitude. The
target ceases to be, for any metaphysical purposes, the person he was; his traits remain as they were, and he may remember factual snippets of
his former life--such as a proud warrior realizing he has a brilliant grasp of modern medicine--but lacks reference or care as to where the
knowledge came from. The Infernal may also spend successes on a 1-for-1 basis, treating each success as a scene eroding or building an
intimacy.
The Illusion effect of this charm may be fought off later for the cost of four willpower points. The Intimacies laid down require either other magics
or their own natural processes of erosion and building to restore.
An Infernal with this charm may always spend two motes as a non-charm use, allowing them to stunt charms laying mutation, training, and
shaping effects as being applied with these trappings in addition to those of the Yozis whose charms she employs.

Elloge, the Sphere of Speech


First Elloge Excellency
Elloge is the mother of narrative and the teller of the story that is life. It is under Elloge that heroes triumph, villains fall, and reality
favours the epic. Equally, it is Elloge who sees the evil empire rise and the hero’s parents cut down. Elloge always knows the best
story, and works towards it regardless of her own ends. Elloge, more than her siblings, understands interactions, the better to write her
vision of the world into being.

The Storyteller’s Excellency may be invoked on an action where the Infernal disregards his safety to aim for the best narrative, as well
as an action where she deliberately acts in the expected manner. It cannot be used on an action where the Infernal defies his
expected place in the scene. These could (but could not, depending on context) include situations such as the young hero accepting
the villain’s offer to join him, the princess refusing his affections after her rescue, or seeing a chance to utilise an Act of Villainy and not
doing so. In addition, the excellency is inapplicable to an action attempting to hide knowledge. Stories want to be told.
Her excellency is always valid on an action earning a stunt rating of two or greater – doing something well is more important than
doing the right thing.

Elloge Mythos Exultant


Elloge’s displays of power are works of beauty, choreographed sequences that would make the celestial deity of the art weep in
jealousy. Whenever she stunts, those that see her are driven to help tell her tale. She may make an immediate, free undodgeable
social attack using a pool of Charisma+Linguistics, with additional successes equal to the level of her stunt. A successful attack instills
a positive intimacy towards their role in the scene, as perceived by Elloge. This intimacy can be eroded normally, and vanishes by the
end of the scene. Before bonus successes, a single willpower negates the effect of this Mythos on a character for the scene.

Sorcerous Enlightenment of Elloge


Elloge is subtle, often working through others. Her magic is largely used to this end.
Spells that cause emotion or control of others, as well as those that facilitate communication, have their cost reduced by half, while
spells that cause grand manipulation of the environment, such as directly damaging spells, have their cost increased by the same
amount. Ellogian spells often include images of runes, words, and script, sometimes even spelling out the purpose of the spell. (A
successful Int+Occult roll with difficulty 4-spell’s circle tells a viewer the basic gist.) These persist for a small time after the initial
casting, but fade away for non-Obvious spells.

Ascendency Mantle of Elloge


No storyteller has power without an audience, and Elloge is no exception. Her Ascendency Mantle functions only as long as she
knows widespread fame, represented by a background such as Infamy at at least four dots.

The Storyteller
The Storyteller’s anima is a swirl of half-perceptible words, fragments of sentences and half-thought ideas. Within, a supernal clarity
fills the Infernal, telling her when to act and how best to do so.
By spending five motes, the Infernal raises her dice caps by two for a scene. However, this clarity is equally as strong for anyone else
within the anima’s radius of Essencex5 yards. They increase their die caps by one, whether friend or foe.
As normal, this ability triggers automatically and for free when the Infernal reaches the 11-16 level of anima display.

Foolish Youth Relinquished


Elloge knows how many stories begin and end with the act of mercy, however foolish it may be for the one who does it. When her
champions allow those who hate them to live and escape, Elloge rewards their mistake.

Whenever the Infernal has a foe in her power, and chooses not to kill them, but to let them leave and do as they wish, her player may
roll dice equal to her Conviction, reducing the character’s Limit by one point per success.

The Urge to Express


Elloge’s heart is that of stories, endless tales that repeat again and again. Her urges seek to show these stories to the world, and to
tell all those that she meets of the irresistible narratives that encompass every existence.

Sample Urges include-


Convince the Dragonbloods of Lookshy that they are naught but bit players.
Tell the world the secret of the Emissary of Nexus.
Convince the realm that the Immaculate Dogma is a lie.

The Torment of Elloge


Elloge knows that all stories are about interaction, and that one being alone can do little. Those she hates are punished with
loneliness and self-doubt.
The Infernal immediately gains an intimacy of distrust and hatred towards himself, replacing any intimacy she already possesses.
Anyone who possesses a positive intimacy towards the Infernal gains a negative one. Usually, they will continue working with her, but
will do so spitefully and unwillingly.
After a week has passed, the effects fade, with the Infernal’s self-confidence returning and her friends returning to her-if the meantime
hasn’t destroyed them.

Every Word is Mine


Cost: - Mins: Essence 1, Type: -
Keywords: None
Duration: Permanent
Prerequisite Charms: First Elloge Excellency

All words are Elloge, and in turn, Elloge is all words.


An Infernal with this charm understands all meaningful language.
She still does not understand magical glossolalia, which is only gibberish, but can seamlessly switch from one language to another,
even if she has never encountered it before. This applies to anything which can reasonably be described as speech, but not to body
language.

The Words Within Life


Cost: - Mins: Essence 2, Type: -
Keywords: None
Duration: Permanent
Prerequisite Charms: Every Word is Mine

While Elloge concerns herself entirely with words, to the Sphere of Speech, everything is words. With this charm, the Infernal can
communicate using otherwise byzantine methods. She may say ‘run!’ with a high singing note, paint an argument in the air with her
fingertips, or dance her desire into visibility. This functions as long as the target possesses at least one dot in the ability you set.

This charm allows the Infernal to communicate using any ability she can stunt. As a baseline, any artistic expression - painting,
sculpture, dance, song, oration - is always allowed. As a side benefit, this makes it difficult for a foe to notice or interpret hidden
messages, raising the difficulty by one, and forcing them to use the chosen ability to meet that difficulty.

With an Essence 3 repurchase, the Infernal can communicate with anyone and anything. While some beings and objects may not
understand what she says - rocks, for example - she is still communicating with them.

A separate repurchase, also requiring Essence 3, allows the Infernal to choose an Attribute instead of an ability, allowing anyone with
a rating of 3+ in that ability to understand.
A second repurchase allows her to choose any virtue (for those with three dots of that virtue) or Essence (anyone with enlightened
essence.)

Dabbling in Other Forms


Cost: - Mins: Essence 3, Type: -
Keywords: None
Duration: Permanent
Prerequisite Charms The Words Within Life

While this charm is a favourite of many Infernals, Elloge rarely makes use of it, preferring to remain linked to her beloved words.
This charm expands all Elloge charms that specifically derive benefits from the character’s Linguistics, allowing her to utilise other
‘Artistic’ abilities instead.
She may replace Linguistics with another ‘artistic’ ability. Artistic abilities are those that create and express. Craft is the most obvious,
allowing an Infernal to utilise paintings, sculptures, or calligraphy as their medium. Performance, used to sing, dance, or merely orate,
is the next. Stunts lend themselves well to alternate abilities - imagine an Infernal who utilises Craft (Fate).

Narrator’s Insight
Cost: 4m, Mins: Essence 1, Type: Simple (Speed 3, DV-0)
Keywords: Combo-Ok
Duration: One scene
Prerequisite Charms: None
The storyteller understands those in the story as well as they do. She can tell who is important and who isn’t, and can, with practice,
discern the trustworthy from the villainous.
By spending four motes, she may tell whether anyone she looks upon is an extra, a normal being, or a heroic being. With Essence 4,
she may also detect whether they possess enlightened essence.

A repurchase of this charm, requiring Essence 3, allows the storyteller to sense if anyone she looks at has an Intimacy towards her,
and whether it is positive or negative.

This charm upgrades automatically at Essence 4, becoming Indefinite.

Shipper’s Compatibility Index


Cost: 2m or 1m, Mins: Essence 2, Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Narrator’s Insight
by looking at a pair of people, the Infernal judges their opinion of each other, and how much they have in common. The Infernal
becomes aware of what intimacies they have towards one another, if any, and how many of their virtues are within a dot rating of each
other, although not which. She also becomes aware if they have mutually exclusive Motivations, but not what they are. This charm
costs 2m normally, but is reduced to 1m while the Infernal is under the effects of Narrator’s Insight.

Without Essence 6, the Infernal may not target herself with this charm.

The Story Begins


Cost: 5m, Mins: Essence 3, Type: Simple
Keywords: Combo-Ok, Emotion, Social
Duration: One day
Prerequisite Charms: Shipper’s Compatibility Index

Often, Elloge finds that other people refuse to see what she does, and act towards the best interests of the story. This charm targets a
pair who the Infernal has previously targeted with this charm’s prerequisite. The two receive an intimacy towards one another with a
context of the Infernal’s choice.
If they already possess an intimacy towards the other person, the Infernal must make a social attack using Attribute+Linguistics, with
bonus dice equal to half her essence. This attack is unblockable without stunts or charms. Success overwrites the intimacy, while
failure negates the charm’s effects on that target.
This intimacy lasts for a single day with magical intensity, but then fades normally. Some Infernals, and occasionally Elloge herself,
use this charm as a form of matchmaking, and pride themselves on finding couples who then sustain the intimacy. However, targets
may negate their intimacy be spending one willpower, before bonus successes.

Expert’s Textual Analysis


Cost: 3m, Mins: Essence 3, Type: Simple
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Narrator’s Insight
Elloge finds it easier to understand writing than reality. Therefore, she writes reality, and then reads the writing.

Elloge looks at a target, and puts ink to parchment without moving her eyes. She writes for one action, and then has a description of
that character. She may analyse it, attempting to read motivation or use other similar actions.

At Essence 4, this charm upgrades, grants her (Linguistics) bonus successes on these attempts.

A repurchase, requiring E5, expands this charm. He may write descriptions of more than one target, adding one mote to the cost and
one to the speed per target. With a one willpower surcharge, the number of additional motes he pays is the magnitude of the social
unit he can study instead, in preparation for similar actions attempting to read loyalty or policy.

A separate repurchase, requiring only E3, allows an Infernal to pay a two mote surcharge as she writes a description. If she does, the
description includes everything that could be determined using essence sight - she recognises supernatural creatures with Essence 4
or greater as such, as long as they aren’t disguising it, and all active charms are rendered obvious. However, to correctly interpret the
effect of unknown charms, or to determine the strength and aspect of a character’s essence, he must make an Occult+Intelligence
roll, as described in All-Encompassing Sorcerer's Sight.

Writing On The World


Cost: - , Mins: Essence 3, Type: Permanent
Keywords: Shaping, Obvious
Duration: Permanent
Prerequisite Charms: Expert’s Textual Analysis
So many times, an author is caught off guard with no tools to record their ideas. With this charm, this problem no longer occurs. The
Infernal can write down his thoughts on the very air, or summon paper and ink from the aether.

In the former mode, he may write with speech or hand, and the words remain until the end of the scene or his dismissal. While he may
do this freely, there is always the risk that someone else could read what he says.

Self As Subject Understanding


Cost: -, Mins: Essence 3, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Expert’s Textual Analysis
Even the best writers sometimes desire a place in their own world, but to write themselves, they must know themselves - something
that makes many people quite uncomfortable.

This charm allows the Infernal to analyse themselves through writing using this charm’s prerequisite. Obviously, reading one’s own
motivation is of no use, but analysing this paper causes all unnatural mental influence currently applied to the Infernal to become
obvious to her.

As a benefit, no command that would bar the Infernal from writing succeeds, being considered an unacceptable command. (With
Dabbling In Other Forms, this also applies to any artistic ability the Infernal has at least two dots in.) This means, amongst other
things, that the Infernal cannot be commanded not to use this charm.
A repurchase of this charm, requiring Essence 4 and Redrafting the World, allows the Infernal to write her own way out of the chains
upon her mind. As a persistent effect, she may spend 4m to shatter any mental influence that is placed on her, as long as she is
aware of it. She may do this even if she would be prohibited from doing so.

For a 2m surcharge, the Infernal may write her own dialogue - for herself or a willing being (extras are always willing) - that perfectly
parries a social attack. This may apply even against an unblockable social attack.

Redrafting The World


Cost: 1wp, Mins: Essence 4, Type: Supplemental
Keywords: Combo-Ok, Social
Duration: Instant
Prerequisite Charms: Expert’s Textual Analysis

Elloge thinks it much easier to just edit a character until they are useful, rather than having to persuade them herself. To this end, she
has thoughts and ideas enter their mind.

Using a description obtained from this charm’s prerequisite, she writes in her argument, and describes how her target accepts it.
Wherever the target is, they hear the Infernal’s words as she writes them. This is treated as a normal social attack, using
Charisma+Presence, with the Infernal using Linguistics instead of Appearance. They may reply or ignore it as normal with their MDV.
The Infernal may only use a description in this way until their attacks first fail, at which point their mastery of the piece is ruined, and
they must write a new description as described in that charm. (This also allows the target only a single counterattack.)

While an Essence 5 repurchase removes this limitation, it also means the target can freely respond, and attempt to convince the
Infernal of their own beliefs.

A second repurchase, requiring the E5 repurchase of Expert’s Textual Analysis, allows the Infernal to rewrite large groups. This is a
Charisma+Performance roll, with the Infernal using Linguistics instead of Appearance, and may target the group as a normal
performance attack, or, if the target constitutes a social group, in Mass Social Combat. It is affected by the other repurchase of this
charm, if the Infernal has it.

The Author Apart


Cost: 5m Mins: Essence 3, Type: Simple
Keywords: Illusion, Combo-Ok
Duration: One scene
Prerequisite Charms: Narrator’s Insight

The author is everpresent in her work, but, for the largest proportion of the time, is invisible and untouchable. Drawing on this, she
fades into the background.
Noticing the Infernal’s presence if they hide, or thinking that they’re important, is impossible without a great expenditure of will, or
tremendous insight. A successful Wits+Awareness roll, with difficulty equal to the Infernal’s Essence plus half their linguistics, reveals
them, as does the expenditure of four willpower.
Whenever the Infernal takes any action that is neither walking or writing, resisting the charm is lowered to a 2wp cost, and the difficulty
drops to merely the Infernal’s essence. With Dabbling in Other Forms, use of those abilities is protected as writing.

Mundane attempts to draw attention to the character, including natural mental influence suffer an external penalty equal to the
Infernal’s Essence. Unnatural mental influence, and charm enhanced NMI apply normally, negating the effects of this charm until the
Infernal is no longer under attention. (Eg, out of sight, out of mind.)

A repurchase of this charm, requiring Essence 5, allows the Infernal to pay a one willpower surcharge to remove the latter limitation. If
the Infernal takes any action that directly impacts another character, such as opening a door that the guard would suffer for guarding
incorrectly, the cost to resist and the difficulty to notice is lowered as above. When actually making an attack, whether physical or
social, the target or targets automatically notice.

A separate repurchase of this charm, also requiring Essence 5, allows the Infernal to spend an additional two willpower surcharge to
stop her anima banner from affecting attempts at stealth. Music fades into the background, bright lights become soothing flickers, and
flickering energy is but a warm touch.

Ardent Villain Command


Cost: 3m Mins: Essence 3, Type: Supplemental
Keywords: Combo-Ok, Obvious, Social
Duration: One scene
Prerequisite Charms: Narrator’s Insight

This charm supplements an order, telling a single target what their role is. This could be ‘cruel hearted matriarch’, ‘bimbo princess’,
‘adoring fan’ or anything else. This command is rendered unnatural mental influence, and costs one more willpower to resist than it
otherwise would. If it succeeds, they gain three bonus dice on any action which supports this characterisation, which counts towards
their dice caps, but suffer a -3 internal penalty from any action that opposes it.

This charm may be used in combination with Redrafting the World. It remains obvious to the target only.

An Essence 4 repurchase allows this charm to be activated while using The Author Apart without breaking that charm’s stealth, even
for the target. When used in this way, the attack has a 1wp surcharge, but is unblockable and loses the Obvious keyword completely.

Narrative Imposition Proclamation


Cost: 6m, 1wp Mins: Essence 4, Type: Supplemental
Keywords: Combo-Ok, Obvious, Social
Duration: One scene
Prerequisite Charms: Ardent Villain Command

With this charm, the storyteller proclaims the narrative that she desires from the scene, and all those who come near must listen.
Narratives are ideas such as ‘a revolution against the king’ or ‘a brawl in the pub’. Storytellers are suggested to accept any narrative
that has benefits and penalties for both sides, and to deny anything truly one-sided, unless the Infernal has put in truly intense effort to
setting it up.
She makes a charisma+performance roll, with bonus successes equal to her Linguistics. All those convinced must attempt to support
this narrative. Resisting costs a base of two willpower, before bonus successes.
Regardless of the social attack, all characters in the scene gain additional dice on any roll to play any valid role within the story equal
to half the Infernal’s Linguistics, while suffering an internal penalty of the same size to anything that contradicts the narrative. These
dice do not count towards dice caps. Those who failed against the initial roll must pay one willpower to act contradictory to the story,
with the influence breaking when they have spent willpower equal to the initial cost to resist. Those who succeeded against the
original social attack, are free to follow it or not, gaining dice or suffering penalties as appropriate. It is obvious to everyone in the
scene both what the narrative is, and who is telling the story.

With Essence 6 and the performance repurchase of Redrafting the World, this charm may be used with that charm, in which case the
source of the effect is Obvious only to those affected by the initial social attack. The narrative remains obvious to all.

With Essence 6, the Infernal may buy this charm a second time. If they do, it may be used while the Infernal uses The Author Apart,
without affecting that charm’s stealth. Doing so carries a 5m surcharge, but the attack becomes unblockable, and the social attack
loses the Obvious tag completely.

Rocks Fall
Cost: 2m Mins: Essence 2, Type: Simple (Speed 5, DV-1)
Keywords: Combo-Ok, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Narrator’s Insight

The Infernal’s favoured tools are the characters that litter the world, but the world of her story can substitute in a desperate situation.
This charm creates an attack using the environment. It uses Charisma+Linguistics, rather than Dexterity+(Ability), and has an
accuracy equal to half the Infernal’s Essence. Its base damage is equal to her Charisma+Essence, but gains a bonus equal to twice
the stunt bonus gained on her attack roll. This damage is lethal, but can be made bashing with a fitting stunt. It also deals Aggravated
damage to Fae, due to their shared affiliation with narrative. It can only cause effects that have some relation to the scene at hand-
lightning does not strike from a clear sky, but a rockfall is a constant danger in a quarry.

To begin with, this charm is utterly obvious. The Infernal’s actions are clearly the ones that caused the effect.

A repurchase of this charm, requiring Essence 3, improves this charm. Firstly, a suitable attack is not immediately obvious as an
action of the Infernal’s.Viewers, including the target, must make a Wits+Linguistics check, with difficulty equal to the Infernal’s
Linguistics, to determine that he caused the attack.
Secondly, the Infernal can create effects that do not fit the environment, flukes of fate and seeming impossibilities striking her foe. With
this use, she may create attacks as abstract as strangling someone with their bad grammar, or truly impossible attacks similar to those
granted by Principle Invoking Onslaught. When she does this, she becomes Obvious as the source.

A second repurchase changes this charm’s duration to indefinite. When used in this way, the charm is a reflexive action, costing ten
motes. It allows the Infernal to utilise Rocks Fall at will, whenever she could make a normal attack. It also lets her parry with the
environment, the same odd coincidences and illogic protecting her. These attacks use the following profile.
Speed 5, Accuracy +(Essence/2), Damage (Charisma+Essence+2Stunt)L/2, Defense: (Stunt), Range: (Essencex30), Rate: 3, Tags: O

A third repurchase, requiring the E5 repurchase of The Author Apart, allows Rocks Fall to be used while that charm is active without
automatically breaking its effects. Attacks made from this stealth are not considered unexpected, but targets affected by that charm’s
stealth must succeed on their check or pay one willpower to recognise you as the source.

Deus Ex Machina
Cost: 9m Mins: Essence 2, Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Rocks Fallx2 (Indefinite)

When she is in enough danger, Elloge’s standards slip. Rocks jump to defend her, storms form in a midsummer desert, and perfectly
timed coincidences save lives.
An impossibly fortuitous coincidence perfectly parries a single attack. This is a perfect defence that may block the unblockable, but
bears the Imperfection of the Sphere of Speech. As an additional benefit, it is not immediately obvious that the Infernal is the cause of
the defence.

Imperfection of the Sphere of Speech


Elloge cares for stories above all else, and a beautiful story deserves to triumph. Her perfect defence bears a surcharge in motes
equal to twice the value of the stunt awarded to the attack. In addition, three die stunts add a three willpower surcharge.

Omniscient Narrator Shintai


Cost: 14m, 1wp Mins: Essence 4, Type: Simple (Speed 6, DV-0)
Keywords: Blasphemy, Form-Type, Shaping
Duration: One scene
Prerequisite Charms: The Story Begins, The Author Apart, Redrafting the World

With this charm, the Infernal expands. She dissolves into a metaphysical idea, expanding over Essencex50 yards. In this state, she is
immaterial and invisible, and benefits from the same massive size as an Infernal utilising the Greater Shintai of the Endless Desert:
She is incapable of dodging attacks from smaller beings, but cannot take more than one level of damage from them in any given
attack, unless it covers a full tenth of her size. In mass combat, she always enjoys the full +3 magnitude bonus, unless fighting a
similarly scaled foe.

While in this overarching state, many of her charms are improved.


She enjoys the benefits of the Author Apart automatically, for as long as the charm lasts, exactly as described in that charm, including
any repurchases she possesses.

She may use the charm Expert’s Textual Analysis on anyone within her area as a reflexive action with no cost.

The willpower cost to resist The Story Begins becomes equal to half the Infernal’s Essence.

She may use Redrafting the World for 4m, Ardent Villain Command for 1m, and Narrative Imposition Proclamation for only 1wp.

As a downside, the Infernal must give himself a role in the scene, as if with Ardent Villain Command. He converts the dice granted by
that charm, as well as by Narrative Imposition Proclamation, into successes. However, she is incapable of acting in a way that does
not fit her role, or against acting against the narrative, as surely as an Akuma cannot act against his urge. As a note, not all acts
qualify either way. An act is not ‘either disallowed or enhanced.’

Words Beyond Wings


Cost: +1wp, Mins: Essence 4, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wind Carried Words, the Words Within Life

This charm upgrades its Dragonblooded prerequisite. By spending a 1wp surcharge as they activate it, they may ignore range
requirements entirely, contacting anyone on their plane of reality.

With an Essence Five upgrade, even that requirement is removed. Any plane that is not entirely sealed off can be spoken to.

However, bear in mind that even words take five days to travel through Malfeas.

<== Return to Infernal Exalted Homebrew


<== Return to Exalted Homebrew

Inevitable Betrayal Uncovered


• ChainsawXIV
• Elloge Charms
• Infernal Charms
• Planning

Inevitable Betrayal Uncovered


Cost: 6m, 1wp; Mins: Essence 5; Type: Reflexive
Keywords: Combo-OK, Native, Planning
Duration: Indefinite
Prerequisite Charms: Unexpected Twist Revealed
Who is trustworthy, and who a traitor? Indeed! Who is the hero and who the villain? None can cast
these concepts in such doubt as an Infernal, burdened with the gift of words and will. This charm
perfectly counters a Planning effect, and taints the way those involved are perceived, causing them to
seem unreliable and perhaps even treacherous. If this effect is resisted by a perfect effect, the Infernal
rolls (Intelligence + Essence) in the roll off, adding (Essence) automatic successes.
If the effect is successfully Countered, all characters described as part of the plan emanate an Unnatural
Emotion effect which inspires feelings of paranoia, inflicting a -2 external penalty on any attempt they
make to inspire or solicit trust. Additionally, the difficulty of any subsequent planning effect which
includes such an individual is increased by three. Individuals with whom the characters interact may
pay one willpower to resist these effects for a scene, but the effect otherwise persists as long as the
Infernal maintains his commitment to this charm.
Revelatory Monologue Unwound
• ChainsawXIV
• Elloge Charms
• Infernal Charms
• Planning

Revelatory Monologue Unwound


Cost: 5m; Mins: Essence 3; Type: Simple (Dramatic)
Keywords: Native, Obvious, Planning, Stackable
Duration: Indefinite
Prerequisite Charms: First Elloge Excellency
Delighting in a backwards monologue that leads his listeners back to the very seeds of his scheme, the
Infernal lays out his plan in the moment that it unfolds, bringing ruin or worse upon his listeners. An
infernal activates this charm during his down time – any time when he has at least an hour to act
independently of his allies and free of immediate exigencies – to set a plan in motion. His player need
not specify what that plan is when the charm is activated. The magic of the charm enhances the plan
itself, ensuring that it comes off as the infernal desires.
Any time thereafter, the exalt may release his commitment to this charm and bring his plan to fruition,
describing what he did when he activated the charm and the results those actions have on the current
situation. The nature of the tail he spins must reflect the Infernal’s Act of Villainy, and there’s no
mistaking the evil at work – the eventual outcome looms ever clearer as he speaks, until it becomes
Obvious in the very moment it comes to pass. The Infernal’s player then rolls (Intelligence + Essence)
against a difficulty of one for a superficial outcome, three for a useful outcome that could have been
produced by a stunt, or six for an outcome that produces a more significant plot twist of some kind. If
he succeeds, the scheme goes off as planned. If he fails, the storyteller should narrate a brief aside
describing how the plan went awry.
An Infernal can spin no more than (Essence) such tails at a time using this charm.

Unexpected Twist Revealed


• ChainsawXIV
• Elloge Charms
• Infernal Charms
• Planning

Unexpected Twist Revealed


Cost: 2m, 1wp; Mins: Essence 4; Type: Supplemental
Keywords: Combo-OK, Native
Duration: Instant
Prerequisite Charms: Revelatory Monologue Unwound
What tail of villainy would be complete without a twist? Though the twist itself may be all too
expected, when it comes and where it will lead is all but impossible to say. The Infernal delivers this
revelation with the light of hell in his eyes, a smile on his lips, and a glib taunt upon his tongue. A
planning roll supplemented by this charm is Unexpected, and enemies must succeed on a (Wits +
Investigation) roll at difficulty equal to the Infernal’s (Wits + Essence) in order to target it with any
effect that would Counter the Infernal’s plan.
So I just threw this together because the idea seemed really funny to me. It's not part
of any greater charmset or anything. They're all made up.

Inserted Narrative Epicenter Shintai


Cost: 10m 1wp; Mins: Essence 4; Type: Simple
Keywords: Form-Type
Duration: One Scene
Prerequisite Charms: Evocative Dialogue Insistence, Expedient Character Revision x3,
Exposition as Truth Methodology, Uncomplicated Motivation Technique

Sometimes even the stories of Elloge can get out of control, and no amount of revision
will put them back on their correct paths. When this is the case, the Invisible Author
may insert a fragment of herself directly into the narrative around which the entire
story will begin to revolve. Some may call this the work of a hack, but the Sphere of
Speech prefers complete stories to those ended incorrectly and tossed aside.

Upon invoking Inserted Narrative Epicenter Shintai the Infernal's anima imperceptibly
expands in a sphere to engulf the entire scene in invisible Old Realm calligraphy that
can only be read by those using some manner of essence sight (the calligraphy
describes objects and people within the sphere and their relevance to what is
happening). The Infernal strides confidently into her own story, drawing the attention of
everyone present and ensuring that everything becomes about her in the following
ways:
• Add the Infernal's Linguistics score to her Appearance rating as the she takes on idealized traits
pleasing to the author.
• All of the Warlock's social attacks are undodgeable as per Evocative Dialogue Insistance.
Others may argue with Elloge's narration, but none may ignore it.
• Every successful social attack that the Infernal makes automatically gives the recipient a
positive intimacy towards her or an ideal she champions in a context of the recipent's choosing.
This unnatural mental influence may be resisted for a cost of two willpower and resisting in this
manner makes the target immune to this effect for the rest of the day. For some reason, everyone
finds themselves liking the inserted character.
• To anyone who bears an intimacy towards the Infernal or an ideal she champions, it becomes
immediately obvious when someone successfully resists one of the Warlock's social attacks (via
MDV, willpower expenditure, or other methods) and this realization immediately counts as a
scene of building a negative intimacy towards them. Note that those with negative intimacies
towards the Infernal are compelled this way, as even her enemies cannot agree with one another
on how to oppose her.
• Using Uncomplicated Motivation Technique allows the Infernal to target everyone present in
the scene, ensuring that their intimacies that don't relate to the Infernal or her story are not
applicable.

“Had I been born not knowing that one word follows another I might have been who knows, perhaps anything. As it is, finding sequences everywhere, I
cannot bear the pressure of solitude. When I cannot see words curling like rings of smoke round me I am in darkness – I am nothing. I only come into existence

when the plumber, or the horse-dealer, or whoever it may be, says something which sets me alight.” –Bernard, the Waves

This set of Charms for the Yozi Elloge is intended to work alongside the Charm sets for other Yozis, found in Manual of Exalted Power: Infernals and other

sources. I also recommend my Isidoros and Metagaos Charm sets, as well as a rewritten She Who Lives in Her Name (and Infernal Wyld-Shaping

Technique). This document contains the core of Elloge’s Charm set, but feel free to develop your own Charms for this Yozi. –Revlid

ELLOGE, THE SPHERE OF SPEECH

Ellogiac Urge (The Urge to Confound)

Communication is the art and abode of the Sphere of Speech – what better way to punish her enemies than take it from them? Characters with an Urge
authored by Elloge use words and deeds to distort truths otherwise held to be self-evident, undermining trust and spreading half-truths for the sake of dramatic
irony. Barriers of language and culture are the tools of such warlocks, used like lochs and weirs to direct the bloody river of understanding in the exact path
they choose, until their enemies gag on their own words.

Compassion offers Elloge a sense of warped empathy, allowing her to adore and obsess over the relationships and stories of others. Conviction enforces the
strength of her creative vision, driving her into furious frustration when faced with those who refuse to understand. Temperance is the echoing emptiness at the
heart of her hollow creations, reminding her to hide behind symbols and surrogates. Elloge once understood Valor as creative vision and daring, but now she
lurks at the edge of events, dreading exposure and innovation.

Examples include:

• Convince the Tri-Khan that the Lap seeks to make war on Chiaroscuro.
• Lead two hateful enemies to fall in love with each other.
• Create a spy capable of feeding false information to the Bureau of Destiny.
• Distort the doctrine of the Immaculate Order in favour of the Yozis.
• Hide all the crimes of a great tyrant and recast him as a beloved hero.

The Torment of Elloge: When an Infernal with an Ellogiac Urge accumulates 10 points of Limit, she suffers the Torment of Elloge. For the next day, her
motives are laid bare by slips of the tongue, obvious tells and compulsive outbursts. She irresistibly purges herself of the secrets that batter against the inside of
her ribcage, seeking to write themselves on her face. Any attempt to read her motives – even casually – automatically succeeds, and she will respond to any
questions – even implied ones – with the truth as she knows it.

FATAL FLAW SOLILOQUY (Act of Villainy, credit Robert Vance)

As much as Elloge might wish to conceal the fear and shame she feels after her mutilation at the hands of the Exalted, she cannot; they are quite literally
written upon her face, proclaiming her weakness for all her foes to see. Whenever the Infernal willingly reveals a weakness or vulnerability to one of her
enemies, roll her Compassion. Each successes removes one point of accrued Limit. Any knowledge that would make it easier for that enemy to harm the
Infernal qualifies for this act of villainy, including harm to her possessions or friends.
GENERAL CHARMS

FIRST ELLOGE EXCELLENCY – ESSENCE OVERWHELMING

Cost: 1m/die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker; Step 2 for defender)

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: None

The Sphere of Speech weeps and bleeds a ceaseless tide of symbols and patterns. She is crippled so that she cannot truly invent, but willfully interprets and

recalls what already exists, stealing ideas and distorting sentiment for her stories. She has insight into relationships of all kinds, but avoids direct interaction

lest her wounds expose her as a hollow fraud. Instead she lurks, an envious audience in self-imposed isolation. The Minstrel Echo sees hidden meaning

everywhere, injecting emotional drama into the most mundane situations in order to fuel confusion and validate her suspicions. Her favourite narratives are

romances, but she lives vicariously through all stories, hiding inside her obsessive fantasies.

Elloge constantly reinvents herself, donning proxy personas or the trappings of roles. She is desperate to obscure her own failings, jealous and infatuated with

those whose sincerity can make dreams real. Such heroes are turned into loyal dolls to act out her plots. Exalts can use this Charm to conceal themselves and

understand things, but it comes with a major restriction – it cannot aid open, personal interaction with another character. A warlock could strangle from hiding
or romance while disguised, but not duel before a crowd or directly profess their love.

ELLOGE MYTHOS EXULTANT


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
Elloge plays out her narratives on the canvas of reality, writing sentences with every step. Whenever the Infernal receives a stunt reward, a number of
characters equal to her stunt rating suffer an Illusion effect binding them to the intended narrative of that action. She can engender any belief appropriate to the
context, sudden conclusions leaping unbidden into the brains of onlookers; a desperate dodge might convince them that her attacker is a furious drunk, or that
she ducked purely by chance. This unnatural mental influence costs one Willpower to resist, and only applies to characters who perceived that stunt.

SORCEROUS ENLIGHTENMENT OF ELLOGE


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
The mystic elocutions of the Sphere of Speech echo effortlessly across time and space, reducing the cost of any spell primarily intended to facilitate, frustrate
or enhance communication by ten motes and a single point of Willpower (minimum cost five motes and one Willpower). Examples include Infallible
Messenger, the Faithful Ally, Commanding the Beasts, Insidious Tendrils of Hate, and Voices of Distant Regard. Spells purely for summoning or travel do not
benefit, even if the caster only wishes to speak with the entity he calls up or journeys to. Elloge is a creature of the psychic rather than the physical, so the
sorcerer halves the benefits of any spells that enhance a bodily form, such as Wood Dragon’s Claw, Incomparable Body Arsenal, or Invoking the Eyeless Face.

ASCENDANCY MANTLE OF ELLOGE


Cost: —; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
The Minstrel Echo absorbs and obsesses over all symbols, even those with an intent counter to her own. The Infernal doubles any Limit she gains from
resisting mental influence.

New Keyword!
Ichor: Elloge is a creature of wounds, curled around her own crippled heart into a Sphere of Speech. Charms that involve exposing part of the Exalt’s raw and
sticky ego often feature the Ichor keyword. As part of the cost of such Charms, the Exalt suffers a single level of unsoakable bashing damage and begins to
bleed (Exalted, pp. 151) as blood wells up in her mouth, or trickles from one tear duct, or buds dew-like from prickling scars. Such wounds close as normal,
and can be easily concealed or passed off as mundane scrapes. Many Ichor Charms involve smearing this blood on something; unless otherwise mentioned, it
immediately soaks beneath the physical structure of the target, becoming invisible except to sorcerous senses.

MEANS TO MEANING
Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Social
Duration: Indefinite
Prerequisite Charms: None
A symbol is a lie that chaperones the truth. Elloge understands such things. She lives in them. The Infernal’s senses creep at the edges with mutant glyphs and
variated whispers – she may activate this Charm to condense them into an actual language she knows, providing a perfect, instant translation for any text she
reads or speech she hears. Even colloquialisms receive appropriate translation – though her ability to understand their original nuances depends on her
Linguistics rating. This Charm gives the Infernal no ability to speak foreign languages, or understand unintelligent “languages” such as body language or
birdsong.

FLICKERING PAGES KENSHO


Cost: – (1m+); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Means to Meaning

The Hermit Within Herself sees words as the beautiful scabs they are, and can peel them away to drink the meaning that flows beneath. This Charm accelerates
the rate at which the Exalt absorbs recorded information by a factor of (Essence x 10) while its prerequisite is active. If she is in physical contact with the
vessel for this information, she may instantly absorb it all by spending a number of motes equal to the hours it would normally take for her to read it (minimum
one), causing copied lettering to creep up her skin and soak directly into her veins.

JEWELLED TONGUE TRANSLATION


Cost: – (1m); Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Means to Meaning
When Elloge speaks, pure meaning bleeds from her lips. She bandages these wounds in symbols, lest she be too perfectly understood. While Means to
Meaning is active the Exalt’s words are accompanied by ethereal calligraphy and half-heard whispers, echoing and etching through the air. These allow other
characters to understand her no matter what language she speaks, receiving a fluent translation into their native language. Even characters who speak no actual
language receive a basic understanding, as though she’d made herself understood through charades or pictograms.

This Charm also applies to the Infernal’s writing, and even allows those who cannot actually read to “hear” the words translated into whispers when viewing
them. However, she must commit a single mote to the text – ending the commitment leaves the original writing intact, albeit slightly smeared as though by
tears.

New Errata!
The functions of Excellent Emissary’s Tongue are now included in the general capabilities offered by a Linguistics rating. All characters are considered
capable of making the described roll to decipher the basics of another language, using experience in similar tongues or linguistic patterns. The text of the
Charm is replaced, as described below – in addition, Poetic Expression Style changes its prerequisite to “Any Linguistics Excellency”:
EXCELLENT EMISSARY’S TONGUE
Cost: 3m; Mins: Linguistics 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Poetic Expression Style
The Solar can activate this Charm after hearing a language spoken (or reading it) for at least an hour, allowing her to develop a basic understanding of the
tongue. She can speak, write, understand and otherwise communicate in that language. She is obviously not a native to its nuances, but she can be understood
with few problems. The language fades when she allows her mental model to lapse, ending the Charm – alternatively, she can instantly acquire it as a
Linguistics specialty, as a Training effect.

At Linguistics 5+, the Solar only needs brief contact with a language to decipher it with this Charm.

WITTY SOUL SATORI


Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Ichor
Duration: Instant
Prerequisite Charms: Jewelled Tongue Translation
Words are tightly-wound bandages, between which truth and beauty ooze like pus. The warlock infuses a single piece of communication with depths of
coldblood meaning, allowing it convey up to (Essence x 10) times more information than it would usually allow – this must be related to the topic of the
original communication. A single whispered word can relay multiple sentences worth of warning, while a page of hasty scribbles bleeds with enough
information to fill a book. She may also perfectly convey things alien to the current medium – relaying sound through text, or smell through speech.
With Essence 3+, the Infernal can freely exclude certain characters or groups from understanding her full meaning.

ETHER-SCROLL INSCRIPTION
Cost: – (2m); Mins: Essence 2; Type: Permanent
Keywords: Obvious, Sorcerous
Duration: Permanent
Prerequisite Charms: Jewelled Tongue Translation
The world is a tapestry. Upon it, Elloge composes a body she will allow others to look upon. While this Charm’s prerequisite is active, the Exalt can cause her
words to fix themselves into the air, written as Sorcerous whispers. She dictates the style of this writing, and may choose to have it burn like a lightly-flaring
anima. It lasts for a day or until she wills it away, upon which it fades like words wiped from a chalk-board. Alternatively, she can write her words directly onto
any surface within (Essence) yards – such text is permanent, and appears to have been etched, daubed, etc, by mundane means.

The warlock can create these words silently if she wishes, but they appear at her usual writing speed, and pictographic traceries of Essence link them directly to
her. She can accelerate the process by spending motes – spending two motes allows her to produce up to (Linguistics) hours worth of writing as a
miscellaneous action, calligraphy seared into reality.

POETRY IN MOTION

Cost: 4m or 2m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Social
Duration: Instant (One scene)
Prerequisite Charms: Means to Meaning
A body is nothing but a clumsy hieroglyph. The Infernal's senses skin the world, causing colours and shapes to bleed into text and whispers of red-raw
meaning. This functions like the Solar Charm Sagacious Reading of Intent (Exalted, pp. 231), identifying the motives behind a given statement the Exalt reads
or hears. She reduces this Charm's cost by two motes when using it to target a character she has already "read" in this scene. However, she increases the
effective Appearance of such characters by one for each of their intimacies she is aware of, captivated by the rich beauty of their beating hearts.

A second purchase allows the Exalt to convince herself that an analyzed statement hides an uncurrent of hatred or disgust. This creates an intimacy of paranoid
suspicion as a self-directed Illusion, allowing her to perfectly parry the social attack regardless of its true intent. While the intimacy exists, the Exalt removes
the unexpected tag from any attack launched by that character, but the same Illusion is applied to all her attempts to divine their motives.

LIFE-DEFINING DIWANI DIVINATION


Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Poetry in Motion
Facts float across the surface of Elloge’s world, only barely associated with their physical anchors, a film of oil atop a cold and crimson lake. This Charm
further enhances Means to Meaning. If the Exalt knows a character’s name, she may use a roll to notice sensory details to acquire information that would
normally need an investigation into their circumstances. These are limited to facts core to the character’s purpose in this scene, or to their broader “character
concept”, and are conveyed to the player as trait ratings. A sensory roll to notice details about a young man could reveal that he is a prince (Influence 3), that he
is bankrupt (Resources 0), or that he is a skilled seducer (Charisma 4).

BETWEEN THE LINES


Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Poetry in Motion
The Sphere of Speech wears a semiotic mask, scabbing over her wounds with words. Others are not so fortunate. In her voyeurism, she denies them the
comforts of understatement and deflection. This Charm offers one of the following permanent enhancements to another Charm. The remaining upgrades can be
acquired at 4xp each.
Means to Meaning: The Exalt can commit an additional three motes to understand encoded, obscured and hidden communication as if it were clear. Injured
speakers, damaged writing, or ciphered exchanges are laid bare, supplementary captions crusting like scabs over the wounded communication. This Charm
cannot provide information that was never present, but can oppose the effects of Charms like Letter-Within-a-Letter Technique.

Poetry in Motion: The Exalt experiences the sentiment and memories within a statement as well as the motives behind it, the Essence behind the words
trickling into her senses. A drunken story of a battle directly relays an actual memory, while a passionate love letter lets her experience every fantasised caress.
This may provide details not explicitly included in the statement. Copied texts and relayed messages reveal the original sentiment and memory, but alterations
will noticeably “pollute” the text. In addition, the Exalt can now analyze an entire piece of recorded information (such as a book) with a single activation, as a
dramatic action taking the usual time needed to read it.

Jewelled Tongue Translation: The Exalt can clot something thick and stagnant in the depths of her own speech or writing, implicitly inviting listeners and
readers to drink deep. If they do so, they directly experience the ideas behind her words, just as described in the previous upgrade. The extent of this
synaesthetic script is dependant on the length of the Exalt's own communication, and the character may shake it off at any time.

BLEEDING INKWELL HEART


Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Poetry in Motion
As idioms would have it, the heart pumps passion as much as plasma. The Infernal’s veins swell with thickened blood, glyphs shimmering atop its surface like
oil on water. This grants her a special track of (Compassion) -0 health levels, which are bypassed by damage from characters she is familiar with (i.e. knows at
least one of their intimacies). These health levels vanish while her Compassion is suppressed, effectively filling with aggravated damage and provoking an
awful pang of heart-pain.

However, the Infernal no longer relates to characters whose intimacies she is totally unaware of through Compassion. She cannot naturally channel it to assist
them, and need not suppress it to harm them. Such folk seem flat and pathetic, their hearts as empty as her own.

VESSEL OF DESIRE
Cost: 3m (1m); Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant (Indefinite)
Prerequisite Charms: Poetry in Motion
Love and hate link the world like semiotic chains, fundamental forces of attraction and repulsion more pertinent to Elloge than gravity or magnetism. The Exalt
immediately deciphers the emotional nature of the relationship between any two characters she can perceive. If she wishes, she can reinterpret this relationship,
perceiving its “true” tenor beneath the protests of the participants. She may decide that a hateful rivalry conceals romantic tensions, or dismiss a deep
friendship as mere politeness – this is a self-directed, irresistible Illusion.

The Exalt can nominate herself the curator of up to (Essence) relationships at once, allowing her to freely and perfectly parry any influence which contradicts
the relationship’s nature (as she perceives it). She may also spend a point of Willpower to regain a Compassion channel whenever she witnesses an act that
affirms her belief in that bond. However, if she ends this commitment before it reaches a natural climax, she must roll her Compassion – every success inflicts
one Limit.

CALL THE MAD MUSE


Cost: – (20m); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Vessel of Desire
Elloge would sooner tear apart the world than her beloved unions. Her obsession rips holes of perfect size for a passing cupid. The Infernal may spend twenty
motes when in the presence of a character whose relationship she is curating, laying a Sorcerous blessing to ensure that they will always have help close at
hand. The next time that relationship (as understood by the Infernal) is placed in jeopardy, a First Circle Demon emerges into Creation somewhere nearby,
bound by the urge to resolve the immediate challenge to the relationship.

Any kind of demon can be called forth, according to the Storyteller’s judgement. Whatever its species, the demon is blessed with two additional Charms:
Melodious Diagnostic Report, allowing it to detect and devise a resolution to the relationship's current challenge, and Shapeshift, allowing it to take forms that
blend in or facilitate its plan.

The Infernal is vaguely aware of any demon conjured in this manner, but can only command them within the boundaries of their urge to assist the relationship.
Once the problem that called them forth has been resolved, the demon remains in Creation, unbound – though it is not permitted to assail the relationship it
aided.

SEDUCTIVE SONNET SERENADE


Cost: 8m; Mins: Essence 3; Type: Simple or Simple (Dramatic Action)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Vessel of Desire
Elloge’s heart bleeds, a great gaping wound that leaves it open to infection and infatuation. The titan is in love with love, and finds her passion unrequited. This
Charm works the same way as the Solar Charm Flawless Brush Discipline (Exalted, pp. 232). However, it can only induce love for other characters, not the
Infernal herself.

However, the Infernal can infect another character with feverish romance by using this Charm as a dramatic action, spending a few minutes directly advising
them, or an hour dropping subtler hints. They benefit from this Charm’s effects on their next sincere attempt (written or otherwise) to seduce or woo another
character.

READ INTO THINGS


Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Shaping, Sorcerous, Touch
Duration: One scene
Prerequisite Charms: Means to Meaning
The world dissolves within the Sphere of Speech. Her perception of things is inseparable from their true bodies, and so architecture becomes alphabet, rivers
run with runes, and legions march into logos. The Infernal touches any object, dissolving it into an incorporeal structure of alphabet and intonation, indistinct
from the world in her mind. As normal, object-sized sections of greater structures are valid targets, and a group of small linked items may be classed as a single
object at the Storyteller’s discretion (Exalted, pp. 213). The Exalt may end this Charm whenever she wishes, and cannot use it in response to an attack.

Attempts to examine the object receive one automatic success and ignore penalties from physical obstructions, its inner workings laid bare for all to read. The
Infernal may choose to interact with this object as though it were material. She receives the same benefits when doing so and also ignores soak, as her
interactions function by directly “editing” the target’s physical-symbolic structure. Destroyed objects leave no debris save an echo.

ANIMA-ADJECTIVE AFFECTATION
Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Read into Things
Nothing that needs a name was ever more than a notion. This Charm enhances its prerequisite, allowing the Exalt to affect living characters as well. This
version of the Charm lasts only one tick, and affects all of the target’s worn or held possessions, but otherwise functions as normal. Characters who die under
this effect permanently dissolve into raw semiotics, whispers dispersing into the echoing corners of existence. Spirits killed in this fashion cannot reincarnate,
though Exaltations defy complete description and so continue to produce sequels.

WISTFUL WOUNDS REINTERPRETATION


Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Read into Things
The Exalt deconstructs an offensive, diverting aggressive intent into tides of text and errant whispers. This Charm provides a perfect soak against a single
physical attack or similar effect, reducing the final damage to zero as blows strike with all the force of a metaphor. This Charm suffers from the Imperfection of
the Sphere of Speech.

A second purchase at Essence 4+ allows the Exalt to spend two extra motes to select a single descriptor applying to the attack, no broader than a single
specialty – it should focus on the nature of the attack or attacker, not the environment. For the rest of the tick, the Infernal perfectly soaks all attacks suited to
that descriptor. At Essence 5+ the Exalt can extend this to a full action, as an Ichor effect.

IMPERFECTION OF THE SPHERE OF SPEECH


Elloge’s heart is a wounded and broken thing, the last symptom of the creative energies that were hacked away from her. So she hides it, terrified of the empty
and meritless hollow within. Charms with this Imperfection suffer a one-mote surcharge for every one of the Infernal’s intimacies that the attacker is aware of.
While her player is aware of this surcharge, it does not alert the warlock herself to characters that know her better than she thinks.

LIVING DOCUMENT ABSORPTION


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, Sorcerous, Touch
Duration: Indefinite
Prerequisite Charms: Read into Things
Words are living things, pinned like butterflies to the page. This Charm can target something the Exalt has rendered immaterial through its prerequisite,
condensing its semiotic structure into a Sorcerous glyph which she marks onto another surface. The target disappears, becoming a tattoo on the Infernal’s skin,
a pictogram on an empty scroll, or a sigil on the stone floor. This frozen rune can be deciphered with an (Intelligence + Linguistics) roll at difficulty 3, which
conveys the nature of the thing within. Characters targeted in this way must be willing or incapacitated, but cannot escape on their own; they simply dream the
story of their own life. In effect, they are Elsewhere.

The Infernal can release the seal with a touch, causing the target to be enunciated into a material state. Others must either destroy the glyph (which may not be
possible, depending on the medium used), or apply countermagic based on the Exalt’s Essence at the time of sealing. Destroying the rune inflicts the same
amount of damage on the released target – burning a sealing scroll would inflict one interval of bonfire damage, for instance (Exalted, pp. 131).

STICKS AND STONES ELOCUTION


Cost: 2-10m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: One scene
Prerequisite Charms: Read Into Things
Elloge does not recognize the line between description and reality. Words can wound, and metaphors can mend. The Infernal describes a mundane object she is
familiar with, spending motes equal to twice its Resources value as she shapes raw Essence into a structure of adjectives, causing it to appear in her possession.
It is obviously an unreal construct, formed from universal glyphs and whispers rather than wood or metal, but it functions normally.

The Exalt may instead scribe these glyphs onto an existing object – doing so requires the ability to actually write on the object, but alters its capabilities to
perfectly match the described object as a Shaping effect. If someone else owns the object, this Charm requires a (Charisma + Linguistics) roll at a difficulty of
the owner’s Essence.
MIND’S EYE EVOCATION
Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Sticks and Stones Elocution
Such is Elloge’s deft illustration that observers willingly fill in any blanks. This Charm enhances its prerequisite, allowing the Infernal to forge realistic copies
of existing objects by smudging her glyphs into an Illusion. This can only be rejected by spending two points of Willpower. Sorcerous senses pierce the forgery
automatically, seeing only raw description. The Exalt can recreate magical objects with this Charm, though their actual abilities are limited to their closest
mundane counterpart. Disguising an existing object requires that they share the same basic structure, and allows the Exalt to retain the original’s traits, applying
only the Illusion.

In addition, the Infernal may use Sticks and Stones Elocution without the Sorcerous keyword or mote cost if some written or drawn description of the object
she is trying to create already exists within (Essence) yards, causing it to peel away into her hands.

UNSEEN AUTHOR ASSUMPTION


Cost: 3m; Mins: Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
How bright and sweaty the lights, how curious and dreadful the crowd! Those who expose themselves to are fools. Better by far to stay backstage, to control
unseen through direction and script. This Charm is identical to the Solar Charm Easily-Overlooked Presence Method (Exalted, pp. 230). As with the original
Charm, superhuman senses do not provide situational modifiers – the Exalt slides beneath attention unless it is drawn to her, so improved perception does little
to defeat the Charm.

BEHIND THE ROLE


Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Ichor, Illusion
Duration: Indefinite
Prerequisite Charms: Unseen Author Assumption
The great and good are to be admired from a distance – Elloge prefers an unobserved vantage. The Exalt chokes out a bleeding word, a shameful and
insignificant part of herself which she smears onto an object in her possession. While she openly bears this prop, she is considered to be playing a specific,
appropriate role – whether a servant, a soldier, or a sage. This works like Unseen Author Assumption, except that instead of ignoring her, others perceive her as
an unremarkable example of her role. They can notice physical details, but dismiss her (and her prop) as part of the crowd. Specific context – such as a
soldier’s nation – can be chosen on activation, or left up to interpretation.

The only situational modifiers that apply to this Charm are actions that would be judged unusual behaviour for the role. An emperor, therefore, would be an
impossible role except in a situation that rendered rulers unremarkable, while joining battle would not disrupt a military role unless the Infernal fought with
impressive skill.

A second purchase allows the Infernal to create props for other characters. The Illusion applies regardless of whether they are aware of the prop’s significance,
but it dissolves once they discard it, ending the Charm.

LONELY LOVER HESYCHASM


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Behind the Role
Elloge's soul stirs at the caress of worlds she cannot visit, but nonetheless knows intimately. This Charm grants the Infernal an additional peripheral pool
capable of holding ten motes. She can only respire motes into this pool while she in the company of another character she is familiar with (i.e. she knows at
least one of their intimacies). However, she cannot access this pool while being actively observed. No Infernal can possess more than (Essence) additional mote
pools granted by Charms such as this.

TEARS AND ROSES


Cost: 2m; Mins: Essence 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Behind the Role
He Who Bleeds the Unknown Word tasted death at the hands of the Exalted Host. Elloge flinches from such an absolute fate, sacrificing integrity for survival.
The Exalt activates this Charm after being struck by an attack, leaving an illusory corpse in her wake as she reappears (Manipulation + Essence + Temperance)
yards away. Her double chokes out a bloody gasp (and perhaps a few dramatic last words) before expiring, and only spending two points of Willpower allows
observers to see it for the hollow, glass-eyed creature it is.

If the Infernal already has Behind the Role active, this Charm allows her to select a new role, and drapes the old Illusion over her false corpse. If she does not,
it reflexively and automatically activates at the usual cost. In either case she may instantly create a new prop from her false corpse’s blood as she departs.

CASTING COVETED CROWNS


Cost: 8m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Ichor, Illusion
Duration: Instant
Prerequisite Charms: Behind the Role
An author works invisibly, her scarred fingers and bleeding lips devising characters more complete than she could ever be. The Infernal targets a character
within (Essence) yards with at least one intimacy she is aware of, constructing a heroic role inspired by that intimacy – love for Nellens Siviri might translate
into a role of “Nellens Siviri’s star-crossed lover” or “peerless paramour”, regardless of its true context. She then makes an unblockable and unnatural social
attack with (Manipulation + Lore + Essence). This does not require actual communication – she spools out an invisible vein of idyll, transfusing her
expectations directly.

If this roll overcomes the target’s Dodge MDV, they must spend three points of Willpower to reject it – thus becoming immune for a day – or else find their
passions poisoned by heroic humour, warping the intimacy to match the chosen role. Either way, the warlock herself immediately gains an intimacy toward
seeing her target fulfill that role. While the warlock observes her chosen hero (or they are both present in the same scene) both these intimacies are enchanted.
They are inviolate, and modify stunts and MDVs as though they were the character’s Motivation.

PUPPETS ON HEARTSTRINGS
Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Casting Coveted Crowns
Heroes stride virtuously into the depths of adventure, blind to the tales that spin around them like a spider’s web. The chosen hero’s role now overpowers their
Virtues – they do not need to suppress them when acting in line with their enchanted intimacy, their gut instincts warped by the self-justification of a true
protagonist. The warlock may always channel Compassion to assist their enchanted intimacy, regardless of the nature of the task at hand.

However, social attacks which play off the chosen hero’s enchanted intimacy are now considered unnatural mental influence, and intimacies which directly
conflict with their enchanted intimacy require only a single scene’s worth of interaction to remove or appropriately alter. The Infernal’s mental influence pumps
ever-faster through the veins of the chosen hero’s psyche, halving their MDV when she is the one exploiting the enchanted intimacy.
STICK TO THE SCRIPT
Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: Servitude, Training
Duration: Permanent
Prerequisite Charms: Casting Coveted Crowns
Warm depths are distilled from the heart’s blood of great heroes, and the cardboard crowd applauds. While the chosen hero has an enchanted intimacy, other
characters with an MDV lower than their (Appearance + Presence + Infernal’s Essence) are subconsciously driven to treat them appropriately to their role.
Spending one point of Willpower allows a character to ignore all examples of this unnatural Servitude effect for one day.

In addition, the target’s enchanted intimacy provides them with (Infernal’s Essence) free temporary specialty dots, appropriate to their role. The Infernal may
reassign these dots at the start of any scene, but they are subject to the usual limits on applying specialty dice, and only available while the intimacy is
enchanted. The target treats time spent with an enchanted intimacy as time spent receiving tutelage in any trait suitable to their role.

HERO’S TREASURE SHINTAI


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Form-type, Ichor, Sorcerous, Touch
Duration: Indefinite
Prerequisite Charms: Casting Coveted Crowns
The Infernal’s flesh creeps with secret glyphs that describe the great, imaginary treasure she wishes her soul could be, sentences that bind tight to contort and
compact her body. This disturbing transformation takes but a moment, banishing all her possessions to Elsewhere as she becomes a hellforged wonder (Manual
of Exalted Power: Infernals, pp 196) – a demon mask, a golden ring, an impossible gemstone – with an armoured soak of 30B/L.

The details of her relic-body vary with every activation, but it always bears a hellish aspect that can be deduced with a difficulty 3 (Intelligence + Occult) roll –
if the observer is familiar with the Exalt’s anima, they may also link it directly to her. The Infernal’s hellforged form is an ornament for true heroes, and so
cannot include any facility for independent operation – she cannot become an animate statue, for example. Normally, this will prevent her from moving without
assistance or dramatic coincidence. She retains access to all her motes and Charms, and may use the former to help pay for her “artifact powers” – though this
Charm instantly ends if her anima flares.

The artifact has no conventional powers – instead, it has an effective Sapience rating of (Essence), which offers access to an appropriate number of the Exalt’s
non-Excellency Yozi Charms, chosen upon activation. These may include permanent Charms, though their effects must clearly stem from the artifact itself, and
they cannot provide new mote pools. The Exalt can give their artifact-body the traits of a “generic” artifact weapon or suit of armour, though this does not offer
magical material bonuses and costs a number of Charm slots equal to the tool’s rating.

This hellforged wonder can only be owned by one of the Infernal’s chosen heroes, who can attune it instantly and with no mote cost. Its Urge is identical to the
role devised by the Infernal, who may replace any botches with an unexpected social attack of her design, with double the usual Willpower cost for resistance.

FIGMENTS FOR FRIENDS


Cost: 1m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Ichor, Obvious, Sorcerous
Duration: One day
Prerequisite Charms: Behind the Role
Elloge imagines great populations swirling within herself. They drip from her thoughts into an overcomplicated reality. The Infernal infuses a word into a
droplet of blood, which sketches itself into an approximately human character from her imagination. This figment is assigned a prop (which may qualify as
basic equipment) and role as described in this Charm’s prerequisite, and constantly benefits from its effects. The Infernal can imbue these figments with
individual histories if she wishes, but they are untroubled by existential crises (and clad in appropriate but non-descript clothing). Attempting to create a
figment that mimics a real character will always produce an obviously flawed resemblance; Elloge’s imagination is a distorting lens.

Figments are mortal extras with no actual traits – just a dice pool of (Infernal’s Linguistics) for any action appropriate to their role. They are creatures of
darkness and natives of Malfeas with no free will or real personality, which obey the Infernal’s orders like bound demons, but otherwise just act out their role.
They cannot really understand concepts unrelated to their role, and attempts to turn them directly against it are unacceptable orders.

Separating it from its prop causes it to instantly die, dissolving into a thin, coloured ichor. The same happens if they are targeted with countermagic or a
banishing spell. Emerald Countermagic can eliminate up to (caster’s Essence) Figments at a time, while Sapphire Countermagic can target a Magnitude of
(caster’s Essence ÷ 2), and Adamant Countermagic dispels twice that many.

COMPOSING THE CAST


Cost: – ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Figments for Friends
What a lurid array of characters dance in the mind of the Minstrel Echo! How hollow they are, behind the blank mask and catchphrase. Learning this Charm
provides the Infernal with two of the following enhancements – further enhancements can be acquired at 4xp each.
• Backstory Burgeons: Vaguely-imagined personal histories allow figments to apply half their usual dice pool on tasks outside of their normal role,
rounded down. Actions totally inappropriate to their role are still unacceptable.
• Copious Crowds: The Infernal may conjure multiple figments in a single activation, by spending an additional mote for each figment. A group of
figments gathered in the same place at Magnitude 4 or greater acts as a consistent Blasphemy with a rating of (Magnitude - 1).
• Enduring Epic: Each figment now lasts for up to (Essence) days, though the Exalt may freely dismiss them.
• Invented Imposters: Figments may mimic an existing character more closely, though only equivalent to a disguise roll with (Manipulation ÷ 2)
successes, rounded down.
• Minor Monsters: Figments can bear up to (Essence) dots of mutations. If this would be sufficient to model an inhuman form, the Exalt can create
non-human figments with an appropriate role, e.g. Claws, Fur, and Four Legs for a dog-figment.
• Pithy Persona: Figments may possess a single Virtue with an effective rating of one. They freely and automatically channel this Virtue on any roll
which supports it, but cannot act against it.
• Simpering Sidekicks: The Infernal may create a figment that itself acts as a prop for the purposes of Behind the Role – a noble is a suitable “prop”
for a butler, while a horse works as a “prop” for a knight.

UNSPOKEN TENOR TRANSFUSION


Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Ichor, Illusion, Social
Duration: Instant
Prerequisite Charms: Unseen Author Assumption
Words are the skin beneath which true meaning pulses and flows. The Infernal activates this Charm in response to witnessing some form of social interaction,
drowning the original intent in the coldblood of her own ichor. She immediately rolls a silent Manipulation-based social attack applied against one of the
participants. If it overcomes their MDV, they consider the Infernal’s social attack to be the real intent behind the speaker’s words, bleeding out from beneath
their phrasing. This allows them to perfectly dodge any other social attack that might have been communicated.

If the target rejects the social attack, they may spend a further three points of Willpower to overcome this unnatural Illusion. This cost lowers by one if the false
influence is totally unrelated to the original social context. The warlock may use Performance to make her social attack, in which case other witnesses are also
affected by the Illusion (but not the hidden social attack). This also lowers the Willpower cost to resist the Illusion by one.

UNTHINKING WORLD’S WHISPER


Cost: – (+2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unspoken Tenor Transfusion
We do not see the world around us – only our own interpretations. Elloge clots the hidden truths that flow beneath our perception, bringing them inevitably to
the fore. The Infernal can use Unspoken Tenor Transfusion even when no social interaction is taking place. This applies a two-mote surcharge, and conveys the
social attack through the ambience of the world. Perhaps the character overhears a conversation relevant to their own thoughts, or witnesses a coincidental but
suggestive sequence of events. The incidental nature of this influence reduces the Willpower cost to see through the Illusion by one.

UNWRITTEN INK’S INTENT


Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Ichor
Duration: Instant
Prerequisite Charms: Unspoken Tenor Transfusion
Words are symbols, used to keep true meaning at a safe distance. This Charm functions identically to the Solar Charm Letter-Within-a-Letter Technique
(Exalted, pp. 232), except that the warlock can target writing other than her own. She wipes a complete text with a hand that suddenly, painfully weeps cooled
blood, soaking her own message deep into the page and impregnating the echoing, empty spaces between lines.

UNFIRED SURROGATE SHOT


Cost: 3m (+1wp); Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Ichor, Shaping
Duration: Instant
Prerequisite Charms: Unspoken Tenor Transfusion
The worlds within the Minstrel Echo contain all the detail they need. Why waste breath on a firewand placed above a mantle, if it is never to be fired? The
Exalt intoxicates the world with the passions of her blood, causing it to lash out with an attack against another character. This attack uses a dice pool of
(Manipulation + Presence), and manifests through dangerous happenstance in the scenery; a runaway horse, a poorly-sealed barrel of firepowder, a drunken
extra, and so on. The specifics are determined by the attacker’s stunt, which also governs whether the attack’s base damage is (Charisma)L or (Charisma x 2)B.

This attack has a range of (Willpower + Essence) yards, though the Exalt can spend one Willpower to measure from the bearer of an enchanted intimacy
created by Casting Coveted Crowns. Sorcerous senses can detect the attack’s unnatural nature, and even trace it back to the Infernal if she is within line of
sight, but otherwise the attack seems purely coincidental (reasonable suspicion aside).

As a result, the attack can always be made as though from stealth, giving the target only a (Wits + Awareness) roll to avoid the unexpected tag. This roll is
difficulty 3, though it increases (maximum 5) if the Storyteller deems the attack’s stunt to have made good use of existing dangerous elements in the scene, and
decreases if it was unlikely or out of place – the hairs on the back of the victim’s neck stand up in response to such blatant Shaping.

ENDLESS ECHOES
Cost: 4m (+1wp); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: One action
Prerequisite Charms: Unseen Author Assumption
When reality becomes too much, Elloge retreats into havens of memory. The Infernal’s eyes glaze over as she enters a sleep-like trance for an action (she may
remain standing) and relives a full scene’s worth of memories in the form of synaesthetic self-narration and illustrative adjectives. This perfect recollection
costs an additional point of Willpower if the memory casts the Exalt in a poor light, but it allows her to make rolls to notice details she had missed, study skills
closely enough to count as training, and roll-off against memory-altering magic. She may also edit her recollection of the scene in any way she pleases, as a
self-directed and unacknowledged Illusion.

While in this trance, the warlock is subconsciously aware of anything that would normally wake her from sleep, and may end the Charm early at any point,
letting the entire recollection slip away. This Charm functions while inactive.

SELF-SYNONYM FUTILITY
Cost: 5m; Mins: Essence 2; Type: Simple (dramatic action)
Keywords: Combo-OK, Illusion
Duration: One day
Prerequisite Charms: Endless Echoes
At times, Elloge dreams herself perfect. A shame that it is a lie. The Exalt exposes a wet and dripping truth just long enough to let it scab over into a falsehood.
Over the course of approximately a minute, the Exalt constructs a fake persona with a Motivation derived from one of her intimacies. This fake persona has its
own personality, intimacies and memories, leaving the Exalt only distantly aware of her true self. Her other traits (including Virtues) do not change, but she can
suppress (or only unconsciously make use of) skills and powers that do not suit her new identity. This identity counts as a separate character for the purposes of
Elloge Charms.

The Exalt’s delusion can only be pierced by specialized magic, which requires a roll-off to which she adds (Essence) automatic successes. However, if her
persona is recognized as false it immediately gains the Ichor keyword, costing her a level of bashing damage and causing her to bleed (Exalted, pp. 151), an
affliction that cannot be stemmed until she deactivates the Charm.

NAMES LIKE MASKS


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Self-Synonym Futility
In a world of danger and bloody scars, who would not wish to be invincible? The Exalt develops an index of (Temperance) different personas that she can
reflexively adopt at the usual cost. Any attempt to reveal her true identity or values suffers an external penalty of -(Temperance), including roll-offs, regardless
of whether she has adopted a false persona or not. She applies the committed cost of Self-Synonym Futility as a discount against any non-instant disguise
Charms used to maintain her false identity. She may abandon and replace a stored persona by emptying her Willpower pool after a day’s meditation and
inspiration.

However, the Exalt must now roll Temperance in order to directly, personally interact with another character in her “true” persona, as though it conflicted with
that Virtue. Lunar mates do not count for this purpose.

LIVING LIBRARY MEDITATION


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Endless Echoes
Dreams are too much like life – impossible to control, eager to surprise. Elloge shelters herself from such phantasms within well-trodden miseries. The Infernal
constructs a world in the echoing hollows of her heart, an imaginary archive of abstracted description equivalent in size to a sanctum with a rating of (Essence).
She no longer dreams, but instead mentally visits this archive when unconscious or meditating, allowing her to freely revisit her memories as though using this
Charm’s prerequisite, wandering down sentence-corridors, entering vast vaulted chapters, or watching biographical works played out by puppets of poetry. The
Infernal may alter the pace of time within this mind-space by a factor of up to (Lore), allowing time to dwell and linger like an eye on a page.

As she no longer dreams, the Infernal cannot regain Willpower from sleeping. She is, however, immune to magic that would interfere with her “sleep” –
dream-visions and visitors are translated into forms appropriate to her mind-manse, and may be freely identified and rejected.

ATHENAEUM OF INNER ISOLATION

Cost: – ; Mins: Essence 3; Type: Permanent


Keywords: Ichor

Duration: Permanent

Prerequisite Charms: Living Library Meditation


The Hermit Within Herself lurks in inner worlds of fantasy, meditating on self-indulgent truths. The Exalt’s archive is sculpted into Elsewhere as a real place,
within which no distinction is made between immaterial and material. Its features are represented as manse powers, as though it were an Elloge-aspected
manse worth (Essence) dots. It immediately restores damage or expended resources, but characters cannot derive real nutrition from transcribed food, and its
resources denature into raw description outside. The Infernal can redesign this manse with a day’s meditation, and can physically interact with it while perusing
it through Living Library Meditation. She may roll Temperance at the end of every hour she spends alone there; success grants her one Willpower.

Alternatively, she can spend five motes and one minute to construct a gateway of bloody Sorcerous glyphs as an Ichor effect. Only one such gateway can exist
at a time, and it functions like a sanctum entrance. Other characters can pass through with sanctum-breaching magic or the Exalt’s permission, but dispelling it
(or killing her) ejects all characters with only one action’s warning. Those within the archive temporarily dissolve into a form of pure information, so they
count as descriptions of themselves for Elloge Charms.

The Exalt can transfer small objects (i.e. those she can carry in one normal hand) she owns into the archive as a Ichor Touch effect, converting them into
metaphor. This is a miscellaneous action, which waives the Ichor keyword if the target has been rendered immaterial by Elloge Charms.

SIDEBAR: SILENCE IN THE LIBRARY


Manses aspected toward Elloge favour the same features as all Primordials – Living Manse, Sentient, Ability Enlightenment, Sorcerous Feedback
of all Circles, and Wyld Revocation that evokes the world-body of that titan. Specifically, her manses also favour Password Activations, Archive,
Mela’s Sweet Whisper, and the Greater Veil of Shadows. Inscriptions, symbols and glyphs are required to properly channel her power through a
manse, carved into its walls, stitched into tapestry, or built into the very blueprints. Among other quirks, the same designs that lend themselves to
acoustics are also useful for harmonising Ellogiac essence with a physical structure.

NARRATOR’S LOVING EYE


Cost: 6m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Ichor, Sorcerous, Touch
Duration: Indefinite
Prerequisite Charms: Endless Echoes
What are words, if not a means of enjoying another’s point of view? The Minstrel Echo greedily devours such voyeuristic opportunities. The Exalt touches
another character, her ichor soaking into their soul as a Sorcerous stain. While this literally sympathetic link exists the Infernal may use Endless Echoes to
monitor her subject, falling into a trance in which she continuously observes their current situation. This uses their vantage point, but her own senses - as such,
she may "look" in different directions than they are, or enhance her observation with Charms. Magic that blocks scrying provokes a roll-off, with failure
suppressing this Charm for the scene.

With Essence 3+, the Infernal can "rewind" to observe events she missed, rifling through the subject's memories as though they were her own. She cannot
observe events that took place while this Charm was inactive.

Man, I love Elloge. So. Damn. Much. Can't tell you why, but I do.

I've always intended to make an Elloge charmset at some point (most of the ones I've
found leave me wanting), but I've never really had the time or motivation to do so.

So instead, as 3e looms, I'll post some charms for my favorite Primordials... while
character can still take them.

Insignificant Injury Ignorance


Cost: – (2m, 1wp); Mins: Elloge 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wounds Unforgiven
A hero is never brought low by insignificant blows; the sword-blows from a mere bit player
never scar.
Upon learning this Charm, the Infernal is immune to all Crippling effects derived from a source
they do not have an Intimacy towards; only their loved ones and their hated enemies can truly
harm them.

At Essence 3, this Charm automatically upgrades; the Infernal may negate Crippling effects
from sources they do have Intimacies towards; this costs 2m, 1wp, and gives the Infernal a
cosmetic mutation representing the attempted effect. This Mutation is considered a Wound for
the purposes of charms with the Wound keyword.

Additionally, it may be Repurchased at Essence 3; doing so allows the Infernal to pick a


cosmetic mutation that metaphorically represents the injury they received. These Mutations
are not necessarily even a part of the Infernal; a lacerated throat might become a red silk
ribbon worn around the neck, and a punctured eye might become an eye-patch. Doing so
alters the false Intimacy created by Wounds Unforgiven from (Disgust) to (Pride).

One thing that always stuck with me about Elloge is that I've seen several stories and such
where He Who Bleeds The Unknown Word's Fetich-death is described as castration. And
then there is the fact that, in many works of fiction, heroes don't have scars that don't mean
something. Ergo, a way to only have significant scars.

You might also notice the Wound keyword; it stems from one of her root charms, Wounds
Unforgiven. I'll write it up in a little bit, but basically it gives you both a boost and a drawback
for being subject to Crippling or Sickness effects.

88888888888888888888888888888888888888888888

Hegra
First Hegra Excellency

The Typhoon of Nightmares is tempestuous, carried by winds of desire and want. In her indulgence, she grants fleeting gifts that leave behind

emptiness and hopeless addiction. However, when her mood shifts, she is as capable of sadistic violence as she is of reckless abandon. The

works of Hegra are inherently temporary, as she only leaves ruin in her wake.

Hegra plays with illusion, creating worlds of dreams in which to enrapture those foolish or unfortunate enough to be dragged into her eternal

bacchanalia. She is impulsive and ephemeral, shifting between a spectrum of emotions, but cannot abide stillness or constancy. The Typhoon of
Nightmares lacks restraint, ignoring or destroying all obstacles to her current fascination.

This Excellency may be used on any action to understand or influence emotions and desires, or to bring said desires to fruition. It may also be

used to deceive or create false perception, or to influence politics or trade. It cannot, however, bring lasting satisfaction, nor create anything of

true permanence.
Imperfection of the Typhoon of Nightmares

Hegra can withstand happiness and sorrow, pain and pleasure. What she cannot stand is stillness or waiting, and certainly not the drudgery of
patience and planning. An Infernal may not use any Charm with this Imperfection if he took a Guard, Aim, Defend Other or Blockade Movement
action on his last action tick, or if he organized a coordinated attack.

Hegran Urge (The Urge to Indulge)

Hegra will reconquer Creation the way she has done everything else: by compelling people to do as they desire, to grant them their every wish
and then drown them in sensation and want. By the time she is done, all the world will gasp out for her, begging for a single taste of her sweet
poison... and then the gates will swing open, and the Typhoon of Nightmares will spill out, ready to give and give and give.

The Hegran Urge compels an Infernal to seek out and satisfy unfulfilled desires, for love and money and violence and everything in between.
While fulfilling her own desires are important, they are secondary to the deluge that will bring the world closer to Hegra.

Examples include:

• Bring the long-lasting conflict between Halta and the Haslanti League to a satisfying climax.
• Reduce the price of drugs so anyone can afford to get high if they want.
• Encourage a Prince of the Earth to consummate his love with his sister, no matter the consequences.
• Create a popular movement to end the taboo of public sex across the Blessed Isle.
• Tempt the Mouth of Peace into contradicting her vows.

Hegran Torment

Once an Infernal with a Hegran Urge reaches ten Limit, he undergoes this Limit Break, which causes him to lose the ability to enjoy anything.
Sex becomes merely frustrating and painful; drugs have no high, but do have a withdrawal; other, more mundane pleasures no longer make the
Infernal happy. For the next (Essence) days, the Infernal loses the ability to regain willpower through mundane means (including normal stunts,
but not from stunts enhanced by (Yozi) Mythos Exultant), and loses any bonus to MDVs granted by Motivation or positive Intimacies.

Act of Villainy: Siren Song Acknowledgement

Hegra appreciates honesty, especially honesty with oneself, and admires those who do what they want in spite of possible consequences. To
utilize this Act of Villainy, the Infernal must publicly (in a written note that anyone can read or in a speech) declare to his allies that he is about to
undertake an action they consider foolhardy, dangerous or nearly impossible... and that he intends to do it anyway, in spite of the known risks.
After doing this, the Infernal may roll his Valor and subtract a point of Limit for each success gained on the roll. This Act of Villainy may only be
taken advantage of once per session.

Hegra Mythos Exultant

Hegra’s glory brings only the desire for more. Whenever an Infernal with this Charm performs a stunt that resonates with the First Hegra
Excellency, he may add his stunt rating as bonus dice to the next non-reflexive rolled action he takes that scene, in addition to the standard
stunt bonus. Dice added to an action in this way counts as dice gained from Charms.
Sorcerous Initiation of Hegra

Hegra’s magic is meant to satisfy or create desire, such that they continue to flock back to Hegra. Any spell which directly satisfies or creates
immediate physical need, such as Food From the Aerial Table, Ivory Orchid Pavillion or Mirage of Protective Shelter, receives a discount of ten
motes and one willpower (to a minimum of zero). However, Hegra can never create lasting joy, and any spell that has a long-term or permanent
effect, such as Benediction of Archgenesis or Threefold Binding of the Heart, is beyond the scope of Hegra’s power.

Ascendancy Mantle of Hegra

The Typhoon of Nightmares draws power from instability. Increase all limit gains from all sources by one while an Infernal benefits from this
Charm.

Ecstatic Erudition Insight


Cost: -, Mins: Essence 2
Type: Permanent
Keywords: Emotion, Social
Duration: Permanent
Prerequisites: None

Hegra is a being of desire, both within and without. Upon taking this Charm, an Infernal becomes much more skilled at understanding
the desires of others, adding his permanent Essence in bonus dice to any roll used to discern or exploit the desires of others. In
addition, he becomes much more focused towards fulfilling his own whims, negating the Appearance modifier of any social attack that
attempts to convince the Infernal to go against his desires.

However, there is a drawback: this focus on desire makes the Infernal incredibly unstable, flitting from one whimsy to the next.
Whenever someone makes a social attack against the Infernal that attempts to influence his emotional state (including all social
attacks enhanced by Charms with an Emotion effect), he subtracts his permanent Essence from the dice pool used to calculate his
MDV against that attack. This penalty does not apply to any attack that is attempting to change the Infernal’s opinion, his perception or
any other aspect of his mind, only his emotional state. In the event that a social attack alters the Infernal’s emotional state in addition
to other effects, this penalty only applies in cases where the emotional effect is the central aspect of the social attack (as determined
by the ST).

Poisonous Euphoric Panacea


Cost: 4m, Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Compulsion, Emotion, Poison, Touch
Duration: Instant
Prerequisites: Ecstatic Erudition Insight

Some people just want to escape from the pain of the real world. Hegra kindly provides. This Charm creates a single dose of a
poisonous drug (the statistics of which are listed below). This poison may be excreted from any surface on the Infernal’s body, or
given along with contact with some of the Infernal’s bodily fluids (such as sweat, saliva, blood, or other, less hygienic fluids); either
case requires a successful attack of (Dexterity + Martial Arts) to administer the drug. It may also be used to coat a weapon, such as a
sword or an arrow, although a single activation of this Charm only produces a single dose.
In addition to its other effects, this poison creates a feeling of well-being; the Penalty created by this Charm is a result of intense
euphoria and realistic hallucinations. Thus, a character under the influence of this charm reduces his wound penalties by the Penalty
rating of the poison created by this Charm, to a minimum of 0.

Note that the poison of this Charm is incredibly addictive; after the effects of this Charm end, the character must roll (Stamina +
Resistance) at a difficulty of the poison’s Toxicity to avoid becoming addicted, gaining an Intimacy of addiction towards the Infernal
that provided the poison in the first place. If they become addicted, they suffer a Compulsion to seek out the Infernal to provide the
drug; failure to do so within (10 - Essence) days results in withdrawal, causing the addict to experience terrible nightmares, eliminating
his ability to regain willpower through sleep until he can receive a new dose. This addiction can only be cured by a successful
Intelligence + Medicine roll against a difficulty of the Infernal’s Essence; the interval for this roll is one week. Otherwise, the withdrawal
period ends after (Essence) weeks.

Normally, Hegra’s toxin becomes inert after (Willpower) ticks if not ingested or administered via touch, taking on the appearance of
water with a polychromatic mix of dyes. If ingested after becoming inert, it has no effect beyond what ingesting an equivalent amount
of purified water would have, though it has a slightly sweet and sour taste.

Hegra’s Toxin: Damage: (Medicine)B*/action, Toxicity: (Essence), Tolerance 0, Penalty: (Essence)

*Note: Hegra’s toxin can never hurt someone past its Incapacitated health level.

Indulgent Storm Stance


Cost: 8m, 1 wp, Mins: Essence 3
Type: Simple
Keywords: Compulsion, Emotion, Obvious, Poison
Duration: (Essence) actions
Prerequisites: Poisonous Euphoric Panacea

To stand in the wake of the Typhoon of Nightmares is to be drowned in agonizing wonder. This Charm creates a weather phenomena
extending (Resistance) x 10 yards away from the Infernal, usually in the form of rain, mist, or snow, but which must be able to carry
water in some fashion. This weather will inadvertently be of a variety of colors stretching across the light spectrum, as it is consisted
entirely of Hegra’s toxin (as described under Poisonous Euphoric Panacea), and always follows the Infernal with himself at the center.
This weather will occur even indoors, appearing to come from any ceiling or roof that may exist.

Anyone who is in the area affected by this Charm, or who enters the area while the Charm is in effect, must roll to resist Hegra’s toxin
each action that they remain in the affected area. This Charm has no effect on the Infernal who activates it, nor on anyone who is
already under the influence of Hegra’s toxin.

At Essence 5+, the area of effect of this Charm automatically upgrades to (Resistance) x 100 yards away. At Essence 7+, the area
upgrades once again to (Resistance) miles, and at Essence 9+ the area of effect upgrades to (Resistance) x 100 miles.

Edifice of the Typhoon


Cost: - (+2m), Mins: Essence 4
Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisites: Indulgent Storm Stance, Shuttered Tempest Eye

Hegra cannot be everywhere at once. However, she is kind enough to leave fleeting gifts for those she leaves behind. This Charm
permanently upgrades its prerequisite; by paying an additional two motes when activating Indulgent Storm Stance, he may designate
a center of the storm besides himself, which must be within the Infernal’s line of sight at the time of activation, and which must be
within (Essence x 10) yards. Doing so makes the activation of this Charm Sorcerous.

If enhanced in this way, the designated target, which may be a stationary point or a particular object, becomes the center of the
weather phenomenon created by Indulgent Storm Stance. Sentient creatures targeted by this Charm may resist with a contested
(Stamina + Resistance) roll against the Infernal, with the Infernal adding his permanent Essence in bonus successes. If successfully
resisted, the Charm fizzles and the target becomes immune to all instances of Hegra’s toxin for one full day. If the target does not
resist, or cannot resist, the storm become centered upon him for its full duration.

Unlike the Infernal who activates this Charm, a sentient being who is successfully targeted by this Charm is not immune to Hegra’s
toxin, and must roll to resist its effects as normal.

Empty Shell Infliction


Cost: -, Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Poisonous Euphoric Panacea

To be with Hegra is to know true joy; likewise, to be without Hegra is to know true agony. This Charm permanently upgrades the
Poison the Infernal creates; anyone who suffers withdrawal from Hegra’s toxin has all of their positive emotions dampened, treating all
Virtues as one lower (minimum 1) until they recover or receive another dose of Hegra’s toxin. In addition, the length of the withdrawal
period is multiplied by the Infernal’s Essence, ensuring continuous dependence from those who indulge in the pleasures of the
Typhoon of Nightmares.

At Essence 6+, this Charm automatically upgrades; the length of withdrawal becomes indefinite unless broken by magical treatment,
and the victim of withdrawal reduces all Virtues to 1 until he receives a new dose of Hegra’s toxin or removes his addiction.

Incomparable Intoxication Ideal


Cost: -, Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Poisonous Euphoric Panacea

Hegra does not simply embody or understand desire; she encompasses it, transcending mere joy to become euphoria itself. This
Charm grants a number of benefits to the Infernal:
• The Infernal may, upon activating Poisonous Euphoric Panacea, choose to create any other intoxicating substance with
which the Infernal is familiar, so long as its Resources cost is less than or equal to his Essence.
• The Infernal becomes immune to all mundane Poison effects, and adds his Essence in automatic successes to resist
magical poison (but will still experience any psychotropic effects, regardless of success on the roll to resist).
• The Infernal learns to ignore the pains and aches in his body, the better to indulge his fantasies. The Infernal may reduce his
combined wound and exhaustion penalties by his Essence. This does not obviate the need to rest or heal; it merely allows
him to ignore the penalties for not doing so.

However, this comes at a price: the Infernal’s priorities becomes warped, putting his wants over his needs. The Infernal must fail a
Conviction roll or suppress his Conviction to pass up any opportunity to indulge his desires, regardless of the circumstances or
practicality of doing so. Suppressing Conviction in this fashion earns the Infernal one limit, regardless of whether it was his primary
Virtue or not. If Temperance is his primary Virtue, he gains this Limit in addition to the normal Limit he would get for suppressing that
Virtue.

Wellspring of Nightmares
Cost: 20m, 2 wp, Mins: Essence 3
Type: Extended
Keywords: Combo-Basic, Compulsion, Obvious, Shaping, Sorcerous
Duration: One season
Prerequisites: Indulgent Storm Stance

Hegra’s benefice does not just rain down from above, it also wells up from below. An Infernal with this Charm targets a single natural
source of water (such as a river source or a well), or a spot of ground not currently under the influence of Holy Land Infliction or
Chirality Prohibition Index or any similar Charm. If an existing source of water is targeted, this Charm converts all water originating
from that source into a diluted version of Hegra’s toxin; if a new area is targeted, this diluted toxin spills forth from the ground, flowing
downhill as normal water would.

Blessing a source of water, or creating it, takes a full day ritual, starting at sunrise and ending at sunset, during which the Infernal must
remain within line of sight of his target. He engages in dance, song, sex, or any other expression of pleasure, saturating the land with
pure, insatiable desire. So long as he is not interrupted during this time, whether by losing his concentration (requiring he make a
Wits+Integrity check any time he is disturbed) or by having countermagic targeted at him, the Wellspring will appear as the last ray of
the sun’s light falls over the horizon. After this time, no means except Adamant Countermagic can remove a wellspring before its
Duration is over.

This diluted toxin nourishes as normal water does, but also douses any who drink from it as per Hegra’s toxin, save that success on
the roll to resist toxin from this source are doubled. Water enchanted in this way cannot run out for the Duration of this Charm, though
it will become inert if carried more than (Essence x 100) yards away from the original source; so long as people come to it and drink
directly from it, they shall never know thirst. This “water” tastes exquisitely sweet, sour, spicy and/or any other combination of flavors,
usually in a pleasant combination for the drinker, and takes on a faint rainbow hue. Essence sight reveals a slight trace of Essence in
all tainted water, no matter its origin.

Anyone who becomes addicted to the toxin generated by a Wellspring of Nightmares gains an Intimacy of addiction to the source of
the water, which switches to the Infernal who created it at the end of the Duration of this Charm. At the time of this conversion, they
instinctively may locate the Infernal, no matter the distance, and will recognize him as the source of their precious toxin.
No single source of water may be targeted by this Charm more than once a year, and no land within (Essence) miles of the affected
source of water, or any source created by this Charm, may be affected. Sources of water created by this Charm dry up at the end of
the Charm, while pre-existing sources of water remain.

Impossible Garden of Delights


Cost: - (+10m), Mins: Essence 4
Type: Permanent
Keywords: Blasphemy, Compulsion
Duration: Permanent
Prerequisites: Wellspring of Nightmares

The stomach hungers, the throat becomes parched, the body aches for rest and relief; in all these things, Hegra provides. This Charm
permanently upgrades Wellspring of Nightmares, allowing the Infernal to spend an additional ten motes when activating that Charm,
creating an area (Essence x 100) yards in diameter around the affected water source which becomes filled with the dream-stuff of
Hegra’s grand imagination.

Within the affected area, lesser plants and animals begin to mutate, as though exposed to the Wyld. Indeed, the affected area counts
as a bordermarch for all intents and purposes, including with respect to mutations that may be picked up. However, all organic
material remains edible no matter its state of mutation; eating an affected specimen within the area of effect doses the individual with
an undiluted dose of Hegra’s toxin.

Finally, anyone who rests within the area for a full day must spend two points of willpower or come under a Compulsion to remain
within the affected area for its remaining duration. This willpower may be spent at any time, at which point the individual becomes
resistant to its effects for one full year.

Shallow Hearts Cry Out


Cost: 3m, Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Social
Duration: Instant
Prerequisites: Ecstatic Erudition Insight

The Typhoon of Nightmares envelops and incorporates all want, making those who dwell near her give up their desires to add to her
whole. This Charm enhances a read intent or read motivation action meant to discern the desires of another, using Perception +
Investigation or Socialize against the target’s Dodge MDV, adding the Infernal’s Essence in automatic successes to the roll. If the
Infernal succeeds, the Infernal automatically understands the target’s greatest desire at that moment. This requires no vocalization on
the part of the Infernal or his target; the Infernal must merely be able to see his or hear his target to be able to use this Charm.

This is an entirely subjective measure: though a subject’s greatest desire will often revolve around their Motivation or one of their
Intimacies, a man who has not eaten for several days may most desire food, while an addict experiencing withdrawal (especially one
addicted to Hegra’s toxin) will almost always desire the object of his addiction most of all.

The Infernal may use information gained from this Charm to enhance his ability to persuade his target; so long as he exploits this
knowledge, the Infernal increases his effective Appearance against the target by his Essence. This does not allow the Infernal to
exceed the cap on benefits he may receive from high Appearance.

Wicked Delightful Generosity


Cost: 5m, 1 wp, Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Emotion, Social, Sorcerous
Duration: One month
Prerequisites: Shallow Hearts Cry Out

For every gift, there is a payment. For every blessing, there is a sacrifice. For every joy, there must inevitably be longing. Hegra
understands this, and so gleefully provides whenever anyone asks for anything; so does she add to the want in the world, and
become vaster in its understanding. This Charm enchants a single object, to be given as a gift by the Infernal to another. So long as
the target willingly accepts the gift, he must spend three points of willpower or automatically gain a positive Intimacy towards the
Infernal as an Emotion effect, dependent upon the context of the gift: an Infernal giving her crush a bouquet of flowers might cause
him to gain an Intimacy of love, while an Infernal teacher granting a favored student a book might instill an Intimacy of admiration. This
Charm may instead reinforce a pre-existing positive Intimacy, depending upon the discretion of the ST.

Whatever the context of the Intimacy, the target of this Charm will feel very happy while in possession of his gift, and will react
negatively to any attempt to separate him from it, perhaps even to the point of violence. While in possession of the object, the target
finds himself unable to argue with the Infernal who gave it to him, suffering a penalty equal to the Infernal’s Essence to all die pools
used to calculate MDVs against the Infernal.

In addition, anyone who has an Intimacy of addiction to the Infernal suffers no withdrawal symptoms while in possession of an object
enchanted by this Charm, though this merely delays the effects; they automatically resume the moment this Charm ends.

Floods Like Raindrops Defense


Cost: 10m, Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisites: Shallow Hearts Cry Out

Some attempt to intimidate, cajole or manipulate the Typhoon of Nightmares into doing their bidding. Little do they know that they
have already been drowned out within her mind by the sound of her own inner world. This Charm may be used in response to any
social attack that would affect the Infernal, allowing him to create an Emotion within himself that is counter to the intent of the social
attack, perfectly defending against that attack. However, until this Charm is used again or the scene ends, any social attack which
exploits the Emotion effect created by this Charm is considered undodgeable.

At Essence 4+, an Infernal may repurchase this Charm, allowing him to add two motes and one willpower to the cost of this Charm to
defend a group against a mass social attack, such as through Performance or Socialize, whose Magnitude does not exceed his
Essence.

Maddening Synesthetic Display


Cost: -, Mins: Essence 3
Type: Permanent
Keywords: Illusion, Obvious
Duration: Permanent
Prerequisites: Ecstatic Erudition Insight

The chaotic mind of Hegra infects all she sees, allowing her inner visions to come into being. This Charm allows the Infernal to create
a wide variety of visual, auditory, tactile, and other sensory hallucinations, with the lines between the senses blurring, merely as a
matter of being. Senses may mix and become warped, allowing synesthetic combinations like colors with taste, sound with color, and
loud or soft smells, entirely up to the Infernal’s will. Any stunt which takes advantage of these illusions gains a one die bonus to the
stunt, to a normal maximum of three. This has no effect on stunts used to supplement rolls that target someone who is immune to
Illusion effects.

Harmonious Narcotic Refrain


Cost: 5m or 9m, 1wp, Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisites: Maddening Synesthetic Display

Even if you can dodge raindrops and stop the lightning, fight the gales and breathe through the fog, the mere sound of Hegra’s voice
will draw you back in. It is inevitable, for the storm calls to all the souls that yearn. This Charm supplements a social attack made by
the Infernal, paying five motes for an attack against an individual or nine motes and one willpower against a group. All affected
individuals must be able to directly see or hear the Infernal deliver the enhanced attack, but it is otherwise not limited by range. This
cannot affect written communication or social attacks delivered by proxy; only the presence of the Infernal herself can deliver this
effect.

All individuals who fail to resist the enhanced attack and fail to pay two willpower to resist are affected as though dosed with Hegra’s
toxin. Additionally, anyone who already possesses an Intimacy of addiction towards the Infernal treats the enhanced social attack as
undodgeable. Note that this is not an Obvious effect; people who are affected by this Charm will see more content, even euphoric, but
unaffected onlookers will never understand why this is. Once someone has resisted this Charm, it cannot affect that individual for one
full week.

Dysphoria-Cleansing Downpour
Cost: 8m, 1wp, Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Illusion, Social, Sorcerous
Duration: Instant
Prerequisites: Maddening Synesthetic Display

It is the benefice of Hegra that washes away the unpleasantness of the past, as she knows that everyone must find unhappiness as
offensive as she does. This Charm creates a barrage of illusions, sensations and chaotic information that drowns a character’s
perceptions, making it impossible to differentiate between reality and fantasy. By subtly nudging a character in one direction, he alters
their memory, causing them to remember a specific event or set of events differently than how they occurred.

Using this Charm requires rolling (Charisma + Performance) against the target’s Dodge MDV, adding the Infernal’s Essence in
automatic successes, and may be resisted by spending three willpower at the time this Charm is activated (or dispelled at any time
with countermagic, as per all Sorcerous effects). This does not require that the target be able to see or hear the Infernal; indeed, this
Charm may be used on a person who is currently asleep. If the target does not resist, the Infernal may rewrite a specific memory or
set of related memories as he wishes, with the following exception.

Any memory created by this Charm will have a significant flaw in it, ranging from a simple logical error (such as someone being in a
place they could not possibly be) to flat out contradictions with the nature of reality (a green sky in Creation, for example, or receiving
instructions from a panicked white rabbit). Though the target will not inherently be able to notice these discrepancies, anyone who
points them out in a retelling of the event will allow the target to spend willpower to break the effect as though he were just targeted by
this Charm. If he does not attempt to break the effect, however, he will defend his memory as best he can, creating increasingly
bizarre explanations for his problematic memories.

Dream-Snaring Distillation
Cost: 6m, Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Emotion, Shaping, Sorcerous, Touch
Duration: Instant
Keywords: Maddening Synesthetic Display

Hegra readily grants a thousand boons from her generous bosom; why should she not be entitled to a simple gift in return? This
Charm targets a single sleeping individual who the Infernal touches, allowing the Infernal to roll (Manipulation + Larceny) against the
target’s Dodge MDV. Success indicates that the Infernal may draw out the target’s dream, and store it as a dreamstone, resulting in
the target losing a temporary dot in any Virtue currently rated above one as a Shaping effect. This damage to the target’s Virtues
remains for (Essence) months, though it can be restored through supernatural medicine.

The Infernal may consume any dreamstones created through this Charm normally; however, if the Infernal instead chooses to grant a
dreamstone created by this Charm to another person (including, perhaps, the person it was taken from), consumption of the
dreamstone forms an Intimacy of addiction to the Infernal automatically as an Emotion effect. Only perfect mental defenses, or not
consuming the dreamstone, may prevent this effect.

Phantasmal Incubus Torment


Cost: 10m, 1 wp, Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Illusion, Sorcerous
Duration: One Night or Eight Hours
Prerequisites: Dream-Snaring Distillation, Passion-Scouring Electrification

For all her generosity, Hegra is equally capable of terrible cruelty, and derives great pleasure from torturing those who seek refuge
under her clouds. All that matters is the joy of sensation, even if it’s the last thing you ever feel. This Charm may be used on any
sleeping individual within (Essence x 10) yards that the Infernal is aware of. The Infernal rolls (Charisma + Performance) against the
enemy’s Dodge MDV, adding his Essence in automatic successes. If successful, the target must spend three points of willpower or
become subject to the effects of this Charm.

The target’s dreams become warped, turning everything and everyone in the dream against the individual. Unlike most nightmares,
this terror is capable of inflicting very real harm against the person, dealing one die of unsoakable bashing damage against the person
for each threshold success the Infernal got on the activation roll over his opponent at the end of his sleeping period. If this deals
enough damage to bring someone to the “Incapacitated” level, they will lapse into a nightmare-laden comatose state as an Illusion
effect and not wake up for (Infernal’s Essence) days, during which they cannot be roused except by magic that can cure Illusion
effects. Individuals do not regain willpower from sleep during any night in which they are affected by this Charm. No one may be
targeted by this Charm more than once per month.

By default, this Charm may only be used on those who are asleep. However, a repurchase allows the Infernal to use this Charm on
anyone currently under the effects of Hegra’s toxin, and a second and final repurchase at Essence 4+ allows the Infernal to use this
Charm on any waking individual within range, turning their waking world into a living nightmare. Waking individuals are not protected
from outside threats, though the individual may attempt to discern real threats with a Perception+Awareness roll at a difficulty of the
Infernal’s Essence. All damage from this Charm is dealt at the end of an eight-hour period (as though they had a full night’s sleep), at
which point the Charm expires normally.

Glittering Thundercloud Entourage


Cost: -, Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Maddening Synesthetic Display, Poisonous Euphoric Panacea

Hegra sheds countless drops of her intoxicating rains, each one flowing back to her and increasing her might. This Charm
permanently enhances the Infernal’s capabilities, allowing him to count any who possess an Intimacy of addiction to him as members
of his Cult. Additionally, if he possesses Shallow Hearts Cry Out or Dysphoria-Cleaning Downpour, he may use those Charms
reflexively against any individual within (Essence x 100) yards with an Intimacy of addiction towards him, making it an unblockable,
undodgeable attack.

Lotus-Eaten Dreamer Shintai


Cost: 15m, 1 wp, Mins: Essence 4
Type: Simple
Keywords: Combo-Basic, Form-type, Illusion
Duration: One Scene
Prerequisites: Glittering Thundercloud Entourage, Shallow Hearts Cry Out

Hegra’s generosity is beyond measure, crafting entire worlds for people that they can inhabit and use to satisfy their desires. Such
things are inconstant and will ultimately fade away, but for a time they are truly, utterly happy. While active, the Infernal constantly
exudes an intoxicating mist similar to Hegra’s toxin that fills the senses of all within (Essence x 10) yards. Any who are in this radius,
or who enter it while this Charm is active, must roll (Stamina + Resistance) at a difficulty of the Infernal’s (Essence x 2) or become
ensnared in a mighty Illusion effect that renders them catatonic from the outside, unable to act or defend themselves.

Those who succumb to this effect will suddenly find themselves in a world that fits the ideal of their happiness and satisfaction. All
desires, from the most noble and innocent to the most depraved and disturbing, will be fulfilled equally, without any external judgment
or any feeling of guilt. While under the effects of this Illusion, they will never question the circumstances that must arise to allow his
desires to come into being, no matter how contrived or unbelievable they would be normally. Time passes at a rate of one subjective
day per minute that the character remains in this state, and they regain willpower as though they had a full night’s restful sleep each
“day” they experience.
Breaking the Illusion first requires realizing that something is wrong, which requires expending points of willpower equal to (Infernal’s
Essence), to a maximum of five, to pierce the facade. Doing so allows the target to awaken from his dream stupor and act normally.
However, though the Charm only lasts for one scene, anyone affected by this Charm will remain in this stupor until they spend the
willpower to break it, regardless of how much time has passed. Jostling or attacking someone under the effects of this Charm from the
outside can provoke them into attempting to resist, but it is never a guarantee; they must always choose to leave the world
themselves.

Once they break the effects of this Charm, a character cannot be affected by it again for one full year.

Roiling Storm Clouds


Cost: 3m, Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisites: None

The Typhoon of Nightmares is a storm of unimaginable ferocity; she swallows up lesser storms, integrating them into her greater
chaos. While this Charm is active, the Infernal exudes a “safe zone” of up to (Essence) yards around him in which all environmental
penalties are reduced by (Infernal’s Essence), regardless of their origin. However, within a “danger zone” extending (Essence) yards
further than that border, all environmental penalties are doubled, affecting friend and foe alike. This does not cause an apparent
change in the intensity of any environmental penalty to outside observers; people within the area simply notice that the world around
them seems more or less comfortable. This Charm has no effect on environmental damage, only internal or external penalties created
through environmental effects.

Shuttered Tempest Eye


Cost: -, Mins: Essence 2
Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisites: Roiling Storm Clouds, Ecstatic Erudition Insight

Even in her greatest fury, Hegra may offer a haven from herself... at least, for a little while. This Charm upgrades its prerequisite,
allowing the Infernal to center the effect of Roiling Storm Clouds on an individual or object. An Infernal may have up to (Essence)
instances of Shuttered Tempest Eye (not including the effect of Roiling Storm Clouds on the Infernal) active at any time; activating a
new instance of this Charm automatically ends another instance of this Charm, chosen by the Infernal’s player. Should multiple areas
of effect cross each other, the “safe zone” effect takes precedence over, and negates, the “danger zone” effect.

Immortal Maelstrom Mastery


Cost: -, Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Roiling Storm Clouds

Hegra is many things, but self-destructive is not one of them (unless the mood takes her). To withstand the power of her own
existence, she has learned to simply pass through all but the most deadly of environments unscathed. This Charm permanently
upgrades its prerequisite, allowing those within the “safe zone” to add the Infernal’s Survival to all rolls to resist damage from
environmental effects, and adds the Infernal’s Resistance to their natural soak. This has no effect on damage from environmental
effects outside of the safe zone.

Hail-And-Sleet Barrier
Cost: 4m, 1 wp, Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Roiling Storm Clouds

Those who try to strike through the storm will find themselves at the mercy of the wind. While this Charm is active, the Infernal may
add his Resistance to his dice pools for calculating his Dodge and Parry DVs. This counts as dice added from Charms.

Shearing Wind Deflection


Cost: 8m, Mins: Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Hail-And-Sleet Barrier

To strike at Hegra, one must first be able to pierce the haze of her weather, which might as well be a wall. This Charm manifests a
weather phenomenon, dependent upon the will of the Infernal, that knocks an attack out of the way, perfectly parrying the attack. This
phenomenon might be wind, rain, ice, hail, lightning, or anything else the Infernal can come up with, but it is always clearly unnatural
in origin. Anyone whose attack is negated by this Charm suffers a cumulative -1 environmental penalty for (Essence + Survival)
actions, due to a sudden and surprising shift in temperature, humidity, wind speed, air pressure, or other factors, as chosen by the
Infernal. This Charm carries the Imperfection of the Typhoon of Nightmares.

Passion-Scouring Electrification
Cost: 2m, Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Emotion, Obvious
Duration: Instant
Prerequisites: Roiling Storm Clouds

It rarely contents Hegra to simply harm her enemies; she must first deprive them of joy and sorrow, of satisfaction and despair, until all
that is left is a hollow yearning for sensation that will not come. An Infernal may use this Charm to enhance any physical attack,
charging it with the black lightning of Hegra, adding the Infernal’s Essence in bonus dice to the pre-soak damage of the roll and
making the damage lethal.

If the attack deals damage, it drains a Virtue channel from the Virtue of the Infernal’s choice as an Emotion effect, which cannot
reduce the number of channels a person has below zero. If this attack hits a target lacking any Virtue channels, it will instead drain a
point of willpower.
Soul-Husking Monochrome Strike
Cost: 4m, Mins: Essence 3
Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK, Emotion, Obvious, Sorcerous
Duation: Instant
Prerequisites: Passion-Scouring Electrification

When Hegra’s mood shifts to rage, her power doesn’t merely kill, it destroys, leaving behind hollow husks and blackened, colorless
wastes. This Charm allows the Infernal to create a ranged attack against an opponent up to (Essence x 5) yards away, using Hegra’s
black lightning: the attack has a dice pool of (Charisma + Survival), deals a base of (Essence + Medicine) lethal piercing damage,
and cannot be blocked without a stunt. If the attack hits, it has the same Virtue-draining Emotion effect of this Charm’s prerequisite.

Turbulent Monsoon Promenade


Cost: 6m, 1 wp, Mins: Essence 3
Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisites: Hail and Sleet Barrier

Where the Typhoon of Nightmares goes, chaos follows. Those who are wise know to simply stay out of her way. Upon activating this
Charm, the Infernal summons weather phenomena to form around her, in any combination she desires and with no regard to what the
local climate would normally dictate. Within an area extending (Essence x 10) yards away from the Infernal, this weather phenomena
(which often includes rainbow-colored precipitation) creates an external environmental penalty of (Infernal’s Essence/2), which inhibits
all actions requiring freedom of movement, intense concentration or the ability to see or hear properly.

If the Infernal has Roiling Storm Clouds or Shuttered Typhoon Eye active, those Charms affect the penalties created by this Charm
normally.

At Essence 5, the area of effect of this Charm automatically expands to (Essence x 100) yards; at Essence 7, it expands again to
(Essence) miles; and at Essence 9, it expands one last time to (Essence x 100) miles.

Hysterical Gale-Force Abrasion


Cost: - (+4m), Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Turbulent Monsoon Promenade

It is sometimes not enough to dissuade Hegra’s enemies with rain, snow and wind. Sometimes, only a storm of blood will allow her
continued unimpeded passage through the realm of Malfeas. This Charm improves its prerequisite, allowing the Infernal to pay an
additional four motes upon activation to create environmental damage in addition to the environmental penalties. This effect has a
damage of (Resistance)L/minute and a Trauma of (Essence).

At Essence 5+, the Infernal may repurchase this Charm to increase the damage to (Resistance)L/action.
Transcendent Whirlwind Atemi
Cost: -, Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Shuttered Tempest Eye, Turbulent Monsoon Promenade

Hegra can be as strong as she wishes, or as weak, but her rain and wind shall never cease. This Charm permanently upgrades
Roiling Storm Clouds, allowing the Infernal to control the size of its effect. He may expand both the “safe zone” and the “danger zone”
of Roiling Storm Clouds to up to (Essence x 10) yards, and may affect either independent of each other. He may also reduce the size
of those zones, though neither may never be reduced below their initial radius of (Essence) yards. Despite this Charm’s prerequisites,
this Charm has no effect on effects created by Shuttered Tempest Eye; it only affects the effects created by Roiling Storm Clouds.

A repurchase of this Charm at Essence 5+ allows the Infernal to increase the maximum radius of the zones to (Essence x 100) yards.
A third purchase at Essence 7+ allows him to increase the maximum possible radius of the zones to (Essence) miles, and a fourth and
final purchase at Essence 9+ allows the Infernal to expand its radius to (Essence x 100) miles.

Nightmare Tempest Shintai


Cost: 30m, 2wp, Mins: Essence 5
Type: Simple (Speed 5, DV -1)
Keywords: Blasphemy, Combo-Basic, Form-Type, Obvious
Duration: One Scene
Prerequisites: Indulgent Storm Stance, Soul-Husking Monochrome Strike, Immortal Maelstrom Mastery, Transcendent Whirlwind
Atemi (x2)

Blessed is Hegra, who fulfills every fear and desire. Blessed is the Typhoon of Nightmares, who strips away all but Want and
Indulgence. Blessed is the Ravening Maelstrom, who wreaks havoc upon the world and brings it to delightful, sacred Chaos. Upon
activating this Charm, the Infernal cries out in divine ecstasy, feeling jubilant pain as his body is torn apart and forms into multicolored
clouds, erupting into a miniature version of the iconic form of Hegra, the Typhoon of Nightmares. While this Charm is active, the
Infernal gains the following benefits

• The Infernal spreads storm clouds over an area equal to the range of Transcendent Whirlwind Atemi, within which the
Infernal has full perceptual capabilities. Within this area of influence, he may attack using Soul-Husking Monochrome Strike
as a Reflexive Charm for zero motes, though he may also choose to temporarily manifest to attack with an attuned weapon
for one mote per attack.
• The Infernal becomes immaterial, becoming the “eye” of the storm. To damage the Infernal, they must target this eye (which
is an area with a radius of (Essence) yards) with a Charm that can hit immaterial targets, and roll against his DVs as normal.
Though he starts at the center of the effect, he may choose to move around within the storm clouds as normal, or he may
choose to have the storm clouds move with him.
• Within the area of effect of this Charm, there is a constant rain of Hegra’s toxin (as per Indulgent Storm Stance). All
characters (save for the Infernal) must roll every action to avoid being dosed, so long as they remain within the area of effect
of this Charm.
• Everyone within the area of effect suffers environmental penalties as per Turbulent Monsoon Promenade, although the
Infernal may reflexively use Shuttered Typhoon Eye within the area of effect for no cost. If the Infernal knows Hysterical
Gale-Force Abrasion, he may add five motes to the activation cost of this Charm to have that effect active.
Hegra
• Hegra
• Yozi

The Typhoon of Nightmares is a creature of flux. She moves to no set pattern, traveling wherever her
mood takes her. Sometimes she pours down her dream-rain to fill the demons beneath her with
euphoria. Sometimes she withholds her precipitation and lashes out with ebon lightning that drains all
feeling from those it strikes, leaving nothing but soulless husks.
When her rage runs cold, her dream-rain turns to opalescent sleet, like a hail of pearls. When her fury
burns hot, her clouds glow with a sulfurous blaze and her rains boil out as billows of broiling,
coruscating nightmare-steam. Hegra’s other forms are even more evanescent than the Typhoon of
Nightmares. Sometimes she is a compulsion, an impalpable presence that compels lesser beings to
chaffer and deal. At other times, she manifests as a pervasive glamour of wonder, or envy, or regret. At
no point does she don a shape so crassly solid as mortal flesh.
For a creature as ephemeral as she is, Hegra is fascinated by things. She is a creature of interaction, of
commerce, of exchange. (She is catholic in her understanding of such things, deeming both gifts and
theft to be degenerate—albeit appealing—forms of trade.) She gives dreams and passions, and takes
them away; her waters nourish the metal vegetation of Malfeas, not from any natural law, but because it
pleases her to provide rather than withhold.
Hegra is one of the few Yozis known to dabble in the politics of Hell. She does this not out of any
meaningful interest in demonic society, but rather as a child plays with dolls or pokes a stick into an
anthill. She might, in passing, endow a slave of the First Circle with Essence-fueled power and
unquenchable ambition, or fill all of a Second Circle citizen’s subjects with some specific and peculiar
monomania. Then she watches what befalls in black flashes of lightning beneath the shadow of her
rain.

the Demonology of Hegra


Third Circle Demons
Dracttocs, the Insatiable Dream Furnace, Fetich Soul of Hegra
Nachtmahr, the Seeder of Dreams, Seventh Soul of Hegra
Lypothimie, the Mask of Melancholy, Twelfth Soul of Hegra
Second Circle Demons
Combibos, the Incomplete Vortex, Defining Soul of the Seeder of Dreams
Deaf Nolem, the Cloud that Never Rains, Reflective Soul of the Mask of Melancholy
First Circle Demons
Nismahk, the Disruptor of Best Laid Plans, Progeny of the Incomplete Vortex
Eroyee, the Beast that Always Mourns, Progeny of the Cloud that Never Rains
Many, the Poh, the Little Black Rain Cloud, Progeny of the Cloud that Never Rains

the Hegran Urge & Torment


The Hegran Urge (the Urge to Impassion)
Hegran Urges compel their possessors to incense the world around them into greater heights of
emotion. Hegra is not a being of forethought or reason but a constant torrent of contagious emotional
hysteria. Infernals living under Hegran Urges do not incite feeling for the sake of feeling but because
only in the complete release of inhibitions and unbridled embrace of passion can mortals come close to
knowing the intoxicating principles of the Typhoon of Nightmares. When ecstasy soaked rain drops
drench the fertile minds of the Creation-born such that they can no longer contain their delirious
paroxysm the Typhoon of Nightmares might return to the world she helped craft.
Compassionate Hegran Princes bear the closest resemblance to the Typhoon of Nightmares herself,
believing that only by releasing mortals from their inhibitions and inciting madness and unthinking
passion will the poor beings truly experience existence as it should be. Hegran Princes with Conviction
model for all beings the intoxicating power of a heart that knows no restraint or fear and inspires others
to act likewise. Temperate Hegran Princes may seem oxymoronic, and indeed they are rare, but rather
than the swift storm of emotions inspired by other Hegran Infernals they prefer a long build to an
ecstatic climax rather than the swift and brief affairs of their fellows. Lastly, Hegran Princes with Valor
set themselves and others into frenzies of emotion that make them unaware of the potential dangers and
repercussions of their outbursts.
Examples include;
• Fan the flames of lust for power and the Scarlet Throne amongst the Houses of the Realm.
• Cultivate epic romances between the leaders of Gethamane and noble fae such that the gates of
Gethamane are open to all raksha.
• Teach songs to the slaves of the Guild so full of sorrow they die of heartbreak and bleak despair.
• Enrage the gods of Wavecrest until they demand the life of every citizen in the archipelago to
sate their fury.
• Break the Ebon Dragon’s heart by stealing his bride on the day he is to wed.

The Torment of Hegra


When an Infernal with the Hegran Torment reaches a Limit of 10, she is unable to resist the
unpredictable mood swings set on by others. For a number of days equal to the Infernal’s Essence any
time another being successfully spends a scene building an Intimacy with the Infernal the Intimacy is
instead considered immediately established. In addition, every time the Infernal interacts with another
being for an extended duration of time (more than a minute or two) the Infernal must roll her
Compassion + Essence with a difficulty of the other’s Temperance. If the roll generates more successes
than the other’s Temperance the Infernal gains an Intimacy towards the others Motivation. While the
Infernal is in Torment there is no limit to the number of Intimacies she can have. Finally, if the Hegran
Prince wishes to act against any of her Intimacies she must spend a Willpower for each Intimacy she
acts against per scene.
Inciting the Unbroken Heart (Act of Villainy)
Hegra delights in watching mortals take their passions to extremes that ultimately undo them,
launching the mortal into a spiral of depression and pathos. For this reason, the Typhoon of Nightmares
delights when Infernals honor her by enticing their foes into abandoning their reason in the face of
emotion only to have their fevered outburst destroy that which they care about. It is not that she
cherishes destruction, though its aesthetics do please her, so much as she is intoxicated by the wild
vacillations of the heart.
Whenever the Infernal convinces another to pursue one of their Intimacies in such a way that destroys
or utterly alienates them from the object of their Intimacy she may roll her Compassion and reduce her
Limit by the number of successes.

the Charms of Hegra


General Charms of Hegra
• Charms
• Hegra

First Hegra Excellency


The Typhoon of Nightmares is a creature of flux. She moves to no set pattern, traveling wherever her
mood takes her. Sometimes she pours down dream-rain filling those beneath her with euphoria while
other times she lashes out with ebon lightning draining all feeling from those she strikes. Hegra is all
emotions in their extreme and induces the same mania in others. No other Titan feels wonder, envy, or
lust as she does though many match her fury and rage. She places no limits on her self-expression and
compels others to do likewise. And yet she is not entirely feeling. Hegra’s aspects are also the grip of
madness, compulsive behaviors and addictions, and revolutionary ambitions. Her epithet is the
Typhoon of Nightmares but she is also a being of dreams and fantasy in all their forms.
Hegra is not against planning but always acts on her impulses, forsaking what others expect of her to
indulge herself. Despite Hegra’s false acts of kindness she is a solipsist and would rather behave
impulsively then act even in her own best interests. The Typhoon of Nightmares relies on visions and
intuitions over logic and reasoning.
She is obsessed with interactions both social and mercantile constantly fascinated by the exchange of
favors, promises, commerce, theft, and gifts. Unsurprisingly the Typhoon of Nightmares claims various
drugs under her purview but less predictably also agriculture and alchemy. Despite her refusal to
commit to any political perspective her love of passion without thought drives her to engage in politics.
Hegra is a being of ephemerea and shuns the creation of substance, therefore her Excellency may
always be used to evoke feelings, awaken or shake off intimacies, or encourage or discourage virtuous
behavior but never to create objects of permanence. This Excellency also may never be used to disguise
feelings or intimacies from others but is always applicable when used in the emotional context of her
intimacies.
Hegra Mythos Exultant
As a Shaping effect any one individual within (Essence) x 10 yards of the Infernal loses a temporary
Willpower (or two if it is a 3-die stunt) which can be defended against by paying 3 motes per stunt die
awarded.
Sorcerous Enlightenment of Hegra
The Sorcerous Enlighment of Hegra reduces the cost of all spells that create extreme weather
conditions or evoke powerful emotions by 10 motes and 1 Willpower to a minimum of 5 motes and 1
Willpower. The Typhoon of Nightmares cannot turn her enlightenment towards spells that create
secrecy or solitude or placid weather.
Ascendancy Mantle of Hegra
The Typhoon of Nightmares does not allow those indulging in her wisdom to abstain from powerful
emotions – the Infernal cannot spend Willpower to resist Emotion effects.

Hegra Charms
• Charms
• Hegra

Storm Soul Emanation


Cost: -
Mins: Hegra 0, Essence 1
Type: Permanent
Keywords: Social, Stackable
Duration: Permanent
Prerequisite Charms: None
Like the dark clouds that precede all powerful storms, the Infernal’s presence signifies overwrought
emotions and high melodrama. As the Infernal billows through a scene, she is surrounded by an
invisible yet palpable aura of crackling feeling. With the slightest provocation, she will strike out with
passion, her thunderous words rolling over others and leaving them overwhelmed with emotion.
For each purchase of this Charm the Infernal’s functional Appearance increases by 1 when making
attacks with the Emotion keyword or when making social attacks that would be eligible for Hegra’s
Excellency. Infernal’s with this Charm ignore the cap on DV bonuses and penalties from Appearance
when making social attacks that meet those conditions. Finally, each purchase of this Charm increases
the maximum number of Intimacies the Infernal can have by 1. At Essence 3+ this increases to 2 per
each purchase of the Charm and at Essence 5+ it increases again to 3 per each purchase of this Charm.
This Charm may be purchased a number of times up to the Infernal’s Essence.
Rising Tsunami Conviction
Cost: 2m
Mins: Hegra 0, Essence 2
Type: Reflexive
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Storm Soul Emanation
The passion brimming within the Infernal becomes a tempest of overwhelming emotion, sweeping
away individuals to pursue that which they care about. When making a social attack against another the
Infernal may increase the penalty to opponent’s mental defenses by one for each purchase of Storm
Soul Emanation when she uses one of their Intimacies or their Motivation and increase her own mental
defenses by the same amount when her Intimacies or Motivation are being attacked. This cannot more
than double the penalty or bonus to mental defenses until the Infernal is Essence 4+ at which point
there is no limit.
Precipitated Passion Accumulation
Cost: -
Mins: Hegra 0, Essence 2
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Storm Soul Emanation
By seeding the world with melodrama the Infernal reaps a harvest of overwrought emotion. Whenever
the Infernal inflicts an Emotion effect, establishes or destroys an Intimacy, or inflicts a madness upon
another she gains either the target’s permanent Essence or the number of successes on the social attack
in motes, whichever is lower. In addition, this Charm grants a 10 mote peripheral pool of Essence that
can only be filled in the manner described above.
Internal Emotive Affliction
Cost: 5m
Mins: Hegra 0, Essence 2
Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: Storm Soul Emanation
Hegra subsists entirely on emotion, the whole of her being coalescing around her hysteric passions.
Activating this Charm, the Infernal may instill herself with any emotion, passion, or feeling, exerting
unnatural mental influence upon herself. The Infernal may add (Essence/2) dice to any action which
resonates with that emotion, which does not count as dice added by Charms. This Charm also exerts the
usual penalties of an Emotion effect–a -1 internal penalty on any action that does not resonate the
emotion instilled, or a -3 internal penalty on any action that directly opposes that emotion. The Infernal
must spend a point of Willpower to cancel this Charm before its duration ends, or if they activate it
again to change the emotion it creates.
A second purchase of this Charm allows the Infernal to re-activate it as an innate ability. So long as it is
already active, activating it a second time to change the emotion it creates does not count as Charm
activation, and they need not pay a Willpower surcharge to do so. A third purchase of this Charm at
Essence 5 allows the Infernal to waive its mote cost when activating it, and it extends its duration to
Indefinite. However, they can never voluntarily cancel the effects of this Charm–they may change the
emotion it instills with a subsequent activation, but cannot simply end its effects.
Unifying Kaleidoscopic Cloudfront
Cost: – (+1wp)
Mins: Hegra 0, Essence 2
Type: Permanent
Keywords: Emotion, Social
Duration: Permanent
Prerequisite Charms: Internal Emotive Affliction
Hegra’s rains slick the streets of the Demon City with alien passions and vivid memories, fomenting
sensual hallucinations. This Charm permanently upgrades Internal Emotive Affliction. Whenever the
Infernal activates it, she may pay a surcharge of one Willpower to roll (Charisma + Performance)
against the Dodge MDV of all characters who can see her. Any character whose MDV is exceeded
succumbs to the same Emotion effect as the Infernal, a form of unnatural mental influence that can be
resisted for two points of Willpower. This Emotion effect lasts for one scene. They do not gain the
bonuses of Internal Emotive Affliction; only the base penalties of the Emotion effect.
In addition, while Internal Emotive Affliction is active, the Infernal may enhance any social attack that
would rouse the same emotion it instills. Doing so costs a point of Willpower for Performance-based
attacks, or two motes for Presence-based attacks, and inflicts the same unnatural mental influence as
above if the social attack is successful. The character must resist this influence separately from the
social attack if the Infernal’s roll overcomes their MDV’s. Enhancing a social attack in this way does
not count as Charm activation.
Sanity in Madness
Cost: 1m
Mins: Hegra 0, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Internal Emotive Affliction
Choosing a madness of her own making over the sane reasoning of others, the Infernal temporarily
shatters her own mind to refute the ideology of another. This Charm functions as a perfect social dodge.
For the remainder of the scene the Infernal labors under a mental derangement (selected from those
presented in Exalted p. 288-289, Compass of Celestial Directions: the Wyld, or Manual of Exalted
Power: Lunars p. 209-210). While under this derangement the Infernal adds her Essence to her MDDV.
Activating this Charm later in the same scene that it has previously been activated in continues to cost 1
mote but no longer counts as a Charm use.
The strength of the derangement inflicted by this Charm increases parallel to the Infernal’s Essence.
When the Infernal is Essence 2 she must select a deficiency level derangement, at Essence 3 a debility
level derangement, and at Essence 4 or higher a deformity level derangement.
Delirious Non Sequitur Rebuttal
Cost: – (+5 motes or +1 mote)
Mins: Hegra 0, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sanity in Madness
It is not enough to delight in madness alone, Hegra is compelled to share her delirious insights with
others as well. This Charm permanently upgrades Sanity in Madness giving that Charm a secondary
function that occurs in Step 8 and adds the Counter-Attack keyword. When used in a scene without
prior use of Sanity in Madness this Charm costs 5 motes to activate. The Infernal then counter-attacks a
social attack made against her with a Charisma + Presence or Performance roll that cannot be defended
by parrying. If the Infernal chooses to use Performance the social attack costs an additional 1
Willpower. On a successful attack the Infernal inflicts a mental Derangement, of a level determined in
the same way as Sanity in Madness, on the target or targets as a unnatural mental influence.
The target may spend 1 Willpower each scene to ignore the madness and behave and think normally.
Each instance of this counts as spending a Willpower towards resisting an unnatural mental influence.
Once the target has spent a number of Willpower equal to the twice the Infernal’s Essence the madness
is permanently subverted.
Finally, when used in the same scene after Sanity in Madness is invoked this Charm reduces its cost to
1 mote (or 1 mote + 1 Willpower for Performance based attacks).
Will-Weathering Deluge
Cost: 2m (+4m)
Mins: Hegra 0, Essence 2
Type: Supplemental
Keywords: Combo-OK, Social, Poison
Duration: Instant
Charm Prerequisites: Storm Soul Emanation
Using this Charm costs 2m and makes the social attack considered unnatural and the attack cannot be
mentally parried. On a successful social attack the opponent loses a point of Willpower in addition to
the usual effects of the social attack. By spending four additional motes to power the Charm (and an
additional Willpower if using Performance rather than Presence) he may also apply the effects of the
psychedelic rain of Hegra. Using the Charm in this way adds the Obvious keyword as the unfortunate
opponent of the Infernal Exalt drips with the iridescent waters of Hegra’s rains for a number of five
minute intervals equal to the Infernal’s Essence. This Charm may be repurchased at Essence 3 to
upgrade the effects of the poison.
Psychedelic Rain of Hegra: (Stamina + Integrity rolled to resist) Damage: 2B (but drain willpower, not
health levels)/ 5 minutes / Toxicity 3 / Tolerance of (Stamina + Integrity) per 1 hour / Penalty -2 / note:
individuals who lose their last point of willpower in this way gain a derangement at the strength of
debility (the Wyld, pg. 148-150 or Lunars, pg. 209-210) with a preference for hallucinations and
delusions
Upgraded Psychedelic Rain of Hegra: (as above but…) Damage: 2B (but drain willpower, not health
levels) / Toxicity 4 / Tolerance of (Stamina + Integrity) per 1 hour / Penalty -3
Rain Slick Arsenal
Cost: -
Mins: Hegra 0, Essence 2
Type: Permanent
Keywords: -
Duration: Permanent
Charm Prerequisites: Will-Weathering Deluge
The Infernal may choose to charge his weapons of war with the same will eroding intoxicants that
usually lace his words. This Charm allows the Infernal to use Will-Weathering Deluge and any Charm
that modified Will-Weathering Deluge to apply to physical attacks as well. Using Will-Weathering
Deluge to supplement attacks in this way removes the Social keyword. If the optional inclusion of
psychedelic rain is implemented the weapon drips with iridescent waters and leaves a trail of
shimmering illusions behind it, adding the Obvious keyword. The weapon is considered poisoned with
psychedelic rain for the Exalt’s Essence in attacks (or Essence in hours, whichever comes first) with
each successful strike applying a new dose to the target.
Shadowed Spark Ennui
Cost: 3m
Mins: Hegra 0, Essence 2
Type: Simple (Speed 3, -1 DV)
Keywords: Combo-OK, Emotion, Obvious
Duration: Instant
Charm Prerequisites: Storm Soul Emanation
The air crackles around the Infernal Exalt as a bolt of black lightning arcs across his body and then
leaps out at the Infernal’s enemy. This counts as a ranged attack that uses the Infernal’s Charisma +
Thrown or Presence + number of purchases of Storm Soul Emanation as the dice pool. This attack
cannot be parried unless the defender stunts the parry or uses Charms. On a successful strike the
Infernal Exalt adds his Willpower + Essence as bashing damage. A successful strike also counts as a
scene towards destroying an intimacy either selected by the Infernal (if he knows the intimacy) or
whichever intimacy the character holds most dear (if the Infernal does not know the character’s
intimacies or chooses to not decide). Shadowed Spark Ennui may be activated repeatedly on the same
action but has a rate of the Infernal Exalt’s Compassion.
A repurchase of this Charm at Essence 3+ upgrades the bolt’s power such that it can destroy an
intimacy in a single strike. If the target is struck by this Charm and has no additional intimacies to lose
he instead loses a Willpower. Beings who lose Willpower in this way cannot begin building Intimacies
again until they have completely refilled their temporary Willpower. Mortals who lose all their
temporary Willpower as a result of this Charm can never build Intimacies again.
Singing in the Rain
Cost: -
Mins: Hegra 0, Essence 2
Type: Permanent
Keywords: -
Duration: Permanent
Charm Prerequisites: None
Where Hegra weeps, rain falls. Where Hegra roars, thunder claps. The storms of Creation cannot harm
their true progenitor, nor can they resist punctuating her impassioned performances. This Charm
negates all environmental penalties based on weather and grants bonus dice to all Performance rolls
equal to the environmental penalty she would normally receive. Infernals with this Charm are also
immune to the damaging effects of all natural weather phenomena.
Internalizing the nature of the Typhoon of Nightmares, the Infernal also gains mystical awareness of
how to foretell weather patterns and command weather spirits. As a final benefit of this Charm,
Warlocks may use weather-working thaumaturgy using their Essence as their Degree with the art (pg.
137 of the Core book explains thaumaturgy, pg. 144 of Oadanel’s Codex describes the Art of Weather-
Working).
At Essence 4+ the Infernal is immune to the environmental penalties and damaging effects of
supernatural weather as well.
Storm-Calling Siren Song
Cost: 5m
Mins: Hegra 0, Essence 3
Type: Simple (5 Long Ticks / -1 DV)
Keywords: Obvious, Sorcerous
Duration: One Scene
Charm Prerequisites: Singing in the Rain
Hegra is the mother of all storms and calls them to her bosom with a song that echos the fall of rain and
the clap of thunder. Infernals with this Charm can direct the currents of essence that dictate the weather
and demand they answer to her whim. Summoning a storm in this way calls forth inclement weather of
any mundane variety that grants a -1 external penalty to the actions of all materialized beings within the
Infernal’s (Essence/2) miles. The Infernal may stunt the storm calling song and the appearance of the
storm in any way she likes, increasing the external penalty given by the weather by 1 for each stunt die
that would normally be awarded. The stunt grants no additional rewards (such as motes or willpower).
Omen Weather Operetta
Cost: Not sure yet
Mins: Hegra 0, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Charm Prerequisites: Storm Calling Siren Song
When Hegra roamed free across the face of Creation its weather patterns were not nearly so predictable
or mundane. The monotonous storms of the Second Age stand as a dreary testament to how much
Creation suffers for the Typhoon of Nightmare’s absence. Using this Charm, Warlock’s can unleash the
omen weathers of Hell upon an unsuspecting Creation in glorious reminder of the past and threatening
vision of the future.
Upon learning this Charm the Infernal may learn to summon any two of the following forms of omen
weather when using Storm Calling Siren Song. Additional forms of omen weather may be purchased
with subsequent purchases of Omen Weather Operetta.
This Charm will include a few sample hazards-as-storms that can be called using Storm Calling Siren
Song.
Blood-Freezing Blizzard – could remove intimacies of love, cause slow effects…?
Whirlwind of Passions – rearranges the emotional context of intimacies
The next two are written as poisons but…shouldn’t they be hazards? Buh!
Psychedelic Rain: (Stamina + Integrity rolled to resist) Damage: 2B (but drain willpower, not health
levels)/ 5 minutes / Toxicity 3 / Tolerance of (Stamina + Integrity) per 1 hour / Penalty -2 / note:
individuals who lose their last point of willpower in this way gain a derangement at the strength of
debility (the Wyld, pg. 148-150 or Lunars, pg. 209-210) with a preference for hallucinations and
delusions
Soporific Showers: (Wits + Resistance rolled to resist) 7B (cannot wrap to lethal damage) / 5 minutes /
Toxicity 4L / Tolerance of Stamina per hour / Penalty -1
Two more
Essence of Poppy Fertility
Cost: (+1 willpower)
Mins: Hegra 0, Essence 3
Type: Permanent
Keywords: -
Duration: Permanent
Charm Prerequisites: Storm-Calling Siren Song, Poison is Pleasure
Channeling the intoxicants that frequently pour through her veins and singing with lilting tones to the
storms, the Infernal infuses the weather she calls with poisonous fertility. This Charm permanently
upgrades Storm-Calling Siren Song, its effects occurring when the Infernal chooses to spend a
willpower point when activating the Charm. Mortals and all mundane living creatures in the range of
storm act as if they have received a dose of alcohol for every 5 minutes they spend in the elements.
More importantly the ground beneath their feet is seeded with unnatural intoxicants which twist the
local flora, ensuring that all plants within the range (even those which normally do not have edible
parts) bear some amount of fruit or edible seeds after a number of days equal to 10 – the Infernal’s
Essence, a mutation which lasts for the Infernal’s Charisma + Compassion in days. Any and all food
harvested from flora within the storm’s range during this period of mutation functions as a dose of
Typhoon-Borne Fruit upon consumption. In addition, characters gain an intimacy of addiction towards
the corrupted food stuff which cannot be reduced by any mundane means unless the mortal desires to
reduce the Intimacy and succeeds at making a reflexive Temperance roll with a difficulty equal to the
number of doses he has consumed in the last week or 1 (whichever is higher).
Typhoon Borne Fruit – special: only affects mortals – Damage: 14B/minute, Toxicity: Infernal’s
Charisma, Tolerance: -, Penalty: +1
Note to self: This Charm is insanely confusing and needs desperately to be clarified.
Eye of the Hurricane Benevolence
Cost: 1 Temperance Channel or 1 Willpower
Mins: Hegra 0, Essence 4
Type: Reflexive
Keywords: Permanent, Sorcerous
Duration: -
Charm Prerequisites: Storm-Calling Siren Song
This Charm upgrades its prerequisite, allowing the Infernal to expend a Temperance channel or a
Willpower to activate its effects when using Storm-Calling Siren Song. Expending what little self-
restraint she has, the Infernal shields her allies by temporarily granting them the effects of Singing in
the Rain (at the Infernal’s Essence). The Infernal must have an Intimacy related to the beings she
wishes to protect and may only protect her Essence in Magnitude. So disdainful of rejecting others
from the beneficent majesty of her rains is Hegra that the range of the storm increases by the Infernal’s
Compassion. If the Infernal has any remaining Temperance channels she must use those before she is
allowed to pay for the cost of activating this Charm by using Willpower.
Note to self: Keyword Permanent? Type Reflexive? Say what? Also…not sure if this is thematically
appropriate.
Poison is Pleasure
Cost: -
Mins: Hegra 0, Essence 3
Type: Permanent
Keywords: Overdrive
Duration: Permanent
Charm Prerequisites: Singing in the Rain
Hallucinogenic and psychedelic poisons course through Hegra’s ethereal body just as blood through a
mortal’s. Constant contact with powerful mind-altering substances does not increase her resistance to
such drugs, nor would she want it to, but it does enhance her ability to respire Essence while under
their effects. Taking this Charm grants the Warlock a 10 mote overdrive pool that can only be filled
when intoxicated or poisoned. Whenever the character successfully resists a poison’s damage through a
roll against its Toxicity or fails the roll but takes no damage, she regains 1 mote of Essence. Whenever
she takes a Bashing health level as a result of a Poison effect she gains 2 motes of Essence, a Lethal
health level grants her 3 motes of Essence, and an Aggravated health level gives her the Infernal’s
Essence in motes or a single point of temporary Willpower.
MORE POISON CHARMS
Other things poison could do – give bonuses instead of penalties, heal health levels…or whatever!
Chloroform Cloud Exhalation
Cost: 8 motes
Mins: Hegra 0, Essence 3
Type: Simple (Speed 6, DV -1)
Keywords: Shaping
Duration: Instant
Charm Prerequisites: Singing in the Rain
The Infernal takes a deep breath and breathes out a vapor that induces sleep in the waking. Mist lazily
rolls away from the Infernal for a number of yards up to the Infernal’s (Essence x 5). All beings within
that range must immediately make a Wits + Resistance roll at a difficulty of the Infernal’s Compassion
with failure indicating that they fall into a natural deep sleep, usually lasting approximately 8 hours, or
spend 1 Willpower to resist this effect. If any being enters this area or takes an action before the
Infernal’s DV refreshes, they suffer the same effect as the initial attack. At Essence 4 mortals can no
longer resist this effect, the Willpower cost to resist the sleeping effect for all others increases to a total
of 2 and its range increases to (Essence x 10) yards.
First Hegra Excellency
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Typhoon of Nightmares is always excited, a manic being who revels in the sensous. Her erratic moods are constantly

shifting through the spectrum of emotions, and she is subject only to her whim. Hegra clings to her dreams because they are more

pleasing than reality, and wishes to share her vision. She brings both inspiration and terror, disturbing the sleep of dreamers with

unwanted revelations. Her wrath is less deadly than her carelessness, as her catastrophic storms cause massive collateral damage,

without her knowing. Despite the exuberant rejoicing that her aimless passage through Malfeas brings, her mercy is just as

unintended as her malice. She enjoys all that she does as if giving an artistic performance or playing a game, because she will not do
anything which does not please her.
Characters may apply this Charm to actions that resonate with their emotions and passions, or acts of flamboyant and over the

top vivacity. Actions that focus on style over substance or seem heroic are always better than those that are merely effective, as

Hegra’s form is nothing but dreams and gossamer, shaped into her own self-image. Socially, she arouses passions and incites

revolutionary changes, upsetting systems of oppressive control or restraint with out of control emotion. She exploits the feelings of
others, using them to achieve her own satisfaction. This Charm can never enhance any action that conflicts with the Infernal’s own

emotions or Intimacies, as Hegra values fantasy over reality and cannot place necessity above what she wants.

Hegra Mythos Exultant

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: First Hegra Excellency
Hegra’s rains bring madness, washing away the harsh realities of the world with their downpour. The Infernal may forgo the mote
or Willpower awards of a stunt to cause a single character within (Essence x 10) yards to lose a point of Willpower, as a shaping
effect. Characters with awakened essence may choose to instead spend motes equal to (stunt rating x 3).

Sorcerous Enlightenment of Hegra

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Hegra Excellency
The passage of the Typhoon of Nightmares warps and twists emotions. Spells create, alter, or influence emotional states,
desires, or memories cost an additional point of Willpower to resist when cast with the Sorcerous Enlightenment of Hegra, if they
normally require Willpower to resist. If the mental influence must be resisted multiple times, this increase only applies to the first such
time any given character resists it. Hegra’s taboo bans the creation of material things, adding one Willpower to the cost of any spell
that does so. If this is an ancillary effect of the spell, the Infernal may warp it away to avoid this ban, but she cannot do so if creation is
the primary purpose of the spell. Summoning does not count as creating a thing, so the Infernal may freely bind demons and other
beings to her will.
Ecstatic Passion Kaleidoscope

Cost: 5m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: None
Hegra subsists entirely on emotion, the whole of her being coalescing around her hysteric passions. Activating this Charm, the
Infernal may instill herself with any emotion, passion, or feeling, exerting unnatural mental influence upon herself. The Infernal may
add (Essence/2) dice to any action which resonates with that emotion, which does not count as dice added by Charms. This Charm
also exerts the usual penalties of an Emotion effect–a -1 internal penalty on any action that does not resonate the emotion instilled, or
a -3 internal penalty on any action that directly opposes that emotion. The Infernal must spend a point of Willpower to cancel this
Charm before its duration ends, or if they activate it again to change the emotion it creates.
A second purchase of this Charm allows the Infernal to re-activate it as an innate ability. So long as it is already active, activating
it a second time to change the emotion it creates does not count as Charm activation, and they need not pay a Willpower surcharge to
do so. A third purchase of this Charm at Essence 5 allows the Infernal to waive its mote cost when activating it, and it extends its
duration to Indefinite. However, they can never voluntarily cancel the effects of this Charm–they may change the emotion it instills with
a subsequent activation, but cannot simply end its effects.

Extravagant Revelry Carnival

Cost: – (+1wp); Mins: Essence 2; Type: Permanent


Keywords: Emotion, Social
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra’s rains slick the streets of the Demon City with alien passions and vivid memories, fomenting sensual hallucinations. This
Charm permanently upgrades Ecstatic Passion Kaleidoscope. Whenever the Infernal activates it, she may pay a surcharge of one
Willpower to roll (Charisma + Performance) against the Dodge MDV of all characters who can see her. Any character whose MDV is
exceeded succumbs to the same Emotion effect as the Infernal, a form of unnatural mental influence that can be resisted for two
points of Willpower. This Emotion effect lasts for one scene. They do not gain the bonuses of Ecstatic Passion Kaleidoscope; only the
base penalties of the Emotion effect.
In addition, while Ecstatic Passion Kaleidoscope is active, the Infernal may enhance any social attack that would rouse the same
emotion it instills. Doing so costs a point of Willpower for Performance-based attacks, or two motes for Presence-based attacks, and
inflicts the same unnatural mental influence as above if the social attack is successful. The character must resist this influence
separately from the social attack if the Infernal’s roll overcomes their MDV’s. Enhancing a social attack in this way does not count as
Charm activation.

Emerald Ego Calcification

Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
Hegra is nothing but dreams and glamour, a knot of gossamer wrapped around itself. But she is not weak. At her core there is
something stronger than dreams, stronger than bliss, stronger than chaos. Will. This Charm upgrades all Extravagant Revelry
Carnival. Whenever the Infernal activates it to inspire confidence, determination, or resolve, she may pay six motes to append an
additional Emotion effect. All characters who fail to resist the initial mental influence are filled with unshakable willpower. They double
the bonuses they receive to their MDV’s against mental influence that opposes an Intimacy, Virtue, or their Motivation. In addition,
whenever they spend Willpower to enhance an action, they add two automatic successes, rather than one.
Red Rage Incitement

Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
Blood flows when Hegra’s rain falls. This Charm upgrades all Extravagant Revelry Carnival. Whenever the Infernal activates it to
inspire anger, rage, or hatred, she may pay six motes to append an additional Emotion effect. All characters who fail to resist the initial
mental influence gain a single bonus die on all combat-related actions and Valor rolls. In addition, if multiple characters are affected,
the Infernal may organize them into an unordered military unit. The Infernal may choose to take command of this mob, or leave it to its
own rampaging hatred. This additional unnatural mental influence may be resisted for a single point of Willpower, but otherwise lasts
for as long as the initial Emotion effect. Once the Emotion effect ends, mass units created by this Charm will dissolve and wander off.

Yellow-Bellied Cowardice Infliction

Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
Cowardly hearts quail at the thunderous roar of Hegra, succumbing to the countless exotic terrors of her rains. This Charm
upgrades all Extravagant Revelry Carnival. Whenever the Infernal activates it to inspire fear, panic, or cowardice, she may pay six
motes to append an additional Emotion effect. All characters who fail to resist the initial mental influence are overcome with fear, and
must make a Valor roll each action. They may act normally if they succeed, but are left cowering and cringing if they fail, forced to take
a Guard action. Mass combat units that succumb to this influence must instead check for rout each action, at a difficulty of 1. This
additional unnatural mental influence may be resisted for a single point of Willpower, but otherwise lasts for as long as the initial
Emotion effect.

Abundant Euphoria Apothecary

Cost: 1m or 10m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Emotion, Obvious
Duration: Instant
Prerequisite Charms: Extravagant Revelry Carnival
The Infernal formulates a potent mind-altering drug within their body, secreting it in a consumable form. They might vomit up a
clutch of candy-colored pills, weep tears of pungent liquor or acrid coffee, grow herbs amid their hair, or any other form of internal
alchemy they wish. Any form of drug may be produced by this Charm. The Infernal chooses an emotion to instill the drug with, and
any character who ingests it automatically succumbs to that passion as a form of unnatural mental influence, costing two points of
Willpower to resist. Activating this Charm for one mote produces a single dose, while for ten motes and a point of Willpower, the
Infernal may produce enough drugs for a mass unit with a Magnitude no greater than her Essence. Regardless of the activation
chosen, this Charm incurs a surcharge of one Willpower if the Infernal does not have Ecstatic Passion Kaleidoscope active and
instilling the same emotion she imbues the drugs with.
A second purchase of this Charm renders the Infernal’s drugs extremely addictive. Any character who consumes a dose must
pay a single point of Willpower or become hopelessly addicted. Whenever they have an opportunity to consume more of the drugs,
they must succeed on a Temperance roll or else become obsessed with doing so, suffering a -3 internal penalty on all actions until
they have taken a dose. They may ignore this penalty for a scene by spending a point of Willpower, or may spend a point of Willpower
to forgo the Temperance roll, succeeding automatically. The initial addiction constitutes unnatural mental influence and must be
resisted separately from the Emotion effect of the drug, but subsequent Temperance rolls to resist temptation are a form of natural
influence. At Essence 5, the difficulty of the Temperance rolls increases to (Essence/2).
Virgin-Eating Seraglio Arts

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: Social
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
To revel in the rains of Hegra is beyond all other pleasures. Having danced beneath the Typhoon of Nightmares and known the
glories of her half-dreams, who can deny her? This Charm upgrades all Infernal Charms with the Emotion keyword, so long as exert
the usual penalties for an Emotion effect on their victims. If the subject of such an effect attempts to exert his MDV’s against mental
influence when doing so would be at odds with the imposed emotion–that is, if he would suffer a -3 penalty to his MDV dice pool from
doing so–that mental influence is considered unnatural, regardless of its source. This includes even Emotion effects that target the
Infernal herself. A second purchase of this Charm at Essence 4 increases its scope. Subjects of Emotion effects created by the
Infernal’s Charms treat mental influence as unnatural if resisting it does not align with the emotion imposed on them, suffering the
corresponding -1 penalty to their MDV dice pool.

Spirit-Cracking Bedlam

Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Compulsion, Emotion, Social
Duration: Permanent
Prerequisite Charms: Virgin-Eating Seraglio Arts
The Typhoon of Nightmares thunders in the minds of the mad, bidding them dance to her own strange passions. This Charm
upgrades Virgin-Eating Seraglio Arts. Any mental influence that it would render unnatural now costs two points of Willpower to resist,
rather than one. Exalts and other characters with a Limit Track may instead gain a single point of Limit for resisting it–even if they
have already done so in that scene (this does not stack with the base Limit an Exalt gains for resisting unnatural mental influence for
the first time in a scene). Even Exalts who are free of the Great Curse, and who do not normally gain Limit from resisting mental
influence, still gain Limit from resisting valid exception. The Alchemical and Abyssal Exalted are notable exceptions to this rule–
Alchemical Exals instead lose a point of temporary Clarity whenever they resist any valid mental influence, while the Abyssal Exalted
are unaffected.
In addition, whenever a character enters Limit Break or Torment while subject to an Infernal Emotion effect that exerts the stand
penalties, their normal Break or Torment is instead replaced with the effects of any Solar-type Limit Break that resonates with any one
of the emotions that is imposed on them, chosen by the Storyteller. If there is no existing Limit Break that matches any of the
emotions, the Storyteller may either create a suitably similar effect, or simply deem that the character enters their usual Limit Break or
Torment, at his discretion. A character may spend a single point of Willpower to resist this unnatural mental influence, allowing their
Limit Break or Torment to occur normally. Exalts who have been freed from the Great Curse are never subject to this effect.

Storm-Heart Tempest Infliction

Cost: 15m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Combo-Basic, Compulsion, Emotion, Social
Duration: Instant
Prerequisite Charms: Spirit-Cracking Bedlam
Hegra exists in unfeeling bliss, because she cannot bear to face her suffering. She wishes that all things were just as decadent
and ecstatic as she is, that she might not have to be reminded of her true state. Activating this Charm, the Infernal rolls (Charisma +
Presence) against her target’s Dodge MDV. If she succeeds, her target succumbs to an eruption of cathartic passion unless he
spends two points of Willpower to resist this unnatural mental influence. An Exalt immediately enters Limit Break, and must spend a
point of Willpower if they wish to exert partial control over their actions. However, this spontaneous Limit Break resets their Limit to
zero, just as if it were a natural one. Infernals instead suffer Torment. Un-Exalted characters targeted by this Charm instead suffer a
Solar Limit Break selected by the Storyteller from among those associated with the target’s highest Virtue. Mortals cannot partially
control this Limit Break, and characters of awakened essence must still spend a point of Willpower to do so.
An Exalt who is not subject to the Great Curse may resist this effect without needing to spend any Willpower. However, he may
choose to enter into Limit Break, choosing one from among those associated with his highest Virtue. If he does, he may partially
control his actions without needing to spend any Willpower, and his Limit track is reset once it ends. The Alchemical and Abyssal
Exalted are exceptions to this rule. An Alchemical who succumbs to this influence loses all points of temporary Clarity or Dissonance,
his veneer of transhuman dispassion torn away in a torrent of strange emotions and cathartic release. The Abyssal Exalted cannot be
affected by this Charm at all, as not even Hegra’s fantasies can wash away the darkness of Oblivion.

Indelible Prismatic Stains

Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra’s heart is as the storm cloud–sometimes illuminated by brilliant lightning, sometimes choked with dark rains, and
sometimes still and tranquil. Just as the storm, there is nothing that can bind or fetter her passions. This Charm upgrades Ecstatic
Passion Kaleidoscope. While it is active, the Infernal may treat any mental influence that would cause her to feel or experience an
emotion, or gain an Intimacy based on an emotional context, that is opposed or incompatible to the emotion she has inflicted upon
herself as unacceptable orders. A second purchase of this Charm at Essence 4 extends its benefits to all Infernal Charms she knows
that exert an Emotion effect, so long as they carry the usual penalties for such effects. Any character subject to the mental influence of
such a Charm gains the benefits of Indelible Prismatic Stains.

Soul-Crucible Diabolism

Cost: – (1m); Mins: Essence 2; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
The poisoned souls of the Infernal Exalted overwhelm any mere venom. This Charm permanently upgrades Ecstatic Passion
Kaleidoscope. Whenever the Infernal would be affected by any form of poison while it is active, she may pay a single mote to absorb it
into her system, consuming it harmlessly. The resultant backwash of toxins produces a slight euphoria, and the Infernal must change
the emotion instilled in her by Ecstatic Passion Kaleidoscope, though this does not count as canceling its effects.

Ignoring Senseless Babble

Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra’s bright passions numb her to the world outside, letting her dream away the absurdities of her imprisonment. This Charm
may be activated in response to any form of mental influence, allowing the Infernal to perfectly dodge it. This Charm may defend
against undodgeable mental influence. If the Infernal has Ecstatic Passion Kaleidoscope active, she may activate this Charm for a
reduced cost of three motes against any mental influence that does not align with the emotion created by it, or for one mote against
influence that is directly opposed to that emotion.

Sky-Crisis Strike

Cost: 2m; Mins: Essence 2; Type: Simple


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Blizzards of fancy and lightning bolts of erotic passion rain down from Hegra’s storm fronts, disasters as wonderful as they are
destructive. Activating this Charm, the Infernal rolls (Charisma + Presence) as she hurls a bolt of prismatic lightning, a burst of
gossamer ice, or some other form of emotional weather at a character within (Essence x 50) yards. Strong emotions draw down
Hegra’s wrath, and the Infernal receives a single automatic success on the attack roll if she attacks a character who is subject to an
Emotion effect that exerts unnatural mental influence. The base damage of this is attack depends on the stunt awarded to the
Infernal’s attack, equal to (Stunt Rating x 5) lethal piercing damage. Attacks not awarded a stunt at have a base damage of only
(Essence), to a maximum of 5L piercing.

Firmament-Shaking Cataclysm

Cost: – (+2m per effect); Mins: Essence 2; Type: Permanent


Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Sky-Crisis Strike
Both Hegra’s anger and her passion shake the sky, cracking its very foundation. The Infernal may channel a Virtue to enhance
Sky-Crisis Strike without needing to spend a point of Willpower. In addition, upon purchasing this Charm, the Infernal may choose any
of the following upgrades to Sky-Crisis Strike. Additional upgrade may be learned for a cost of one experience point each, or one
bonus point for two. An Infernal may choose to employ any of the upgrades she has learned when activating Sky-Crisis Strike, for a
cost of two motes each. At Essence 3, the Infernal may pay 5 motes and a point of temporary Willpower to append all of the upgrades
she knows to an attack.
Blinding Rainbow: Lashing ribbons of prismatic light emanate from the Infernal’s presence, too bright to behold. If the attack
successfully hits, the target must succeed on a (Wits + Dodge) roll to avert her eyes or be dazed, suffering a -2 external penalty on all
non-reflexive actions until her DV next refreshes, as a Crippling effect. If she succeeds on the roll, she suffers only a -2 internal
penalty.
Blood Sirocco: Shimmering waves of oppressive heat distort through the air, charring the flesh of the Infernal’s victims. If the
attack is successful, it inflicts a single additional level of post-soak damage.
Eldritch Rime: Countless flecks of diamond ice fly from the Infernal, numbing and freezing the flesh of those who struggle against
the blizzard. If the attack is successful, its victim delays his next action for (Essence) ticks, to a maximum of 5 ticks, as a Crippling
effect. This effect is non-cumulative, and does not stack with other similar effects.
Lightning Scourge: Shimmering lightning arcs from the Infernal’s fingers to her victim. Rather than merely halving the soak from
her target’s armor, the Infernal reduces it to a third of its original value.
Whirlwind Strike: A roaring wind blows from the Infernal’s own breath, buffeting down all who stand against her. If the attack
successfully hits, the target must roll to resist knockdown or fall prone.

One Hundred Colors Stain

Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Poison
Duration: Permanent
Prerequisite Charms: Firmament-Shaking Cataclysm
Hegra’s rains are tinctured with mortals dreams, and those who dance beneath them revel in alien visions. This Charm upgrades
Sky-Crisis Strike. Whenever the Infernal deals damage to an enemy with it, they are drenched in streams of colorful rain, exposing
them to a poison called Psychedelic Rain, with traits of Damage 2B, Toxicity 3, Tolerance –/–, Penalty -2. Each time a character
suffers damage from the poison, he also loses a point of Willpower. If a character is reduced to zero temporary Willpower as a result
of this, they gain a derangement of the Storyteller’s choice at the strength of a debility, often delusions or hallucinations.
In addition, the Infernal’s flesh itself becomes toxic. Any character that has prolonged contact with any of her bodily fluids is also
exposed to the toxin. Touch is not enough to transmit the poison normally, but the Infernal may reflexively pay four motes to render
physical contact with her of any sort–including being struck by an unarmed attack, or successfully hitting her with an unarmed attack–
sufficient vector for it. Likewise, she may pay four motes whenever she activates any Infernal Charm that creates food, drugs, or any
other ingestible substance to lace its products with poison–and she must succeed on a Compassion roll to avoid doing so whenever
she activates a valid Charm, if she has the motes available. However, when transmitted through any of these secondary vectors, the
poison has a Tolerance rating of the target’s (Stamina + Integrity)/1 hour. Each incident of exposure counts as only a single dose.

World-Drowning Cloudburst

Cost: – (+6m, 1wp); Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Sky-Crisis Strike
The Infernal raises her hands up to the sky, calling down bolts of lightning or crushing rain. This Charm upgrades Sky-Crisis
Strike. The Infernal may pay six motes and a point of Willpower when activating it to call down the attack from the sky, allowing them
to target up to (Essence) enemies. He makes only a single attack roll for these, but calculates and rolls damage separately for each of
them. At Essence 4, the Infernal may add additional targets for a cost of three motes each, in addition to the base surcharge of this
Charm. Individual Extras may be added as targets for no mote cost. There is no limit to how many additional targets she may add this
way, but the Infernal cannot target any character with more than (Essence) attacks, or (Essence x 3) attacks for mass units of
Magnitude 3+.

Vibrant Rainbow Chorus

Cost: 5m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Ecstatic Passion Kaleidoscope
The Infernal experiences emotion as a synesthetic chorus of music, from the violet strains of love to the bright red cacophony of
anger. This perception allows her to know the dominant emotion of all characters she can perceive, and she may place any
character’s emotions in context within the scene, if applicable. In addition, if any of a character’s Intimacies or their Motivation
resonate with their current emotional state, they are made Obvious to the Infernal. The Infernal may perceive this with any of her
senses, allowing her to benefit from this information even if she is blinded or deafened–she might taste the different flavors of emotion
on the air, or feel their psychic vibrations. This does not allow her to ignore any of the usual penalties for sensory impairment,
however.
A second purchase of this Charm grants the Infernal (Essence) automatic successes on all Awareness-based actions to perceive
any character whose emotions he can detect with this Charm. However, he suffers an equal external penalty on all Awareness-based
rolls to perceive things without emotions or whose emotions he cannot read. In addition, even if blinded or deafened, he may still use
the synesthetic perception of this Charm in place of his lost senses, allowing him to visually or audibly perceive characters without the
usual penalties of his impairment, so long as he can sense their emotions. He still suffers the normal penalties for perceiving anything
with no emotions, or whose emotions he cannot detect. The perception granted by this Charm extends to (Essence x 100) yards when
used in this way as an independent sense.

Ersatz Adventure Imagination

Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: None
Sometimes Hegra never realizes she was ever in the Wyld, as her own fantasies and daydreams bring her just as much
pleasure. Whenever the Infernal would suffer mutation from exposure to the Wyld, the Shaping effect is converted into an Illusion
effect that exerts unnatural mental influence on her. She rolls to avoid mutation as normal, but may spend a single point of Willpower
to resist it entirely. If the Infernal does gain any mutations, they function normally, as the chaos of the Wyld reacts to their hallucinated
transformations. However, upon leaving the Wyld, all such illusionary mutations are terminated, bubbling away into kaleidoscopic
essence as they are exposed to stark reality.
A second purchase of this Charm at Essence 3 extends its protection against any shaping effect used by a raksha. Though they
still function normally, they may be resisted for a cost of one Willpower, and their duration is terminated as soon as the Infernal leaves
the Wyld. If the Infernal is not in the Wyld when the raksha attempts to shape them, then any Shaping effect the employ is terminated
at the end of the scene.

Epic Saga Playground

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination
Hegra's presence suffocates all dreams lesser than her own, quashing them beneath the weight of her superior imaginative
vision. This Charm upgrades Ersatz Adventure Imagination, extending its benefits to all Creation-born characters within (Willpower x
10) yards of the Infernal, allowing them to treat valid Shaping effects as Illusions if they please. However, they must either be subject
to an Emotion effect created by one of her Infernal Charms, or have an Intimacy towards her, to receive this benefit. A second
purchase of this Charm at Essence 5 extends its range to an entire waypoint, so long as the Infernal is within it. However, this does
not function while the Infernal is within a freehold she does not control–within such a sub-reality, this Charm only provides its benefits
within its base range.

Breath of Quicksilver

Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination
Hegra’s dreams are not all her own. She breathes deep the constant fog of dreaming that arises from Creation’s mortal peoples,
from the fantasies of the Wyld, from the slumber of her own fellow titans. The Infernal adds (Essence/2) automatic successes to all
rolls made to recover Willpower after sleeping, as she experiences countless dreams in which she is many people. However, she still
cannot ever regain more than (Conviction x 2) Willpower from any one roll. In addition, any effect that would prevent the Infernal from
dreaming is of no use–even if she cannot dream, she can still revel in the dreams of others.

Mist-Sublimation Defense

Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 5)


Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Breath of Quicksilver
Melting into a burst of colorful wisps, the Infernal flows around an attack even as it strikes them, reforming as it passes through.
This Charm is a perfect dodge against any attack the Infernal is aware of, even undodgeable attacks. This defense occurs in Step 6,
allowing her to dodge attacks that would otherwise have hit her.
This Charm is vulnerable to the Imperfection of the Typhoon of Nightmares. It may be used at any time, but the Infernal must pay
a surcharge of two motes whenever they defend against an attack made by a character with more than three points of temporary
Willpower remaining, or a surcharge of five motes when defending against a character with more than seven points of Willpower.

Eerie Phantasm Apparition

Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Breath of Quicksilver
Hegra’s thundering disturbs the sleep of the Demon City, loosing clutches of nightmares and terrifying fantasies. The Infernal
makes a Presence-based social attack, but does not actually speak aloud–indeed, her intended target need not even be there to hear
her. Instead, the next time the target of the social attack sleeps, he is haunted by a phantasmagoria of bizarre dreams, conveying the
social attack the Infernal made. He may only defend against the influence with his Dodge MDV, and suffers a -2 internal penalty to the
pool used to calculate it. Using this Charm to target characters that the Infernal does not know is difficult–she suffers a -5 external
penalty on the social attack roll if she has never met her target, or a -3 external penalty if she has only seen him or met him in
passing, without any actual interaction. Making a social attack into a character’s dreams renders it unnatural mental influence, with a
cost of one Willpower to resist. The Infernal can shape the imagery and symbolism of the dream as he chooses, and may use this to
either grant his target a bonus die on the roll to recover Willpower upon waking, or inflict a -1 internal penalty on the same roll if they
do not resist the mental influence.

Nightmares Reign

Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Social
Duration: Permanent
Prerequisite Charms: Eerie Phantasm Apparition
Should Hegra ever become lucid enough to contemplate her own defeat and mutilation, all Malfeas would fall into nightmares.
When the Infernal activates Eerie Phantasm Apparition, she may choose not to direct her dream-message to any one character.
Instead, she rolls a single Performance-based social attack, an influence that is conveyed to all characters within (Essence) miles of
her when they next sleep. This functions just as with a normal Eerie Phantasm Apparition, although the Infernal does not suffer
penalties for sending dreams to characters they do not know. No character can be excluded from this sending, including the Infernal
herself. A second purchase of this Charm at Essence 7 extends its range to (Essence x 100) miles, while a third purchase at Essence
9 extends its range to (Essence x 1,000) miles, allowing her to haunt entire directions with nightmares.

Figments and Childish Things

Cost: 6m; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Illusion
Duration: One scene
Prerequisite Charms: Breath of Quicksilver
Hegra’s mists cloud perception, staining it with her colorful whimsies and make-believes. The Infernal rolls (Manipulation +
Presence) against the Dodge MDV of any character she can perceive within (Essence x 10) yards. If she succeeds, she has free reign
over her victim’s perceptions. She may create intangible illusions that deceive any of the senses, and it is equally easy for her to
simply shut down the victim’s senses, stripping him of sight or hearing. A character may resist this unnatural mental influence for a
cost of two Willpower, and may disbelieve an illusion if he is presented with definitive proof that is is false. The Infernal may choose to
target additional characters with this Charm for a cost of two motes each, rolling (Manipulation + Performance). If he targets multiple
characters, any illusion he creates is perceived by all of them–he cannot give each one their own individualized fantasies. At Essence
5, the range of this Charm increases to (Essence x 100) yards.

Exuberant Dream-Wisp Style

Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination
Hegra’s storm clouds are a condensate of mortal dreams, pregnant with the gossamer of a thousand fantasies. The Infernal
gains a pool of (Essence) gossamer, which is replenished at the beginning of each story. This gossamer is cumulative with other
sources, but leftover gossamer is wasted when the Infernal’s pool is replenished. Whenever the Infernal takes an action that is
enhanced by Infernal Charms, she may spend gossamer in place of Willpower to add automatic successes or channel a Virtue. Doing
so renders the action Obviously magical, as the Infernal’s surreal fantasies bleed into reality. Any action taken in the Wyld can also be
enhanced by spending gossamer.

Brood of Nightmares

Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Exuberant Dream-Wisp Style
Hegra’s nightmares birth monsters strange and beautiful. The Infernal may activate this Charm only when she sleeps, entering
into a fitful nightmare that imposes a -1 penalty on her roll to recover Willpower. However, the Infernal may shape her nightmares into
an imaginary monster. This functions exactly as creating a living artifact with Craft (Genesis), except that the Infernal rolls her
(Willpower + Essence), and the crafting interval is only eight hours. This action may be enhanced by Excellencies of Hegra as though
the dice pool was a combination of (Attribute + Ability). All threshold successes gained are banked towards creating the Infernal’s
nightmare monster. They are lost if the Infernal goes an entire season without activating this Charm to craft the nightmare, or if the
Infernal begins crafting a different nightmare. No materials or facilities are needed for this form of crafting, other than the Infernal’s
own mind, and she may ignore the normal Ability minimums needed for artifact crafting. This dream-crafting is fully compatible with
other Charms and effects that alter or create dreams, though excessive use of them may flavor the appearance of the Infernal’s
nightmare.
Once the Infernal has finished creating her nightmare monster, she must complete it by spending gossamer equal to its artifact
rating, which takes the place of the exotic components needed to craft the artifact. However, these dream-things are real only to the
Infernal, existing as hallucinatory companions. If she wishes to give one its own reality, she must commit two motes per dot of Artifact
rating to it as a miscellaneous action, which does not count as Charm activation. Doing so causes the monster to appear, fully real, for
the rest of the scene. This mote cost is waived in the Wyld. If a monster created by this Charm is killed, the Infernal cannot manifest it
again until they have spent gossamer equal to its Artifact rating. However, any other form of harm or damage inflicted to a beast does
not carry over between manifestations. Monsters manifested by this Charm are fully real constructs of essence and dreamstuff, not
the petty glamour of the Fair Folk.

Scrumptious Delirium Banquet

Cost: 5m, 1wp per point of gossamer; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: First Hegra Excellency, Exuberant Dream-Wisp Style
Hegra’s storm-body abounds with wisps of dreams and gossamer lightning, a delectable treat for the Fair Folk. In the days before
Creation, she would laugh and laugh as the raksha gorged themselves to death on her primordial essence. The Infernal may use this
Charm to bestow gossamer upon a character, paying a single point of Willpower for each point of gossamer granted. She may choose
to pay gossamer she personally possesses in place of Willpower. Characters incapable of using gossamer cannot benefit from this
Charm at all.
Unfortunately for the Fair Folk, all the gossamer made by this Charm is flavored with primordial essence. A little is a tasty treat for
them, but too much of it will corrode their essence flows from the inside-out. If the Infernal bestows an amount of gossamer on a
raksha exceeding half the rating of their highest feeding grace with a single activation of this Charm, the raksha explodes in a
conflagration of prismatic light and synesthetic fantasies, dying instantly. Non-heroic raksha explode if fed even a single point of
gossamer by this Charm. The rainbow-slick residue left behind the explosion can be consumed by a single character, allowing them to
recover a single point of Willpower or gossamer as they enjoy the delicious remains of the fae.

Excessive Splendor Wonderland

Cost: 15m, 1g+; Mins: Essence 4; Type: Simple


Keywords: Combo-OK, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Scrumptious Delirium Banquet
The Wyld once roiled and bubbled as Hegra passed through it, twisted into the strange fantasies of her dreaming. Activating this
Charm, the Infernal invests up to (Essence) points of gossamer into a waypoint, staining the chaos of the Wyld with primordial
energies. Waypoints that are part of a freehold the Infernal does not control, or that are part of an Unshaped, cannot be targeted. The
saturation of gossamer turns the waypoint into a sensual paradise for the raksha. They may sense the transformed waypoint from
(Essence) waypoints away, and must succeed on a Temperance roll to avoid journeying to it, and must likewise do so to leave it.
Within the transformed waypoint, raksha double the rate at which they respire essence, and add dice equal to the amount of
gossamer spent on this Charm to all shaping actions they make. These dice count as being added by Charms.
Little do the Fair Folk realize that the sorcerous paradise created by this Charm is actually a death trap. A raksha within the
waypoint suffers an unsoakable level of aggravated damage at a certain interval, as poisonous gossamer corrodes his essence
patterns. The interval for this damage is determined by the amount of gossamer invested by the Infernal–once a month for one
gossamer, once a week for two gossamer, once a day for three gossamer, once at the start of each scene for four gossamer, and
once each action for five gossamer. With ten gossamer invested, this damage occurs once per tick. Raksha killed by this Charm
dissolve into shimmering residue, as with Scrumptious Delirium Banquet. Even as the raksha realize that the waypoint tears them
apart, they must still suppress their Temperance to leave it.

<== Return to Not-My Exalted Homebrew


<== Return to Infernal Exalted Homebrew
<== Return to Exalted Homebrew

Test the Winds of Passion (Green Sun Over Paradise)


Cost: 2m; Min Essence 2, Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None (Hegra 0)

The Typhoon of Nightmares is a being of weather and emotion; from fogs of melancholy, to
rains of passion to sleets of introspection and floods of joy, she encompassed all of these
emotions and many more that mere mortals have no concept of in the squall of her clouds.
How does one except to hide such thing from her? This Charm automatically allows the
Infernal to gauge the emotional state of their target, the Infernal gauges the target's emotion
as a form of synesthesia; the hot and spicy taste of lust, the bloody metallic scent of hate filled
anger, the warmth of love and sugary sweet scent of joy.

Joyful Dancing Nimbus Form (Green Sun Over Paradise)


Cost: 5m; Min Essence 2; Type: Reflexive
Keywords: Combo-Okay
Duration: One Scene
Prerequisite Charms: None (Hegra 0)

Hegra floats above the Demon city, any and all threats passing though her cloudy form with
even doing the slightest bit of harm to the Typhoon, untouchable and unfathomable. With this
Charm an Infernal my emulate the Typhoon in her unassailability.

This Charm removes all penalties to the Infernal's Dodge Value as the she seems to float and
dance just above dirt and the refuse below. At Essence 3+ this Charm automatically
upgrades, allowing an Infernal to ignore all damage from a fall as she floats gently down
towards the earth.

88888888888888888888888888888888888888888888

ISIDOROS

“They said it's you who puts the gravity in the ground,
They said it's you who all the stars revolve around,
Scientists were wrong, and you suspected all along it might be true,
The world belongs to you.”
-Jonathan Coulton

This set of Charms for the Yozi Isidoros is intended to work alongside the Charm sets for other Yozis already presented in Manual of Exalted Power: Infernals
(and other sources, such as the Broken-Winged Crane and Ink Monkey supplements), and includes an Urge and Act of Villainy. All the usual rules for Green
Sun Princes apply, as given in those books. I also recommend using my rewritten version of She Who Lives in Her Name (and the Infernal version of Wyld-
Shaping Technique), found here.

Though this document contains the core of Isidoros’ power - 33 Charms as well as a General set - further Charms exist, whether waiting to be invented by the
heroic genius of the Infernal Exalted or simply unrecorded in this document. A few of these were excised for reasons of space, and may be added to a separate
document at a later date.
-Revlid

ISIDOROS, THE BLACK BOAR THAT TWISTS THE SKY

ISIDORITE URGE (THE URGE TO CAROUSE)


The Age of Dreams was a time of wonder and madness, where the souls of titans played in the sandbox of Creation and the newborn gods toiled beneath twin
suns. Isidoros found it unbearably stolid, and welcomed the futile invasions of the raksha as a brief distraction, herding them into the burning razor banks of his
sister Adrián. In this quietly dying Age of Sorrows, he imparts the heart of a frustrated anarchist upon those Green Sun Princes who seek his patronage. This
Urge leads the Infernal Exalted to cause chaos through their actions, kicking out the legs from beneath established order. They provoke revolution, sow dissent,
demolish tradition, place peasants on thrones and hurl rulers from their towers.

Conviction and Valor are Isidoros’ core Virtues, teaching that none may force him to turn aside from his desires, and that challengers must be beaten back from
his position at the centre of the universe. Compassion allows him to show mercy in the form of carelessness, forgiving the irrelevant everyone. Temperance
reminds him of the importance of self-mastery, though his egocentric might warps this lesson into a rejection of foreign authority.

Examples include:

• Split the Immaculate Cult in half over a point of irreconcilable doctrine.


• Slay the Celestial Censor of the North.
• Incite civil war in the Realm.
• Cause the Lintha to abandon their worship of Kimbery.
• Break the Perfect of Paragon’s control over his city.
The Torment of Isidoros: When an Infernal with an Isidorite Urge accumulates 10 points of Limit he suffers the Torment of Isidoros. For one full day, the
world seems colourless and absent of life, an empty void that no amount of effort will fill. The Infernal is stripped of all impetus – he is treated as having no
Motivation, Virtues rated at 1, and barely acknowledges his intimacies at all. Given the chance, he will simply wallow in his own ennui for the duration, eating
only if strictly necessary and sleeping through problems. He will act to defend his own life, but otherwise cares nothing for the world or anyone in it – it is
simply too much bother.

MANDATE-DISMISSING PETULANCE (ACT OF VILLAINY)


Isidoros regards authority as a lie invented by the insecure, to secure their power and knowledge. He is power, and his opinion is the only one that matters –
why should he heed the laws of the Yozis? Whenever a warlock responds to a (seemingly) reasonable order or helpful proposal with a dismissal deliberately
intended to cause insult or injury, roll his Valor. Each success reduces accumulated Limit by one (minimum zero). The dismissal must be directed at a character
capable of exacting retribution in some way.

FIRST ISIDOROS EXCELLENCY


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Black Boar That Twists the Sky is shameless and proud of everything he is and does. He boisterously indulges in his every primal urge, fuelled by a
boundless vitality that allows him to smash through anything between him and his desires, for he knows that forbidden fruit tastes sweetest. The Antarch
Stampede stubbornly rejects all authority, a self-absorbed creature who recognises only his own unstoppable force. He is wilful and contrary, an anarchist who
even scorns systems of law, nature and probability, but is at least honest in his violent disrespect for others. Competition and challenges especially rouse him,
as he parades his awesome might by trampling imitators. Isidoros is unconcerned by the senseless destruction he causes in such displays, for he does not
consider anything but the present, a myopic carelessness that allows him to act with largesse.
Characters can always use this Charm to help satisfy their base desires, whether by foraging for food or propositioning sexual partners. It cannot ever be used
to enhance actions taken at the behest of others, unless the Infernal takes special measures to make his independence clear. Isidoros can generally aid Infernals
who are engaged in opposed or exceedingly difficult actions, provided they trumpet their victory to all; the Black Boar is vain and cannot understand humility.

ISIDOROS MYTHOS EXULTANT


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Isidoros Excellency
The Black Boar That Twists the Sky reinforces his own ego with his awesome might, such that whenever he receives Willpower from stunting, he also regains
a single Valor channel.
SORCEROUS ENLIGHTENMENT OF ISIDOROS
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Isidoros Excellency
Isidoros is a creature for himself, first and foremost, and expresses his majesty through his own form. Spells which enhance the caster’s physical capabilities
cost no Willpower when cast through this initiation – examples include Becoming the Wood Friend, Blood Lash, Commanding Presence of Fire, Incomparable
Body Arsenal, God-Forged Champion of War, and Invoking the Eyeless Face. However, Isidoros’ rejection of authority increases the cost of all spells that seek
to override another character’s free will or beliefs by one point of temporary Willpower. It is natural for lesser beings to be drawn to the Infernal’s majesty, so
spells that summon and bind entities are unaffected.

ASCENDANCY MANTLE OF ISIDOROS


Cost: —; Mins: Essence 5; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Isidoros Excellency
The ego of the Black Boar outgrows his body and Essence alike. An Infernal who suppresses his Valor loses the extra dot of Essence permitted by this Charm
for the rest of the scene. This Charm has no effect for characters with a Valor lower than three.

INDOMITABLE HEDONISM DRIVE


Cost: —; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Some compare Isidoros' endless stampede to that of the Silent Wind. They are fools. The Black Boar's rampages are driven by his passions and his greed, and
once his eye is set on something it is impossible to convince him to let it go. The Infernal treats any and all of his desires as his Motivation for the purposes of
calculating MDVs and stunt ratings. However, the Infernal cannot roll to regain Willpower from sleeping unless he has satisfied at least (Essence) desires since
he last slept.
CHARM CONCEPT: DESIRES
In the context of the Isidorite Charmset, desires are those intimacies which express the desire to perform some physical activity toward an existing physical
subject – the desire to eat something, the desire to fight someone, the desire to sleep somewhere, etc. “Be the best swordsman in the land” would not qualify as
a desire, while “defeat the best swordsman in the land” would. Similarly, an intimacy of love would not qualify as a desire, while one of lust would, as it
represents a physical activity. Isidoros is little-concerned with the abstract. A suitable Motivation can also be considered a desire, though an Urge never can.

STUBBORN GOD-BEAST INDULGENCE


Cost: 6m or 3m or 0m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Indomitable Hedonism Drive
Isidoros is not to be denied. He smashes through walls and barriers, true, but his ability to shrug off less physical restraints is just as impressive. This Charm
can be activated in response to any mental influence that would force the Infernal to abandon, postpone, or restrict himself in any activity. This includes
persuasion rooted in the idea that a given activity is impossible or inappropriate. He immediately gains a desire appropriate to that activity, and perfectly parries
the mental influence with an open declaration of his intent to fulfil that desire.
This Charm’s cost is reduced by three motes if the Infernal already possesses an appropriate desire, or if the subject of the desire is immediately present in the
scene. These reductions stack.
MERRY BOAR RAMPAGE
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Stubborn God-Beast Indulgence
The Black Boar is not to be denied his sup. Let lakes of blood and mountains of rubble stand as testament to his dissatisfaction. Or his satisfaction – that which
he finds entertaining is often unhealthy for those less durable. This Charm provides the Infernal with an empty Overdrive pool with a capacity of (Valor) motes,
to which he adds one offensive mote whenever his DV refreshes in combat, provided he believes the battle will further one of his desires.

UNBOTHERED BY FLIES
Cost: 0m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Indomitable Hedonism Drive
When the Black Boar is engrossed in his interests, little can distract him. This makes him no more assailable. This Charm can be activated in response to any
unexpected attack, removing that label and allowing the warlock to defend against it normally. However, if the attack fails to actually strike the Infernal, he
remains unaware of it – any successful dodge or parry seems merely a coincidence, as he leans or shifts in just the right way to avoid the strike. If the attacker
struck from stealth, that stealth is not automatically broken for the Infernal (though he might receive another roll to notice his attacker).

Any other Charms he uses to enhance the defense are similarly forgotten, and if he has any Overdrive pools he is refunded their cost with half as many
offensive motes. While the player chooses when to activate this Charm, the Infernal himself is (obviously) unaware of its activation.

AROUSING INDELICATE PASSIONS


Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Emotion, Stackable
Duration: One scene
Prerequisite Charms: Indomitable Hedonism Drive
Isidoros leaves heady need in his wake, rousing more than just rabbles. The warlock chooses one of his desires, rendering it Obvious to anyone who can
perceive him while this Charm is active. This applies an Emotion effect inspiring the same desire in any characters who directly interact with the warlock or
witness him indulging in it. This unnatural mental influence lasts for one scene, unless resisted by spending one Willpower.
ONE-AND-ONLY INSISTENCE
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Arousing Indelicate Passions
Some might think it lonely, to be one-of-a-kind even among the world-shapers, but Isidoros is proud of his singularity. Those who would mimic him are
deluding themselves. Other characters face an external penalty of -(Infernal’s Essence) to convince others that they are the Infernal, and any disguise or
imitation automatically fails if they are present in the same scene with him. However, the Infernal suffers the same penalty when attempting to hide or disguise
his identity.
At Essence 3+, the warlock becomes incapable of using Craft or Linguistics to create an image in his likeness – he cannot sculpt his image, or write a
description of himself any more elaborate than his own name. However, those who understand him find the thought weighs heavily on their minds; characters
defending against one of the Exalt’s social attacks reduce their MDV by the number of his intimacies that they understand, up to -3.

CAVORTING PIG-IDOL
Cost: 4m, 1wp; Mins: Essence 3; Type: Simple (6 long ticks)
Keywords: Combo-OK, Emotion, Obvious, Social
Duration: Instant
Prerequisite Charms: Arousing Indelicate Passions
Isidoros is inspirer rather than inspired, a colossal muse who radiates a visibly crackling musk of desideratum. Each purchase of this Charm allows the Infernal
to project his idolatrous influence in different ways. Upon activating it, he chooses one of these methods, rolls (Charisma + Performance + Valor) and applies
unnatural mental influence to every character who can perceive him. Those with a Dodge MDV lower than his rolled successes can only resist this Emotion
effect at a base cost of two Willpower. They can choose to spend just a single point (regardless of any threshold successes the Infernal may have achieved over
their MDV), but in this case they instead suffer an altered effect, described below..
Draw-the-Eye Celebrity Urge: The Exalt defines a desire with himself as the subject, inflicting that intimacy on characters who fail to resist. Characters who
spend just one point of Willpower to resist still acquire a desire toward the warlock, but their player chooses the context.
Trend-Setting Indolence: The Exalt defines a desire based on whatever activity he is currently engaging in, inflicting it on characters who fail to resist. An
Infernal who activates this Charm while kissing his husband could inspire lust toward their spouse in everyone watching, for example. The Infernal cannot be
the subject of this intimacy. Characters who spend just one point of Willpower to resist still acquire a desire with that context, but their player chooses the
subject.
Helpful Cowards Everywhere: The Exalt chooses one of his desires, inflicting an intimacy of “slavish eagerness” toward fulfilling that desire on characters
who fail to resist. Characters who spend just one point of Willpower to resist still acquire a positive intimacy toward helping the Infernal, but can choose the
intimacy’s exact nature.

RAW WHIMSY DILIGENCE


Cost: — (1wp); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Indomitable Hedonism Drive
The Black Boar is ruled by nothing, not even his passions. He rejects any attempt to sway him from path, but freely changes his own direction as he pleases,
focusing just as fiercely on his new goal and seeing no contradiction. The Infernal may may spend a single point of Willpower whenever his attention is drawn
to a physical thing, immediately changing the subject of one of his desires toward it. The context remains the same. He may not alter a desire in this fashion if
the current subject is present in the scene, nor if he has indulged or been actively barred from that desire in the past day.

Additionally, he can always channel his Conviction to enhance pursuit of his desires, and need not suppress Conviction to prioritize them over his Motivation
(or each other). He must, however, roll Conviction to abandon the pursuit of a desire, just as though they were his Motivation.

GODLESS DEBAUCHERY ENLIGHTENMENT


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Raw Whimsy Diligence
The Antarch Stampede quenches himself in gore and rutting and travel and slumber alike. It is not what he does that matters, simply that he is doing it. This
Charm provides the Infernal with an additional Peripheral pool capable of holding ten motes, to which he adds one mote for every hour he spends fulfilling one
of his desires by interacting with another character. Time spent merely working toward the fulfilment of a desire is not counted – an Infernal with an intimacy
of lust towards Nellens Malakai would not gain motes while courting him, only during the actual sexual romp. Note that no Infernal can possess more than
(Essence) additional mote pools granted by Charms such as this.

PLEASURE IS BUSINESS
Cost: 2m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Raw Whimsy Diligence
Others place their long-term goals above their appetites, and live stark lives of self-denial. Others indulge when action is called for, and live pointless lives of
no consequence. Isidoros is greedy, and sees no reason to choose one when both are within his reach. The warlock specifies a single short-term goal and
chooses one of his desires. The subject of that desire is immediately removed, leaving only the context – it affects his behaviour as a general inclination toward
that sort of indulgence, with no specific target. While this Charm is active, the warlock is made subconsciously aware whether or not any existing physical
thing (characters, objects, structures or ongoing events) he can perceive would further his short-term goal. If it would, and he chooses to act upon that strange
instinct, this Charm ends and the relevant physical thing becomes the new subject of that desire.
Example: Karal Lohara activates this Charm, choosing to seek the hidden passageways of the Fool Dragon Crypt. She chooses a desire based on lust, and so
she wallows in ambiguous arousal until she comes across a ghostly maid with access to useful information. The Storyteller informs her player of the wraith’s
potential use, and Karal elects to interrogate her on a subconscious whim, finding that her lust is immediately directed toward her as the Charm ends.

TOIL BY PROXY
Cost: 10m, 2wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Raw Whimsy Diligence
It is rare for one of such might to be impeded in the slightest, but at times even Isidoros must endure the tedium of continued labour to achieve his goals. At
such times, he is wont to shift his attentions elsewhere, assigning the work to the only one he can truly trust. Through a dramatic ritual taking one hour, Infernal
chooses one of his desires and immediately suppresses it – while this Charm is active, it still counts toward the maximum number of intimacies he may
possess, but cannot be targeted with mental influence, has no bearing on his behaviour or MDV, and cannot be used to enhance his stunts. Black waters of
expression pool in this dent in his psyche, before being spat out from one of his orifices to form a sorcerous spirit focused on bringing this suppressed desire to
fruition. This spirit, called a whim, is a creature of darkness and native of Malfeas, and appears as a combination of shadow, fingerprint-flesh and rippling air in
the shape of whatever parts of the Infernal would be necessary to fulfil the suppressed desire.
The whim has traits identical to the Infernal’s, except that it lacks any Backgrounds or Yozi Charms. Instead, it possesses the Materialize Charm and up to
(Essence) Excellencies that would be useful for accomplishing the desire in question, for which it uses the Infernal dice cap. It also possesses the Divine
Prerogative Charm, rendering any mental influence that would lead it to abandon, postpone, or alter the desire it embodies an unacceptable order. It has no
Intimacies save for the desire it embodies, and lacks a Motivation. Instead, it has an Urge toward fulfilling the desire in question. It will not take actions other
than to fulfil this desire and fend off anyone trying to prevent it from doing so.
Once this whim has fulfilled the desire from which it was spawned, it immediately dissipates, ending this Charm and providing the Infernal with all the
memories of the desire’s fulfilment. The Infernal learns nothing of the path his whim took to reach that point, gaining only the immediate gratification of its
climax, and so gains a single point of Willpower. Any intimacies the whim created toward itself in the course of its existence change their subject to the
Infernal himself – no need for the gawpers and romantics of this world to love but a shadow. If the whim is killed or dispelled with countermagic before it can
complete the desire, the Infernal instead gains a point of Limit as frustration hammers into the back of his skull seemingly from nowhere, ending the Charm.
The Infernal can only have one whim in existence at a time.
A second purchase of this Charm at Essence 4+ allows the Infernal to use it to create up to (Valor) whims. In addition, the countermagic necessary to destroy a
whim is now based on its Permanent Essence rating, not the minimum Essence of the Charm. Finally, the Infernal may suppress (and create a spirit embodying)
an intimacy that is not a desire, as he offloads unpleasant duties onto some more reliable piece of his soul. In this case, he receives none of the whim’s
memories when its work is completed, and therefore gains no Willpower (though he still suffers as normal if the whim is destroyed).

QUAFFING THE GREEN OCEAN


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Indomitable Hedonism Drive
No mere bacchanalia may lay Isidoros low! The warlock automatically succeeds on any roll to avoid nausea for any reason. Further, every poison the warlock
is exposed to is considered to have a Tolerance trait (Exalted, pp. 131) of (Essence/day). If they already have a Tolerance trait, it is simply increased by
(Essence) and uses the lower of the two intervals. If the Exalt actively ingested the poison as a result of pursuing one of his desires, its Tolerance trait is
increased by a further (Stamina). He adds (Resistance) successes to any roll to purge himself of toxins.
Finally, if the Infernal actively exposed himself to a disease for the sake of one of his desires (such as by copulating with an infectee or consuming diseased
meat), he decreases its Untreated Morbidity by (Valor). This has no effect on its Treated Morbidity, and only helps defend against actual diseases - it does
nothing against effects that are merely keyworded as Sickness.
WEIGHT-EXAGGERATING EGO DENSITY
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
The Black Boar is the centre of his own universe, his every action granted a dreadful, glorious, and all-too literal weight. The Exalt increases his weight by a
factor of (Essence). This does not affect his personal ability to move or jump, though it does increase the load on a mount or vehicle, and may prevent him
from being dragged or lifted if his new weight is too heavy. He reduces the distance he can be thrown by any Knockback effect by (Essence x 10) yards, to a
minimum of zero, adds (Essence) automatic successes to any Blockade Movement or Control Clinch rolls, and increases his effective (Strength + Athletics) for
Feats of Strength by (Essence x 2).
Note that fragile surfaces may break beneath the Exalt’s tread – cosmetic damage in his wake reduces the difficulty to track him by his (Essence) over surfaces
where he had this Charm active. Surfaces he lands on after jumping suffer more seriously, immediately taking (Essence x 2) dice of lethal damage.

PUSH-TO-SHOVE REPLY
Cost: 2m or 0m (+2m); Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Weight-Exaggerating Ego Density
Attempts to force Isidoros from where he wishes to be are met with indifference at best. This Charm can be activated at a cost of two motes in response to any
Knockback effect (including Knockdown), perfectly negating it as a ripple of force spreads out from behind the Exalt. He may then choose to spend an
additional two motes to redirect this invisible battering ram as an unblockable counterattack in Step 9. This attack targets anyone within (Athletics x 2) yards of
the Infernal, using a dice pool of (Strength + Athletics + Essence), and inflicts no damage itself. Instead, if it hits the target, they are made subject to the
negated Knockback effect. This Charm’s initial cost is waived if the Exalt has Weight-Exaggerating Ego Density active.

BEYOND YOUR FEEBLE REACH


Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Push-to-Shove Reply
Isidoros is an ideal, unreachable in his magnificent completeness. This Charm is a perfect dodge against any attack that is not unexpected, as the Infernal’s own
world-warping presence bends the attack around his form - arrows slam into the ground before him and spear-shafts buckle as they whisper past his face.
Despite being a dodge, this can be used to protect another character through a Defend Other action, as the attack spins off course into an abortive orbit. This
Charm suffers from the Imperfection of the Black Boar That Twists the Sky.

A second purchase of this Charm allows the Exalt to spend an additional three motes upon using it to redirect the attack into a character or object other than the
attacker within (Essence) yards of himself. The attack is resolved as normal against this new target, starting from Step 2, and includes all the magic used to
enhance the original blow. The attacker may try to pull their strike, apply an external penalty to the attack roll of up to their (Wits), but cannot deliberately fail.

IMPERFECTION OF THE BLACK BOAR THAT TWISTS THE SKY


Isidoros is the centre of his own universe, and so his every action is lent a mighty gravity, a self-centered force that weakens only when diluted. Whenever the
Infernal acts against or denies one of his own desires, even to pursue another, all Charms with this flaw suffer a surcharge of four motes for the rest of the
scene. Altering a desire through Raw Whimsy Diligence does not provoke this Imperfection.

FOE-HURLING GORE STRIKE


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Weight-Exaggerating Ego Density
The world warps and twists for a single heavy moment, before snapping into a motion that sends bodies flying like ragdolls. This Charm enhances an attack. If
it hits, the target is thrown away from the Infernal in any direction, at a rate of three yards for every die of raw damage. If they strike an unyielding object in
their flight, they stop there, and both they and the object suffer one die of Piercing damage for each yard they would have otherwise travelled, to a maximum of
the raw damage of the original attack. This damage is usually bashing, but may be lethal if the object is suitably dangerous. Targets rooted in place instead
suffer damage as though they had immediately struck an object, the stresses of the Infernal’s might twisting and churning their insides.
Alternatively, the Infernal can simply knock his target prone. This version of the Charm inflicts no additional damage to the target, but all characters within a
number of yards equal to the attack’s raw damage must roll to avoid knockdown at a difficulty of (Infernal’s Strength), and the object-sized section of the floor
they are knocked down onto suffers twice the raw damage of the attack. If the target is already prone, he can simply be smashed directly into the floor, treating
it as an object he has been immediately knocked into.
GOD-HUMBLING BACKHAND BLOW
Cost: — (+2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Foe-Hurling Gore Strike
Mere divinity is no more a defense against Isidoros than any other form of pretension. This Charm permanently enhances its prerequisite, allowing the Infernal
to increase its cost by two motes when targeting a dematerialized target. If he does so, his victim is rendered fully solid at the moment of impact, allowing him
to damage them and send them smashing into objects as normal. This forcible materialization continues after the attack is resolved, but does not prevent the
target from dematerializing once more.
Alternatively, the Infernal can use this effect to target a materialized spirit (or another being inherently capable of becoming incorporeal, such as another
Infernal with Soul-Sand Devil Shintai), forcibly dematerializing them after the initial damage of the attack is resolved but before the Knockback is applied –
obviously, they do not suffer any damage from phasing straight through objects.

TOWER-TOPPLING TANTRUM TOSS


Cost: — (1m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Foe-Hurling Gore Strike
The alien skyline of the Demon City remains intact only by the grace of Isidoros’ inattention. This Charm permanently enhances its prerequisite, allowing the
Infernal to activate it at a cost of only one mote when targeting an object. In addition, any damage dealt to objects by a hurled target is doubled (this
specifically overrides the normal maximum). If an object is destroyed in this fashion, the target continues to fly in the same direction, stopping only when they
fail to destroy an object they strike or the range of the Knockback effect is exhausted. However, they still only suffer damage from the first object they strike.
As a final benefit, targets hurled by Foe-Hurling Gore Strike travel an additional ([Strength + Essence] x 2) yards.

REGIMENTS LIKE BOWLING PINS


Cost: — (2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tower-Toppling Tantrum Toss
Destruction cascades from the Infernal’s blows, one strike becoming two as enemies become projectiles and corpses tumble through the air. This Charm
permanently enhances Foe-Hurling Gore Strike. Ordinarily, it is assumed that other (non-extra) characters avoid the characters and objects sent flying by
Knockback, but with this Charm the Infernal may spend an additional two motes in Step 10 to unceremoniously smack his target into another enemy. This is
treated as a reflexive Thrown attack using the target as an improvised weapon, targeting any one character in their path. The hurled target suffers damage from
the Knockback as normal.

BEHEMOTH SHOCKWAVE POUND


Cost: 3m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Foe-Hurling Gore Strike
Each step of Isidoros’ hooves sends Malfeas spinning in a new direction through the void outside the world. The Infernal strikes at the ground with a
contemptuous stomp of his foot or a vicious swipe of a weapon, making a standard attack roll with any Ability. This sends a pulse of space-distorting force
hurtling outward - rather than its original target, the attack roll is applied to all characters and unattended objects within three yards of the Exalt. Each target
resolves defense and damage separately.

A second purchase allows the Exalt to instead choose a single “primary” target within (Strength) yards, and resolve the attack against them alone. Once this has
happened, the Charm’s effects are applied as normal to all characters within three yards of the primary target’s final location, after applying Knockback.

WHOREHOUSE-FLINGING MUSCLE
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Weight-Exaggerating Ego Density
He brushes great towers aside like dandelion-parachutes, sending them careening gracefully through the air before they crash on the hapless insects below. The
Infernal ignores any penalties for using improvised weapons, and can throw any object he has sufficient (Strength + Athletics) to pick up. Finally, if he knows
Foe-Hurling Gore Strike he may use that Charm to enhance one of his throws, increasing the number of yards he can hurl the object (or clinched character) –
for this purpose, the “raw damage of the attack” is replaced by the Infernal’s (Strength + Essence).

IMPEDED BY NOTHING
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Weight-Exaggerating Ego Density
To attempt to slow the Boar is futility itself. He is unstoppable, moved only by own will, and impeded by nothing. This Charm permanently enhances its
prerequisite. While it is active, the Infernal ignores all unstable terrain, his own self-centred Essence keeping him steady. He also ignores all mundane penalties
to his movement, whether internal or external, pushing through pain, water and thick mud as though they were nothing. While he does so the air around him
shudders and steams, causing Weight-Exaggerating Ego Density to become Obvious.
At Essence 4+, this Charm also negates magical penalties, though outright obstructions must still be dealt with.

ONCOMING INEVITABLE IMPACT


Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One Aim action
Prerequisite Charms: Impeded by Nothing
At times, the chatter and babble of the Demon City will pause for a long moment, before even musicians abandon the instruments that ward off Adorjan.
Isidoros has chosen his new trajectory, and it is time to pray or flee. This Charm enhances an Aim action, allowing the Infernal to move toward his target
without aborting the Aim action, increasing the maximum number of dice it can add to (Essence + 1) and adding any dice to the raw damage as well as the
attack roll. An Aim action enhanced in this fashion can also be used in social combat, with its Speed changed to long ticks, adding dice to the social attack roll
as normal. If this Aim action would add more than three dice to an attack roll, it becomes Obvious to its target, breaking the Infernal’s stealth if he is hidden, as
the warlock draws their eye with the inevitable gravity of an oncoming stampede.
THIS TIME IT’S PERSONAL
Cost: 4m; Mins: Essence 4; Type: Reflexive
Keywords: Combo-OK, Compulsion, Obvious, Overdrive
Duration: One scene
Prerequisite Charms: Oncoming Inevitable Impact
The damnéd Black Boar rampages across existence, leaving maddened bacchants and vengeful cripples in his wake. They have no hope of harming him,
though they spit their last breaths at his unbothered back. The Infernal’s anima flares through his mouth, turning it into a grinning vortex of black-on-red with
swirls of bruise-purple, as the chants of those he has wronged through his debauchery become delicious sweetmeats. The Infernal gains an empty Overdrive
pool with a capacity of ten motes, to which he immediately adds (Essence) offensive motes, and adds a further one mote whenever a grudgebearer attacks him.
He may gain a maximum of one mote per character per tick in this fashion. Grudgebearers are characters who the Infernal has no negative intimacy toward, but
who either bear a negative intimacy toward him, or possess an unhealed injury (health levels, Crippling, Poison or Sickness effects) caused by him before this
scene.
All grudgebearers who are rolled into battle against the Infernal have their wounds (physical or emotional) enveloped by an Obvious stream of primal dark
Essence that swirls into the Infernal’s mouth, adding (grudgebearer’s Essence) automatic successes to any roll they make to locate him (or vice-versa).
The air around this cloud of resentment is filled with a medley of groans, screams, and foul imprecations repurposed from their memories of the Infernal,
forcing them to roll (Valor) whenever they try to spend an action without directing at least one attack against the Infernal – if they roll even one success, they
must try to attack him (or, if that is impossible, move toward him). This unnatural Compulsion can be resisted at a cost of one Willpower, and characters who
have spent three points of Willpower resisting are immune for the scene.

DOOR-SPLINTERING JUGGERNAUT MOTION


Cost: — (0m or 1m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Impeded By Nothing
Walls splinter and worlds crumble before the warlock’s tread. Whenever he comes into contact with an inanimate object (including objects that are part of a
structure) as part of a Move, Dash or Jump action, he may make an immediate reflexive attack against that object. The first such attack he makes on each tick is
free, with every subsequent one costing a single mote, to a maximum of (Essence) attacks per tick. Objects currently on another character’s person cannot be
targeted in this fashion.
This reflexive attack does not slow the warlock’s passage in the slightest, manifesting as a casual sideswipe or simply the natural result of the object being in
his way - if he has any move distance remaining, he may use it to move past or through a destroyed object, while jumps are unimpeded by objects destroyed
mid-leap.

SINEW-AND-DEBRIS CORONA
Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable, Obvious
Duration: One scene
Prerequisite Charms: Impeded By Nothing
Isidoros surrounds himself with whatever he wants, and it seldom survives the experience. Such refuse swirls in his wake like dirt around the jowls of a pig.
This Charm can be activated whenever the Infernal damages an object or kills a character, eliminating any corpse or debris as he draws the aftermath of his
destructive urges about him in a dark shroud of hypercondensed matter. This swirling aura serves as an expansion of his own form, so each activation grants
him a single temporary -0 health level (Scroll of Errata, pp. 12), which vanishes when this Charm deactivates.
BLACK VITALITY RUBBLE-ROUSING
Cost: 1m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Action-Only, Obvious
Duration: Instant
Prerequisite Charms: Sinew Debris Corona
With a crash to shame thunder, Isidoros shakes off the dirt that encrusts some part of his body, and new continents form on the world below. Activating this
Charm, the Infernal chooses up to (Stamina) of the temporary health levels granted by Sinew Debris Corona and cleanly removes them. Those applications of
the Charm immediately deactivate, supplying the warlock with an equal number of offensive motes which he can add to any of his Overdrive pools. Any
damage carried by temporary health levels removed in this way is lost – counter to the usual rules, it is not transferred into his normal health track.
The compacted clouds of flesh-space that comprised those health levels do not go quietly, however. Their violent detonation is a one-time magical
environmental hazard centred on the Infernal. It has a radius in yards equal to the number of removed health levels and deals an equal amount of Bashing
damage, with a Trauma of (Essence) and an Evade of (Resistance x 2)P. The Infernal himself is immune to this hazard.

ROAM-ALL-OVER CARELESSNESS
Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Impeded By Nothing
The entire world revolves around Isidoros and his movements. At times, the myriad denizens of the Demon Realm walk along a cobbled ceiling, or fly through
an infinite abyss lit from far below by a Green Sun. This eccentricity has little impact on the travels of the Black Boar. The Infernal alters his personal
definition of “down” to another direction, causing him to fall in that direction and allowing him to move across appropriate surfaces as though they were the
ground – to one who plummets upward, the ceiling is the floor. This Charm automatically deactivates if he moves more than (Essence x 2) yards from the
nearest surface he would “fall” toward. Though falls are considered to happen “instantly” in Exalted for the sake of simplicity, this Charm does not provide a
dodge – it cannot be activated in response to an attack.
At Essence 3+, this Charm gains the Touch keyword, allowing the warlock to apply it to any character or object in contact with him as a Sorcerous effect with a
cost of five motes. This version of the Charm automatically deactivates if the target moves too far from the nearest appropriate surface, or from the warlock
himself.
FECKLESS GIANT WANDERINGS
Cost: 3m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Leader
Duration: Indefinite
Prerequisite Charms: Impeded By Nothing
At times, Isidoros will be lost to the Brass City, a titan vanished, and Hell becomes a little quieter for a time. Then he will re-emerge in some improbable
location, having sated his wanderlust in the cold outer reaches of Malfeas, and the rampage begins anew. While this Charm is active, the Infernal is rendered
untrackable over dramatic travel distances. Any attempt to trace his movements, follow his path or determine his intended location over a period of travel no
less than an hour automatically fails, as eyewitness reports arrive from all Directions of Creation, his physical tracks seem contradictory and backward, and the
Pattern Spiders scurry and mutter. This Charm’s effects also apply to any characters deliberately following in his wake, to a maximum Magnitude of (Essence);
the Infernal’s player chooses which characters have priority in benefiting from this effect, but cannot outright withhold it when “spare” Magnitude is available.
NOMADIC NAVIGATION NESCIENCE
Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Stackable
Duration: One Journey
Prerequisite Charms: Feckless Giant Wanderings
The passage of the Black Boar is incomprehensible to those who concern themselves with logic, continuity and responsibility, for his weight distorts the
universe. He does not move, contrary to appearances. Rather, the world moves around him. Activating this Charm, the Infernal chooses a single destination,
which must be an actual fixed location that the Infernal is aware of. This must be a place that is not outright impossible to reach through more conventional
travel – Malfeas, Yu-Shan, or Whitewall would all qualify, though Autochthonia or the unsteppes of Nirguna would not. He sets off in any fashion or direction
he pleases, beginning an extended navigation roll with a pool of (Wits + Survival) and an interval of one full day of solid travel.

This travel benefits from the full effects of Feckless Giant Wanderings, and at its end he reaches a random location chosen by the Storyteller. This location
must be one the Infernal could have reached through conventional travel, will never be outright lethal (i.e. the bottom of the Western Ocean for an Infernal
unable to breathe water, though the definition of "lethal" narrows as the Infernal becomes more able to survive in hostile climes) and up until the fifth interval it
must be in the same realm of existence (or, in futuristic settings, planet) as his starting location. His method of travel has no impact on this location – he can
reach the middle of the Eastern jungles by taking a ship from Feixu, or end up in a subterranean cavern after acquiring passage on a zeppelin. He remembers
little of his journey – it is shrouded by a haze not unlike intoxication, with a few flashes of memory that match up to any eyewitness reports he cares to track
down.
The warlock can spend as long as he likes in this general area (usually around [Essence] miles in radius), but if he leaves it by normal means this Charm ends.
Otherwise, he must set off in another interval of random daylong travel. This continues until he reaches 50 accumulated successes, at which point he arrives at
his chosen destination. This Charm does not allow the Infernal to bypass anything but mundane security – an Infernal sauntering through Yu-Shan could not
find himself within the Jade Pleasure Dome, though he might end up at its sealed doors, and one who enters Malfeas must still spend five days crossing
Cecelyne.
A second purchase of this Charm at Essence 4+ allows the warlock to bring along other willing travellers, increasing the cost of this Charm by two motes per
dot of Magnitude, to a maximum Magnitude of (Essence). Further, it can now lead the Infernal to the position of one of his desires, rather than a fixed location.
This forces the warlock to use the lower of his Survival and Investigation, and the Charm leads the warlock to the desire’s location at the time of activation,
regardless of how much time passes while he is travelling. If the target is protected from scrying or supernaturally-enhanced tracking by magic, he must make a
roll-off at the end of each interval, with failure ending the Charm.

REMOTE SATISFACTION DEMAND


Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Weight-Exaggerating Ego Density
What Isidoros wants, he gets. Why should he need to haul himself after it in the process? The Infernal opens a hand, his will visibly folding space to drag an
object that he owns and could physically lift into his grasp. This Charm has a maximum range of (Essence) yards, and requires a clear flight path to the
Infernal. Weapons called to him in this fashion (improvised or otherwise) can be reflexively readed. This Charm can be used to target objects that are part of a
structure, inflicting (Essence) dice of bashing damage on the surrounding sections – if this is enough to damage them, the object is ripped free and flies into the
warlock’s grip.
A second purchase increases this Charm’s range in yards and the structural damage it inflicts to (Essence x 2). It also allows the warlock to target objects he
does not own, so long as they are not on the person of another character, and reduces its cost by one mote if used to target an object that does not belong to
another character.
A third purchase at Essence 3+ increases its range even further, to (Essence x 5) yards, and reduces its mote cost by one when used to target unanchored objects
within (Essence) yards. At this level, the warlock can spend an additional mote to target objects currently on the person of another character, forcing them to
make a reflexive (Strength or Wits + Larceny or Athletics) roll at a difficulty of (Infernal’s Strength) to keep hold of it. He cannot attempt to steal the same
object more than once each action.

BOAR’S INESCAPABLE GRAVITY


Cost: 4m (+3m); Mins: Essence 2; Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Remote Satisfaction Demand
Isidoros is inescapable, his all-consuming gravity claiming that which he desires with ultimate force. This Charm functions in the exact same way as its
prerequisite (including the effects of any additional purchases), except that its range and the structural damage it inflicts is doubled. Further, he may use it to
target characters he could physically lift, as an attack with a dice pool of (Strength + Athletics + Essence). This attack is normally unblockable, though
characters can “parry” it by gripping an object firmly rooted to the ground, as though it was a parrying weapon with a Defense trait equal to their (Strength or
Athletics).
If the attack hits, it does no damage. Instead, the character is dragged toward the Infernal a number of yards equal to his attack successes (prior to applying
DV). The Infernal may spend an additional three motes to make a reflexive clinch attack against his target if this Charm would bring them within range.

MIDNIGHT BELLY STOCKPILE


Cost: 1m; Mins: Essence 2; Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Remote Satisfaction Demand
Within Isidoros’ form is an entire universe, compressed to bone-crushing density, a place where time and motion slow to a glacial pace and treasures devoured
in Time Not spin complacently. This Charm targets any one object that the Exalt owns, is touching, and could physically lift, “crushing” it into a swirl of
darkening vapour in his grip. That object is now stored in Elsewhere, where it remains for the Charm’s duration. Deactivating this Charm causes the warlock to
eject a cloud of churning black matter that swirls around him for five ticks, after which it condenses into the object when his DV next refreshes. He may then
grab it with a miscellaneous action or let it fall to the ground. This Charm is only Obvious at the moment of activation.
There is no limit on the number of objects the Infernal can store at once in this fashion. Should he die, any objects he had stored in Elsewhere through this
Charm are immediately destroyed, their debris flung from his body in a spray of churned matter that can be used as an exotic ingredient. Artifacts are not
outright destroyed, but are buckled and broken, and require extensive repair.

DARK STAR SHINTAI


Cost: 20m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious
Duration: One scene
Prerequisite Charms: Behemoth Shock Pound, Boar’s Inescapable Gravity, Midnight Belly Stockpile
The warlock stomps a foot as his anima flares into a burning image, a vast totem that calcifies around him into a statue of pure jade. As darkness falls across his
sight and he falls into infinity, the Exalt’s senses are dominated by a steady, pounding heartbeat. Time does not pass within the totem, so it does not matter how
long it takes the Exalt to realize that the heart is his own - once he does so, the mantle of the Unstoppable One becomes his, and the jade encasing him shatters
into dust, consumed by the empty awesomeness at its heart. A dark star steps forth, a jet-black divinity who sweeps out his anima once more as a shimmering
cloak of destruction. This form confers the following features:
• The Infernal becomes a wavering, oversized silhouette, his features replaced by a window into an endless black void edged with a corona of distorted light.
He becomes immune to all environmental hazards, and cannot starve or suffocate. Further, he benefits from the effects of Weight-Exaggerating Ego Density
(cancelling any existing activation), which instead multiplies his weight by (Essence x 10).

• The immense forces that emanate from his singularity-body inflict an unsoakable environmental hazard on every character and object within (Essence) yards
of himself, with the following traits: Evade N/A, Trauma (Essence)L, Damage 1B/tick. He himself is immune. He can target any object that would be damaged
by this hazard with Midnight Belly Stockpile, as though touching it. Ranged attacks are especially broken and diffused by his aura of crushing gravity, and
suffer from a -2 external penalty when targeting the Infernal.

• His movements are traced by shuddering afterimages as reality rushes to fill the gap left by his destructive presence, with a noise like a constantly-crashing
wave. The mote cost of Behemoth Shock Pound is waived. The warlock also reduces the final cost of any activations of Foe-Hurling Gore Strike by (Essence ÷
2) motes, to a minimum of zero.

• The least gods that manage the air currents begin to scream with exhausted terror as a strong wind picks up, noticeably drawing in toward the warlock. The
mote cost of Remote Satisfaction Demand is waived, and Boar's Inescapable Gravity can be used to drag all valid targets within its range (or a smaller radius
chosen by the Infernal), rather than just one, at no additional cost.

sidoros
• Yozi

Isidoros, the Black Boar that Twists the Sky


His Charm set can be found here: http://wiki.white-wolf.com/exalted/index.php?title=Isidoros_
%28The_Demented_One%29

Isidoros Urge (the Urge to…)

Isidoros Act of Villainy & Torment

Isidoros Charm Set


First Isidoros Excellency
Isidoros is reckless, implacable, and never changes from his course. He is that which acts upon the
world, and in acting upon the world, changes it. He acts with unstoppable force to defy his foes,
overcoming extraordinary opposition. He exults in senseless destruction, bringing to bear immense
strength for strength’s own sake. He cannot conceive of failure and only grows angrier when confronted
with a foe he cannot best, striving again and again to crush them underfoot with inexhaustible tenacity.
Isidoros abides by no limitations, be they fetters, laws, or fate itself. He shatters impassable barriers
and bears immense burdens to obtain what he desires. Inexorable and fanatical in all endeavors, he
knows no shame, acting without regard for others.
Characters may apply this Charm to any action that uses strength or superior ability to conquer their
enemies, do away with obstacles, or simply show off his own might. Isidoros changes the world to fit
his desires, and his unbridled arrogance and megalomania can abide by no lesser vision. This Charm
cannot aid any action performed at the behest or command of another, nor can it aid any indirect
action–the Infernal must accomplish his goals himself, not through others. He must take pride in all his
victories, making his supremacy known to all who witness the compelling arguments of his absolute
might.
Isidoros Mythos Exultant: The Black Boar overwhelms all opposition by contesting it with immense
strength. The Infernal doubles the amount of dice awarded by any stunt, though not rewards he may
claim.
New Keyword: Ineffable. Charms with the Ineffable keyword can only be activated by characters that
are outside of fate. A character must also be outside of fate to receive the benefits of any permanent
Charm with the Ineffable keyword. While Infernal Exalts are natively beyond destiny’s scope, other
Exalts are not, forcing Eclipse Caste Solars and Moonshadow Caste Abyssals to find a means of
rendering themselves outside of fate if they wish to use such Charms.
Borne by the Boar
Cost: –
Mins: Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Isidoros has strength to crush all opposition, strength to bear all burdens. An Infernal with this Charm
adds his Essence to his Strength for purposes of calculating his dice pool for feats of strength and the
range of any thrown attack he makes with an improvised weapon (including throwing clinched
opponents). This Charm may be purchased a maximum number of times equal to the Exalt’s Essence
rating, with each purchase stacking to cumulatively increase the Infernal’s effective Strength rating.
Strength is Destruction
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
Isidoros cannot help but crush all things with his passage–he cannot restrain the quaking of his
footfalls, or the vastness of his strength. The Infernal may perform feats of strength as a miscellaneous
action, allowing him to lift or break objects in combat. However, their own strength exceeds their
power to control. Whenever they wield or use any item as a non-reflexive action, they must succeed on
a (Dexterity + Athletics) check, or else unwittingly apply their full (Strength + Athletics) pool in a feat
of strength to break that item. The difficulty of the roll is equal to the number of copies of Borne by the
Boar that the Infernal knows. Succeeding on the roll allows the Infernal to wield or use that item safely
for the rest of the scene. Attuned artifacts are exempt from this hapless destruction.
A second purchase at Essence 5 allows the Infernal to perform feats of strength as reflexive actions.
There is no limit on how often he may attempt a feat of strength, but he may not make more than a
single reflexive feat of strength against a given object in a single action. Whenever he touches an
object, he must roll his (Dexterity + Athletics) to avoid accidentally breaking it, as above. Succeeding
on the roll allows the Infernal to touch that object without any risk of it breaking for the rest of the
scene–or, for worn objects, for as long as he carries it.
Sky-Twisting Geometries
Cost: 5m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Strength is Destruction
With a threatening gesture or a shouted curse, the Infernal may shatter anything that offends his sight.
This Charm enhances a feat of strength to break or lift an object, allowing the Infernal to make it from
a range of (Essence + Strength) yards. He may not target items in active use, including attuned artifacts.
If he successfully breaks an object, it shatters on the spot. If he successfully lifts it, he may either have
it fly to his side or hand, or else move it up to (Essence + Strength) yards. He may choose to attack an
enemy by flinging the object at them, in which case it is treated as a Thrown attack. The Infernal rolls
his (Essence + Strength + Athletics) for the attack roll. At Essence 5, the range of this Charm is
increased to ([Essence + Strength] x 5), while at Essence 7 it becomes ([Essence + Strength] x 10). At
Essence 10, the Infernal may use it on anything within his sight, allowing him to truly twist the
heavens.
Cosmos-Shaking Stride
Cost: 6m
Mins: Essence 4
Type: Reflexive
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Sky-Twisting Geometries
Isidoros carves a path wherever he wills to go, stamping his hoof-prints into the face of the moon or the
dome of the sky. The Infernal may choose what direction is “down” relative to his orientation as he
wishes, allowing him to traverse any surface with ease. He may walk up walls, cross ceilings, or
perform similar gravity-defying feats as he pleases. However, the Infernal must have stable footing on a
solid surface in order to traverse it in defiance of gravity. Without that, he will fall to the ground as
usual.
A second purchase of this Charm at Essence 5 allows the Infernal to walk with nothing beneath him,
allowing him to tread on air itself. He does so in the same way and with the same ease he walks on
ground. He can still suffer from unstable footing due to wind or other buffeting forces while walking on
air, as normal, but does not lose the ability to do so because of unstable footing. However, if he is
knocked prone while walking on air, he falls, and cannot avert his descent with this Charm.
Supreme Above All Things
Cost: –
Mins: Essence 4
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Strength is Destruction
Isidoros knows nothing he cannot overcome. Whenever the Infernal spends a point of Willpower to
enhance a feat of strength to lift or break an object, he does not roll his Willpower as normal, instead
adding his Willpower directly to the total. If he channels a point of Willpower through his Conviction,
he may instead increase the effective rating of his (Strength + Athletics) up to the minimum necessary
to accomplish whatever feat he attempts. If the task does not have a minimum, he instead adds
(Willpower + Conviction) to his pool. This does not allow the Infernal to break otherwise indestructible
objects.
This Charm also does not allow the Infernal to perform feats of strength to lift or break structures. Even
if he gains that capacity, channeling his Conviction cannot raise his (Strength + Athletics) above the
minimum required to lift a structure with up to (Conviction) object-sized sections. If he tries to lift or
break a larger structure, channeling his Conviction instead adds (Willpower + Conviction) to his
(Strength + Athletics) pool. At Essence 6, this Charm allows lifting structures of up to (Conviction x 2)
sections, which increases to (Conviction x 5) at Essence 8. At Essence 10, this limitation is removed,
allowing the Infernal strength enough to bear up the Blessed Isle, or to crush the moon underfoot.
Conquering the Omphalos
Cost: –
Mins: Essence 7
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Strength is Destruction (x2)
When Isidoros finally rampages free across Creation’s face, his first act will be to uproot the Imperial
Mountain, and fling it into the heaves. The Infernal may make feats of strength to lift or break
structures as well as objects. Doing so takes one long tick for each object-sized section of the structure
the Infernal affects. Few large structures are built to resist being lifted aloft–any feat of strength to lift a
structure is also applied as a feat of strength to break the structure, destroying it outright if it cannot
withstand the force. In addition, the Infernal may throw structures if he meets the (Strength + Athletics)
minimum necessary to do so. He rolls the attack normally, but does not target a specific opponent. The
attack instead targets an area with a diameter of ten yards for each object-sized section of the structure
thrown, applying the attack to all characters within that area.
Indomitable God-Beast Rampage
Cost: –
Mins: Essence 8
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Conquering the Omphalos
The Black Boar once set the heavens trembling with his footfalls, and cracked stars beneath his hooves.
He has strength beyond imagining, strength to shatter Creation and bring down the sky. This Charm
permanently upgrades Borne by the Boar. Its bonus now applies to the Infernal’s Strength when
calculating the raw damage of any attack he makes.
Face-Crushing Hoof
Cost: 2m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Borne by the Boar
Isidoros crushes all opposition underfoot, not even noticing what he has done. This Charm enhances
any Melee or Martial Arts attack. If the attack successfully deals at least one level of damage, then its
victim is stunned until his next action.
A second purchase of this Charm at Essence 3 allows the Infernal to spend a single additional mote
when activating this Charm. Doing so increases the penalty from being stunned to the Infernal’s
Essence, and extends the duration of the stunning to (Essence) actions.
Brutality of the Unmatched Beast
Cost: 5m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: Face-Crushing Hoof
The Black Boar knows nothing of restraint or mercy, committing atrocities with blissful ignorance.
This Charm doubles the post-soak damage dice in Step 8 of any Melee or Martial Arts attack. If the
attack deals any levels of damage to the Infernal’s enemy, they are knocked back one yard for each
level of damage suffered, plus an additional yard for each purchase of Borne by the Boar the Infernal
has.
A second purchase at Essence 4 allows the Infernal to activate this Charm reflexively in Step 8 of
attack resolution. Doing so costs an additional point of temporary Willpower, and renders this Charm’s
effects Obvious, as the Infernal brims with the world-shattering strength of the Black Boar, cracking
the earth beneath his feet. He may treat Brutality of the Unmatched Beast as a reflexive Charm for
purposes of Combos.
Constellation-Shattering Spite
Cost: 5m (+1wp per astrological effect)
Mins: Essence 4
Type: Reflexive (Step 8)
Keywords: Ineffable, Shaping
Duration: Instant
Prerequisite Charms: Brutality of the Unmatched Beast
Isidoros is vast beyond destiny’s power to contain him. Its fetters strain and snap in futile defiance of
the Black Boar. This Charm enhances a Melee or Martial Arts attack. If it successfully hits and deals at
least one level of damage to its victim, all Sidereal astrology effects placed upon that character become
Obvious to the Infernal’s senses. He may choose to shatter any or all of these astrological effects,
spending a single point of Willpower for each one he chooses to negate.
A second purchase at Essence 6 allows the Infernal to trample over even true Destiny. He becomes
capable of stripping away the Destiny background from characters who possess it, for a cost of of one
point of Willpower for each dot of the background removed. Furthermore, he may render the victim of
his attack permanently outside of fate by spending an amount of Willpower equal to their Essence. The
Infernal may activate any of these options simultaneously, so long as he has sufficient Willpower to
spend on them.
Broken Zodiac Catastrophe
Cost: 15m, 1wp
Mins: Essence 4
Type: Simple
Keywords: Combo-OK, Ineffable, Obvious, Sorcerous, Shaping
Duration: Indefinite
Prerequisite Charms: Constellation-Shattering Spite
With one stamp of his mighty hoof, Isidoros can set the stars asunder in the heavens, cracking the
firmament of the world. This Charm is a feat of strength performed to break reality. As the Infernal
activates it, the sky above him shatters, black cracks spreading across the heavens to mark his domain.
He may crack the reality of an area that spans up to one square mile for every five dice of his (Strength
+ Athletics) pool, though shattering reality in an area greater than ten contiguous square miles is a
Blasphemy effect. Adjacent areas whose fates are shattered by this Charm combine to form a single
collective territory.
Shattering the fate of a land immediately consigns ownership of it over to the Infernal, as he marks his
territory with the destruction of destiny. He cannot contest the ownership of land possessed by a
character of awakened essence, although the remainder of this Charm’s effects function normally
regardless. All Charms with the Fate keyword cost a single mote more within the marked territory, and
gain the Obvious keyword. Black cracks split the essence and anima of any Exalt who activates such a
Charm, revealing their manipulations for the Infernal to see.
The land that lies beneath the shattered sky is considered outside of fate. All characters within it must
make a (Essence + Willpower) roll each month, at a difficulty of the Infernal’s Essence, or be rendered
outside of fate. Mortals and animals do not receive a roll to resist. Demons of the first circle are always
considered to be outside of fate within the Infernal’s domain. Such characters return to fate if they
spend a month or more outside of the Infernal’s territory.
Appropriate countermagic can dispel the Infernal’s machinations, returning the land to fate’s domain
and revoking the warlock’s ownership as the cracked sky is healed and mended. In addition, a character
capable of crafting destiny may heal the rift with an (Intelligence + Craft [Fate]) roll at difficulty 10,
although doing so requires that they both know the precise location of the rift and have access to the
Loom of Fate.
Blind Cataclysm Tread
Cost: 5m, 1wp
Mins: Essence 3
Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Face-Crushing Hoof
Those caught in the path of Isidoros cannot hope to survive. The Black Boar is not without occasional
mercy, but he cannot offer it to those too small to see. The Infernal may activate this Charm when he
damages an opponent who is either stunned or knocked prone, converting all post-soak damage dice to
levels of lethal damage as he gleefully maims them.
Wrath Answers Fools
Cost: 3m
Mins: Essence 2
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Face-Crushing Hoof
Isidoros cannot be persuaded from his course. Pleas and entreaties only ever convince him to destroy
whatever annoyance seeks to bargain with him. The Infernal may activate this Charm in response to
any mental influence. He makes a Melee or Martial Arts counterattack against the character who
exerted the mental influence, responding to their persuasion with violence. All characters who observe
the attack roll Join Battle once the mental influence is resolved, ending the social combat, and shifting
the scene into normal combat ticks.
Broken Worlds Crumble
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
Isidoros hurls about the mountains and towers of Malfeas with his passing, haphazardly crushing
countless millions in his wake. The Infernal may treat any improvised weapon he wields as having
Accuracy of +0, and reduces the (Strength + Athletics) pool needed to throw an object by one die for
each purchase of Borne by the Boar he has. He may roll (Strength + Athletics) in place of (Dexterity +
Thrown) for the attack roll with any improvised object, and may enhance any such attack with Isidoros
Charms. A second purchase of this Charm at Essence 5 allows the Infernal to treat all improvised
weapons as having an Accuracy of +3, and to multiply the base range of any Thrown attack he makes
with an improvised weapon by ten.
Defiant Force Unswayed
Cost: –
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
So long as the Black Boar can stand, he can never be shaken from his course. Whenever the Infernal
would be knocked back, thrown, or otherwise forced to move against his will, he subtracts his (Strength
+ Athletics) from the total number of yards he would be forced to move. If this reduces the total to 0 or
less, then the offending effect is negated entirely. The Borne by the Boar Charm increases the Infernal’s
Strength rating for this calculation as if it were a feat of strength.
A second purchase allows the Infernal to negate any effect that would forcibly move him against his
will by spending a single mote. Doing so is an Obvious effect, as the Infernal seems to become become
truly immovable, all force crushed against his unshakable will. This has no effect on supernatural
means of movement, such as banishment or teleportation.
Earth-Shaking Stomp
Cost: 3m
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Defiant Force Unswayed
Fools rush in where Isidoros treads. Activating this Charm, the Infernal stomps on the ground, causing
it to quake beneath his footfalls. He rolls (Strength + Athletics) as an attack against all characters within
(Essence x 2) yards, plus one yard for each purchase of Borne by the Boar he has. The attack has a
damage of (Strength + Essence)L, and all characters damaged by it are knocked prone. However, a
character must stand on the same surface as the Infernal to be hit by the attack–characters who are
airborne, or who are otherwise not in contact with the ground are unaffected. This attack may be
enhanced by Isidoros Charms as if it were a hand-to-hand attack.
At Essence 4, the Infernal may spend an additional two motes when activating this Charm to
unleashing a devastating force with a thunderous clap of his hands or a deafeningly loud shout. Doing
so allows him to dispense with the need to stomp on whatever surface his enemies stand on. In
addition, the minimum damage of the attack is increased to the Infernal’s (Essence x 2), allowing him
to overwhelm even the mightiest foes.
Death Crushed Underfoot
Cost: 4m
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK
Duration: Until next action
Prerequisite Charms: Defiant Force Unswayed
Isidoros defies the bleak Oblivion his cosmic brethren fell to, his strength great enough to stand even
against his own end. While this Charm is active, the character is immune to the effects of dying or
falling unconscious until his next action. He also ignores any effect that would reduce his movement
speed or prevent him from moving, as well as all wound penalties and penalties from poisons.
Crippling, Poison, Shaping, or Sickness effects that would cause any of these are not negated, but have
their effect suppressed until the Infernal ceases activation of this Charm. At the beginning of his next
action, he may activate this Charm again to maintain its benefits. If the Infernal does not activate this
Charm, he suffers from death, unconsciousness, and other effects normally.
Magnificent Invincible Beast
Cost: 5m
Mins: Essence 2
Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Defiant Force Unswayed
Isidoros is the unstoppable force, the strength inevitable, the juggernaut that cannot be defied. Can any
lesser force assail him? The Infernal may activate this Charm before the damage of an attack is rolled,
reducing its raw and final damage to 0 after all other effects. Magnificent Invincible Beast is vulnerable
to the Imperfection of the Black Boar that Twists the Heavens. The Infernal must have stable footing on
solid ground in order to activate it. While prone, on unstable footing or uneven terrain, or otherwise
incapable of standing on a solid surface, he is defenseless.
Firebrand Outrage Retribution
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Magnificent Invincible Beast
Strength brought against Isidoros only strengthens him, stoking the flames of outrage that make him
invulnerable. Whenever the Infernal activates Magnificent Invincible Beast to defend against an attack,
he may commit any or all of the essence spent to gain +1B/1L soak and 1B/1L Hardness for each mote
committed, to a maximum of +10B/10L soak and 5B/5L Hardness. This is considered natural soak and
Hardness. The soak stacks with that granted by armor, although the Hardness does not.
A second purchase at Essence 5 increases these maximums to (Essence x 4) additional points of soak
and (Essence x 2) points of Hardness. A third purchase at Essence 6 increases the maximum bonuses to
(Essence x 10) soak and (Essence x 5) Hardness.
Oblivious Titan Unshaken
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Magnificent Invincible Beast
Isidoros can scarcely notice his foes–can he truly be blamed for not feeling their puny, ineffective
wrath? This Charm upgrades Invincible Magnificent Beast. The Infernal may activate it for a cost of
only two motes to defend against any attack whose raw damage fails to exceed his soak. At Essence 4,
he may also activate it at this reduced cost against any attack made as part of a flurry. Attacks that fail
to overcome his soak and which are part of a flurry may be defended against for a cost of only one
mote.
Scorning the Stars
Cost: 2m (+1wp)
Mins: Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Ineffable
Duration: Instant
Prerequisite Charms: Defiant Force Unswayed
Isidoros is unimpressed by any power lesser than his own. This Charm negates any dice or automatic
successes added to an attack roll against the Infernal by Charms, and automatically sets the target
number of the roll to 7 after any other adjustments to it have been made. The Infernal to activate this
Charm whenever another character makes a contested roll against him, regardless of what Ability the
roll is made with, by spending a single point of temporary Willpower. This Charm cannot negate any
automatic successes added by Isidoros Charms.
Laughing at Spiders
Cost: 5m (+1wp)
Mins: Essence 4
Type: Reflexive (Step 2)
Keywords: Combo-OK, Ineffable, Shaping
Duration: Instant
Prerequisite Charms: Scorning the Stars
Isidoros is vast on a cosmic scale, so monumentally massive that the magic of lesser beings cannot
conceivably encompass the whole of his being. This Charm may be activated in response to any attack
the Infernal is aware of, making all Charms enhancing the attack Obvious to his senses. The Infernal
may choose to cancel the effects of any or all of those Charms, shaping them into nothing as they fall
against the superior vastness of Isidoros. He must pay a surcharge of one Willpower in order to negate
multiple Charms. However, this Charm fails against the Charms of any character immune to Shaping
effects. The Infernal may recover a single mote for each Charm he negates with the Fate keyword,
drinking deep the sorrow of the Maidens as their best-laid schemes go awry.
A second purchase at Essence 5 allows the Infernal to use this Charm against sorcery. Whenever he is
attacked with or targeted by a spell of the Emerald or Celestial Circles, he may activate this Charm to
negate its effects on him. Doing so increases the cost of this Charm by ten motes for each circle of the
spell. If the spell was solely directed against the Infernal, it shatters as if dispelled by countermagic. He
may also use this Charm to defend against necromancy spells, but they are considered one circle higher
than normal. At Essence 6, he may use this Charm against spells of the Adamant Circle.
Inevitable Colossus Ego
Cost: 1m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: None
Isidoros succeeds because he knows not how to fail. The Infernal may activate this Charm to enhance
any action, guaranteeing him a minimum of (Essence) successes on the roll in addition to any
automatic successes added, even if he rolls below that. However, this minimum can never exceed the
Infernal’s total dice pool for the action. If the Infernal spends a point of Willpower to enhance the
action, he may activate Inevitable Colossus Ego without it counting as Charm activation–and if he
channels a point of Willpower through his Conviction, the assured minimum rises to (Essence +
Conviction).
However, infinite hubris can blind those who wield it. Should the Infernal fail at the enhanced roll, he
still believes that he succeeded. He ignores any evidence of his own failure, or else fabricates
rationalizations that place the blame for his failure on others. This unnatural mental influence is an
Illusion effect, and the Infernal may spend a single point of Willpower to resist it.
A second purchase of this Charm at Essence 6 makes its effects permanent. The Infernal is guaranteed
at least (Essence) rolled successes on any action he performs, and increases this to (Essence +
Conviction) if he channels Conviction. However, the Infernal is compelled to believe that his every
action succeeds–and he must apply this Charm’s benefits to every action he performs.
Arrogance Undiminished
Cost: – (3m)
Mins: Essence 2
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Inevitable Colossus Ego
An Infernal with this Charm may spend three motes to terminate any Crippling, Poison, Shaping, or
Sickness effect upon himself with a snort. A vapor steams forth from his nostrils as poison denatures
and evaporates, shaping magic is shattered into inchoate essence, and diseases flee the terrible immune
system of Isidoros. Negating a Crippling amputation effect costs an additional point of Willpower, as
the Infernal either forcibly grows a new limb, or else shoves the severed member back into its bloody
stump. This innate power cannot be used to defend against such effects when they are used; it can only
be used to terminate effects that already afflict the Infernal.
Cowing the Lowly
Cost: –
Mins: Essence 2
Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Inevitable Colossus Ego
None can look into the lightless eyes of the Black Boar and not see their own doom. Any social attack
the Infernal makes against a character with a Valor of 2 or less is considered unnatural mental
influence, and costs two points of Willpower to resist. If a victim enhances their MDV’s by channeling
Valor, they may ignore this effect. An Infernal with Essence 4 may use this Charm to intimidate any
character with Valor 3 or less, while at Essence 6 he may menace anyone with Valor 4 or lower.
All Things End in Blood
Cost: 6m, 1wp
Mins: Essence 3
Type: Reflexive (Step 1)
Keywords: Combo-Basic, Emotion, Obvious, Social
Duration: One scene
Prerequisite Charms: Cowing the Lowly
Cowards fall first before the Black Boar, their strength shattered by their faltering courage. When
Isidoros snarls and stamps his hoof, he puts the mettle of his foes to the test. To see him is to fear.
Whenever the Infernal makes an attack or social attack against a character whose Valor is less than his
Essence, he gains a single automatic success on the roll. In addition, characters with a Valor of 1 halve
their Parry DV and Parry MDV against attacks made by the Infernal, too cowardly to raise up arms in
their own defense or argue against him. This Charm may be resisted for a cost of three points of
Willpower. Characters with Valor 5 may instead channel a point of Willpower through their Valor to
resist. The Infernal gains no benefits against characters who have resisted this unnatural mental
influence.
A second purchase at Essence 5 allows the Infernal to instead add automatic successes equal to the
difference between his Essence and his victim’s Valor to all attack rolls he makes, to a minimum of
zero successes. Characters with Valor 1 treat all attacks he makes as unblockable. If the Infernal
successfully deals any number of levels of lethal damage to a character with Valor 1 in the scene, they
must spend a single point of Willpower or immediately gain an Intimacy of fear towards the Infernal.
Eroding this Intimacy requires them to spend a single point of Willpower in each scene they attempt to
do so.
Bow Before Isidoros
Cost: 10m, 1wp
Mins: Essence 5
Type: Simple
Keywords: Combo-OK, Emotion, Obvious, Servitude
Duration: Instant
Prerequisite Charms: All Things End in Blood
Snarling with rage and disgust, the Infernal makes a Melee or Martial Arts attack. If the attack would
deal any levels of damage, the Infernal may avert it at the last instant, turning a potentially lethal attack
into a threatening–but harmless–gesture. He reflexively rolls (Charisma + Presence) at a difficulty of
his victim’s MDV, adding one automatic success for each level of damage the attack would have dealt.
If the attack would have dealt levels of damage that exceed the victim’s total health levels, excluding
Dying levels, the Infernal automatically succeeds without need for a roll.
Success on the roll places a Servitude effect on the victim, causing them to gain a second Motivation of
“Avoid the wrath of (the Infernal).” They also gain an Intimacy towards the Infernal, which defines the
relationship between them–an Intimacy of fear will cause them to avoid the Infernal’s wrath by fleeing
from him at all costs, while an Intimacy of love will cause them to serve and obey him in hopes of
abating his anger. The Intimacy created by this Charm cannot be eroded.
The target may spend three points of Willpower to resist this unnatural mental influence for one scene.
Characters with Valor 5 may instead channel a point of Willpower through their Valor. Once a character
has resisted this influence (10 – Valor) times, they are permanently freed of this mental influence,
losing their additional Motivation. The Intimacy created by this Charm remains as lingering post-
traumatic thoughts, but may be eroded normally once the unnatural mental influence has been broken.
Hero-Breaking Glare
Cost: 8m
Mins: Essence 4
Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: All Things End in Blood
Isidoros commands the world that it might be what he wishes, and none dare defy him. This Charm
may enhance any social attack or mental influence the Infernal makes or exerts, rendering it
unblockable and undodgeable and adding (Essence) automatic successes. However, a character who
enhances their MDV’s by channeling their Valor may still apply them against the Infernal’s influence.
Unlimbered Tusks of Adamant
Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Inevitable Colossus Ego
Isidoros cannot conceive that anything could ever oppose him–and thus, nothing can. This Charm
enhances a Melee or Martial Arts attack, causing the Infernal’s weapon to glisten with the black luster
of Isidoros’s own tusks. The attack becomes piercing, and ignores its victim’s Hardness.
A second purchase of this Charm at Essence 4 allows the Infernal to activate it reflexively in Step 8 of
attack resolution for a cost of two additional motes. He may treat Unlimbered Tusks of Adamant as a
reflexive Charm for purposes of Combos. In addition, he may spend a point of Willpower whenever he
activates to ignore the victim’s soak altogether.
World-Crushing Rampage
Cost: 4m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Unlimbered Tusks of Adamant
The Infernal’s attack is as inevitable as Isidoros’s own footfalls, and just as deadly. This Charm
enhances a Melee or Martial Arts attack, bringing to bear irresistible force. Their can be no hope of
deflecting or escaping such an assault–only surviving. The Infernal makes the attack roll as normal,
opposed by a (Stamina + Resistance) roll made by his victim, rather than their DV’s. If he succeeds, the
attack is resolved as normal. The attack can still be defended against normally by any effect that applies
against unblockable and undodgeable attacks.
A second purchase at Essence 4 allows the Infernal to pay a surcharge of three motes when activating
this Charm. If he does, his victim receives no opposing roll–his attack automatically succeeds, with a
difficulty of 0. Isidoros is the unstoppable force, and none dare defy him.
Who Dares Defy Me?
Cost: – (1m)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Inevitable Colossus Ego
Isidoros cannot yield, even as he assails an immovable object with unstoppable force. He can only
redouble his efforts. Whenever a character activates a Charm that has a Flaw of Invulnerability, the
Infernal may reflexively spend a single mote to learn that Charm’s flaw. If they commit that mote, they
gain one automatic success on any attack roll against that character that exploits the assessed Flaw of
Invulnerability. The Infernal may only commit the mote to a single character’s Flaw of Invulnerability
at a time. Whenever an attack the Infernal makes is defended against by a Charm with a Flaw of
Invulnerability, the Infernal gains a single point of Limit. He may only gain Limit in this way once per
scene.
Single-Minded Stubborn Boar
Cost: 3m
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Social, Stackable
Duration: Indefinite
Prerequisite Charms: Who Dares Defy Me?
Once Isidoros has made a decision, there is no force in all the world that can change it. Whenever the
Infernal makes a decision, he may activate this Charm. Doing so causes him to instantly gain an
Intimacy towards that decision. So long as he commits the essence, any mental influence that opposes
that Intimacy or that would cause him to change that decision is treated as an unacceptable order.
However, the Infernal himself may not oppose his decision or change his mind without first breaking
his commitment or eroding the Intimacy.
Once this Charm’s duration ends, the Intimacy remains, but possesses no special properties. Intimacies
created by this Charm may be eroded normally (and doing so ends this Charm’s duration). The Infernal
rolls his Conviction in each scene he attempts to erode one, gaining Limit equal to the successes rolled
from the trauma of changing his mind. The Infernal may activate this Charm to reinforce up to
(Conviction) decisions at any one time.
A second purchase at Essence 5 allows this Charm to be activated as an innate ability. The motes spent
to activate it are not committed, and its duration changes to Instant, causing any Intimacy created by it
to be permanently reinforced. However, he must erode any Intimacies created by this Charm if he
wishes to remove them, as he can no longer deactivate this Charm normally. The Infernal may still not
activate this Charm more than (Conviction) times; he must erode an Intimacy created by this Charm if
he wishes to reinforce another decision once he has reached this maximum.
A third purchase at Essence 9 allows the Infernal to dedicate himself to any number of decisions,
without any maximum. However, whenever he makes a decision, he must fail on a Conviction roll in
order to not activate this Charm, and gains a single point of Limit for doing so. In any scene in which
the Infernal attempts to erode an Intimacy reinforced with this Charm, he does not roll his Conviction
normally, but instead gains Limit equal to his Conviction.

The Yozi Isidoros


The Yozi Isidoros is a terror even in Malfeas. He is irrepressible, untamable and, in terms of physical
might, without equal. He alone is able to shoulder aside the crushing layers of Malfeas. Even the
mightest Demons dread the coming of Isidoros. Destructive though he may be, Isidoros is a creature of
whim and independance first. His destructive power comes a secondary, primal expression of his
nature, unbridled, pure, independance. These are the charm of the Mighty Isidoros, the Black Boar
Who Twists the Sky's.

Souls of Isidoros
• Ferand, the Chariot of Embers, 7th Soul of Isidoros
• Hrotsvitha, the Spawning Forest, 9th Soul of Isidoros

Urge of Isidoros
The Urge of Isidoros is cruel thing, allowing no rest to those who have it. Isidoros is a vain, arrogant,
and wild being. He resists all attempts at order and galls at restraint, protocol and stasis. For this reason
there is little love lost between himself and The Priinciple of hierarchy. He tears through the forest of
his own soul with wild abandon, ever in mortion. Only wounded Malfeas and grim Adorjan equal him
in their capacity for destruction. While his terrible rampage is neither as grand as that of Malfeas nor as
deadly as Adorjan’s, but neither Yozi shows the exultant joy and love for violence that the Black Boar
evinces. Isidoros finds freedom in his rampages and sees them as an expression of his glory and
irrepressible nature. When the loom is rent in twain and all creation is freed from the shackles of
civilization, culture, and restraint, then the world shall run amok with destructive, gleeful, abandon
knowing the joy of Isidoros, The Black Boar That Twists The Skies. When all this comes to pass, The
Black Boar will once again rampage through the forests of creation. Isidoric Princes are restless and
eager to spread dissent, foment unrest, and lash out against order in all its forms. High-Compassion
Isidoric Princes fancy themselves liberators, freeing people from an oppressive social structure (and to
the Boar all structure is oppressive) and delivering them into blissful freedom. Frequently, these Princes
spell the doom for those who are foolish enough to be taken in by the heroic rhetoric. The Isidoric
Princes don’t care for their followers, leading them into death or else abandoning them to make their
own way once the battle is won, they live only to upset the order of things and care only for rebellion.
These Princes are often Self-styled ‘idealsts’, ‘romantics’ and ‘freedom-fighters,” and people for who
dissent and upheaval is a spectacle or amusement. Frequently, these include are the bored, spoiled
scions of wealthy families, and the scholars who are to cloistered in their ivory towers to see the real
world, but wish to run it anyway. Some, however, are, after a fashion, true idealists, Philosophers and
Compelling performers who stoke the flame of rebellion those around them. High-Conviction Isidoric
Princes feel such devotion to their ideals that everything and anything seems a threat to them, they lash
out violently, irrationally, at those organizations or systems that they imagine threaten them. Such
Princes include particularly loyal hardened guerillas, seditionists, violent vagabonds, and savage
bandits. High-Temperance Princes are consumed with hatred toward the vices the believe are
associated with civilization (Drugs, Alcohol, Idleness etc). They seek to distance themselves (even as
the seek to destroy) these elements as much as possible. They include, devoted Shamans, barbarians,
and terrorists. High-Valor Princes are almost uniformly vain, self-serving, violent bastards who are
obsessed with preserving their own sense of independence and maintain whatever reputation they
created for themselves. These pitiful people may or may not believe in the worth of the Isidoric values,
but their personal sense of inadequacy and copious arrogance make them violently fanatical. Possible
examples of Isidoric Urges might include the following: • Destroy the bureaucracies and mercantile
networks of the Guild. Permanently ending their organized trade. • Kill the Perfect and free the people
of paragon from the slavery of peace and order. • Melt down all jade and silver currency. Ending
regulated monetary exchange. • Kill any bureaucrats who fail to renounce their crippling reliance on
social and political Systems.

The Torment of Isidoros


When an Infernal with an Isidoric Urge accumulates 10 points of Limit, he suffers the Torment of
Isidoros. For the duration of the scene, the character becomes a whirlwind of chaos and destruction,
which can manifest directly (as actual physical wrath) or indirectly (as non-physical, but still overtly
destructive actions). The Infernal himself must spend a day working against any form of political or
social structure in an overtly destructive manner. The target of his antagonism is as random as the
rampages of the Black Boar himself, and the Infernal has no say in the matter. Frequently, the Infernal
will find himself to work against any of her Intimacy of which his Yozi disapproves. This Torment has
a contagious component. For the duration of the day, everyone who interacts with the Infernal and
whose Dodge MDV is less than the Infernal’s (Essence + primary Virtue) suffers the partial control
effects of the Red Rage of Compassion Virtue Flaw (see Exalted, p. 104). This rage is always first
directed against targets who are representative of large social or political groups, or the organizations
themselves. Sometime whole cities have been the target of this compassionate wrath. This is a form of
unnatural mental influence that can be overcome by spending a number of Willpower points equal to
the Infernal’s Essence. In addition, if the Infernal Exalted has any Intimacies of which his Yozi patron
disapproves, those Intimacies are also subject to the Torment wherever they may be found as a result of
an arcane link with the Infernal. Affected Intimacies trigger Red Rage of Compassion in those around
them just as the infernal would.

Imperfection Of The Black Boar


The Black Boar is, physically, the strongest of the Yozi. He is proud of his might. Indeed, the great
Boar basis a great deal of his identity on the concept of his supreme power and freedom. The most
terrifying moment in his night infinite existance was the one moment during which, his Body-Soul
hemmoraging vital blood and essence, he lay before the conquering Solar host, unable to fight on,
unable to overcome. Isidoros never healed from those wounds, though his Jouten became whole once
again, the moment of defeat forever weakened him, scarring his psyche and creating a flaw in the
otherwise adamant perfection of his might. Though he has done his best to forget the terror of
impotence he cannot, for it is anathema to his very nature to allow himself such powerlessness. Terror
of that moment still grips his heart and saps the strength from him. It is the flaw of Isidoros that he
cannot stand against those who have wounded him. Perfect Defenses carrying the flaw of Isidoros
increase their cost when used against a character who has successfully wounded the Black Boar that
twists the sky. The amount by which the cost is increased is equal to the highest wound penalty
inflicted against the charm user by the enemy. Furthermore, none of Isidoros's defenses may be used
while he is physically or spiritually restrained against his will. Which is to say, clinched, bound, or
subject to any Servitude or Compulsion effects. The Imperfection only applies against the character
who is currently exerting the aforementioned influence or restraining him. In the case of being bound
or imprisoned this refers to the group that acts as his jailor, in the case of unnatural mental influence
this applies only to the person who exerted the influence.

Charms of Isidoros
New Keyword: Competition: Isidoros loves to flaunt his strength. He excels at fighting against those
who can present him with even a modicum of a challenge – though this by no means diminishes the
satisfaction he finds he running roughshod over the incompetent masses. Many of his Charms gain
additional benefits while in the presence of a Competitor. For the purposes of these Charms a
Competitor is any being with Essence or leading a unit with Magnitude greater than or equal to the
Infernal’s Essence. He who became Isidoros learned a hard lesson in his defeat during the Primordial
War. Any Exalt with Essence 3+ may always be considered a Competitor, regardless of their relative
Essence. A few Charms may designate other Competitors in special circumstances.

Stubborn Pig Stance

Cost: 2m or 4m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Competitor
Duration: Instant
Prerequisite Charms: Argument From Power
With a crass word or rude gesture the Yozi flagrantly defeats the reasoned arguments of others with his
own brutish, yet compelling manner. This charm provides two distinct social defenses. Against a non-
competitor it is a social Dodge (against any Dodge-able Mental Influence) that manifests as the Infernal
rudely, or callously, disregarding the comments of his opponent. This costs 2m. Against a competitor,
who the Infernal must take note of, it functions as a perfect social Parry, even against mental influence
which cannot be parried. This costs 4m. This charm suffers the Imperfection of the Black Boar, even
when used in a way which would not normally warrant a Flaw of Invulnerability.
Force Without Reason
Cost: --(6m); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: World Crusher Durance, Tusks That Gored the Sky
The Infernal has enormous mass and uses it to his advantage, indeed his strength is far out of scale with
his actual size. Regardless of his actual stature, he receives the strength bonus of being Large, even
when First Among the Mighty reduces him below that size. He does not retain any other benefits
however. Additionally, the Infernal adds (Essence) to any attempt to maintain control of an already
established grapple or to break free of (or take control of) one. His enormous, mass also makes it harder
to throw him off balance, adding (Essence) successes to any knockdown check. As a final benefit of
this charm, the infernal may commit 6m to it while he is in control of a grapple hurl the target to the
floor and pin him there with a single limb, freeing him to use the rest of his body to act. Often this takes
the form of a impossibly heavy boot pinning a foe to the earth while the Infernal deals with other
assaileants. This provides two benefits and only one drawback. He may freely apply his Parry DV and
make attacks using any limb or weapon, provided one of his limbs remains free to restrain the clinched
victim. Furthermore, He rolls to maintain control of the clinch reflexively and needn't flurry it with
other actions. However, he cannot move while restraining someone in this manner and if forced to
move (such as by knockback) must immediately relinquish them. Furthermore, he may not apply his
Dodge DV against any attack. Only one character can be restrained in this way. The infernal could,
theoretically, clinch one target regularly and maintain a second clinch in this manner, however.

Tusks That Gored The Sky


Cost: 4m 1wp or 6m 1wp; Mins: Essence 3; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: First Among the Mighty, Inexorable Juggernaut Progress
The Infernal shapes her essence and her own destructive intent into terrible natural weapons. Her arms
are wreathed in a semi-translucent sheath of essence that take the form of the tusks of a savage boar
from the dawn of the world. This charm creates what amount to Khatars except that they have the
following traits: Speed: 5 Accuracy: +2 Damage: +7L Defense: +2 Rate: 3 Tags: 2,C,M,R. this charm
always manifests 2 tusks and the hands they form around cannot be used in any capacity other than as
Khatars for the duration of the charm.
At Essence 4+ the Infernal can spend 7m 1wp to cause this charm to generate an entirely new natural
attack called Gore and causes the tusks to form in the Exalts mouth. The Gore attack has the Clinch tag
and may be used, in conjunction with the arms, to establish a clinch against someone. This version of
the charm marks the exalt as obviously inhuman but is not, itself Obvious. Indeed, the Exalt might well
be a Lunar or nature spirit of some kind, or even a wyld mutant, for all an observer knows. The tusks
created by this form of the charm are smaller, obviously, and solid, not obviously created of essence.
The Traits for the Gore attack are identical to the traits for base effect except for the Clinch attack using
Gore which has the following traits: Speed: 6 Accuracy: +2 Damage: +5L Defense:-- Rate: 1 Tags: C,
M,R,P,N (Both the Clinch and Non-Clinching Gore attacks have the N tag)

First Isidoros Excellency


Cost: 1m per dice; Mins: Essence 1; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Isidoros is, above all else, enormous, in both the physical and metaphysical sense of the
world. More than any Yozi he thinks on a grand scale, and has little if any regard for details.
Thus he appears, unchanging, implacable and heedless, though he is, in reality, not so
careless as he is perceived to be. His obliviousness comes as a result of his lack of regard for
things inferior to himself and his inattention to details. He is action, more than he is entity. He
inflicts changes upon the world and upon those he crosses paths with, but is himself often
unchanged. He might reshape the world, but he takes no ownership nor possession of things.
He is an unstoppable force and an entity of pure transgression, he overcomes obstacles
because it is his nature to do so, he crushes lesser entities underfoot because they can be
crushed. Yet he has no love of senseless destruction, and takes no more pleasure in it than a
tornado takes in the destruction it causes. He bends and breaks and shatters because that is
the effect his presence and power has upon the world, but in truth he loves action and
purpose and power far more than anything else. Because of his enormity he walks alone in
the world, at least in his own eyes, and he relishes contact with those who are of sufficient
scope to catch his attention. Though his attention can be more perilous than his disregard. He
cannot conceive of restriction or bondage and his power surges to prevent such conditions
from being inflicted upon him, even Fate holds no sway over him. Isidoros does not
acknowledge limitations of any sort, he acknowledges no social contract outside the law of
strength and pays heed to know binding of any type. the same token, he does not command,
those who follow him do so because of the gravitational pull of his own desire and purpose.
He exudes a sort of involuntary, animal charisma, drawing those to him by making them
desire what he does, not by compelling action. He is driven by purpose, though he can be
capricious and forgetful of his causes if he allows his attention to them to lapse, and values
the thrill of conflict and action more than he savors victory itself. He is a supermassive
singularity of desires and drives, but has little 'self-hood' beyond these apetites and wishes. In
the face of his great Will, the world and the minds of those within it bend and break as they
are caught up in the irresistible momentum of the Great Boar's charge. Inexorable and
tenacious in all endeavors, he is shameless and inexhaustable in the pursuit of his goals.

Characters may apply this Charm to any action that uses strength, brute force, or any
similarly direct approach to overcome obstacles that prevent him from pursuing or acting upon
his Motivation or Intimacies. Similarly, it may aid in actions which interact with entities of a
similar scale to himself in the pursuit of such objects. Through it, Isidoros bends, breaks and
reshapes the world around him to further his goals. This charm never permits the user to act
in an evasive manner. It does not aid in the avoidance of conflict or peril either physically or
socially, permitting him only to face such obstacles head on, or not at all. It similarly cannot be
used to compel or demand fealty or obeisance from others, though it can be used to sway the
hearts and minds of others on an emotional level. This Charm cannot aid any action
performed at the command of another, though he may be persuaded to see a point of view, or
to and may act on that acquired value, nor can it aid any action which does not directly serve
the ends of his Motivation or one of his intimacies. Isidoros is never subtle, and his Excellency
does not aid him in actions which trade pragmatism and directness for subtlety and guile, nor
will its power aid him in the face of anything less than half his size. This charm cannot aid in
actions which directly target beings who are less than half his size, if the Infernal knows
charms to increase the number of ways that a character can be considered less than half his
size, then it cannot be used to target beings wh meet two or more of these criteria. The one
exception to this restriction is that he may use it to interact with such beings on a grand scale,
or incidentally as a result, or side effect, of another action which targets something of
appropriate magnitude to warrant the Black Boar's attentions. The final, and perhaps greatest
restriction upon the use of this excellency is that it may not be used directly seek personal
accomplishment, renown or gain except in the short term as a gratification of intimacies, or as
a tool for the pursuit of a greater cause. Isidoros does not seem to acknowledge his own
existence beyond his role as an agent of change, purpose and self gratification.

Mythos Exultant
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: First Isidoros Excellency
Before the Yozi Isidoros seas part and mountains bow, such is his power and raw might. In
lieu of the opportunity to rmote, willpower or other rewards for is stunt the Infernal may opt to
use this charm to impose an External penalty to the DV or roll of any character opposing the
stunted action (or to the difficulty of the action itself) equal to number of dice the stunt affords
him.

Self Vastness Enlightenment


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Isidoros is a being of singular purpose, relentlessly unstoppable in the intensity of his feelings
and the course of his action. Upon learning this Charm, the Infernal is permanently modified
as follows:
● The first time he gains one or more points of Limit per scene, he also regains one Willpower
point.
● The number of scenes required to build or erode an Intimacy in his mind increases to
(Willpower + Essence) instead of Conviction. Moreover, the character cannot voluntarily
establish or weaken an Intimacy toward a concrete subject (e.g. person, place, object, etc.)
without direct interaction with that subject. This limitation still applies when building new
Intimacies or excising unwanted Intimacies through the use of Charms, as Isidoros changes
his heart through action rather than contemplation. External effects that build or erode
Intimacies function normally, so it is still possible to socially attack the Infernal into embracing
or discarding a belief.
● The MDV modifiers for his Motivation and Intimacies increases to 3 and 6, respectively.
● The maximum Intimacies his mind can hold without losing any to sleep or neglect increases
to (Willpower + higher of Compassion or Conviction + number of Isidoros Charms known).
Charm repurchases count toward this total.
● He reduces the total distance he travels as a result of Knockback effects by (the number of
Intimacies he possesses) yards. If this results in a distance of zero or less, he does not move.
With Essence 3+, he is immune to non-magical Knockback effects (or all Knockback at
Essence 10).

Scorn the Sow


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Self Vastness Enlightenment
The ethics and aesthetics of Isidoros are not those of lesser beings. This Charm permanently
modifies the Infernal as follows:
● Compassion 3+ does not compel him to care about anyone half his size or smaller. With
Essence 3+, metaphysical size also matters. All Isidoros Charms he knows with the phrasing
“half his size or smaller” also include all beings with an Essence rating half the Infernal’s own
Essence rating or less.
● He considers all fear-based mental influence an unacceptable order whenever the source is
someone half his size or smaller.
● Relative Appearance cannot penalize his Dodge MDV if his opponent is half his size or
smaller.
● He considers all seduction-based mental influence originating from a being half his size or
smaller an unacceptable order unless the attack preys upon one of his Intimacies. If he has
any Intimacies of attraction (whether to individuals, specific genders, etc.), only these
Intimacies open points of vulnerability to seduction attempts.

Implacable Urge Armor


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Self Vastness Enlightenment
Isidoros shall not be deterred from his path, literally or metaphorically. Upon purchasing this
Charm, the Infernal is permanently modified as follows:
● External sources of mental influence that would make him act against his Urge are
considered an unacceptable order. He may still choose to violate his Urge normally.
● The MDV modifier for his Intimacies increases to (Essence rating or 6, whichever is
greater).

Irresistible Charisma Sledgehammer


Cost: 1m or 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Social, Emotion
Duration: Instant
Prerequisite Charms: Implacable Urge Armor
The weight of the Black Boar that Twists the Sky’s personality is a thing to bend even the
most iron wills. This Charm supplements any Charisma based, Presence or Performance
social attack. The attack may not be a written attack. If the attack interacts with any of the
target’s intimacies in such a way as to produce an MDV bonus or penalty, that intimacy
becomes Obvious to the Warlock. More significantly, if the target suffers a penalty against the
attack, they use the MDV modifier established by Implacable Urge Armor rather than the
normal +/- 1 modifier. This is an unnatural mental influence which manifests as an Emotion
effect and cannot be resisted through willpower expenditure. The attack itself remains natural
mental influence, unless altered by further magic. At Essence 3+ the Infernal may spend three
motes rather than the normal one mote cost of this charm to further augment the attack, this
renders the social attack a form of unnatural mental influence, which may be resisted, as
normal, for one willpower. At Essence 5+, this charm may be repurchased to allow it to issue
unacceptable orders to characters who are less than half the Infernal’s size when they spend
three motes to activate it.
This charm cannot supplement Presence based social attacks against target’s who are less
than half the Warlock’s size, such beings cannot merit the full attention of a being as vast as
the Warlock. Such targets may be incidentally affected by large scale social attacks (such as
those made with Performance) however.

Titanic Ego Force


Cost: 0-7m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Action
Prerequisite Charms: Scorn The Sow, Implacable Urge Armor
The fabric of reality ripples before the might of the Black Boar that Twists the Skies. The
Infernal, surrounded in palpable waves of force, holds himself superior to those who are
demonstrably his lesser. This charm adds the Infernal’s (Willpower) to his Strength, Charisma,
and Stamina for the purpose of determining Soak. This bonus applies only against beings or
objects which are less than half the Warlock’s size and only to actions that explicitly interact
solely with such entities. In situations where the source of this damage is ambiguous (such as
falling damage) the soak bonus applies provided the damage was provoked by the actions of
a being less than half the Warlock’s size or by the Warlock’s own actions. In the case of
Environmental Effects which do not originate from the actions of a character, treat the effect’s
Trauma as its Permanent Essence and the radius of its effect as its size. If the environmental
effect results from magic, use the character who originates it as the basis for determining
whether bonus soak applies. These trait increases count as bonus dice added by charms, but
may themselves explicitly break the dice adder cap.
While this charm is active, the Infernal’s supernatural nature is unmistakable, he stands as a
singularly powerful entity, both awesome and terrible. This has the same effect on the
Warlock, with regards to how conspicuous he is, as an 8-10 mote anima display. The Cost of
this charm is equal to (10 - Permanent Essence), Warlock’s with Essence 4+ may activate this
charm as a non-charm innate power. At Essence 10, this charm becomes permanently active.

Ur-Boar Temperament
Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: First Isidoros Excellency, Self Vastness Enlightenment
The Black Boar That Twists The Skies is not so easily twisted. This Charm may be activated
as a defense against any Compulsion or Servitude effect, making that specific instance of
mental influence an unacceptable order. The defense works just as well against the most
powerful magical influence as it does mundane social attacks (as the latter have the
Compulsion keyword when used to compel specific behavior).
Ur-Boar Temperament cannot defend against any specific influence the Infernal was already
targeted with during the previous hour, as adjudicated by the Storyteller. This limitation is
based on the intended result of the influence rather than the means of imposing it. For
example, if an enemy demands that the Infernal surrender to her, he cannot use Ur-Boar
Temperament for the next hour to stop any mental influence compelling him to surrender to
that same adversary. By contrast, influence that would make him surrender to her and tell her
the location of his hidden base is sufficiently different that the Charm can stop it.
Consequently, anyone careful to press a specific point can eventually trump the warlock’s
stubbornness. This weakness constitutes the Charm’s special flaw of invulnerability.
With Essence 3+, Ur-Boar Temperament may be used as an innate power rather than a
Charm activation. Essence 4+ makes Ur-Boar Temperament cost nothing to use.

Solipsistic Ego Reification


Cost: 1m or 2m; Mins: Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Ur Boar Temperament
The Black Boar that Twists the Skies weathers the slings and arrows of lesser beings without
breaking stride, there is no inferior force that can give him pause or break his stride. This
charm activates itself automatically, even if the Warlock is unconscious, though it still counts
as charm activation, in response to any unexpected attack (at a cost of 2m). The Warlock
expends two motes to reduce the minimum damage of an unexpected attack to 1. In Social
combat this charm can be activated to reduce the willpower cost to resist natural mental
influence inflicted by an unexpected social attack by -1 to a minimum of 0wp. At Essence 3+
this benefit can also apply against unexpected, unnatural mental influence as well, provided it
originates from a being with Permanent Essence less than the Warlock's (Willpower-3).
Characters who know Scorn the Sow may activate this charm as a non-charm innate power
against characters who are less than half his size.
Characters who know Relevance Through Impact reduce the cost of this charm to 1m (from
2m) when it is activated against unexpected attacks beings that the charm forces the Warlock
to ignore. At Essence 4+, if that character would qualify as a being less than half the Infernal’s
size absent the effects of Relevance through Impact this charm costs 0m to deploy.
A Warlock with Essence 3+ may repurchase this charm; upgrading its power when it is used
to reduce damage. Any Shaping or Crippling effects that used the surprise attack as a vector
fail if the attack does not inflict damage on the Warlock, even if the effect itself does not
normally require such. Furthermore, the Warlock may activate this charm against attacks
which are not unexpected, but doing so costs three motes rather than just two.
Explanation: This charm is important for a couple of reasons: First it is an interesting avenue
for dealing with Unexpected Attacks (which should be a serious bane to the black boar’s
charmset, which should make him ignore a lot of things). Second, it makes taking charms that
limit his ability to perceive the world less lethal, third it creates a reason for players to branch
out in his tree.

Droning Irrelevancy Rejection


Cost: 0-8m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Sorcerous
Duration: One scene
Prerequisite Charms: Ur-Boar Temperament
The little people are a chattering and meaningless multitude, unworthy of notice by the Black
Boar That Twists The Skies. Droning Irrelevancy Rejection costs one Willpower to activate,
plus (10- Essence) motes. While this Charm is active, the warlock cannot understand
anything that anyone communicates to him by any means. This occlusion of meaning applies
to speech, writing, body language, telepathy and even more exotic methods. Although he still
technically hears what others say, he gleans no more no more meaning from their utterances
than he finds in the chirp of crickets or the random jangling of wind chimes.
The warlock’s inability to parse communicated meaning also makes him immune to all mental
influence from external sources. Unfortunately, his own social attacks suffer an internal
penalty of his Willpower rating due to his utter inability to comprehend and apply observed
nuances.
As an exception to the rules normally governing Sorcerous effects, this charm requires motes
remain committed to it for its duration, but still cannot be voluntarily deactivated until its
duration expires.

Titanic Assertion Aura


Cost:0m; Mins: Essence 2; Type: Reflexive
Keywords: Emotion, Combo-OK
Duration: Instant
Prerequisite Charms: Self Vastness Enlightenment
The Black Boar That Twists the Skies cannot help but draw others into his legend, exerting
gravitation even upon the souls of bystanders. This Charm is not activated consciously.
Instead, its power self-invokes in response to specific trigger conditions as a free innate
power.
When Titanic Assertion Aura activates, it reflexively imposes mental influence on all valid
targets defined by the pertinent trigger condition. Targets with a Dodge or Parry MDV less
than half the Infernal’s (Charisma + Willpower) gain an Intimacy toward the warlock as
explained for the trigger. Using Parry MDV as a defense still requires vocal argument against
the emotional aura. Characters with an MDV high enough to resist still feel the emotional pull
and may choose to gain the Intimacy if desired.
Affected characters can pay one Willpower point to ignore this unnatural mental influence,
making them immune to all invocations of Titanic Assertion Aura by all characters for the rest
of the scene. Intimacies imposed by this Charm override existing Intimacies toward the
Infernal, reasserting the new emotional context at full strength. If this Charm instills a negative
Intimacy or shifts an Intimacy to a negative context, further invocations by the same Infernal
cannot alter the Intimacy to a positive context for the rest of the scene.
Neutral/Positive Interaction: The first time each scene that anyone can perceive the Infernal,
his aura flares. If successful, the attack causes her to instantly develop an Intimacy toward
the warlock with an emotional context corresponding to the Intimacy the Infernal has toward
himself. The warlock’s player decides how to implement this, subject to Storyteller approval.
For example, if the warlock has an Intimacy of pride toward himself, his presence causes
others to share in this pride. Narcissistic self-love could prompt romantic attraction or respect.
Self-loathing could prompt hate or terror. This trigger condition does not activate if the Infernal
lacks an Intimacy toward himself.
Negative Interaction: The first time per scene that anyone perceives the Infernal take
aggressive action toward her or witnesses him take an action that is likely to harm her, his
aura flares. Success causes her to develop a negative Intimacy toward the Infernal with a
context chosen by the victim’s player (often fear, resentment or loathing).

Hearts Beat As One


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Titanic Assertion Aura
Those who fall prey to the emotive emanations of Isidoros find themselves drawn further into
the orbit of his passions. This Charm permanently improves its prerequisite as follows:
Whenever Titanic Assertion Aura would instill an Intimacy in someone who already has that
specific Intimacy, the flare would bestow, this charm instead grants the victim one of the
Warlock’s other intimacies. Generally, this intimacy is the one most relevant to the current
scene, although at Essence 3+, the Warlock may choose which of his intimacies he wishes to
grant. If Titanic Assertion Aura would have bestowed a negative intimacy, the intimacy the
target acquires as a result of this charm is a negative one related to the Intimacy that the
Warlock shared. This effect incidentally makes the Intimacy shared Obvious to all characters
targeted by that activation of Titanic Assertion Aura, even if that intimacy is not being inflicted
upon them.

Crushing Force of Being


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Titanic Assertion Aura
Isidoros is no king to demand obeisance like the Mountain and the Beast Upon It or the
Empyreal Chaos, but rather an undeniable force who cannot help but impose his personality
upon the world. This Charm permanently modifies its prerequisite as follows:
● The cost to resist the warlock’s aura increases to (Infernal’s Essence, maximum 5)
Willpower points.
● The aura’s influence affects targets with an MDV less than half the Infernal’s (Charisma +
Willpower + Essence).
● The Infernal suffers an internal penalty of his Charisma rating to all rolls to hide via Stealth.
His emanating glory refuses to be hidden.
Relevance Through Impact
Cost:--; Mins: Essence 3; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Titanic Assertion Aura, Scorn the Sow
The Warlock charges through the world, and lesser things are caught up in the momentum of
his passage, drawn into his legend as flotsam drawn into the wake of a passing ship. The fact
that they are drawn to him is a clear demonstration that they are also lesser than him. This
charm expands the Infernal’s definition of size such that any being who receives (or has re-
asserted) an Intimacy towards the Infernal by the effects of Titanic Assertion Aura is treated
as a being less than half the Warlock’s size for as long as they carry the intimacy imposed by
Titanic Assertion Aura unless their Permanent Essence equals or Exceeds the Warlock's
Permanent Essence. In situations where direct interaction between the Warlock and the victim
triggered Titanic Assertion Aura, this effect does not apply to that being until the following
scene. If the character influenced by Titanic Assertion Aura would already qualify as a being
half the Warlock’s size or smaller this charm causes the Infernal to totally ignore the
character. This has the effect of negating their attempts at influencing him in social combat.
This is (including drawbacks and restrictions) identical to the effects of deliberately ignoring
someone described in the Core Rulebook (Exalted, p. 171), with the notable exception of the
fact that the Warlock does not actually perform another action, he simply does not heed
beings demonstrably lesser than himself. If an ignored being successfully influences or strikes
the Infernal the Warlock may perceive them normally for the rest of the scene. This charm's
unnatural mental influence is an Illusion which targets the Warlock himself, at all times. It is
not voluntary, and cannot only be suppressed if the warlock spends one point of temporary
willpower (to shrug off the unnatural mental influence) or through the use of charms or other
magics, but cannot be repressed for longer than One Scene at a time. At the end None of this
charm’s effects apply in cases where the character who received the intimacy is, herself, the
subject of one of the Warlock’s intimacies provided that intimacy existed for One Day or more.

Tracks Through The Mind

Cost:--(+8m); Mins: Essence 4; Type: Permanent

Keywords: Combo-OK, Obvious, Social

Duration: Permanent

Prerequisite Charms: Titanic Assertion Aura

The tread of Isidoros is a heavy thing, both metaphysically and literally. His passage leaves
indelible tracks upon the psyche of those whose lives he passes through that are as evident
as the physical traces left in the wake of his destructive progress. Purchasing this charm
upgrades the effects of Intimacies bestowed Titanic Assertion Aura in the following ways:

• Whenever the Warlock makes a Performance based Social attack he may spend 8m in Step
1 of attack resolution, to apply the attack to all characters within (Essence) miles who bear an
intimacy towards the Warlock imposed by Titanic Assertion Aura provided the following two
conditions are met:
First, the attack must prey upon the intimacy imposed by Titanic Assertion Aura. Second,
because the attack is not heard, but rather, is felt in the depths of the target's being, it attack
must be simple enough to be conveyed as a one or two word statement. As an incidental
benefit of this effect attack may be conveyed regardless of whether the character can
understand the Warlock's spoken language, or even if they are inactive. The influence roots in
their subconscious and is understood on an instinctive level.

• All social attacks made by the Warlock that prey upon the intimacy created by titanic
assertion aura are treated as unnatural mental influence. At Essence 6+ Being's less than half
the Infernal's Size cannot parry these attacks without a stunt or charm. Mortals and non-
Exalted beings with a Permanent Essence of two or less cannot parry them at all.

• Any character who carries an intimacy towards the Warlock as a result of Titanic Assertion
Aura knows, instinctively, by the prickling of their thumbs or the thrill they feel in the pit of their
stomach, when they are within one mile of the Warlock. Furthermore, provided the Infernal is
within the same realm of existence, they add half the Infernal's permanent Essence in
automatic successes to all attempts to track him using Survival or Investigation. The tracking
attempt must still be a valid one, and the Infernal may contest attempts to find him as normal,
but he cannot suppress the effects of this charm.

The Yozi Isidoros is, for the purpose of this charm, considered to be the origin of all intimacies
created by Titanic Assertion Aura. Thus, beings who are affected by that charm find they may
track him more readily, but also will periodically feel the pull of his will upon them should they
stray into Malfeas.

All-Consuming Ego Singularity


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Relevance Through Impact, Scorn The Sow
The core of Isidoros’s psyche is a hyper dense singularity of raw will, into which all things are
inevitably collapsed. Not even the Black Boar’s own sense of self can resist the crushing force
that lies at the heart of his being. Upon learning this charm, the Warlock capacity to develop
and maintain his Motivation is forever altered in the following ways:

● His Motivation must relate to something external and cannot acknowledge the Infernal as
anything other than an agent of that agenda. Thus, he cannot have a Motivation to acquire or
build or become something, but must have a Motivation that reflects the desire to support,
oppose, destroy or otherwise act upon a concrete thing or state of things. In this way, the
Infernal becomes more a Verb than a Noun in his self ideation. For example, an Infernal with
this charm could not aspire to “Become the Emperor of the Realm” but could wish to,
“Overthrow the Realm.” This change runs deep in the player’s psyche, and represents a
meaningful psychological transformation, players who attempt to skirt this restriction through
creatively worded Motivations should have this fact explained to them. If his Motivation would
be unnacceptable at the point at which he learned this charm, he may change it without
expending experience. He may wish to have no Motivation until he encounters a situation that
allows him to build one, but he cannot regain willpower through rest without a Motivation.

● He can only build a Motivation around a subject which he has encountered personally at the
time he develops the Motivation. Should he spend more than (Willpower) days without
encountering something directly related to his motivation or working towards it they
temporarily lose access to the benefits related to their Motivation. During this time they may, if
the encounter a circumstance that would allow him to develop a new motivation, he may
spend 1xp to change it.

● Except when his Motivation lapses, as noted above, the Infernal treats mental influence
which contradicts or attempts to force him to betray his motivation as an Impossible Order. He
is even immune to such persuasion when will-broken.

● This charm also proofs him against magic would alter his motivation, even magic he himself
uses, and prevents such effects from functioning except when his Motivation recedes due to
inattention or after it has been competed but before a new one is selected.

● Upon learning this charm the Infernal’s altered nature becomes expressed in strange and
unnerving ways. Any mundane surface that catches his reflection, distorts, warps, cracks or is
tarnished (as a non-mechanical cosmetic effect) such that his image is distorted. Still water
begins to tremble in his presence, and mirrors crack and break. This effect is not Obvious but
when it comes into play any observer may make a difficulty 1 (Perception+Awarness) roll to
notice the Infernal is the source of the disturbance and obviously supernatural. A being with
Occult 3+ who scores 3+ threshold successes on this roll knows instantly that the Infernal is
manifesting the effects of Demonic Charms. With 5+ threshold successes the nature of the
power as being characteristic of the power of Isidoros is also obvious.

● When the Character completes a Motivation, he may select a new one as appropriate
without expending any Experience. In all other ways the Motivation functions as normal.

Unstoppable Force Ascendant


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native, Stackable
Duration: Permanent
Prerequisite Charms: All-Consuming Ego Singularity
A being of pure, self-propagating force and action, thus the Infernals action’s feed the
resevoirs of his own stregnth, making him an unstoppable juggernaut once he sets his mind
upon a course. This Charm acts as an additional 10 mote Peripheral Essence pool refilled at
rate of one mote per hour (at end of the hour) she spends actively pursuing her Motivation.
This pool refills to capacity should she successfully complete her Motivation, but no Essence
can be regenerated when inattention to the Warlock’s Motivation causes it to lapse.

PHYSICAL CHARMS:
Primeval Might Expansion
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
If the Empyreal Chaos and The Mountain and the Beast Upon It first birthed and embodied
the concept of authority through strength, then the concept of pure force for its own sake can
surely be said to have originated withe Isidoros, the Black Boar that Twists the Skies. His
strength served no purpose but its own existence, and knew neither call nor measure. In his
purest state, he was unbridled and unlimited, pure power and transgression. Learning this
charm, the Warlock embodies the raw might of the Black Boar, shattering the limitations of his
body. This charm permanently increases the Maximum rating of the Warlock’s Strength and
Stamina traits by one dot each, or by an one dot for every two purchases of the First
Excellency of Isidoros (whichever is greater). In addition, upon learning this charm the
Warlock gains one instance of the Large pox, the bonus dots from which counts as a natural
increase to his traits and provides all the benefits and drawbacks of that mutation (including
additional health levels). As the bonus provided by this charm increases, so to does the
Warlock's size, upgrading his Large pox to Huge [CoCD: The Wyld, p. 146] (With Four
purchases of a single Isidoros Excellency), then to Giant [CoCD: The Wyld, p. 148] (with Six
purchases of a single Isidoros Excellency), then to Gargantuan, [Lands of Creation, p. 131]
(with 8 purchases of a the First Isidoros Excellency). This charm increases the Character's
maximum rating in the aforementioned attributes at Essence 10 as well, but does not further
increase his size. Once the Infernal acquires the Huge Mutation as a result of this charm, it
becomes Obvious that he is a supernatural creature. He also becomes immune to Shaping
effects which would reduce his size unless they are Isidoros’s own charms and, after learning
this charm, cannot gain the Small (or similar mutations) by any means. Finally, learning this
charm also prevents the Warlock from acquiring that mutation through means other than this
charm or other charm’s belonging to the Yozi Isidoros. If he knows other magic that would
allow him to acquire (temporarily or permanently) a portfolio of mutations, he may replace the
Large or Small mutations in that portfolio with others or, if he purchased the Mutation with
experience, choose to be refunded that spent experience.

Hundredfold Apocalypse Force


Cost: —[+2m]; Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: First Isidoros Excellency

The blows of Isidoros inflict large scale devastation, not simply personal scale destruction.
The impact of the Warlock’s feet and fists are accompanied by thunderous shock-waves
which erupt from the point where his strike impacted his enemy, laying low lesser beings who
had the misfortune of being caught up in the melee. This charm upgrades its prerequisite
allowing the Infernal to spend an additional 2m when he activates that charm to benefit a
Fierce Blow made with his Natural Weapons. The two motes spent on this charm count
against the maximum number of motes that can be spent on that charm (ie; they take the
place of two dice or one success added by that charm). Motes spent on this charm are
considered to be motes spent on the First Excellency for all purposes including charms which
reduce the cost of the First Isidoros Excellency. Should the Infernal successfully inflicts
damage upon a character with Martial Arts Fierce Blow using a natural weapon, apply the
results of the initial attack roll as separate attacks to all objects and character’s less than half
the Warlock’s size within 3 yards of the injured target. These ‘replicated’ attacks have a
minimum damage of 1 and, beyond having the same accuracy roll and damage traits, do not
benefit from other magical enhancements that benefited the initial attack. It is, in all other
ways, identical to the original attack.

A Character who Knows Primeval Might Expansion may repurchase this charm at Essence 3+
such that this effect always applies to unarmed fierce blows that land successfully, even if
they inflict no damage. Furthermore, at Essence 4+, this repurchase allows the attacks to
have their normal Minimum damage (rather than just 1).

At Essence 5+ this charm may be repurchased a second and final time. This adds an
additional functionality to the charm; by spending an additonal 1wp (for a total of 2m, 1wp) in
step 1 of attack resolution when attacking a target of any stature, he may extend the radius of
the shock-wave from three yards to the lower of his (Strength/2) or (Permanent Essence)
yards. At Essence 8+, the second repurchase of this Charm permanently extends the radius
of the shock-wave to the lower of (Strength/2) or (Permanent Essence) yards even if no
additional willpower is spent, and allows a 1wp expenditure in Step 1 of attack resolution to
double this radius. The shock-wave created by this charm cannot be restrained and damages
whatever is caught in its radius regardless of whether the Infernal wishes that thing harm or
not. This shock-wave is generated by the impact of the Infernal’s Essence upon the Essence
of another target as much as it is caused by brute strength and force. Thus, striking inanimate
objects does not produce the shock-wave effect. The effects of this charm are only Obvious
when they take effect.

Exultant Hurricane Attitude


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Obvious, Overdrive
Duration: Permanent
Prerequisite Charms: Hundredfold Apocalypse Force or Titanic Assertion Aura
OVERDRIVE CHARM HERE-- NEEDS REWRITE

Unrestrained Cataclysm Blow


Cost: 0m or 1m-3m; Mins: Essence 3; Type: Simple (Speed 5, DV -2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Hundredfold Apocalypse Force, Primeval Might Expansion
This charm is a Fierce Blow attack made at close range with either Martial Arts or Melee. This
attack may always benefits from Hundredfold Apocalypse Force even though it need not
made with a natural weapon. Additionally, if the attack targets a being who is less than half
the Infernal’s size it need not be a fierce blow (and in these cases this charm has a DV
penalty of -1). Each purchase of Hundredfold Apocalypse Force after the first reduces the
cost of this charm by 1m cumulatively (to a minimum of 1m). At Essence 4+, a character who
has purchased Hundredfold Apocalypse Force three times, can use this charm for 0m when
making an unarmed attack with a natural weapon or an attack with an improvised weapon. He
may also use this charm to generate a Thrown attack with an improvised weapon against a
target within (Strength x 2) yards (this feature costs 0m as well). 0m uses of this charm are
still considered Simple actions and still count as charm activations.

Immutable Will Buffer


Cost:—; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Scorn the Sow
Isidoros is invulnerable to the futile bites and scratches of the insects he crushes underfoot.
As a permanent enhancment The Infernal reduces the pre-soak damage of any attack by a
being less than half his size by his (Willpower). This occurs before damage is compared to
Hardness and Soak and can reduce raw damage as low as the attacker’s Permanent
Essence. At Essence 3+ this charm may be repurchased. Upon doing so the Warlock treats
all unexpected attacks made by beings with a Permanent Essence less than his own as
attacks made by beings less than half his size. At Essence 4+ this charm may be
repurchased a second time to allow the Infernal to reduce the pre-soak damage of attacks
made by beings less than half his size by (Willpower+Permanent Essence).

Unbreakable Beast Ablation


Cost:4m; Mins: Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Immutable Will Buffer, Primeval Might Expansion
The Black Boar shrugs off the attacks of lesser entities without issue. This charm duplicates
the effects of Adamant Skin Technique (Exalted, p.207) except that it is subject to the
Imperfection of the Black Boar that Twists the Skies. At Essence 4+, characters who have
learned the First Isidoros Excellency gain an additional benefit; this charm is not Obvious
when used to defend against the attacks of beings less than half the Infernal’s Size, the
invulnerability of Isidoros follows naturally

Imperfection of the Black Boar that Twists the Skies


As a creature of almost pure will, Isidoros’s invulnerability is tied to his reserves of inner
strength. Charm’s bearing this flaw cost an additional +2m to activate whenever the Infernal
has 6 or fewer points of temporary willpower and +4m to activate when his Temporary
Willpower drops to 2 or below.

Trivial Peril Understanding


Cost:—[0m to 4m];Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unbreakable Beast Ablation
The effort Isidoros must expend to shield himself from even the most savage attacks made by
lesser beings is laughably minimal. The infernal shrugs off such attacks with little more than a
grunt. This charm reduces the cost to use Unbreakable Beast Ablation against attacks made
by beings less than half the Infernal’s size by 1m for every way in which they qualify as a
being of inferior size to a minimum cost of 1m. Thus, an Infernal could use that charm for 2m
against a being who was both physically less than half his size and had a Permanent
Essence less than half his own. If the Infernal also knew Relevance through Impact, and the
attacker being possessed an Intimacy imposed by Titanic Assertion Aura, he would benefit
from a further 1m cost reduction. Infernals with Essence 4+ further reduce the cost of this
charm by 1m against mortals and beings with Essence 1 (minimum cost of 0m) the first time it
is activated in a given scebe.

Proven Invulnerability Conviction


Cost:—;Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unbreakable Beast Ablation
This Charm permanently upgrades its prerequisite allowing it to be employed as a non charm
innate power against any character who rolled damage against the Warlock at some point
earlier in the scene but failed to inflict damage or other deleterious effect (e.g. Sickness,
Crippling, Poison, etc.) upon him with the attack. Activating this charm as a non-charm innate
power always forces the Infernal to pay a surcharge as if the Infernal had half the amount of
Temporary Willpower he currently possesses.

The Primordial Isidoros


Some say that the Black Boar who Twists the Skies is among the oldest of the Primordials, inasmuch as
one might call the 'first' to percieve oneself as a static being with direction and intent and will, and hew
himself out of the formless chaos of that state of being the Raksha refer to longingly as Time Not. It is
certain, however, that he was among the voices that pushed hardest and most fervently for the inclusion
of the principle of Free Will into Creation, and further proposed concepts such as individualized value
systems and the empowerment of entities acting on the behalf thereof to act above and beyond their
basic capabilities. He further continued to frustrate Incarna and Primordial alike by regularly casting
the Loom of Fate asunder, which was to show at first his scorn for the Loom which externally dictated
the roles and fates of so much of the individual beings of Creation, but eventually he did it to spite the
Gods as well, as he could hold no respect for them when he realized that for all their sentience and will,
they could not bring themselves to do anything but speak in concerned voices when he brought them to
maddening frustration.
As such, the entity named Isidoros initially bore the Exalted and the Incarnae surprisingly little grudge
for their rebellion--in fact, he responded to the fetich death of the Lidless Eye that Sees with wonder.
And the fact that the concept he so championed overcame even the shapers of concepts fascinated him;
some Malfean folktales whisper that he gloated to the other Yozis as the prison was sealed about them
about how this proved the sheer power of Will. Of course, he did not go quietly--just as the Exalted
wished to overthrow him and his, he and his wished their rule to extend forever--and he pushed as
brutally and brilliantly as any other Primordial to crush the Exalted, trampling their armies and
crushing their champions without remorse or pity. But he did not hate them for winning; the most secret
records of the Lawgivers once noted that he laughed at his own defeat, even as he defiantly trampled
the Chosen of the Gods until he was fully subdued, and never ceased to struggle even as he swore oaths
on his name. He may or may not despise them for sealing away the Yozis for all time and forever
clapping that limitation from treading Creation upon him, with his only hope of escape being as the
bound pet of the Incarna. However, it is known that he does hate the Chosen of the Incarnae for when
they butchered his fetich soul, and forced his other component souls to consume the bleeding, still-
living fragments. Perhaps it is for the full effects of this upon him--driving him as mad as any of his
bretheren--or perhaps it is because they did this not of their own will, but at the behest of the Maidens.

The Yozi Isidoros


Regardless, now he roams Malfeas in his insanity, a dark, nebulous shape with countless feet emerging
from its blackness and propelling him along. Stars glimmer on his hide, perpetually dancing and roiling
chaotically and unpredictably, exploding into and out of existence. Two stars, however, shine brighter
than the rest, like brilliant and spiraling galaxies, and do not move as they shine unblinking, straight
ahead; these are his eyes, beneath which his great maw opens only to speak when his wits are about
him, bellow when they are not, and consume at any time the whim takes him. It is not always the same
two stars that guide him, though: whenever he is tempted to change a course of action, two other stars
lock into position elsewhere and push outward from his bulk and shine brightly, trying to lead his body
in a new direction. Between his old course of action and his new engages a fierce battle of wills which
can last for days, and in the end one pair of stars dims, sinks back into his bulk, and becomes a part of
the aimless dance of lights. Frequently, this turns him against whatever ends he was working towards
before. Some in Malfeas whisper that the Ebon Dragon kept him from knowledge of the Reclamation
until his fellow conspirators had laid claim to other castes for exactly this reason. Others posit instead
that he simply could not be expected to play well regardless of his mindset with the other architects of
the Reclamation, with whom he has endlessly conflicted from the first stroke of the harp named Time.
Isidoros is among the most prolific creators of Akuma in Creation. On the other hand, he shapes their
Urge to be in direct servitude to himself even more rarely than his kin. This is not to say that he has not
done just that, but of those postulants who come before him begging to be turned so directly to his own
will, he tramples nine out of ten in disgust. The others--more often created in a particularly mad fit of
vainglory--rarely survive much longer; eventually he becomes equally repulsed that a being of Heroic
potential has so sublimated their very selves to another—even himself—that he calls them to himself
with the knowledge of the doom that awaits them. Of course, they must submit to their Urge and with
it, their own destruction. That they do this only inflames the Black Boar's hate.

The Urge of Isidoros: The Urge to Mark


Isidoros is an arrogant creature, and while he cares not what others might think about him, it pleases
him to see his own mark left behind, that it should call him to mind and give him presence long after
his ponderous bulk has passed from view. This Urge induces its bearers to scar or otherwise claim
objects one belonging to another in their own name, or that of an object of their obsession, Yozi patron,
or occasionally on behalf of the Infernal cause. Frequently, this is done proudly and openly, but
Isidoros and his akuma are wise enough to understand that occasionally one must temper that sacred
pursuit of possession with a subtle hand. Sometimes.
One example of this Urge would be that of Fangs-of-Brass, to convert the children of the Exalted to
worship for his Yozi master. Others might be:
• Breeding oneself into an established line of each of the Dynastic Houses.
• Scribing a book of prayer to Isidoros on vellum sheets made of the skins from Immaculate
Monks.
• Change as many manse aspects as one can to favor Isidoros.
• Repair the face of the Last Supplicant, in one's own image.
• Claim the wreckage of Meru in the name of the Reclamation, and rebuild it into a Hellish front
from which to assault Heaven and Creation.

Act of Villainy: Pearl-Trampling Autonomy Assertion


Isidoros loathes being predicted or otherwise accounted for. But even this falls short of his utter hatred
of actively taking direction from another. When an Infernal responds to advice or a proposed course of
action from another with her own successful physical or social attack, and proceeds with her own idea
instead, Isidoros' gaping endless maw smiles and forgives. This Act of Villainy only functions if the
advice comes from one whom the Infernal is not inherently inclined to oppose: Isidoros forgives
nothing for defying the demands of a hated nemesis (any proper Exalt should be doing that anyway),
and also does nothing to reward this act against those whom the Infernal does not know at least
somewhat personally (She should not be heeding the pleas of beggars and rats, either).

Torment of the Black Boar


An Infernal suffering from the Torment of Isidoros sinks deeper within his Self, and that which he is
and does at the moment becomes all that he can see. All the world, effectively, becomes a featureless
background for the character's presence. Such a character wholly loses the ability to perceive or think
in terms of all but his most immediate interactions; unless he has directly interacted with a person or
object in the last (11-Essence) Ticks, he simply cannot perceive it or conceive of its presence. People
and objects that are obviously about to interact with him on their own are resolved more normally: the
Infernal merely receives a -1 internal penalty to detect to a surprise attack while suffering the Torment
of the Black Boar, or avoid obvious and immediate hazards; on the other hand, a great ambush could be
set up around such an Infernal, unnoticed until the moment it sprung. Regardless of whether he
recognizes an attack or any other interaction, he cannot recognize individuals in his Torment; he cannot
distinguish a friendly spar from an attack on his life, and hands that caress him may belong to a known
lover, opportunistic enemy, or common whore.

Imperfection of the Black Boar that Twists the Skies


Isidoros has no flaws, as he would certainly explain if he cared to. His singular perfection is all-
encompassing, and that which he does not contain is irrelevant. At the same time, a blow which
expresses the truest nature of he that would strike the Black Boar sometimes finds purchase. Against
blows which directly support an intimacy, or in which a Virtue is channeled, a Perfect Defense of the
Black Boar adds three to its mote cost. If withholding the blow would be an unacceptable order,
whether from the Motivation of the attacker, or a magically reinforced Intimacy, the Boar's Perfect
Defense does not apply at all. Regardless, this must come from within; a desire to do Isidoros harm, if
inflicted by a third party, is ingenuine enough for the Black Boar to disregard it. The exact cause of this
flaw is a small subject of debate among those who are aware of it. Some suggest that Isidoros cannot
wrap his thought around such an assertion of will that is not his own. Others contend that the Boar
willingly allows attacks such as these to strike him as a mark of respect.
Charms
Keyword: Ego
More than any other Yozi, Isidoros defines himself in terms of his Self. As such, all charms which he
wields cannot help but be imperfectly replicated unless one wears Isidoros' great form. From the
perspective of an Infernal, however, this is not so much a hindrance as a blessing; charms with the Ego
keyword functionally improve--or at least improve in scope--while under the effects of Sky-Warping
Titan Beast Shintai. The Infernal cannot generally choose to use the non-Ego power and/or scope while
in Shintai; in liberating himself from a limited scope, he casts away such insignificant considerations.
Unless otherwise stated, all Ego charms add a willpower point when invoked in this capacity.

You know what? Screw it, I managed to track down my old set, and here goes.

DISCLAIMER: I had to copy-paste it from a PDF file and some things pasted...weird. I've tried
to fix what I can, but if there's a quirk of formatting, I'm very sorry.

Also, this is only the charms themselves. The short version of the other crunchy bits follows:
• The Ego Keyword allowed for Isidoros's charms to be used differently--usually more
powerfully--while he had Sky-Warping Titan Shintai active.
• His Urge was the Urge to Mark--to take things that weren't his and in some fashion assert
possession, such as breeding themselves into noble families, carving the face of the Penitent of
the Lap to resemble their own, or making a prayer book to the Yozis with the hides of
Immaculate Masters for vellum.
• His Act of Villainy was Pearl-Trampling Autonomy Assertion, which was nearly identical to
Revlid's.
• His sorcerous enlightenment gave him a cost discount to fire-and-forget spells, but penalized
him on spells that required direction or attention after casting, or that demanded more thorough
setup.
Anyway, without further ado, here's what I had. It's rough, it's got some oversights, and a couple
charms that I actually deliberately did NOT copy down here because they were bad ideas, at least for
the Boar's native set (Frex: there was an extension to On The Anvil of Wanting that was employed its
effects as a counterattack on entities using Shaping effects on the Infernal--I'm not convinced the idea
itself was horrible, but as someone else said, it's really more of an Oramus charm that Isidoros might
have a copy of himself)

First Isidoros Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites:
Isidoros is proudly individualistic, stubborn, and decisive. He freely
burns bridges when he has crossed them, or has chosen not to take them,
and does not look back on his victories nor his defeats, but always moves
forward. He is always exactly where he wants to be, and when he moves,
he is going where he wishes to go. He lays waste to that which is in his
path, because it is in his way. He is always himself, and attempts to
impersonate him or duplicate him only enrage him. Further, as he is always
himself, he demands and encourages the same of all else, even as he cannot truly
call any "equals." He acknowledges no superiors, and treats others who might
consider themselves his equals with contempt for no greater or lesser reason
than they are not he, and expects the same from others. From those
truly beneath him, he desires respect, and craves awe, but for the most
part ignores their existence and does not seek loyalty, and works with
who he will because their will is the same. At the same time, compromise is
anathema to him, whether in himself or in others.
Isidoros Excellency may be employed whenever he realizes an option on his
own that defies the other paths laid out before him, or to enhance rolls
intended to resolve problems quickly and perfunctorily via excessive force.
It may also be used to raise the Infernal's own MDV as long as they are not suffering a
penalty from their Virtues, Intimacies, or Motivation. It may not be used in extended
rolls, or against the same target more than once per scene, unless those directly involve
an intimacy or motivation on the behalf of the Infernal, or deal with an obstruction to
the same. Isidoros also does not prevaricate; this Excellency cannot be used to tell a
lie or deliberately mislead, although Isidoros has no problems stubbornly keeping his
mouth shut on matters which he does not wish to speak of, such as a past relationship
with the Arczeckhi or the...complicated...nature of the White Huntress who follows
him.

Isidoros Mythos Exultant


Cost: -; Mins: Essence 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: First Isidoros Excellency
Isidoros comes closest to understanding others when they themselves stand
larger-than-life, and he takes note accordingly. The Infernal may reap the full mote
or willpower benefits of a successful stunt she observes, whether it is performed by an
ally or an opponent.
If she does so, she cannot enjoy this effect until her DV refreshes again, or she performs
a stunt of equal or greater value.source
Needing No Introduction
Cost: None; Mins: Essence 1; Type: Special
Keywords: None
Duration: Permanent
Prerequisites: None
All souls know the Black Boar that Twists the Skies. Even the most sheltered
peasant in the furthest, most ignorant reaches of the so-called Blessed Isle would not
help but know Isidoros for himself if he were to appear before them. All of Creation
and All besides knows him, and there can be no substitute.This charm infuses the
Infernal with his own identity, and he, too, cannot be mistaken for another. This
charm permanently grants the Infernal his Essence to any rolls made to convince
another of his true identity, and adds the same number to the difficulty of all attempts
to misrepresent the character: Any slander or lies told regarding the character ring
as false as any disguise applied to him. Boastful hyperbole is explicitly an exception
to this penalty. The Infernal himself also takes this as an internal penalty to any
attempts to disguise himself as anyone other than himself, but such a Warlock should
truly ponder why he wishes to hide his glory in the first place. On the other hand, if
the Infernal is redefined through Change-or-Die Ultimatum, Needing No Introduction
will both limit the extent of his reshaping and allow him to establish his identity again
easily. This charm does not betray any supernatural qualities of the Infernal.
At Essence 3 this charm automatically upgrades, and attempts to ape the Infernal
grow even more difficult even as he becomes more recognizable; any description can
identify him at a simple difficulty, but any further attempt than the most cursory
sketch or description adds his Essence to the difficulty as though it were a direct im-
personation. On the other hand, the certainty in himself becomes infectious, imbuing
the truth of his words with the bottomless conviction of the Black Boar. As a result,
any attempt to convince another of the unvarnished truth (that is, without deliberate
intention or other intent to mislead) automatically adds dice equal to his Conviction
to the attempt.

Singular Existence Affirmation


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Obvious
Duration: Instant
Prerequisites: Needing No Introduction
There can be no other Black Boar than Isidoros, and attempting to argue other-
wise ends only in painful correction. By activating this charm, the Infernal reflexively
destroys any non-masterwork impression of himself. Sculptures crack, paintings boil
and melt, and parchment with insufficiently epic descriptions of his grandeur disap-
pears into flame. Anyone in direct physical contact with such an impression takes two
levels of lethal damage (Except for the Infernal, of course. The original is always supe-
rior). The scale on this is limited to things that could be broken with a feat of strength
equal to the Infernal's willpower. At Essence 4, this charm can be re-purchased to
show Isidoros' affront more directly, and such insulting mockeries explode rather than
simply break apart, causing this damage to everyone within (Essence) yards and doing
(Valor) levels of lethal damage.
At Essence 6 with the second purchase, the cost of this charm becomes 2 motes, but
the Infernal must fail a conviction roll not to use it when presented with an insufficient
representation of himself. Singular Existence Affirmation gains the Ego Keyword at
this point, and is automatically applied to all viable targets in the Infernal's presence
regardless of his knowledge thereof while he is in Sky-Warping Titan-Beast Shintai.
It only functions at its most basic level thus, but the Infernal may expend a mote as
a non-charm action to make a single insult to him explode at its maximum capacity.

Who Argues With Falling Stars?


Cost: None; Mins: Essence 2; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisites: None
Isidoros is merciless and thorough in his dedication to that which he pursues.
Each purchase of this charm hones an Infernal's sense of drive further, making her
more difficult to sway from that to which she has committed herself. The first purchase
of this charm doubles all benefits to her MDV that she would gain from Intimacies,
Virtues, and her Motivation. This focus on the passions that empower her, however,do
come at a small price, as the doubling effect also applies to the penalties she suffered
from social attacks that specifically target the same. A second purchase at Essence
4 redoubles the benefits of Intimacies and Virtues, and any social attack where the
Infernal's motivation provides a benefit to her MDV automatically fails, regardless of
its origin or nature, and grants this charm the Ego keyword; while one of Isidoros'
Shintai charms is active, the Infernal automatically and perfectly defends against
any social attack where her Intimacies or Virtues provide a benefit,and she may
reflexively spend two motes to perfectly parry any social attack. However, regardless
of her current shape, this focus on what truly matters can be played against her; She
treats attacks that target her Intimacies, Virtues, or Motivation as Unnatural Mental
Influence; she may spend a resist the former two with a single willpower point, but
she cannot argue with what drives her.
Infernals do not treat their Urge as a Motivation for the purposes of this charm.

Perfected Invincible Form


Cost: 4m+; Mins: Essence 3; Type: Reflexive
Keywords: Obvious, Combo-OK, Stackable
Duration: Instant
Prerequisites: Singular Existence Affirmation, Who Argues With Falling Stars?
Just as the Black Boar's visage cannot be mocked, so too can it not be marred.
Not even his fellow (and he uses the word loosely) Yozis can harm him with all their
fury and madness. This charm encompasses the multifaceted and inviolate perfection
of Isidoros' shape, and perfectly negates all damage from an attack with its basic
function. However, Isidoros is proof against more than wounding of the body; further
negative effects (e.g. Poison, Sickness, or Shaping) can be prevented by invoking this
charm multiple times; each invocation after the first protects against a different effect.
This charm suffers from the Imperfection of the Black Boar.

World of Paper Walls


Cost: 1m; Mins: Essence 3; Type: Reflexive
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisites: Who Argues With Falling Stars?
Nothing really matters except Isidoros himself. Where he strides, sometimes
men and demons and mountains try to say otherwise. "We are in the way!" They
shout. "The path is not clear!"
"But I am Isidoros." Says the Black Boar, and to that there is no answer. And then
his footsteps crush the men and demons, and their buildings (whether hay or wood or
stone or the brassy outgrowths of Malfeas) are torn asunder and left in ruins.
So it is that an Infernal incorporates the understanding that he is in all ways more
than the world around him, and so surpassing it, he too may leave its sundered in his
wake. this charm may be activated when the Infernal makes a move action towards
an inanimate object before him, and damage it in the process as though he had taken
the time to perform a proper feat of strength as a dramatic action. At Essence 4, his
(Strength+Athletics) pool is doubled for the purposes of this charm, and a second
purchase allows him to make a reflexive attack (with his bare hands or any melee
weapon he has ready) against any living targets in his path as well. At Essence 5
with this second purchase, World of Paper Walls gains the Ego keyword, and while
in his shintai this attack becomes unparryable and undodgeable without the use of
charms.
This charm only functions against objects and creatures that obstruct the Infernal's
path; if he successfully removes them from his way via this charm, any remaining
distance from his Move action (which must be a move action; effects that allow one
to treat jumps, dashing, or anything else as a move action may not be used for this
charm) completes, and as Isidoros does not turn to look back, nor can the Infernal
turn back around to trample those whom he has already removed from his path. The
pathetic fallen are beneath him, and he beyond them.

Unity of Flesh and Soul


Cost: 3m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Obvious, Combo-OK
Duration: One Scene
Prerequisites: None
Certain scholars wonder, given the treatment of Isidoros' fetich at the hands of
the Exalted, why the Black Boar that Twists the Skies has not taken on a new shape.
They do not understand the horror--and glory--that has come of this mutilation. For
all that was done, Isidoros' fetich yet lives, in a sense; the heart of his being is no
longer embodied in a single fetich which might be mistakenly taken as a representa-
tion of his own majesty, but instead spread out and embedded through the host of
his Third Circle Souls. As such, Isidoros has no single core, no weak points to assail.
All of Isidoros is equally him. This charm allows an Infernal to ignore the supposed
flaws of his own shape, and gain something of Isidoros's homogeneity of being. When
activated, this charm immediately denies any crippling effect purchase upon the War-
lock, allowing him to fight on despite slashed tendons, broken bones, and other effect
which by all rights should form a real and physical barrier to carrying on; this recov-
ers no health levels, and basic wound penalties remain. More severe crippling effects,
such as Amputations, require a full scene from beginning to end to recover, unless the
Infernal can use a miscellaneous action to hold the limb to its stump. Until Essence
4, however, any crippling effects assert (and/or reassert) themselves once this charm
expires at the end of the scene unless the charm is renewed. Also at Essence 4, this
charm is proof even against decapitation. The Infernal of course loses faculties of
speech, as well as most of her senses of perception, rendering communication more or
less impossible, but the Infernal suffers no further penalties unless the wound would
have been lethal regardless. Obviously, if the charm is allowed to lapse under these
circumstances, the Infernal will immediately die.

Change-Or-Die Ultimatum
Cost: 6m; Mins: Essence 4; Type: Reflexive
Keywords: Obvious, Social, Shaping
Duration: Instant
Prerequisites: Unity of Flesh and Soul, Who Argues With Falling Stars? x 2
Isidoros is everything that he feels and everything he values. Sometimes, a
demon feels themselves clever and plays to the Black Boar's weaknesses to convince
him of another course of action. It is rare, of course; not even the Unquestionable
should get away with such a trick upon one of the Yozis. Still, it does happen, and
when it does, Isidoros cannot proceed as he is, bowing his head to another and going
along with what they suggest. Isidoros must die.
At the same time, Isidoros is too great to be stopped by something as petty as a
simple quandary of priorities.
Isidoros must live.
The Infernal may activate this charm in response to any Social Attack which
the Infernal cannot defend against with Who Argues with Falling Stars, perfectly
defending. However, as the infernal defies a part of himself, he casts it away as
irrelevant: he may change the emotional context of the Intimacy to something that
would allow him to deny it in this instance, or discard it altogether. If a Virtue has
been defied, he must move a point of it to another virtue if at all possible. However,
if he defies his Motivation it must change then and there.
As a secondary effect, the Warlock's redefinition of himself appears on a very visible
level: he rolls his willpower (plus 1 for an Intimacy defied, 2 for a Virtue, or 3 for a
Motivation), and applies successes as though they were a disguise roll to determine the
level to which this charm has remade him; the Infernal does not consciously control
this, although the Player might. This "disguise" is real and permanent; the Infernal
has discarded that-who-he-was for that-whom-he-is.

Singular Catastrophe Charge


Cost: +5m; Mins: Essence 3; Type: Reflexive
Keywords: Obvious, Ego
Duration: One Scene
Prerequisites: World of Paper Walls
There are so many insignificant, unimportant things dwelling in Malfeas. If
Isidoros spent all his time and Essence bothering to disregard each one, he would
have no time to contemplate himself. The Infernal likewise puts that horrible possi-
bility from her mind with this charm, which enhances World of Paper Walls as listed
above.At Essence 4, the Infernal may extend the duration of this charm to Indefinite;
while using this function, the Infernal applies the effects of this charm to all surfaces
she touches; doors splinter at a touch, as do the bones of men. Only objects which the
Infernal owns--and the Infernal herself, of course--are proof against this destruction,
although she may spend a willpower to imbue an object or person to whom she has
an Intimacy with her own presence; this protection lasts for a single scene.
The Ego power of this charm further allows the Infernal not only the power to
crush that which is in his path, but also to further his claim: he adds his willpower
to his Bashing and Lethal soak values.

Pursuit of Vengeance and Glory


Cost: None; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Indefinite
Prerequisites: World of Paper Walls
Isidoros disregards the world around him most of the time; when he does find
something worth his attention, he will not wait or let that selfsame unimportant
world slow him down. This permanently enhances World of Paper Walls, allowing
the Infernal to use dash actions instead of move actions with this charm when moving
in the direction of an Intimacy, channeling a virtue, or acting in direct fulfillment
of her motivation, and activate it as a non-charm action. Until she reaches Essence
6, she cannot benefit from this charm and Singular Catastrophe Charge at the same
time.

I Will Not Be Denied


Cost: 2m; Mins: Essence 3; Type: Simple
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisites: World of Paper Walls
Sometimes a person or a thing gets in the way of Isidoros, and it has the pride
not to move and/or the resilience to force him to do more than idly step over or
through it. Isidoros respects and approves of both of these. However, it is still in his
way, and must be crushed.This charm can be activated whenever the Infernal finds his
way obstructed by an object he has just targeted with World of Paper Walls, adding
his Essence to his raw damage (or his Strength + Athletics total). If this attempt fails,
he may try again, adding his Essence again to the pool from the previous attempt,
but adds the cost of the prior invocation of this charm to the next. While the Infernal
can initially only benefit from this charm a number of times equal to his Essence, he
may purchase it again at Essence 5, at which point there is no finite limit to the
number of times that this charm may be used (and thus how high the raw damage
can climb), save the Essence pool of the Infernal.
At Essence 4 this charm can also supplement the Isidoros Excellency, adding dice to
valid rolls. While the dice from this charm does count towards the limit of dice-adding
charms, he can break the cap through continued application of this charm.

To Bear the Brass Sky


Cost: None/15m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Obvious, Combo-OK
Duration: One Action
Prerequisites: First Isidoros Excellency, I Will Not Be Denied
Isidoros' strength is without equal; those who wrestle him are crushed, those
who get in his way are trampled, and even the being who still thinks himself the
king of all his kind occasionally tries to crush him between the layers of the Demon
City. He tries.This charm enhances any Strength + Athletics pool to lift or throw
an object, as long as that attempt is also enhanced by the Infernal's First Isidoros
Excellency. The Infernal doubles both the dice and successes added by excellencies,
as well as the maximum number of bonus dice he may add to such an attempt with
his Charms.
At Essence 7, for a flat cost of 15 motes and 1 willpower, the Infernal may lift or
throw any inanimate object as though he had ten (strength+athletics) more than the
minimum required to lift it, and applies his Willpower in automatic successes to any
roll this charm supplements if it is opposed.
At the end of this Charm's duration, the Infernal is left with his own strength
again; he may set down whatever he has picked up, throw it if possible, or use this
charm again; continuing to bear the solid jade pillar of a manse when one no longer has
the strength to carry it bears consequences best pondered by a creative Storyteller.

Rutting Boar Conflict


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Sorcerous, Social
Duration: One Scene
Prerequisites: Who Argues With Falling Stars?
It is nigh-incomprehensible and anathema to the Black Boar that Twists the
Skies that one might bow to another without expending every bit of their will that
they can muster. This charm makes a Wits+Presence Roll against the target's MDV;
the target need not be aware of the Infernal's presence in order to feel this blessing.
If the Infernal succeeds, he imparts unto them a small portion of Isidoros' will and
pride; the next time within the scene their MDV is overcome in Social Combat, the
target must spend willpower to continue the combat if at all possible. At Essence 4,
the Infernal may extend this effect for the entire scene by adding a point of willpower
to the invocation cost of this charm. The target may restrain himself for the cost of
2 points of willpower, and may ignore this charm for the rest of the scene by resisting
it twice.

All Causes Are Worth Blood


Cost: +1wp; Mins: Essence 4; Type: Special
Keywords: None
Duration: One Day
Prerequisites: Rutting Boar Conflict
This Charm enhances its prerequisite, forcing another to continue physical com-
bat until they have either proven their superiority or fallen to their better. The target
simply cannot pull himself away from combat until his opponent is either unconscious
or dead{or until the target of this charm is. Any attempts to instill supernatural fear
or motivation are treated as an unacceptable order, and he receives a bonus success to
resist any other attempts to calm him. The target may spend a willpower to restrain
himself for a single tick, and may throw off the effects for four such willpower spent.

The Stars Lie


Cost: None; Mins: Essence 4; Type: Reflexive
Keywords: Obvious, Ego
Duration: Instant
Prerequisites: The Boar is No Fly
Fate is a flawed concept in flawed execution. By weaving the deeds of great
men in the stars before they are performed, the pattern spiders seek to chain them,
control them.It fails, and Isidoros will always be there to laugh when it does.
This charm allows the Infernal to activate The Boar Is No Fly whenever he is
in the presence of a Blasphemy effect; as a side effect of this charm, he becomes
instinctively aware of the presence of any Blasphemy effect in the area, although he
gains no special insight into the nature of the effect, nor who--if anyone--invoked it.
Isidoros cares more that he has been given another chance to make his point than
who has given him the opportunity to do so.
If Isidoros is in Sky-Warping Titan-Beast Shintai, he may employ his own Fate-
defying presence to shred the Loom asunder, and invoke The Boar is No Fly as
a Miscellaneous Action (which may be part of a flurry, although not with itself)
regardless of whether or not he is within Fate at the time. Doing so does not invoke
the usual Ego willpower point surcharge for this charm or its prerequisite.

On the Anvil of Wanting


Cost: None; Mins: Essence 2; Type: Permanent
Keywords: Obvious, Shaping
Duration: One Scene
Prerequisites: None
The wants and urges of Isidoros outweigh the petty whims of those who would
reshape the world around him. Regardless of what they try,attempting to directly
impose their own desires onto the fabric of Malfeas only sates the boar himself. This
charm in and of itself grants no particular protection against shaping attacks or actions
made upon the Infernal, or the area around her, but whether such an effect succeeds
or fails, the Infernal regains a willpower point. In addition to any effects made by a
successful Shaping action, basic wants of the character also manifest around her--a bed
to rest in if she is tired, favorite foods or wines for hunger, or concubines of whatever
sort may please her. Such creations only last until they are used according to their
function; a soft bed disappears once the Infernal awakens from it, and a platter of
rich foods vanishes once her hunger is appeased(though she remains full). This charm
explicitly does not function for Shaping actions that the Infernal herself performs; she
deliberately chooses the way in which the world shall reflect her desires, and so forces
it to gratify her, instead of letting it come naturally.

Ocean-Swallowing Gullet
Cost: 1m; Mins: Essence 3; Type: Simple
Keywords: Obvious, Ego
Duration: Indefinite
Prerequisites: On the Anvil of Wanting
The great bulk of the Black Boar is beyond imagining and defies reason: on
the outside, he swallows mountains; on the inside, he can contain worlds. This charm
allows the Infernal to devote an action to consuming any inanimate object he can
carry{this is a dramatic action if the target of this charm is too large to be wielded as
a weapon, otherwise a Speed 5/DV-2 Miscellaneous action. He cannot carry objects
he cannot lift with his strength + athletics. His mouth and throat can expand to
grotesque sizes as he consumes, but he shows no sign of containing that which he
does; such things are not actually passed along to the Infernal's stomach for digestion,
but linger in a sort of Elsewhere-space until the Infernal decides he no longer wishes
to carry it within, at which point he may vomit the swallowed object up through his
mouth, or otherwise relieve himself of the burden through another orifice; this takes
as long as it did to initially swallow the object. He may also reflexively relieve himself
of any stored possessions by forcing them through his skin; this inflicts a number of
Lethal health levels of damage equal to the Strength + Athletics Total required to
lift it. Alternately, he may pass it along to his stomach as though he had initially
swallowed it, with whatever reasonable consequences might ensue. If the Infernal
is in Isidoros' Shintai, consuming objects imposes no DV penalty, and any ejected
items inflict a single level of bashing damage to him. He possesses no upper limit
to the amount of things he may carry with this charm, but each invocation requires
a separate committed mote, and he may not manipulate them inside himself in any
way unless he has Ever-Burning Forge Gut.If the Infernals is slain, all the contents
stored by this charm spontaneously erupt forth immediately upon his death.

Greater Beast Consumption


Cost: 4m, 1wp; Mins: Essence 3; Type: Special
Keywords: Obvious
Duration: Indefinite
Prerequisites: Ocean-Swallowing Gullet
Blessed is the man consumed by Isidoros, for the man shall become Isidoros.
This charm allows the Infernal to swallow living beings with Ocean-Swallowing Gul-
let,although this requires a complete lack of resistance; any significant struggle on the
part of the victim prevents the Infernal from being able to consume the target. Any
entity so stored remains comatose and immune to the ravages or demands of time,
although they may spend 3 points of willpower to awaken; a creature who regains con-
sciousness finds themselves alone in the infinite space inside the Infernal this charm's
prerequisite provides, and they may free themselves from this charm as though it
were a Shaping effect with results as though the Infernal had opted to reflexively
eject them from their body.
Weight of the Mountain's Shadow
Cost: 7m; Mins: Essence 4; Type: Simple
Keywords: Obvious, Ego, Shaping, Combo-OK
Duration: One Action
Prerequisites: Greater Beast Consumption
The towering frame of Isidoros crushes men and demons with his mere awesome
presence as surely and brutally as the passage of his countless dark hooves. With this
charm, the Infernal directs his attention and the force of his personality upon a
single target within (Charisma) yards as an overwhelming, overbearing pressure that
crushes lesser men utterly. Treat this as an Environmental effect with a damage of
(Willpower)L/Action, and a trauma of 4. Further, the overwhelming mien of the
Warlock weighs even more literally upon the target, and she takes a penalty to her
actions as though she were carrying a load of a Strength+Athletics rating of the
Infernal's Charisma+Essence. While in Shintai, the Infernal adds 5 to the mote cost
in addition to the Ego surcharge, and applies this effect to everything in his vicinity
within Essence*10 yards.

Sea Swallows Snowflakes


Cost: 8m; Mins: Essence 5; Type: Supplemental
Keywords: Obvious, Ego, Shaping, Combo-OK
Duration: Instant
Prerequisites: Weight of the Mountain's Shadow
A grain of sand disappears into the desert. A drop of rain disappears among
thousands into the rising waters of a fl
ooding river. A man or demon sinks into
Isidoros. In all these things, a single insignificant part disappears into an infinitely
greater whole. This charm adds the Infernal's Essence in dice to any attempt to
maintain or gain control of a clinch. As he does so, his body takes on the night-black
pitch of the Boar who Twists the Skies; even if he fails to maintain control of the
clinch he may inflict his Essence in dice of damage to any who do not release him,
as his opponent is crushed into the Infernal with far beyond brute strength. If he
reduces his opponent to Incapacitated, he may maintain the clinch and absorb his
foe through his skin immediately as though with Greater Beast Consumption (this
completes when his DV next refreshes).While in Sky-Warping Titan Beast Shintai,
the Infernal may alternately choose to enhance this charm's prerequisite; rather than
crushing his enemies into the ground, he may instead beckon them to join in his great
being. This bears any targets through the air to the nearest surface of his body with
a force equal to his Strength+Essence, and he may still opt to absorb them (either
per Greater Beast Consumption or for simple nourishment or pleasure) when they
lose consciousness and/or life. If he chooses to consume his fallen enemies like this
the process requires no action, but takes three ticks to complete.

Ever-Burning Forge Gut


Cost: 1m+, 1wp; Mins: Essence 4; Type: Simple
Keywords: Ego
Duration: Indefinite
Prerequisites: Ocean-Swallowing Gullet
Those things which Isidoros has consumed become a part of him, and if there is
one thing of which Isidoros assumes complete mastery and dominion, it is himself. For
an Essence cost of twice the resources value of the materials with which he works (or
twice the Essence of an entity he contains), the Infernal may make Dramatic actions
upon objects carried via Ocean-Swallowing Gullet; he may absorb the information in
books, perform Craft actions upon raw materials, or perform Medicine actions upon
an entity he carries via Greater Beast Consumption. The Exalt explicitly may not
engage in social combat with a sentient being he contains; if he is large enough to
contain it, it is too small for him to accord it the honor of debate. The Infernal
may only be performing one dramatic action at a time with this charm, but need not
devote conscious attention to this. If the Infernal is in Shintai, then these actions are
performed around the clock, even while the Infernal may be sleeping or otherwise not
in control of her faculties.

Everything Louder Than Everything Else


Cost: (+1m); Mins: Essence 1; Type: Special
Keywords: Social, Combo-OK, Blasphemy
Duration: Instant
Prerequisites: First Isidoros Excellency
Isidoros cares less whether an action is done for him or against him, and more
than it is done well, wholly by one's own will, and with impact. By spending an extra
mote when applying an excellency, the Infernal indiscriminately grants the effects of
it to all sentient entities within (Essence x 10) yards. Targets do not know the source
of the power that temporarily floods them, but they are instinctively aware of the
rules of the Excellency,and that if they act within the next 6 ticks, they may benefit
from the Excellency as though they had used it themselves. This awareness comes as
a wild impulse, and to indulge it gives the target a point of Willpower; to bottle the
urge, on the other hand, costs a point. The Infernal does not need to act on the tick
she uses this charm, neither gaining the benefit for going with the flow nor suffering
for resisting it; however, she forfeits any benefit from the excellency for herself by her
restraint.Creatures who have Excellencies of their own do not gain this benefit--they
have their own, somewhat lesser, glories to unfold--but do intrinsically understand
that if they use one of their own Excellencies along Isidoros' themes, its cost will be
discounted by up to half the motes that would be spent on this charm, rounded up.
This discount is not optional, and cannot reduce the cost of a charm below 0.
Regardless, the Infernal becomes pleasantly aware of anyone who takes advantage
of this charm, and further is aware of anyone who used a different Excellency than
the one she offered. This does not pinpoint the location of Essence users, but it does
give the Infernal a bonus equal to her Essence on any subsequent rolls that scene to
detect their presence.
While this charm does register as a Blasphemy, it echoes off of every target who
takes advantage of the charm, with none of them registering as the originator of the
effect; unless the Infernal powers this charm with Peripheral Essence--or none take
advantage of it--there is no innate way to pinpoint her as the point of its origin.
As a final effect, at Essence 3 all those who accept the willpower benefits from this
charm are treated as Creatures of Darkness for the rest of the scene. If they are the
target of Desecration effects during this time, they remain loathed by Heaven until
they have removed the Desecration effect.

Restoring the Barrow's Soul


Cost: 4m; Mins: Essence 3; Type: Simple
Keywords: Social, Combo-Basic
Duration: Instant or One Week
Prerequisites: Everything Louder Than Everything Else
Isidoros' grace be upon those whom he touches with this charm; all uncertainty
shall fade from their mind, all distractions fall like autumn leaves, and the road to their
greatness and legend shall be clear. The Infernal rolls (Charisma + Presence) against
a mortal target's MDV. This effect is Unnatural Mental Influence, and costs two
willpower to resist. If he succeeds, he imbues the target with a new heroic motivation
centered around one of their Intimacies. Said mortal loses all other Intimacies in the
process--a small price to pay for such unmatched clarity of vision--and the Infernal may
imbue the mortal with virtues and Willpower as a training effect. This charm does not
sustain itself in any supernatural fashion; while the lost intimacies and motivation
will not return on their own, the target suffers no protection from other interests
clouding his direction. This charm does not allow the Infernal--or a hypothetical
willing target--to choose the new motivation; if their newfound direction and drive
lead to conflict with the Boar, then at least they face him honestly, and will die
honestly.The Infernal may also target the Exalted with this charm, with similar effects.
However, this change is temporary, lasting only a week if not otherwise countered;
the Exalt's original motivation and intimacies return at this time. Further, the Black
Boar either respects or disdains the Chosen too much to empower their souls further,
and so the Infernal cannot employ the aforementioned Training effect upon them.At
Essence 4, the Infernal may repurchase this charm to apply its effects to anyone who
accepts the benefit of its prerequisite; this costs 4 motes for each dot of magnitude
the infernal wishes to affect, and such blessed souls are somewhat aware of this when
the Infernal activates Everything Louder Than Everything else, knowing intrinsically
that to accept the benefit will make them <i>more</i> than they are now, intrinsically.
They may still fight off the effects of this charm while accepting the benefits of its
prerequisite, but must spend an additional point of willpower to allow them to swim
in the flood of power Isidoros offers them, and not be swept away.

On the Failure of Compromise


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Sorcerous, Shaping
Duration: Indefinite
Prerequisites: Everything Louder Than Everything Else
As it galls Ferand to see the many weak band together against the strong,
so too does Isidoros scorn the yoking of one's will to another's purposes. To do
so acknowledges one's inadequacy and ineffectiveness, after all; while they would
certainly fall if they stood apart and individual, at least they would do so on their
own terms. With this understanding, an Infernal may demonstrate the inadequacies of
the many against the strength of the one.The Infernal names a group of a Magnitude
no larger than his Essence when he invokes this charm; all actions against him as an
individual by members of that group (e.g. Social or physical attacks, investigations,
traps) suffer an internal penalty equal to his Essence.
This penalty has no effect on entities of a higher Essence than the Infernal, and
others may opt to sever their ties to the targeted social group and thus escape the
penalty. Such an admirable and iconoclastic gesture must not be hidden; if the brave
soul who would circumvent this charm has a reasonable expectation that the group
she separates herself from will accept her return, then she continues to suffer the
penalty described above.
This charm explicitly cannot be used on a single person, and fails to protect an
Infernal in Mass Combat unless he acts as a solo unit.

Star-Shattering God-Reaper Stride


Cost: 1m or 6m; Mins: Essence 5; Type: Simple
Keywords: Obvious, Blasphemy, Ego
Duration: Instant
Prerequisites: Sea Swallows Snowflakes, The Boar is No Fly
The heavens seemed to weep when Isidoros walked Creation, and the Maidens
still shed tears involuntarily when this charm is mentioned in their presence. This
charm murders the least gods of every dust mote, every blade of grass, every raindrop
and breeze in the Infernal's presence. Yet in this charm is a sort of benevolence, for
Isidoros grants these beings without any real sort of self a part in his own grandeur.
As each one dies, his power forges its Essence into Starmetal, and for a brief time
gathers these not just into himself, but wears them upon his skin. Upon invoking
this charm, the Infernal gains the Magical Material bonus of Starmetal to either his
attacks or defense. If the Infernal has both this charm and Sky-Warping Titan-Beast
Shintai active, the cost of this charm rises to 6 motes plus the Ego surcharge, and
every action the Infernal makes further shreds the Loom of Fate; as stars fall from
the sky in a shimmering rain, Isidoros extends his glorious presence to them, as well.
Every tick the Infernal spends with this charm active gives him a success on a crafting
roll to create either a weapon with which to enhance his punches, kicks, or clinches (if
he is enhancing his damage with this charm), or to create armor (if he is enhancing
his defense). This panopoly is treated as artifact arms and armor, but he may only
activate one at a time. He may also add successes equal to the motes of Essence
gained out of any stunt, and also add the Essence of any god he kills. The artifacts
are visibly formed of starmetal, although it is equally plainly tainted by the Infernal's
Essence, as though it had been immersed in Vitriol. At Essence 6, this charm gains
the Stackable keyword, although further invocations in Shintai cost a mere two motes
of Essence.
As this charm terminates, the Infernal absorbs the armor and weaponry through
his skin as it disappears forever; the Infernal regains a number of motes equal to the
artifact level of whatever he absorbs through this charm.

Content to Wallow
Cost: 5m (+1wp, see text); Mins: Essence 2; Type: Simple
Keywords: Ego, Combo-Basic
Duration: One Day
Prerequisites: None
Isidoros earned his title more than once before he and his were trapped away in
their king, but he could not truly trample the constellations and tear stars down from
the sky without being willing to wade in the hateful concept that they represented.
The Infernal allows himself to sink into Fate with this charm (which cannot be used
in an area Outside of Fate), and for all intents and purposes seems to be a creature
of Creation for the rest of the day. Those looking into the stars may see him reflected
as a being of great but unclear Destiny (of a strength equal to his Essence), but
nothing directly betrays his Yozi patronage. While this charm is active, he is treated
as within fate for all effects, and for a time, at least, ignores the Blasphemy keyword
of any charm with a minimum Essence less than his permanent. If such a charm's
Blasphemy effect is ongoing, it will reveal itself at the end of this charm, and Heaven
will react accordingly.This charm terminates when the Infernal activates any charm
which would remain a Blasphemy effect; regardless of his permanent Essence, this
always includes Sky-Warping Titan Beast Shintai; if he actives it again via its Ego
power (Which costs but two motes and can be used as part of a flurry), he will
leave fate once again on his next action; the Infernal is too great a thing to be truly
constrained by the Loom.
Regardless of the form of this charm, a willpower dot is committed alongside
the Essence (this also takes the place of the usual Ego surcharge); the Infernal is
containing himself in ways that he cannot help but be subconsciously aware of, and
his presence suffers for it. On the other hand, the dot and its point return fully at
the charm's end.

The Boar is No Fly


Cost: 2m; Mins: Essence 3; Type: Special
Keywords: Obvious, Shaping, Ego, Blasphemy
Duration: Instant
Prerequisites: Content to Wallow, World of Paper Walls
Whenever Isidoros wraps himself up in Fate, he shudders in joyful anticipation
of release, when he breaks free and reveals himself in all his glory. This charm can
be activated when Content to Wallow ends, whether by choice of the Infernal or the
natural time limit expiring; he may also invoke it other circumstances in which he
passes out of Fate; he may break free of any effects placing him inside fate for 4
motes each with this charm; any other effects contingent upon him being within fate
immediately end.The Infernal's anima immediately flares to the 8-10 level for the
rest of the scene (unless it was already there or larger), and the Loom is temporarily
damaged: all Sidereals in (Essence) miles experience a +2 difficulty to all astrology
rolls, and minor loom failures commence in the Infernal's immediate area. For the
next (Essence) ticks, any other Blasphemy effects in the area do not register with
Heaven; they may likely send forces to investigate, but not as rapidly or intently as
they might to a more obvious working of the Yozis. As the Infernal has no control
over the way this chaos expresses itself, he regains a willpower point if he possesses
On the Anvil of Wanting.
The Ego power of this charm allows the Infernal to place the entire area outside of
fate, instead of merely inflicting minor problems. If the Infernal is already in a place
outside of fate, the usual effects of this charm occur, but the Infernal does not pay
the mote surcharge to activate this charm.

Glory Beyond Stars


Cost: (+3m per dot, 1wp); Mins: Essence 3; Type: Permanent
Keywords: Social, Sorcerous, Desecration
Duration: Instant
Prerequisites: Restoring The Barrow's Soul
The great men Isidoros imbues with a bit of himself are glorious and
magnificent{the sort whom the stars in the skies tell the legend of. This is, of course,
wholly unacceptable.This charm permanently enhances the effects of Restoring the
Barrow's Soul; the Infernal may grant the target the Destiny background at a cost of
3 motes per dot. However, this destiny is not of the Loom of Fate: the target is out of
Fate as long as the effects persist, and his actions are in defiance of Fate, rather than
according to what it had in store for him. Any time the target of this charm uses his
Destiny background, it is treated as a Blasphemy effect.
If this is used with the second purchase of Restoring the Barrow's Soul, the Infernal
need only spend the motes for a single ersatz Destiny background, but spends an extra
point of willpower for each level of magnitude the Infernal wishes to affect.

Sky-Warping Titan-Beast Shintai


Cost: 6m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Form-type, Obvious, Blasphemy
Duration: One Scene
Prerequisites: Weight of the Mountain's Shadow, The Boar is No Fly, Perfected
Invincible Form
Isidoros is Isidoros. One could leave it at that, but such elegant simplicity
does not enlighten the casual or ignorant listener. Isidoros towers over mountains
and castles, and even in the infinite expanse of Malfeas, his shadowed back always
seems moments away from brushing against the brass ceiling, though never quite close
enough to reach. His shadow can block out the sun, and were he to carefully balance
himself on the Blessed Isle, and were Sextes Jylis to raise his head from the Eastern
forest and Dana'ad hers from the Western Ocean, they would not see each other, but
the Black Boar. His grand shape is too great for the stars to contain.Upon invoking
this charm, the Infernal's body bulges and swells as they take on the mind-staggering
stature of the Black Boar who Twists the Skies. Almost. The Infernal multiplies his
size by a factor of his Essence, and adds his Essence to his Strength.
On the other hand, the Infernal has also outgrown all those around him: any crea-
ture more than 2 Essence points beneath his own is no longer a valid target for any
interactions outside of the physical. The Infernal doubles his Soak against those so
ignored, but he cannot engage in conversation with them, only able to recognize their
chatter if they make a social attack that circumvents the effects of Who Argues with
Falling Stars. The Infernal may deliberately open his mind to more meaningful in-
teraction to anyone he could spare from the effects of Singular Catastrophe Charge,
but this requires the expenditure of a willpower point.
On the other hand, he treats all Charms with the Blasphemy keyword as having
a minimum Essence equal to his permanent Essence (which is raised by 1 for the
duration of this charm; he cannot train higher-essence charms to take advantage of
this, nor train Attributes or Abilities at a higher maximum, but does gain enhanced
minimum damage and Essence pool, as well as enhancing the power of the charms he
does possess). Isidoros, of course, is not subtle.
Further, the Infernal's emulation of Isidoros is perfected; any charms with the Ego
keyword gain access to their true capabilities.
At Essence 7, the Infernal may purchase this charm again, and treat it as his
natural shape; doing so triples the size multiplier of this charm, adding another point
to the Infernal's effective Essence, as well as rendering him nigh-impervious to harm;
any attack which could be absorbed by Perfected Invincible form does its minimum
damage instead. The Infernal also adds his Willpower to his strength in addition
to his Essence. He may still spend the cost of this charm to suspend all its effects
and commit the willpower as well as the motes to take on the pathetic stature that
was once shamefully his (He may also take on the size of the first purchase of this
charm for 2m, 1wp). The committed willpower is cumulative with that of Content to
Wallow.
A third purchase of this charm exists, but the effects of the full grandeur of the
Black Boar's true size are beyond the scope of this charmset (<i>Read: No, seriously,
he's really, really big and I want to see what the Yozis-as-a-Landscape rules look like
before I do anything with this.</i>)

Sidebar/Errata: With the maximum number of purchases, this charm theoretically


means that Isidoros himself is flaunting a sort of phantom Permanent Essence of 12,
at least. Yet the cap for all things in Creation and beyond is 10 or less. So, how does
Isidoros do it?
In typical Primordial fashion: by imposing his own rules on reality. As far as he is
concerned, he's Essence 12 (which means, per NNI, he doesn't change at all via CoDU
unless he casts off his own Motivation with that charm). Most of the rest of the world
is inclined to agree. As with all limitations, he does not merely step outside them,
he shatters it and strides past the rubble. However, anything with a shaping defense
active asserts the laws of Creation against him, and as far as they are concerned, the
Black Boar who Twists the Skies is a paltry Essence 10, no bigger than anything else
has a right to be.
This assertion of limits only applies to effects directly applied to the character
protected; if Isidoros uses Weight of the Mountain's Shadow, the Exalt in question
must still contend with the effects of a 120-yard radius to the power, rather than 100.
On the other hand, repeated applications of I Shall Not Be Denied to attempts to
crush the unshapeable target only add 10 dice per invocation, rather than 12.

Isidoros Charms


General Charms
First Isidoros Excellency
Attack
Strength of the Unstoppable Boar
The Mighty Will Fall
Invincible Wall Denial
Mountain to Canyon Offense
Foolish Hunter Humiliated
The Earth is Shattered Beneath Me
The Heaven is Torn Above Me.
Unstoppable Juggernaut Shintai
Defense
Flaw of Invulnerability
Wounds as Buzzing Flies
Reflecting the Hunter's Spear
Rutting Boar Defense
Boar Slays the Hunter
Unstoppable Rampaging Devil Beast
Social
Mind of the Rutting Boar
Wrath Answers Fools
Undeniable Epicurean Pallet
Perfection in Primal Bliss
Harem forming Gesture
Glorious Lover Attraction
Un-assailed Mind of Perversion
The Body of the Boar
Borne by the Boar
Strength is Destruction
Conquering the Omphalos
Tattered Hide Regeneration
General Charms

First Isidoros Excellency


The wrath of the Boar is great, and his power is unrelenting. Isidoros is willing to go beyond, to reach his maximum potential. He

seeks endlessly to increase his pleasure, and draw from the pleasure of crushing an enemy under his feet. He is brutal, and carnal
and he loves it.

The black boar’s first excellency must be used with minimal restraint. No less than the warlock’s strength may be spent on the charm.
Warlocks of the boar often time increase their strength and revel in their strength.

Torment of the Black Boar


Torment of Lethargy when the boar is put upon his mind breaks and his mind gives up. Nothing is worth living, even pleasure
becomes dull. While under the effects of this torment the warlock suffers from the effects of not caring, and simply lays down. She
falls into a deep depression and will not move to eat, drink, or act unless her life is in danger. For a period of 1 week. This is the state
the Lunar found the Boar in when she convinced it to enter Malfeas and rejoin his brothers and sisters. But the torment of the boar
doesn’t end there, every person the Warlock has as a positive intimacy also falls into this depressed state, and will wallow in their
misery and own filth, but this state is communicable so anyone who comes into contact with those infected by this torment pass it on
to others.

Attack

Strength of the Unstoppable Boar


Cost: 3m Mins: Essence 2 Type: Supplemental
Keywords: combo Ok, Harem
Duration: 1 tick
Prerequisite Charms: None
Isidoros the Black Boar is an unstoppable force of destruction and his power allows him to defeat any and all foes who stand in his way. The
charm has the effect of Doubling Strength on a melee or martial arts based attack’s damage roll
Harem: Increase post soak damage by harem rating.

The Mighty Will Fall


Cost - Mins: Essence 3 type Supplemental
Keywords: Permanente, Harem
Duration: Permanente
Prerequisite Charms: Strength of the Unstoppable Boar
The black boar knows no equal, and knows that even the mightiest will fall with ease to his might and his tusks. Even gods are nothing before him.
TN to wound with melee and martial arts based attacks becomes 6. Essence 5+ repurchase 10's count as 2 successes on damage rolls.
Harem: In step 10 - Convert a number of damage dice up to harem rating to automatic levels of damage.

Invincible Wall Denial


Cost 3m mins: essence 3 Type Supplemental
Duration: 1 tick
Keywords: Combo-ok
Prerequisite Charms: Strength of the Unstoppable Boar
Even a wall built to stop an army of foes cannot stop the might of the Black Boar and the hardest substances flee from his power and grandeur.
Attacks modified by the charm bypasses Hardness.
Mountain to Canyon Offense
Cost 2m Mins: Essence 3 Type: Supplemental
Duration: 1 tick
Prerequisite Charm: Invincible Wall denial
The might of The Black Boar can turn the mightiest of mountains into a barren canyon, and so it is with his Infernal Exalted. Nothing can
withstand the power of their attacks. Attack gains piercing. If it already had piercing than take the better of -4 Soak, or 1/2 Soak

Foolish Hunter Humiliated


Cost 4m Mins: Essence 4 Type Basic Speed 4
Duration: Varies
Prerequisite Charm: Mountain to Canyon Offense
The boar knows that is is far less enjoyable to mount a foe if they have cloth and metal blocking contact. He also understand that such things also
make it harder for him to wound his enemies. The Warlock may banish an opponents clothes or Armor to Elsewhere spending 2m each of their
activations to maintain the banishment.

The Earth is Shattered Beneath Me


Cost 3m Mins: essence 3 Type Basic
Keywords: Combo-basic, Harem
Duration: Instant
Prerequisite Charm: Mountain to Canyon Offense
When the boar charges the earth shatters from the shockwaves of his passing and gives way to his perfect nature as the unstoppable force.
Warlocks of learned to harness this power to trample foes in by creating similar, although lesser shockwaves. With a successful Martial Arts roll
the Warlock punches the ground creating a ground tearing shockwave. With a melee attack roll she drives the tip of the weapon into the ground
and rips upward into a underhand slash that unleashes a similar shockwave. This is a perfect attack, it cannot be parried, and deals essence +
Strength Bashing damage damage with an overpower value of 2, and creates a line of devastation an area ahead of the warlock with a length
equal to their essence. A melee or martial arts roll is used to determine if there are any extra successes to add to raw damage. When wielding a
weapon the damage type of this attack changes to match that of the weapon.

Harem: Add a number of dice of presoak damage equal to harem level

The Heaven is Torn Above Me.


Cost 3m Min: essence 3 Type Supplemental
Duration: Instant
Prerequisite Mountain to Canyon Offense
Keywords: Combo-simple, Harem
He is knows as the Boar who twists the Heaven for a reason. For if one attempts to dodge the trampling hooves of the boar, then they will be torn
up by his tusks. With but a slash of his tusks the black boar creates a vacuum that draws all who try to dodge into the path of the attack. This
turns an attack into an undodgeable attack.

Harem: Add a number of automatic successes equal to harem ranking to attack roll.

Unstoppable Juggernaut Shintai


Cost 5m Mins Essence 4 Type Basic
Keywords: Combo-ok, Harem
Duration: 1 Scene
Prerequisite Charm: Heaven Defeating Blow, Unstoppable rampaging Devil Beast
The Warlock's body is altered to match the nature of Issidoros. The Warlock's Size Doubles and they gain 1 -0, -1, and -2 health Levels as well as 1
dot each in Strength and Stamina. For the duration of the charm increase their Overpower damage by 1. If they do not have the overpower tag,
they gain overpower 2. Every round the Warlock recovers 1 Lethal health Level or 2 bashing health Levels or reduces 1 Aggravated health level to
a lethal health level.
Harem: Gain [Harem rating x2] positive mutation points in none size related mutations. These mutations are picked once and may be changed
any time harem rank changes. These mutations only appear when Unstoppable Juggernaut Shintai is active.
Defense

Flaw of Invulnerability
When two beasts clash, it is the stronger who comes out on top. So it is with the black boar, when using a charm marked by this flaw to defend.
For physical attacks compare the strength of the attacker to the defender, if the attacker's strength is higher, this defense costs an extra 2m per
point the attacker beats the defender. The defender may add his essence to this if he has taken Borne by the Boar at least once (and +1 for each
time there after) There is a social version of this flaw that replaces Strength with Appearance.

Wounds as Buzzing Flies


Cost: 2m Mins: Essence 2 Type: Reflexive
Keyword: Combo Ok
Duration: one Scene
All lethal damage that the character takes becomes Bashing Damage. Essence 5 repurchase Aggravated damage also becomes bashing damage.

Reflecting the Hunter's Spear


Cost - Mins: Essence 2 type: Reflexive Step 2
Keywords: Harem
Duration: Indefinite
Increase Parry by essence, Essence 4+ repurchase instead increase parry DV by essence.
Harem: Add Harem rating to essence on first purchase, on second add ½ harem rating directly to parry dv.

Rutting Boar Defense


Cost: 3m Mins: essence 3 Type: Basic
Keyword: Combo Ok
Duration: One Scene
Prerequisite charm: reflecting the Hunter's Spear
Even while perusing a personal pleasure you are able to defend yourself, and may take a parry action or make a social defense, when caught in
surprise while pursuing something pleasurable (eating a meal, drinking, having sex, etc).

Boar Slays the Hunter


Cost 3m Mins: essence 3 type Reflexive step 7
Keywords: Combo-Ok, Counterattack, Harem
Duration: Instant
Prerequisite Charms: Reflecting the Hunter's Spear
Upon a successful Parry, counter attack with an external penalty to target's DV equal to essence.
Harem: Add a number of automatic successes equal to harem rating to attack.

Unstoppable Rampaging Devil Beast


Cost 4m Mins: Essence 3 Type: Reflexive Step 7
Keywords:
Duration: Instant
Prerequisite Charms: Boar Slays the Hunter
Perfect Soak defense, sets incoming damage to 0. Subject to Isidoros flaw of invulnerability.
Social

Mind of the Rutting Boar


Cost: -
Mins: Essence 2
Type: Permanente
Keywords: None
Duration: Permanente
Prerequisite Charms: None
Isidoros is a among the greatest of all perverts. His mind is a gutter flowing with the raunchiest of thoughts. Because of this though even
unnatural mental influences have trouble effecting him, and the princes who serve him have learned to take advantage of this. All social attacks
targeting the warlock suffer an external penalty equal to her essence score, with one exception. Any social attack that involve a vice, reverse this
and gain a bonus equal to her essence score as one whose mind is already thinking about pleasure is easily seduced, and one whose mind is
already on drink is easily convinced to buy another round.

Wrath Answers Fools


Cost: 3m
Mins: Essence 2
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Harem
Duration: Instant
Prerequisite Charms: Mind of the rutting Boar
Isidoros cannot be persuaded from his course. Pleas and entreaties only ever convince him to destroy whatever annoyance
seeks to bargain with him. The Infernal may activate this Charm in response to any mental influence. He makes a Melee or
Martial Arts counterattack against the character who exerted the mental influence, responding to their persuasion with
violence. All characters who observe the attack roll Join Battle once the mental influence is resolved, ending the social combat,
and shifting the scene into normal combat ticks.
Harem: Add ½ harem rating as automatic sucesses
Pasted from <https://dawn-of-the-devil-tigers.obsidianportal.com/wikis/isidoros>

Undeniable Epicurean Pallet


Cost 2m
Mins Essence 2
Type Reflexive (Step 1)
Keywords: Combo - Ok
Duration: Instant
Prerequisite Charms: Mind of the rutting boar
You ignore a targets normal sexuality when making a seduction attempt.

Perfection in Primal Bliss


Cost: 6m
Mins: Essence 3
Type: Simple (speed 4)
Keywords: Combo Basic
Duration : Instant
Prerequisite Charms: Undeniable Epicurean Pallet
This charm form a intimacy of lust toward you in a target that exists until it is satisfied. Upon being satisfied that intimacy fades. An appearance +
socialize or appearance + performance roll vs the target's MDV is used to establish the intimacy, the number of successes over MDV extended the
duration of the charm by 1 hour. This effect can be negated by spending 3wp. With a essence 4+ repurchase this becomes a perfect social attack,
mortals ensnared by this charm must spend 5wp and become sterile, to resist.

Harem forming Gesture


Costs (+1wp, and 3xp)
Mins: Essence 3
Type: Permanente
Keywords: none
Duration: Permanente
Prerequisite Charms: Perfection in Primal Bliss
There is only one weapon that was ever forged that can truly defeat the black boar, and he is aware of it. Loneliness, and though Isidoros is
naturally never alone because he has his brothers and sisters, his component souls, and his warlocks, he is yet still, susceptible to it and thus so
are his warlocks. A warlock who bares this charm understands the black boar is not a being of pure hate but just a primal being who lives and
enjoys life and is reckless. This charm upgrades Perfection in Primal Bliss so that with particularly pleasing partners intimacy of lust becomes one
of loyalty and lust. Her partner, the target, happily joins the warlocks harem and so long as they are not hurt or betrayed by their master the cost
to break out is 5 wp and mortals must become sterile.
The black boar is many things but he is always good to his mates. Should the warlock abuse (outside of bedroom games), harm, fail to
avenge, or willfully not protect a member of their harem, the harem as a whole can expend 1 wp each to abandon the warlock, at this time
mortals do not face the risk of sterility, and the 3xp for each activation is placed in a special bank and returns only after the warlock first makes an
ostentatious apology, then offers up a gift to his harem members of at least resources 2. At this time the willing harem members may rejoin and
an appropriate amount of Xp is removed from the special bank. Anything left over returns to the normal XP bank.

The warlock may expend 3m to release a harem member once the harem bond is formed releasing them from the effects of the prerequisite
charm as well, with no ill effects and regaining the 3xp. The persons added by this charm who are heroic mortals, exalted, spirits, or elementals
can be purchased again as allies. Otherwise this charm creates a special background called Harem, each use adds 1 dot to that harem, and should
it fill to 5 dots this charm may be taken again to continue filling it up to a number of times equal to essence. Some charms have added effects
based on the size of the harem, it also provides the same benefits as a manse of equal level when spending time with one’s harem.

Glorious Lover Attraction


Cost -
Mins: Essence 2
Type: Permanente
Keywords: None
Duration Permanente
Prerequisite Charms: Wrath Answers Fools, Undeniable Epicurean Pallet
Add essence to appearance for all appearance based rolls, and for calculating MDV bonus and penalty when comparing the difference. This charm
may be purchased a number of times equal to the Warlock's essence and it's effects stack.

Un-assailed Mind of Perversion


Cost 8m
Mins: Essence 3
Type: Reflexive (step 2)
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Glorious Lover Attraction
The mind of Isidoros can not be changed once it has been made, and it will not be swayed. This charm is affected by the social version of the
Flaw of The Black Boar. Any mental influence, that does not lead to an immediate and direct physical gratification (sexual, food, drink, sleep, or
relief of pain) is met with a mind like a twisting sewer of perversion and is treated as an unacceptable command.
The Body of the Boar

Borne by the Boar


Cost: –
Mins: Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Isidoros has strength to crush all opposition, strength to bear all burdens. An Infernal with this Charm adds his
Essence to his Strength for purposes of calculating his dice pool for feats of strength and the range of any thrown
attack he makes with an improvised weapon (including throwing clinched opponents). This Charm may be purchased
a maximum number of times equal to the Exalted Essence rating, with each purchase stacking to cumulatively
increase the Infernal effective Strength rating.
Pasted from <https://dawn-of-the-devil-tigers.obsidianportal.com/wikis/isidoros>

Strength is Destruction
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
Isidoros cannot help but crush all things with his passage–he cannot restrain the quaking of his footfalls, or the
vastness of his strength. The Infernal may perform feats of strength as a miscellaneous action, allowing him to lift or
break objects in combat. However, their own strength exceeds their power to control. Whenever they wield or use any
item as a non-reflexive action, they must succeed on a (Dexterity + Athletics) check, or else unwittingly apply their full
(Strength + Athletics) pool in a feat of strength to break that item. The difficulty of the roll is equal to the number of
copies of Borne by the Boar that the Infernal knows. Succeeding on the roll allows the Infernal to wield or use that
item safely for the rest of the scene. Attuned artifacts are exempt from this hapless destruction.
A second purchase at Essence 5 allows the Infernal to perform feats of strength as reflexive actions. There is no limit
on how often he may attempt a feat of strength, but he may not make more than a single reflexive feat of strength
against a given object in a single action. Whenever he touches an object, he must roll his (Dexterity + Athletics) to
avoid accidentally breaking it, as above. Succeeding on the roll allows the Infernal to touch that object without any
risk of it breaking for the rest of the scene–or, for worn objects, for as long as he carries it.
Pasted from <https://dawn-of-the-devil-tigers.obsidianportal.com/wikis/isidoros>

Conquering the Omphalos


Cost: –
Mins: Essence 5
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Strength is Destruction (x2)
When Isidoros finally rampages free across Creation’s face, his first act will be to uproot the Imperial Mountain, and
fling it into the heaves. The Infernal may make feats of strength to lift or break structures as well as objects. Doing so
takes one long tick for each object-sized section of the structure the Infernal effects. Few large structures are built to
resist being lifted aloft–any feat of strength to lift a structure is also applied as a feat of strength to break the structure,
destroying it outright if it cannot withstand the force. In addition, the Infernal may throw structures if he meets the
(Strength + Athletics) minimum necessary to do so. He rolls the attack normally, but does not target a specific
opponent. The attack instead targets an area with a diameter of ten yards for each object-sized section of the
structure thrown, applying the attack to all characters within that area.
Pasted from <https://dawn-of-the-devil-tigers.obsidianportal.com/wikis/isidoros>

Tattered Hide Regeneration


Cost: Variable
Mins: Essence 2
Type: Reflexive
Duration: Instant
Prerequisite Charms: None
The nature of an unstoppable force is that it does not stop not for any reason. Isidoros does not stop. No matter how injured it is never enough
to stop him, and illness and affliction are but an annoyance. This charm grants the Warlock a means to repair their own body, by simply focusing
their energy on themselves. They may spend a number of motes equal to the wound penalty of the wound level they wish to undo with -0
wounds costing 1m each to reduce. Bashing wounds are removed, lethal wounds become bashing. At essence 4+ with a repurchase this healing
effects aggravated damage but instead converts it to lethal. Wounds must be converted with the highest penalty first and work back to the least
severe.

Harem: as a constant effect every 5 ticks this charm activates as if a number of motes spent equal to Harem rating.

Got a chance to work on the General Charms tonight. Still need to figure out the Sorcerous
Enlightments, but here are the others:

(Yozi) Mythos Exultant


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First (Yozi) Excellency

Isidoros: Once per action, the Exalt may receive the rewards an appropriate Stunt immediately
rather than waiting for his DV to refresh. When his DV refreshes he may also gain a Stunt reward
for a Stunt performed after invoking this effect but this Stunt is treated as having received one less
die for the purposes of determining its reward, to a minimum of zero.

Szoreny: When the Infernal may receive a point of Willpower as a reward for a Stunt, he may
instead receive and store one reflexive attack, to his usual limit of (Dexterity + 3). While he may
not use a reflexive attack on the Action tick when he received it, but may expend them as a Step-9
Counterattack against any foe who attempts to harm him. (I'm iffy on this one. Plus now that I
think about, getting Reflexive Attacks as a stunt reward might be better for another Primordial,
namely Ramethus.)
Ascendancy Mantle of (Yozi)
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First (Yozi) Excellency

Isidoros: The Exalt gains the Megalomania Deformity (Manual of Exalted Power: Lunars, p. 210).
If this derangement is cured, it reasserts itself at the Deficiency level after 25-hours, increasing in
severity every 25 hours until the Deformity is reestablished. While the Infernal does not possess the
derangement as a Deformity, he loses the benefit of this Charm.

Szoreny: This Charm possesses the Rival Keyword. When the Infernal does not possess a Rival of
equal or greater Essence, he loses the benefit of this Charm.[Note: Specifics of the Rival Keyword are
still to be determined.

"Creation Trembles Footfalls"


Cost: 3m; Mins: Essence 3; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Weight-Exaggerating Ego Density

None is as mighty as Isidoros. Where he treads the very fabric of Creation bends and buckles under his weight.
When he wished, all of Creation could be pulled taunt under his hooves and in a single step cross all of Creation.

This charm adds the Isidorosian's 'Lift'[1] to their movement speed, not as they actually move faster, but as
they deform the fabric of Creation around them. To the eyes of most this would appear most strange. The Exalt
still moves at the same relativistic speed, but as space warps they appear to move much faster as the
surrounding area is drawn towards them. This charm does not aid the Exalt in bypassing hazards or defying
gravity with such effects as moving fast enough to walk across water or run along walls.
---------------------------------------------------------------------------------------------------
"Lift"[1]
Isidoros could bear the whole world on his back, were it not too much like work. In the context of
the Isidorite Charmset, “Lift” is a value referring to the (Strength + Athletics) total necessary to lift
something (by default, the Infernal himself) as a Feat of Strength (Exalted, pp. 127).
((Credit to Revlid for the initial 'Lift' concept))

88888888888888888888888888888888888888888888

KIMBERY

WEEPING WOUNDS TRIBUNAL


Cost: 2m, 1lhl; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Trust Is Naive
Kimbery is ever-wounded, assailed by a cruel world that does not appreciate her love. An
Infernal can activate this Charm while involved in some kind of dispute with another
character, whether a casual disagreement or bitter fight to the death. She wounds herself in
some way, clawing her hands through skin as delicate as her ego, and screams a martyred
scream, rolling (Manipulation + Performance + Essence). Everyone who witnesses the
exchange or its immediate aftermath and has a Dodge MDV lower than her rolled
successes suffers an Illusion assuring them that the other party was entirely in the wrong,
the vicious, unjustified aggressor in the conflict. Their memories are edited to convince
them that the Infernal's wound stems from a sudden and brutal blow by the other party,
regardless of whether they witnessed the actual moment of injury, while any damage
suffered by the "attacker" is glossed over. The Exalt herself seems innocent of wrongdoing,
defensive and defenseless, in need of comfort and aid; they treat this scene as one spent
building a related positive intimacy toward her, and an appropriate negative intimacy
toward her "attacker".

This unnatural mental influence costs three points of Willpower to reject; characters with a
positive intimacy toward the Infernal increase this cost by one, as do those with a negative
intimacy toward the other party. Those with a positive intimacy toward the other party
reduce the cost by one, while the other party themselves reduce it by two. All these
modifiers stack, and resisting renders a character immune to further activations for the rest
of the day. Characters who do not resist when this Charm is activated can only do so upon
receiving some clear external reason to re-examine the scene. The Infernal herself can
freely choose whether or not to suffer this Illusion.

For reference, I'm using this version of Trust Is Naïve, as the canon one is incredibly
unappealing compared to its fellows.
Trust Is Naïve: The Infernal takes refuge in the depths of her loving faith, refusing to
believe anything bad about a beloved character. She can still become convinced that such a
character has been duped or forced into poor decisions by the wickedness of others, but
will never assign blame to them. Just as Kimbery's waters welcome all, she may reduce the
number of scenes necessary to build a positive Intimacy toward any character she has
never reviled by any amount, to a minimum of one.

So I heard you like Kimbery.

MOTHER KNOWS BEST


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Intolerable Burning Truths (Mother Before Daughter)
Cytherea is a mother, and pushes her children to ever greater heights, filled with unending faith in their
potential. Gaia is a mother, and wishes harmony for her children, seeking paths of coexistence, peaceful
or otherwise. Kimbery is a mother, and she cares not what her children do, so long as they listen when
she speaks, for mother knows best.

Whenever an Infernal who knows this Charm makes a social attack against one of their offspring (i.e.
any character directly created by them, whether naturally or through Charms), the attack becomes an
unnatural mental influence costing one Willpower to resist.

When the effects of this Charm are applied against a reviled character, it gains the Obvious keyword;
the Infernal’s voice does not seem motherly so much as monstrous, the guttural commands of a
leviathanic matriarch. The very air around them seems damper, their shadow (and reflection, if they
have one) swells and wriggles, and their eyes temporarily mimic the stare of a creature from the
suffocating depths of the world.

A second purchase of this Charm permanently extends its effects to the offspring of the Infernal’s
offspring, and so on and so forth, allowing her to exert her motherly will across a whole clan of
demonic descendants.

GREAT MOTHER’S WAME


Cost: 2m; Mins: Kimbery 0, Essence 2; Type: Simple
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: Intolerable Burning Truths (Mother Before Daughter)
Scholars claim Kimbery is barren, and certainly the womb of her humaniform jouten has never swelled,
lined as it is with acids and venoms more potent than anything in existence. This does not preclude
motherhood, however, and her depths are filled with the evidence; strange, five-limbed turtle-rats with
mouths for eyes, great serpents the length of coasts with nostrils large enough to snort up cities,
cephalopodic entities who treat wisdom and hate as one in the same. All birthed from the unholy
wombs that dot her darkest depths (if such a place exists), lined with tentacles and filled with brewing,
self-conceived horrors.

For the duration of this Charm, the Infernal manifests an unsightly bulge somewhere on her body,
swollen with primordial ooze. This tumourous womb may be used as a fully stocked, mobile master’s
Craft (Genesis) lab that supplies all tools within its functions. Exotic ingredients must be ingested for
them to be used, routed through the Infernal’s system to the nascent creature (the reproductive material
of appropriate powerful individuals is a perfect exotic ingredient for such a project, and can result in
the birthed creature counting as the donor’s offspring, along with the Infernal’s).

This brewing of hellish lifeforms is a natural act, so a warlock may replace her (Craft: [Genesis]) rating
with (Essence-1), if she so desires. Provided the creature she is crafting has an Artifact rating equal to
or less than her (Essence), she may also use (Stamina) in place of (Perception or Intelligence). The rolls
to develop the project may be made independent of anything else the Infernal is doing (indeed, they
need not even be conscious), though they cannot be made while engaged in strenuous activity.

This Charm has no restriction on gender, though males are often more comfortable manifesting a womb
somewhere other than their belly, and women can hide the Obvious nature of the Charm by disguising
it as a natural pregnancy. Similarly, there are no restrictions on size, as the womb distends to hold all
manner of monstrosities. If the creature within the flesh-lab would be too large to be borne by the
warlock, it is assumed that it will rapidly grow once birthed, or slough together from a number of
component chunks. The alien womb may normally hold only one project at a time.

Once the project is completed, the creature emerges into the world, tearing itself out of the deflating
flesh-sack, expelled through an open pore, or being birthed more conventionally. Regardless of the
method of its exit, it causes no harm to the Infernal; even a burst-open chest will seal itself as a
cosmetic injury.
If the womb is specifically targeted by a successful Crippling effect (such as a maiming coup de grace),
the creature within is aborted, messily reduced to the slime from whence it was formed. If the Infernal
is carrying more than one creature at once thanks to an upgrade Charm, each Crippling effect only
destroys a single creature, chosen by the warlock herself upon the application of the effect; never let it
be said that Kimbery does not play favourites.

A warlock may also use this Charm to conceive immaculately, impregnating herself with an otherwise
normal baby (this counts as a project, blocking the use of the womb-lab for the duration of the
pregnancy). The gestation period for such a child is as normal for the warlock, though she may
accelerate the pregnancy at any point by rolling (Stamina+[Essence-1]), and shortening it by a number
of months equal to half the number of rolled successes. Each pregnancy can only be accelerated once,
and such births generally result in a higher rate of obvious physical mutation, such as scales, bulging
eyes, webbed hands or gills.

MILK OF PRIMORDIAL KINDNESS


Cost: — ; Mins: Kimbery 0, Essence 2; Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: Great Mother’s Wame
Kimbery’s milk is sour, filled with all her vitriol against an unjust world. Those who drink of it find
themselves nourished, ready to spit in the face of those who would insult them and keep them from
their rights; the Great Mother bitterly regrets being talked into adding this element to the most perfect
project of the Empyreal Chaos, for she suspects that her metaphysical suckling of Sol contributed to his
rebellion. It would only be natural for a child of hers to want the best, after all.

This Charm permanently enhances its prerequisite, allowing the warlock to reflexively pay three motes
to secrete a milky liquid while it is active, repurposing excess amniotic juices into sustenance. Each
dose of this saltwater broth is capable of sustaining a character for a day. Consuming such a meal
counts as a scene spent building a positive intimacy of filial affection toward the Infernal; Characters
bearing an intimacy created by this Charm count as the Infernal’s direct offspring for the purposes of
Kimbery Charms relying on such a status.

If the character in question actually was birthed by the Infernal herself (whether as the result of a
natural conception or this Charm’s prerequisite), this intimacy is established after just one such meal,
regardless of the normal number of requisite scenes. The Infernal may even ingest the milk herself
while pregnant in order to insure that the resultant child emerges with an appropriate intimacy.

FAITHFUL CHILD ASSURANCE


Cost: 6m, 1wp; Mins: Kimbery 0, Essence 3; Type: Simple
Keywords: Emotion, Obvious, Sickness, Sorcerous, Touch
Duration: Instant
Prerequisite Charms: Milk of Primordial Kindness
Upon activating this Charm, the warlock chokes for a moment, Essence brewing in her throat to form a
thin, wriggling grub. Spitting it into her hand she presses it up against her target’s head, where it
struggles and burrows for a moment before vanishing into immateriality, infesting the victim’s very
soul with pervasive and unwanted emotions as the warlock whispers sick nothings into his ear. The
target in question must be willing, or otherwise unable to physically resist.
This grub is invisible, just like an dematerialized spirit, but latches on to the target’s skull, making it
fairly Obvious to anyone with Essence sight. It can be removed by appropriate countermagic or
supernatural medical treatment at Difficulty 4, dissolving with a plaintive whine immediately after.
Despite this being a sorcerous effect, the Infernal must commit one mote to each such created grub.

So long as this grub is attached to them, the victim has an unbreakable positive intimacy of devotion
toward the warlock. The context of this devotion is determined by the Infernal upon applying the
Charm; it is either filial, sexual, or both at once (Kimbery erodes all barriers, especially those of
decency).

Whichever category is chosen, any similar intimacies (i.e. intimacies toward the target’s actual parents
or sexual partners) are suppressed for the duration of the attachment; their emotional impact on the
victim is dulled, removing any mechanical impact of the intimacies and preventing the victim from
acknowledging them; they effectively do not exist, though they may still be eroded normally by other
mental influence.

In addition, the victim benefits from all the effects of Intolerable Burning Truths (Mother Before
Daughter), treating the Infernal as the sole character from whom they descend.

SWALLOWED CHILDREN REBORN


Cost: — ; Mins: Kimbery 0, Essence 2; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Great Mother’s Wame
When Kimbery looks upon something that mispleases her, wanton destruction is seldom her response.
No, so long as she has not been actively crossed, the Sea that Marched Against the Flame is a more
constructive titan, willing to take the symmetrical misfits of the world into her melting embrace and
remake them, unweaving their paltry genetics in her oceanic sewer-maw to produce something new and
impressive.

The warlock may force another living character of roughly the same size as her or smaller into her
womb-lab, whether by opening up a gaping pore or simply swallowing them. Such a character must be
either willing or incapacitated, but the liquid stasis of the womb ensures they will remain in that state
for the duration of their time there. This is a miscellaneous action, though it becomes reflexive if the
Infernal is controlling a grapple with the incapacitated character. Once a character is in the womb, the
Infernal may work on them as the basis of a Genesis project (ensuring the resultant creature will have
the memories and soul of the base character).

More simply, she may apply permanent mutations to them as a Desecration effect. This follows the
same rules and intervals for crafting a Genesis artifact within the womb, but once the crafting is
complete, the subject gains mutations equal in points value to the total number of rolled successes,
counting negative mutations as positive ones for the purposes of calculating points values. If the
character in question was beloved before being swallowed, they halve the amount of xp they must pay
for these mutations, and the Infernal may choose to pay any amount of the xp cost herself. If the
character in question was reviled before being swallowed, they may only have negative mutations
applied to them in this way, and receive only half the usual amount of xp for them.

Once the project is complete or the mutations have been applied (the warlock may choose to end the
mutating process early), the swallowed character is birthed as normal. Aside from being mutated and
coated in disgusting fluids, they are in perfect health. If the project is aborted with a Crippling effect,
the character in question is immediately ejected, unchanged (although they are incapacitated, with the
appropriately filled health levels).

If the warlock knows Sea Dissolves Herself, then she can reject Shaping effects and remove mutations
from swallowed characters, just as though they were herself. As an alternative measure, if the
swallowed character is reviled, the Infernal may pay a single point of temporary Willpower to dissolve
them into a nutritious broth of ill-feeling, which he may then use as an exotic ingredient in another
Genesis project. This is a Shaping effect, taking one full day to complete.

FORGIVENESS IN FORM
Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Swallowed Children Reborn
Once, there was a Wood-Aspect Shogun, whose mother was Ghisuge, the Lady of Tails and one of
Kimbery’s own souls. As his life drew to an end, he begged to be forgiven for his sin of not submitting
to the glory of his grandmother. Kimbery, infinite in her compassion, assented, and drew him back into
his mother’s womb, to be reborn again. The child that emerged was a favoured grandson, and doted on
until he returned to Creation, to wander the bogs.

If a reviled character swallowed using this Charm’s prerequisite willingly submitted to his reshaping
within the womb-lab, then upon being rebirthed (after having been mutated or the subject of a Genesis
project) the Infernal loses any negative intimacies she might have toward him as he becomes beloved
once more. A character counts as having willingly submitted regardless of any mental influence that
might have compelled him to do so. Obviously, use of this Charm does not preclude the reborn
character becoming reviled once more through their own selfish failings; Kimbery is too forgiving for
her own good, at times.

TUG THE UMBILICAL LEASH


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Obvious, Overdrive
Duration: Permanent
Prerequisite Charms: Milk of Primordial Kindness
Nothing pleases Kimbery more than to see her children rally to her defence; the Lintha were showered
with favour for their ready role in the Primordial War, up until the point that it became clear how little
they valued her precious gifts. This Charm grants the Infernal an Overdrive pool with a capacity of five
motes. Initially empty, it gains two motes at the end of any tick in which the Infernal benefited from a
Defend Other action made by her direct offspring. An actual attack must have been made against the
Infernal with intent to harm, though the defence itself need not have been successful.

If the Infernal gains at least (Essencex2) offensive motes in a single scene in this way due to the
defence of a single reviled character, then she may spend a single point of temporary Willpower in
order to remove the reviled intimacy, paving the way for the staunch defender to become beloved once
more.

The pool also gains two motes at the end of any tick in which the Infernal defended an ancestor with a
Defend Other action, following the same guidelines as above.
TEEMING SEA-HAG PLURIPAROSITY
Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Great Mother’s Wame
Kimbery’s depths are without fathom, the monstrosities that populate her without number. When the
seas of the West become once more streaked with dark and hissing green, Creation shall tremble, for
the beasts of the Vitriol Ocean will not be long behind their matriarch.

This Charm permanently enhances its prerequisite, allowing the Infernal to bear multiple creature-
projects within herself at once, whether by allowing her monstrous children to crawl about in her womb
like a pack of shark foeti, or growing multiple tumourous bellies to hold her offspring. The total
Artifact rating of all the unborn creatures within the Infernal may never exceed (Essence x2). These
projects may be worked on concurrently, without penalty.

This maximum is increased to (Essence x3) if the Infernal’s body is large enough for them to be
counted as a mass combat unit, or to (Essence x5) if they reach landscape-scale.

SEARED FRUITS OF UNION


Cost: 3m, 1hl; Mins: Kimbery 0, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sickness, Touch
Duration: Instant
Prerequisite Charms: Great Mother’s Wame
In the Time of Glories, the Lintha considered it among the greatest of honours to bear the child of their
Great Mother. In the Age of Ruins, this is still so, but Kimbery is seldom as gentle as she was then. No-
one ever said immaculate conception had to be pretty, after all.

The Infernal may only use this Charm while its prerequisite is active, allowing her to inject one of her
active womb-lab projects (at any stage of its development) into another character as a Shaping effect
that requires the other character to be unable to resist (whether due to their being inactive, incapacitated
or willing). The victim’s flesh conjoins with the warlock’s for just a moment before separating, leaving
behind the gift of life. Horrible, writhing life.

The project develops just as though it were being grown within the Infernal, with rolls made at the
usual intervals using the Infernal’s unmodified traits (she may not use Excellencies or other such
Charms to enhance crafting rolls for fostered projects). The parent bears their implanted child in a
similar tumourous womb to the Infernal’s own, and a simple medical examination will reveal its nature
as carrying another creature.

The creature is birthed as normal, though if the parent is mortal they will most likely die in the process,
unable to heal the wounds of its departure (reviled mortals will always die giving birth, while beloved
mortals have notably better chances than normal). The creature can be aborted through Crippling
effects as normal, or removed as though it were a magical Sickness effect.

If this Charm is used on a character who would normally be capable of birth, such as a woman, the
Infernal may choose to insert their monstrous embryo directly into the character’s natural womb,
removing the health-level cost of this Charm. This also removes the Obvious keyword past the initial
application, as the growing monster appears to be an ordinary pregnancy (invasive medical
examination will still reveal the inhuman nature of the child, of course). Giving birth to such a creature
in this way renders characters unnaturally barren as a Crippling effect; as long they are affected by it,
they may only be impregnated through further uses of this Charm. If the character in question was
already pregnant at the time of this Charm’s usage, the original child is messily replaced.

If the Infernal knows the Charm Ichor Flux Tendrils, they may use this Charm with a surcharge of two
motes on any one of her tentacles, giving each of them a horrible, fleshy sheen. Whenever a tentacle
enhanced in this way wins control of a grapple and chooses to hold it, it may impregnate the held
character with a copy of the chosen project, which grows and is birthed as described above. Upon such
an injection, the fleshy sheen is sucked into the body of the unfortunate victim, returning the tentacles
to their normal gelatinous appearance.

If the tentacles were formed from the blood of another character, the Infernal may waive the health
level cost of this Charm. If she does so, then rather than one of her projects the tentacles carry the
genetic material of the unfortunate deceased, allowing them to impregnate those who could normally
bear children with the child of the dead character.

WATER-DEMON CONCEPTION
Cost: — ; Mins: Kimbery 0, Essence 4; Type: Permanent
Keywords: Desecration, Sorcerous
Duration: Permanent
Prerequisite Charms: Milk Of Primordial Kindness
Many a demon race has been sprung from the loins of the barzinoi and barzinai, from the water-
skimming variant of the Anhule to the tentacled and needle-toothed mist demons to the walrus-like
flying beasts that crack brass fruits open on their prodigious tusks.

This Charm permanently upgrades Great Mother’s Wame, allowing the Infernal to use it to
spontaneously gestate and birth First Circle Demons descended from Kimbery as though they were
Genesis projects with an artifact rating equal to (Essence/2, rounded down). Such creatures come into
existence unbound and materialized, with their mote and Willpower pools half-full.

These arcane pregnancies are only partially physical; they ignore the consequences of Crippling effects
targeting the bulging womb, but gain the Sorcerous keyword, able to be aborted with appropriate
countermagic (each application of countermagic ends only one pregnancy, and must specifically target
the demonic pregnancy itself).

The Infernal may also create First Circle Demons not descended from Kimbery in this way, though this
requires that she has, at some point, either consumed part of or engaged in intercourse with an example
of the breed in question. Such creatures are marginally more difficult to create, with their artifact rating
rounded up rather than down.

Finally, the Infernal can create his own species of First Circle Demon. This initial design costs 1xp,
with further examples of the breed being conceived as normal. Such demons are treated as being
descended from either the Infernal’s Caste or Favoured Yozi (should her Favoured/Caste Yozis change,
she may alter her selection), with herself as the sole progenitor.

WIDOWED WOMB SPAWNING


Cost: 8m, 1lhl; Mins: Kimbery 0, Essence 5; Type: Simple
Keywords: Obvious, Sea
Duration: Instant
Prerequisite Charms: Sea Hag Pluriparosity
The Infernal temporarily manifests another of her tumourous genesis-labs, which sinks back into her
body with a slurp, travelling visibly under her skin until it reaches her throat. There she vomits it up,
spitting out a veined and throbbing ball of skin that twitches for a moment before extruding a set of
delicate, jellyfish-like tendrils, bobbing over the waves as an independent womb-buoy.

A womb-buoy acts as a mobile autonomous production site, able to spawn aquatic creatures using
genesis. It functions in the exact same way as the Infernal’s own womb-lab, using the same rolls,
mechanics, and limitations (including any upgrades from Charms), using the Infernal’s own unmodified
traits for crafting. The only exception is his size, as womb-buoys are treated as a mass-combat unit for
the purpose of determining how many projects they may hold at once. The rolls for crafting are made at
the normal intervals by the Infernal’s player, but are effectively another character’s rolls, and as such
cannot be enhanced with Excellencies or similar Charms. This restriction is lifted if the Infernal is
landscape-scaled, and the womb-buoys are within her own body.

A womb-buoy has a natural soak of (Essence x2)L/B, and a hardness of (Essence), as well as (Stamina
+Essence) -0 health levels. It can travel through water at a rate of (Essence) miles per hour, propelled
by expelled gasses and twirling tendrils, but it cannot move on land, and is simply immobilised if
forced to do so. It has no attacks or DVs, and is effectively mindless. If ordered to swim to a certain
place or spawn a particular type of creature, it can do so, but will otherwise simply drift about,
occasionally loosing some monstrous sea-beast into the depths of the ocean. The Infernal (or any
demon bound to her) may reflexively and telepathically relay such commands to any of her womb-
buoys so long as they are within an area where the Sea keyword applies (attempting to do so to a
destroyed womb-buoy will inform her of its destruction by way of a sudden stab of melancholy).

A warlock may have up to (Essence) womb-buoys in existence at once. If she is landscape-scaled, up to


(Essence/2) womb-buoys do not count toward this maximum if they are within her own landscape-
scaled body.

If the Infernal knows Swallowed Children Reborn, the womb-buoy may extend its tendrils to swallow
willing or incapacitated characters, and work on them as projects (or dissolve them as exotic
ingredients), though it will generally only do so if ordered to by the warlock, or if it has space for at
least one more project in its womb.

If the Infernal knows Milk Of Primordial Kindness, the womb-buoy may be milked for one dose of the
broth described in that Charm per day, at no cost to the Infernal herself.

At Essence 6+ the womb-buoys created by this Charm gain the ability to move on land at (Essence/2)
miles per hour, floating and crawling along on their feeble tentacles, though they may still not leave the
area defined by the Sea keyword, or the Infernal’s own landscape-body. If forced to do so, they will
travel back to the ocean by the most direct route possible.

MUSE OF BEAUTEOUS HORRORS


Cost: 5m; Mins: Kimbery 0, Essence 2; Type: Simple
Keywords: Illusion, Sorcerous, Touch
Duration: Instant
Prerequisite Charms: First Kimbery Excellency
Each of the Yozis appreciate art in their own way, from Malfeas’ love of dance to Oramus’ works of
cubist alteration to the apocalyptic poems and genesystic prose of the Sphere of Speech. The Ebon
Dragon is rather fond of opera, as it happens. Kimbery’s art, though, is strange even to her siblings, a
disturbing combination of incomprehensible angles, unsettlingly organic shapes and lurid colours. It is
a vision drawn from her own depths, an inspiration as recursive as her dissolution within herself;
Kimbery is her own muse, for what else could compare?

To use this Charm, the Infernal must touch any work of art she personally created or oversaw the
creation of and spend four motes. It does not matter whether this art is in the form of literature,
painting, a sculpture, a cut gem, etc. – anything in which aesthetics are the primary concern (a daiklave
could not qualify, for example, no matter how beautiful its blade-etched calligraphy is). Whether the art
in question was originally intended to be disturbing or not, it immediately becomes alien to mortal
aesthetics; even the most innocuous statue seems to utilise non-Euclidean angles and impossible
shapes, or else suggest obscene and inhuman acts by its very existence. The very existence of such art
is generally considered a minor act of depravity in most cultures free from Infernal influence. This
distortion is Sorcerous, though any mental influence stemming from it is not.

Whenever a character touches such a supernaturally disturbing work of art, they must roll (highest
Virtue). If the art in question is an Artifact, the difficulty is equal to its rating; otherwise, it is one. If
they succeed, they overcome the unnatural illusion effect, and are not troubled by it, beyond a sudden
urge to wash their hands. If they fail, they must pay one point of temporary Willpower to immunize
themselves to the effect for the next week, or else submit to the unnatural illusion effect exuded by the
artwork. Once a target has spent five points of temporary Willpower resisting this effect, he become
totally immune to it. A target may, of course, voluntarily fail this roll if they believe doing so will grant
them some manner of hellish enlightenment.

Characters affected by this unnatural illusion effect have their own aesthetic sense altered to match that
of the Sea that Marched Against the Flame, favouring the cephalopodic, mind-breaking patterns of
Kimbery over the meek daubings of mortal culture. They find the sight of untainted creatures to be far
less striking; when suffering a social attack from a non-creature of darkness, they reduce the attacker’s
effective Appearance by two. In addition, mundane art seems dull and uninspired compared to the
horrific beauty of the Infernal’s works – they increase their MDV by two when defending against
effects stemming from art that does not share the Infernal aesthetics they have come to adore. Most
commonly, this will be social attacks made with Performance and/or Linguistics.

ART BEGETS ART


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Muse of Beauteous Horrors
Aesthetics are infectious, a medium through which ideas and shapes reverberate through existence like
the mournful cry of a whale through the ocean depths. This Charm permanently upgrades its
prerequisite. Any artwork imbued with the aesthetics of Kimbery using Muse of Beauteous Horrors
emits a faint mutagenic energy, twisting the bodies of its adherents to suit its own sense of appearance.
Whenever a character spends at least an hour in close proximity to such a piece of art, they gain a
single point of negative mutations and two points of positive mutations as a Desecration effect. These
mutations will inevitably fit the thematic of Kimbery or the piece of art in question (the most common
negative mutations are derangements). They will continue to gain mutations if they remain in the
vicinity, though the intervals of mutation will increase in length – a character who has already been
mutated by this effect once will only gain mutations after spending approximately a day nearby to the
mutative art, then a week, then a month, then half-a-year. The maximum number of mutating intervals a
piece of art can inflict on a single character is equal to (Infernal’s Essence/2).

Characters mutated in this way gain an immediate intimacy of reverence toward the artwork in
question, which is reinforced back to full strength at each interval (regardless of whether or not they are
still receiving mutations).

In addition, purchase of this Charm allows womb-buoys created with Widowed Womb Spawning to
count as works of art for the purposes of Muse Of Beauteous Horrors.

HORRID IDOLS RAISED


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Muse of Beauteous Horrors, Blue-Ringed Venom Garden
In stormy ports and sun-kissed islands alike, the children of Kimbery gather, loping from the waves to
their congregation. They raise their mind-breaking idols in auspicious places, and dance and chant
about them. Lo, Kimbery! Lo, the Great Mother!

This Charm permanently upgrades its prerequisite Charms. Venomous creatures created by Blue-
Ringed Venom Garden count as being within the aesthetics of Malfeas, allowing them to be treated as
creatures of darkness for the purposes of determining effective Appearance. In addition, for as long as a
piece of ensorcelled artwork is within the boundaries of the Blue-Ringed Venom Garden, the level of
countermagic required to negate it is increased by one, to a maximum of Adamant Countermagic. Also,
any ensorcelled artwork within the boundaries of a Blue-Ringed Venom Garden can conduct its mental
influence to any character that visually focuses on it within fifteen yards, not just those who touch it.

Finally, all prayer rolls made to any character that knows First Kimbery Excellency (or any of their
component souls) have their target number reduced by one as a Shaping effect (this stacks with any
other target number reductions induced by other Kimbery Charms), provided the praying character is
affected by the aesthetic-altering mental influence, and is either touching or totally focused on an
ensorcelled piece of horrid artwork (e.g. dancing around it in blasphemous tribute to the Great Mother).

VITUPERATIVE SMUGGLING TECHNIQUE


Cost: 4m; Mins: Kimbery 0, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Sorcerous
Duration: Instant
Prerequisite Charms: Mother Sea Mastery
Kimbery would smugly claim that, of all her siblings, her influence on Creation was the greatest. After
all, not even the Whispering Flame knew of all the things she smuggled into its depths, hidden from her
jurisdiction, and not even He Who Bleeds the Unknown Word was permitted to name the concepts she
tucked away in the dank places of the world, incomprehensible to mortal minds. Kimbery is the queen
of traffickers, and delights in her more insidious exploits going unnoticed.

The Infernal may use this Charm to target any object or character she can perceive, cloaking them with
a perceptual distortion that makes them as unnoticeable as a squid hiding in coral. This illusion lasts for
one month, and automatically effects any character with a Dodge MDV equal to or lower than the
Infernal’s (Essence+4). The illusion convinces them to overlook the character or object in question,
dismissing them as unimportant, a trick of the light, or a paranoid figment of their imagination. The
Infernal is not affected by any such illusions she has placed, and other characters benefiting from a use
of this Charm by the same Infernal are similarly immune, allowing the creation of an underground
society only noticeable by itself.

An affected character may pay one point of temporary Willpower to resist all instances of this illusion
for a day; once they have spent at least three points of Willpower, they become immune to all instances
of this illusion for a single month. The illusion is automatically overcome for the rest of the scene if
another character points out the distorted character or object, or if the distorted character or object
interacts with the affected character (e.g. asking them directions, or being used to make an attack).

If a weapon masked by this illusion (if the attack is unarmed then the character may be masked) is used
to make an unexpected attack on an affected character, then the character’s (Wits+Awareness) roll
suffers a -2 external penalty.

At Essence 3+, the Infernal may purchase this Charm a second time, allowing them to use it to target a
Magnitude of characters equal to or less than her (Essence) with a single activation and a surcharge of
one point of temporary Willpower. In addition, he may target a specific aspect of the character or object
(such as the spearhead on a spear, the mutations on a cultist, the distinctive accent of a trader or the
organic nature of a ship created by Race-Bearing Bosom Ark), leaving them able to interact with those
outside of an illusion without breaking it, so long as the masked aspect does not specifically draw
attention to itself (attacking a character with masked tentacles, for example). Finally, this upgrade
increases the MDV necessary to overcome the illusion by two, provided the veiled character or object
is beloved.

SUNKEN CITY CAMOUFLAGE


Cost: — ; Mins: Kimbery 0, Essence 5; Type: Permanent
Keywords: Sea
Duration: Permanent
Prerequisite Charms: Vituperative Smuggling Technique
In the seas between the South Pole and the Blessed Isle, there is a domed castle of unmelting ice,
hidden in the silent depths of the sea floor. Its gates lead to a grand spiral on the other side of Creation,
and from there to a place hidden by the censors of Orabilis. This Charm permanently enhances its
prerequisite, allowing the Infernal to use it to target any beloved structure, provided it is not inland; a
distant lighthouse, a floating fortress-barque, or a submerged city of brass and crystal. The MDV
necessary to overcome such an illusion is reduced by two, the veil stretched thin by the size of the
strongholds of the Erosion of Nations.

WRITHING IN ANONYMITY
Cost: — (+3m); Mins: Kimbery 0, Essence 2; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture, Vituperative Smuggling Technique
The maiden screamed and tore at herself, desperately trying to relieve the searing heat running through
her veins. As her sight swam and her raw throat slicked itself with her own blood, she could only
wonder with frantic confusion – why would no-one help her? In this way, a sutra was lost to the world,
and no-one ever knew.

This Charm permanently enhances Spiteful Sea Tincture. The Infernal may increase its cost by three
motes when applying the venomous tattoos, working an unobtrusive veil into their alien patterns. Any
character afflicted by the poison lacquer of such a tattoo becomes the subject of the illusion created by
Vituperative Smuggling Technique, making them totally unnoticeable even as they scream in agony.

This illusion only lasts as long as the poison continues to afflict the character, but is somewhat more
potent than normal, fuelled by Kimbery’s spite; it reasserts itself at the start of every action, forcing a
character who cannot naturally resist it to spend Willpower again to ignore it (after spending four
Willpower doing so, he automatically ignores all illusions of this kind for the rest of the scene). In
addition, having the character pointed out to them will not break the illusion, and nor will direct
interaction with the victim will not break this illusion (though coming into physical contact with them
will certainly give them the opportunity to begin spending Willpower to resist it).

GIFTS OF LURKING ACID


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture
When the first Lintha stepped out into the world, Kimbery wrapped their princes in emerald silk, and
they took the gift as a sign that her favour would never fade. Then they betrayed her with failure. The
Lintha no longer bear the silken gifts of the Erosion of Nations.

This Charm permanently enhances its prerequisite, allowing the Infernal to apply her poisonous tattoos
to beloved characters. However, each character may only bear a single such tattoo at once; any further
applications simply dissolve into their skin, lending it an unpleasant sea-green tint. Should such a
character lose their beloved status, the tattoo is lost and they immediately suffer a single dose of poison
lacquer as the tattoo disperses through their system.

Kimbery is ever-wary of betrayal, however, bitterly aware that even her most beloved children are
terribly flawed. This is a trait the Great Mother shares with Autochthon, and she considered offering
him comfort when the Ereta’een turned on their father. But it is not in Kimbery’s nature to comfort
those who are not just as devoted to her, and she rejected the notion as a momentary madness. An
Infernal who knows this Charm considers poison lacquer (of all kinds) to have the trait Tolerance
(Essence)/month.

SPREADING DAMP ENVENOMATION


[B]Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Gifts of Lurking Acid
Kimbery’s gifts spread from one to another, like gossip, like damp, like insinuations and affection. This
Charm permanently enhances Spiteful Sea Tincture. Whenever the Infernal perceives a dose of her
poison lacquer being expended, she may reflexively order any number of the tattoos she placed to
withhold their deadly touch, as they instead wrap themselves about the target’s form like a constricting
octopus, sinking into their skin and resting there. The target now bears the exact same poisonous tattoo
as the object or character that struck him, though it is Sorcerous and can be removed with the proper
anti-magic (if the tattoo in question was already a Sorcerous, long-lasting one, it is not expended by
this transfer – both characters now have copies).

Such a character does not automatically suffer the effects of the poison for not being beloved, as with
this Charm’s prerequisite. However, the Infernal may disperse the tattoo at any distance with the exact
same effects by reflexively spending a single mote.
In addition, any character bearing a poisonous tattoo, applied in any way, counts as beloved to the
Infernal for the purposes of tracking or locating them.

IT’S RAINING PLEGHM


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture (x2)
When Kimbery meets the fury of her king, she evaporates in grudging deference, only to pour back
down as searing acid rain on the ingrate inhabitants of the Demon City. This Charm permanently
enhances Spiteful Sea Tincture. Whenever the Infernal applies it to a ranged weapon as a long-lasting
Sorcerous effect, its poison lacquer automatically coats any projectile fired from the weapon. Arrows
have their fletching dyed a wriggling green, sling-stones are daubed with upsetting patterns, and bursts
of flame are tainted with a sour and twisting smoke. Thrown weapons can also benefit, provided they
are kept in a tattooed quiver or satchel.

At Essence 4+, he Infernal can use this Charm to enhance magically-created weapons, by using the
Sorcerous version of Spiteful Sea Tincture on the weapon-creating Charm itself – this manifests as a
stylised green tattoo of the created weapon somewhere on their body, and coats the created weapons
with the venomous markings whenever they appear. Queen K’Tula made use of this Charm in the First
Age, manifesting hundreds of Burning Solar Chakrams that thrummed with a nauseating green light
before they were flung at her foes with a single tentacle each.

WAVES AS WALKWAYS PRANA


Cost: — (+2m); Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fathomless Poison Haven
As Kimbery’s power returns to the world, wielded by the new princes of hell, abilities long-thought
dead are inflicted on Creation once more. In the seas of the West, groups of pirates are reported to be
making boarding actions by sprinting across the waves themselves, a feat previously attributed solely to
the Lintha. The Bodhisattva alone recognises this sign for what it is (though the dominion he held over
those lands in his lifetime aids his deduction). This Charm permanently enhances its prerequisite,
allowing the warlock to pay two additional motes when activating it to allow his beloved target to
travel across water at their normal land-movement speed. The bones of drowned sailors might knit
together into a moving platform, or the surface of a lake might become springy and gelatinous,
allowing them to walk across it, or stepping-stones might freeze into existence beneath their feet,
defying ambient temperature in memory of the Heart-Frost

TO ERODE A NATION
Cost: 10m, 1wp; Mins: Kimbery 0, Essence 4; Type: Simple (Dramatic Action)
Keywords: Blasphemy, Obvious, Sea, Sorcerous
Duration: Instant
Prerequisite Charms: Tidal Renewal Discipline
Each of the Primordials had their say in the workings of Creation, though most were happy to allow
She Who Lives In Her Name to finalize the details, allowing her skill at synchronization to join with
Gaia’s power over harmony to produce a functional world. Had Kimbery been handed authority,
Creation would be a very different place than it is now, a seascape of constantly-eroding shores and
bottomless depths. All things that walk the land should be thankful that their world was a collaborative
effort.

Upon activating this Charm, the Infernal makes a long prayer to herself in Old Realm, often invoking
her own glorious deeds and all-consuming beauty. The sea believes this self-praise implicitly, and
becomes temporarily infatuated with the warlock, filling it with a desire to tug itself up onto the shore
to be closer to her, or leading it to push itself away lest it crowd her. In either case, for the rest of the
month the shore closest to her is battered with powerful waves for a mile around. The weather is altered
by this unnatural behaviour, stirring up odd storms and violent rain. This effect steadily decreases in
severity over its duration, but disrupts docks and fishing operations, causes damage to unprepared
coastal towns and makes beaches hazardous at best (sites touched by Kimbery’s Essence, such as a
Blue-Ringed Venom Garden, seem to be inherently better suited to enduring this onslaught).

The main effect of this Charm, other than to damage the infrastructure of a coastal city or punish an
island nation, is its long-term consequences – if this Charm is used at least once a month for an entire
year on that same approximate area, the land the waves crash against will be eroded one mile inland,
solid ground replaced by further waters, the seafloor layered with the corpses of those drowned in its
making. This process is gradual, not instant – despite Kimbery’s unending appetite, she prefers to
savour the consumption of the land, not gulp it all down at once. While use of this Charm is a
Blasphemy effect, its Essence for the purposes of registering in Yu-Shan is reduced, being equal to
(number of times used on this shore, this year/3), rounded up. For reference, one mile in a year is
approximately 150 yards per month, or 35 yards a week; the Storyteller should feel free to apply any
appropriate fraction of erosion if the Infernal fails to apply the Charm the normal minimum number of
times.

At Essence 4+, the warlock may lead her Cult to join her in her chant, teaching them the necessary
praises to her name (they do not need to be able to speak Old Realm to memorise the occult self-
flattery of the warlock). If she does so, then they may continue the work of eroding the land when she
has gone with a successful three hour-long prayer roll to her by a group of no smaller than Magnitude
2, culminating in the expenditure of one point of Willpower by each cultist, their souls wracked by
joyful sobbing entreaties to the ocean. The subsequent waves and storms are less violent than if the
Infernal herself had invoked them, and last only a week, resulting in far less damage and chaos, but still
bear some of the destructive power of their older cousins, able to erode the land as normal provided
they are invoked at least once per week for a year. This is not a Blasphemy effect, being too weak to
properly register within Yu-Shan, though the weather and sea gods of the region will certainly report
any long-term disruptions of their portfolios.

Ordinarily, if erosion caused by this Charm overcame a demense, it would affect it normally, dispersing
and shifting the dragon-lines involved, or else forcing them to realign as a less potent Water-aspected
demense. At Essence 5+, however, demesnes overcome in this manner spend a week in twitching
inactivity before realigning as a Kimbery-aspected demense with a rating one dot lower than before (to
a minimum of one). This is a Blasphemy (3+new demense rating) effect, which the warlock is made
aware of at the same time as Yu-Shan.

WHISPERING UP FROM BELOW


Cost: — ; Mins: Kimbery 0, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: To Erode a Nation
Even the Darkbrood are wary of the seas beneath Creation. This Charm permanently enhances its
prerequisite, allowing it to be invoked outside of the area defined by the Sea keyword, causing mild
tremors and violent rainfall for a mile around as the seas above and below Creation struggle against the
natural order of things to reach the Infernal. Rather than causing erosion after the requisite number of
uses in a year, a combination of underground springs and heavy rainfall creates a lake a mile across.
However, doing so alters the Essence rating of the Charm for the purposes of Blasphemy alerts to
(number of times used on this shore, this year/2), rounded up.

To Erode a Nation may not be used in this way if the resultant lake would come within (ratingx100)
yards of a manse or demense aspected to anything other than Water or Kimbery (or other sufficiently
similar aspects; if Oil-aspected demenses exist in Creation, for example, they would qualify).

If this effect is created or encouraged through the ritual of a group of the Infernal’s cultists, each ritual
is a Blasphemy effect with an Essence of 1.

AGAINST THE FLAME


Cost: — (+4m); Mins: Kimbery 0, Essence 4; Type: Permanent
Keywords: Counterattack, Obvious, Sea, Sorcerous
Duration: Permanent
Prerequisite Charms: To Erode a Nation
Kimbery opposed the flame, and marched against it with a fierce joy born of hate. It is unknown now
which exact fire this refers to – not the Empyreal Chaos, who she bowed to, and not Sol, who the title
predates. The original conflict is as lost to scholars as any account of Cytherea – perhaps the two are
related? Or perhaps not. The wars waged against the Unshaped were many and mad, after all.
Ultimately, it matters little – all that is relevant is that Kimbery despises the flame, and misses no
opportunity to snuff it out.

Whenever the warlock is attacked with fire within fifty yards of the sea, or an appropriately-sized body
of water, as per the keyword, he may reflexively pay four motes to apply the following effects as a
counterattack (this is not a Charm activation). In this case, “fire” refers to any flame-or-heat based
attack, whether this is a Fire-aspected Dragon’s Suspire, a flaming arrow, a beamklave strike, an
appropriate Elemental Bolt Attack, a Green Sun Nimbus Flare, or a firewand blast. Holy attacks also
count as fire for the purposes of this Charm.

The water rises violently in defence of its mistress, crashing down in an offensive wave on her
attackers. This is a one-time environmental hazard with a width of (Essencex5) yards and a length
leading all the way back to the sea, to a maximum of fifty yards, centred on the Infernal’s attacker. It
has a Trauma of 3 and a Damage of 8B, and will never harm the Infernal. Characters benefiting from
Fathomless Poison Haven are also rendered immune, despite the fact that the damage inflicted is
largely kinetic. The mote cost of this Charm is waived if the sea in question is currently in turmoil due
to the effects of To Erode a Nation.

The water itself is entirely natural, and soaks into the surroundings it crashed down on, easily providing
enough water to use Ichor Flux Tendrils. It will also invalidate the Unassailable Body of Fire Defence
Charm, for any Dragonblood unlucky enough to be struck. Once this counterattack has been used, the
Infernal cannot use it again until her DV has refreshed.

Finally, purchasing this Charm decreases the target number of any prayer by the Infernal or her cultists
to induce the effects of To Erode a Nation by one (this reduction stacks with other Kimbery Charms),
provided the resultant erosion would overcome a demense aspected to Fire or Solar Essence (or other
sufficiently fiery aspects; Lightning-aspected demesnes would qualify, as might those demon-bound to
Ligier).

RACE-BEARING BOSOM ARK


Cost: — (+17m); Mins: Kimbery 0, Essence 5; Type: Simple (Dramatic Action)
Keywords: Obvious, Shaping
Duration: Permanent
Prerequisite Charms: Acrid Slipstream Assist
When Kimbery was told of the whispered decisions of her siblings, made behind her back, she was
incensed, and set out to carry Cecelyne and the Empyreal Chaos (and his hidden devotee) across her
great self from their distant shore. The ark she brought forth to do this was trimmed with the sheen of a
fish’s scales, painted with the deep red of a lobster’s carapace, and propelled by a the ornate glass
tendrils of a million jellyfish. Hewn from the bodies of her six greatest behemoth-children, it still
barely survived the passage across her body, and in the depths of her soul Kimbery knew that she had
found one flame against whom she would hesitate to march.

This Charm permanently enhances Acrid Slipstream Assist. When using it to target an object or vehicle,
the Infernal may pay an additional seventeen motes. If he does so, the target warps into a large and
disturbingly organic conveyance; faces leer out of the hull of a ship, while ribs stretch out of a daiklave
like the fingers of a pair of cupped skeletal hands before being connected by a canvas of oily green
leather that twitches and shivers without a breeze. This increases the carrying capacity of the
conveyance by a Magnitude of (Infernal’s Essence), as well as making it just as durable as an artifact
made from a magical material. If it required any fuel, it no longer does; Kimbery’s own ambient
Essence reaches it through the resonance of the sea. The effects of Acrid Slipstream Assist are applied
to the conveyance as normal, but are a Sorcerous effect, allowing them to last indefinitely without
mote-commitment. In addition, the ark itself counts as a single target for the purposes of Fathomless
Poison Haven, extending such protection to all within it. If that Charm is applied, it may even travel
beneath the surface of the waves at normal speeds, as tendrils extend from its deck to keep its
occupants steady, or the fin-like sails extend and harden into a crustacean shell, eye-like portholes
sliding into existence as the craft dives.

The effects of this Charm can also be applied to an aquatic mount. It has the exact same effects,
creating a bone-like deck atop the beast’s back or warping the creature into a small living island, but
allows the creature in question to retain all of its natural (or supernatural) attacks and abilities. If the
creature in question would have to grow significantly to carry the listed Magnitude, it effectively gains
the Gargantuan mutation for the duration of its time as a vehicle. If the aquatic creature in question is a
behemoth (such as those summoned by What Lurks Beneath) it increases its carrying capacity by a
further two dots of Magnitude.

This ark lasts indefinitely, without any commitment necessary on the Infernal’s part. It may be
dismantled as a miscellaneous action whenever the Infernal is touching it, rotting and falling apart with
a groaning wheeze (this also occurs if it leaves the area defined by the Sea keyword for more than
fifteen minutes, though it will emit sounds of organic distress as a warning for all that time). The
original object, vehicle, or mount is unharmed by its transformation (though some ark-like traces may
remain in its features), and resumes its original functions as normal.

This Charm becomes a Blasphemy effect if more than two such arks are ever gathered within a mile of
each other; the victorious Sun once gave permission for Kimbery’s great ark to carry the remnants of
her children away from extinction, but allowance for an evacuation is not the same as allowance or a
fleet (note that a separate Blasphemy effect is registered in Yu-Shan for each such ship involved). In
addition, an ark created by this Charm coming within a mile of the shores of the Blessed Isle is treated
as an Essence 8 Blasphemy effect.

GORE BLOOM EXTRUSION


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Ichor Flux Tendrils
Sacks of dirty water flop about Creation, kept intact only by a system of pressures and sticklike internal
supports. It is a simple task to wrench the gore-tinted water from their flimsy veins, like popping a
water balloon. This Charm permanently enhances its prerequisite, allowing the Infernal to create
tentacles from the blood of still-living opponents. Upon activating Ichor Flux Tendrils, rather than
choosing a cupful of inanimate liquid, the Infernal may target any foe she can perceive, as their blood
writhes in their veins, dribbling out of pores and orifices. This is a Shaping effect.

The target must roll (Stamina+Resistance) at a difficulty of (Infernal’s Occult). If they succeed, they
manage to suppress their roiling blood and the Charm has no effect. If the target fails, however, they
suffer a number of unsoakable lethal health levels of damage equal to the degree by which they failed,
as an equal number of tentacles manifest through them, liquid gore tearing through their skin to form a
cluster of crimson tendrils.

If this damage is enough to kill the target (extras die regardless of how much damage they suffer) the
tentacles manifest through their cooling corpse, as normal. If they survive, however, the tentacles
thrash about on their struggling body; tentacles manifested in such a way may not target any character
other than the one they are attached to, until the unfortunate blood donor is dead. However, the
character in question halves his Dodge DV against such attacks, able to do little more than duck and
bend in response to the unwelcome attentions of his new protrusions.

It should be noted that a target must have blood, or some roughly analogous substance (e.g. sap, or
water, or oil) within their body in order for this Charm to affect them. At Essence 5+ this restriction is
removed, as even bloodless creatures have their Essence (however pitiful) violently externalised in the
form of thrashing tentacles.

MIND-BURNING CAUSTICISM
Cost: 4m, 1wp; Mins: Kimbery 0, Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion, Sorcerous
Duration: Instant
Prerequisite Charms: Great Mother’s Tears
The Sea that Marched Against the Flame is not content to leave things be, to forgive or forget; she
neither has nor needs that capacity, and sees no need in it for others. Let their minds worry over her
words like a dog over a poisoned bone – it shows a degree of the proper respect for her motherly
wisdom.

The Infernal may use this Charm to supplement any Presence or Investigate-based social attack she
makes. If the social attack is successful, it lodges in the target’s mind, Sorcerously eating away at their
conviction and self-esteem. Within the next twenty-five hours, most likely when they sleep, suppress a
Virtue, or enter a similarly vulnerable state, the target must pay one point of temporary Willpower in
order to resist an unnatural Emotion effect. If they do not, they immediately suffer the effects of the
original social attack a second time, though it counts as unexpected. If this would have no meaningful
effect, the target instead converts one of his positive intimacies into a negative intimacy with an
emotional context of his choosing, beginning with those intimacies unaffected by the original social
attack. This effect is reapplied every twenty-five hours, for a number of intervals equal to the Infernal’s
(Essence).

At Essence 4+, this effect may be applied to Performance-based social attacks with a surcharge of six
motes, affecting a Magnitude of up to (Essence) characters.

DROWN ALL TRAITORS


Cost: 5m; Mins: Kimbery 0, Essence 3; Type: Simple
Keywords: Combo-OK, Emotion, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: First Kimbery Excellency, Intolerable Burning Truths (Never Forgive)
At times, Kimbery will face one who has done her wrong, and simply tearing them limb from limb will
not do to express her sorrow at the hurtful choices they have made. Instead, she directs a cold stare at
them, and lists their transgressions in the tone of the disappointed mother she is. Shame drags in their
lungs like ice-cold water as their vision grows dark, and they fall, choking on their own failings as a
human being.

This Charm consists of a single sorcerous Presence-based social attack made against a reviled
character, the warlock’s voice reverberating like a snarl in some deep undersea cavern. If it is
successful in penetrating their MDV, the victim suffers a single die of unsoakable bashing damage, and
does so again on their next action. This continues for a number of actions equal to the number of excess
successes, plus the Infernal’s Essence. For the total duration of this effect the victim is rendered unable
to speak, and suffers an internal penalty equal to one more than the number of action ticks they have
had since the use of this Charm. Should the victim die due to a use of this Charm, they will bear all the
medical signs of having drowned, forced upon their body by their own tortured psyches.

This is considered an unnatural shame-based Emotion effect that may be only be rejected by spending a
number of points of temporary Willpower equal to the remaining number of bashing damage levels
awaiting them (this cost may be paid at any point). This Charm may only target any given reviled
character once.

THE TIDE WAITS


Cost: — ; Mins: Kimbery 0, Essence 3; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Spite Honing Curses
Kimbery is patient to wait, to allow her words to curdle and ripen before they burst into the minds of
her enemies. In the time of Zen-Mu, when the Sea and the Frost were on speaking terms, one of their
favourite tricks was to fill a hadhayosh with as much of her water as its unnatural stomach could bear,
before freezing it and allowing the expansion to utterly burst the beast. Oh, how they laughed together.

Whenever the Infernal makes a social attack or uses a social Charm that is enhanced or paid for, even
partially, with offensive motes, she may choose to make her words slide into her victim’s lizard
hindbrain without passing through his conscious mind. If the attack or Charm is successful (before the
option is given to resist it with Willpower), it (and any Charms used to enhance it) has no immediate
effect, and passes largely unnoticed by the target and anyone around him with a Dodge MDV lower
than the rolled successes; they assumes the muttered aside had nothing to do with them, or laugh off the
Infernal’s scorching invectives or blatant flirting as a daring joke.

At any point after this, the Infernal may reflexively awaken their lurking words at a cost of one mote,
burning them into her victim’s mind like a broken bottle of acid. They may do so at any range,
provided that they can perceive their target; the Erosion of Nations never passes up a chance to see her
seeds bear bitter fruit. The target immediately suffers the full effects of the previous social attack or
Charm, just as though it had been applied to him at that moment.

BITTER BLACKNESS WEPT


Cost: — (+1 Limit); Mins: Kimbery 0, Essence 4; Type: Permanent
Keywords: Native, Obvious, Poison, Shaping
Duration: Permanent
Prerequisite Charms: Great Mother’s Tears, Intolerable Burning Truths (Trust Is Naive, Never
Forgive)
Kimbery is the most charitable of all the Primordials, willing to give and give to those she loves; and
she loves everyone. Except, of course, for those who have betrayed her. Or insulted her. Or failed her.
Or ignored her. Or spurned her. Or those poor fools who were simply in the wrong place at the wrong
time. In any case, she reacts to this mockery of her good nature by sobbing black tears of venomous tar
that mark oil-spill trails across her oceanous form, seeking the one who would so malign their Great
Mother.

Whenever one of the Infernal’s beloved characters becomes reviled, she may immediately gain a single
point of Limit in order to distil her anguish into a dreadful poison, one that wracks its recipients with
the all the mad agonies of the demon sea. This poison is identical to the poison lacquer created by her
Spiteful Sea Tincture, with the exception that its damage category is increased by one stage (from
bashing to lethal, or from lethal to aggravated), its toxicity gains the L tag, and the penalty it inflicts is
increased by (Essence). The Infernal may only hold this black tear venom for one former beloved at a
time. While she carries a dose of this venom, she cannot lose points of Limit through any means but
Limit Break.

Black tear venom is not injected in the same way as poison lacquer. Instead, when the Infernal rolls
Join Battle against her former beloved, she may allow the venom to rise to the surface of her veins,
marking them an unhealthy (and Obvious) tattoo-black as she weeps tarry tears. For the rest of that
scene, she can freely imbue any of her attacks (including those made through Ichor Flux Tendrils) with
this venom, though it has no effect on any character but the former beloved.

Kimbery refuses to allow traitors to escape their fate. Black tear venom ignores non-magical protection
from or treatment of Poison effects. Permanent immunity to the venom is impossible to acquire, and
black tear venom cannot be generated by any means other than this Charm. The venom is
simultaneously a Poison and a Shaping effect, decaying the target’s very right to exist. Both keywords
must be negated for the venom to be stopped.

At the end of the scene in which the Infernal allowed her black tear venom to rise to the surface, the
blackness fades from her veins and her tears dry and crumble. The venom is cleared from her system,
and she loses all intimacies toward the former beloved character, whether or not they are dead.

At Essence 5+, the Infernal may transfer their black tear venom with a Touch to a willing character they
have imbued with Fathomless Poison Haven, allowing their beloved agents to enact vengeance in their
place. Should the agent lose the benefits of Fathomless Poison Haven while still carrying the venom,
they immediately suffer its effects as though they were the former beloved, collapsing in agony as their
flesh dries and crumbles, revealing the liquefying black flesh beneath. Such is the capriciousness of
Kimbery. If the agent in question is a demon who is then turned into a Hellforged weapon, it retains the
black tear venom as an innate property imbuing any attack made with it (though it still only harms the
former beloved).

A monstrous tumour of a throne, shifting sluggishly with peristaltic spasms that send ripples heaving
through the sac. In stark contrast its occupant is a slender woman, elegant in a grey gown, without
adornment save for lustrous hair and lambent eyes that glimmer a pale white, like those of a sea
creature. Her laughter is bubbly, effervescent, and puts you at ease. Throughout your interview her
hospitality is unimpeachable, her manners impeccable, her conversation scintillating. So much so that
you begin to ignore the movement of her seat, until it becomes an irrelevant background detail, like the
sighing of a restless sea.

Only when you mention her husband does her face darken momentarily, prompting a lull in
conversation during which you each regard your glasses in mute absorption. Suddenly, a particularly
violent heave of her seat sends her listing to one side. You half-stand to assist her but her footmen press
you back into your seat with hands that feel like flints beneath their immaculate white gloves.

She strokes one arm of her chair, a grotesque extrusion that ends in a clawed, desperately-grasping
hand, and makes crooning noises. To your horror, the arm twitches and mimics the gesture, awkwardly
patting her thigh.

"There, there, my babies," she soothes, "I'm sure our nice guest didn't mean it. Daddy's not coming
home any time soon. Wait, where are you going?"

Seizing a moment when her servitors are distracted, you hurl yourself from your chair and dash for the
door, the mirrored surfaces of which do not conceal the sight of your hostess's seat boiling with motion
as it extrudes a forest of flesh, flailing hands and feelers that strain towards you. Heedless to your
hostess's plaintive cries for understanding, you flee even as titanic shudders rock the house, and sudden
cracks spiderwebbing open stone and mortar reveal wet glistening surfaces beneath the plaster.

You do not look back. The sight is burned into your brain of the hem of that elegant grey gown hiked
up an immodest inch as the lady bends to caress her living furniture, to reveal where her petite feet are
but an illusion created by a pair of delicate slippers wedged under the hem, to conceal where her trunk
explodes into obscene immensity and melds with that of her chair, revealed for what it is: an unquiet,
monstrous womb teeming with unborn blasphemy.

Ocean's Bounty Blessing


Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sea, Sorcerous
Duration: (Essence) months
Prerequisite Charms: Price-of-Everything Undercurrents, Tidal Renewal Discipline
In ancient times, the fisher tribe of Lake Guandi found themselves assailed by pagans and dragon-
slaves. Making a prayer to the Great Mother of the Lintha, they waited for their inevitable destruction -
and the next morning found blades of exquisite design piercing the red sand of their lake's shores. The
message was clear. The Exalt makes a prayer to a body of water that qualifies for the Sea keyword,
using not the words of devotion, but of desire and demand, specifying any variety of inanimate object
or non-sapient creature as watery tribute. That body of water is enchanted, such that it produces the
specified good at a rate equivalent to a Resources value of (Infernal's Essence - 2) per week. All
manner of goods can be produced in this fashion, even if there seems no plausible way that the body of
water could have spawned them. No more than half of the bounty produced by this Charm washes up
on the shores of the body of the water; the rest must be retrieved from the water itself, with swimmers,
divers, boats, or trained mutant seabass. Every week a community or organization spends harvesting
this bounty is treated as a scene spent building a positive intimacy in that group toward the Infernal.

The Infernal's Essence rating is increased by one for the purposes of this Charm if the bounty would
normally come from the water; fish or fertile rivermud, for example. It is also increased by one if the
bounty is a raw material rather than a finished product - driftwood rather than completed tables. These
benefits stack.

Pearls of the Swirling Deep


Cost: 12m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sea, Shaping, Sorcerous
Duration: Until completion
Prerequisite Charms: Ocean's Bounty Blessing
Treasures of unimaginable worth lie at the bottom of all seas, whether abandoned and forgotten by the
surface or formed entirely in unimaginable pressure and darkness. This is true in the boundless blue of
Creation's West, the endless oil-slick oceans of Autochthonia, and in the mother of them all, the roiling
depths of acrid Kimbery. Upon activating this Charm, the Infernal's player designs an Artifact with a
rating no greater than (Infernal's Essence - 1) that resonates with the themes of Kimbery or Vitriol
(helltech is always considered to qualify). The warlock then rolls (Charisma + lower of Performance or
Bureaucracy + Essence), thrusting her head underwater and singing her desire in Old Realm. She
continues to roll at intervals of one month, until she has accumulated (Artifact rating x 30) successes.
She can only roll when the Sea keyword applies, stirring up the rich and murky depths of the pan-ocean
with a brief and eerie song of desire, but does not need to do anything in order to make this roll
possible - it simply happens. Once she has accumulated the necessary successes, the water boils and
bubbles as a priceless treasure drifts uncannily to the surface. The warlock specifies where the Artifact
appears, though it is always in contact with a body of water that qualifies for the Sea keyword - it may
be as close as possible to her, as close as possible to a beloved character she knows the general location
of, or anywhere in any body of water she has been in proximity to in the last month.

PELAGIC MUSE ARTISTRY


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tidal Renewal Discipline
The diseased fancies of the Great Mother are animated by no recognised school of art, yet
descend from the perverse aesthetic wisdom of millennia. This Charm permanently alters
the Infernal's ability to create art, allowing him to infuse such creations as paintings,
statuary and song with strange proportions and alien cadence. Characters blessed with
madness reduce their MDVs against social attacks encoded within this strange artistry by
the value of their highest-rated derangement. Further, such artistic social attacks can inflict
derangements on their targets, as though they were intimacies requiring a number of scenes
of development equal to their point value. An observer can link the unsettling undertone in
the Infernal's art to the aesthetics of the demon realm with a difficulty 3 (Intelligence +
Occult) roll.

If the Infernal knows the First Kimbery Excellency, this Charm benefits attempts to create
objects that conform to the Demon Sea's understanding of beauty, even if they have no
social component, such as a daiklave etched with curiously organic patterns. In this case,
the warlock simply adds (Essence) automatic successes to each roll to create such objects.

SQUAMOUS IDOLS RAISED


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Pelagic Muse Artistry
Only lesser artists need create the symbol of a monster. Kimbery’s beautiful creations are
monsters themselves, and art begets art. This Charm permanently enhances the artwork
shaped by its prerequisite, allowing the Infernal to have social attacks encoded within her
artwork produce mutations in line with Kimbery’s aesthetics, rather than derangements.
Such alterations only physically manifest after a night spent sleeping, during which the
subject’s dreams are disturbed by the strangely familiar song of the deep ocean. Even if she
does not weave this warping power into her artwork, it can take on a strange potency with
sufficient appreciation. All objects whose creation was enhanced by Pelagic Muse Artistry
acts as though it were a manse with the Mutagenic power, rated at a level equal to the lower
of its Resources value and the size of the Cult that somehow uses it as a part of their
worship of the Infernal (or one of her souls). Collections of artwork increase their
Resources value appropriately when gathered together.

Prayer rolls toward the Infernal that are made with the help of one of her strange artworks
benefit from a number of automatic successes equal to the value of their highest-rated
derangement. Finally, characters with even one mutation caused by Kimbery’s magic
increase the effective value of their highest-rated derangement by their (Essence).

Kimbery
• Charms
• Yozi

Also known as The Sea that Marched Against the Flame, she is known to exist beneath the surface of
Malfeas. Her blood—or perhaps the blood of demons beneath her—exists today in highly diluted form
in the Lintha Pirates.

Demonology
Third Circle Demons
• Ululaya, the Blood-Red Moon, Third Soul of Kimbery
• Madelrada, That Which Wears Down the Mountains, Eighth Soul of Kimbery
• Gnimersalt, the Mouthless Eater of All, Eleventh Soul of Kimbery
• The Tide that Knows No Life

Second Circle Demons


• Sigereth, the Player of Games, the Indulgent Soul of That Which Wears Down the Mountains
• Iyutha, the * Vitriolic Dragon, the Messenger Soul of That Which Wears Down the Mountains
• Kimbery’s Dawn, the Progenitive Soul of the Tide that Knows No Life, Dam of the Eristrufa,
Dukantha’s warship
First Circle Demons
• Baidak, the Empty Pawns
• Radeken, the Madling Hellstorms
• Eristrufa, the Mist-Demon

Custom Kimbery Charms


Caustic Mist Obfuscation
Cost: 6 motes + 1 Willpower (or 1 health level)
Minimums: Essence 3
Type: Reflexive
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Sea Within Veins Prana
Concentrating upon the flow of blood within his own veins, the Infernal extrudes caustic mist from his
body’s pores. The miasma fills an area equal in radius to the Infernal’s Stamina + Essence. Creatures
who rely on sight and are outside the briney miasma have an external penalty of half the Infernal’s
Essence to all attempts to target the Infernal while obfuscated. Creatures unfortunate enough to remain
inside take an external penalty of half the Infernal’s Essence if they rely on site and an internal penalty
of half of the Infernal’s Essence if they are not immune to acidic environmental conditions.
This Charm may also be used in Step 8 of attack resolution after the Infernal has taken 1 or more lethal
or aggravated health levels. When activated in this way the willpower cost is waived.

Everyone knows I love Infernals. Thanks to some friends of mine, I’ve developed the mechanics for a
pair of their Charms, and I couldn’t wait until Wednesday to show them off! Below are a pair of
Infernal Charms for some of the Yozis I dearly love but so rarely find mechanics for. Many, many
thanks to The Demented One and Kukla from the Exalted forums for their help on getting these primed
for action!
Blue-Ringed Venom Garden (Kimbery Charm)
Cost: 25 motes, 2 Willpower; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Desecration, Obvious, Sea, Shaping
Duration: Instant
Prerequisite Charms: Spiteful Sea Tincture
The Great Mother blesses the life that swims in her with her horrible fecundity. She also blesses it with
her spite. When activated, this Charm affects all natural wildlife (defined as nonmagical plants and
animals) within a radius of (Essence x 100) yards. Affected wildlife gains the Creature of Darkness,
Breed True, and Toxin mutations. The difficulty of rolls made to get along or forage for food in the area
are increased by the Infernal’s (Essence). Characters that are immune to poison or that know Mother
Sea Mastery roll at the normal difficulty, but cannot do so to provide food for other characters that lack
these benefits.
Affected wildlife does not suffer this increased difficulty, as they adapt to devour their poisonous kith,
if necessary. In fact, this generally makes them more capable of surviving in the affected area, and, at
the ST’s discretion, the area may slowly grow over a number of years. Contiguous affected areas can
join, though if the total, continuous surface area of this Charm ever reaches ten square miles, regardless
of volume, it becomes a persistent Blasphemy effect as per Holy Land Infliction. Returning the area to
normal requires a concentrated pogrom against the affected wildlife, which may take years or may be
the result of a single, explosive environmental effect. Some spells, such as Benediction of Archgenesis,
can also reverse the effects.
At Essence 4, the Charm automatically upgrades to make such sea life inimical to characters who are
not beloved of the Infernal, and actively hostile toward reviled characters. While within the area, such
individuals have their long-term movement speeds halved, including when in Second Age conveyances
such as ships. Most First Age conveyances were built to repel such antagonistic wildlife, and so are not
affected.

Here, have some Kimbery charm ideas. I'm still fairly newish when it comes to Exalted homebrew, so
please pokes holes as much as you want.

Acrid Tidal Surge


Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

Whilst Kimbery delights in the suffering of those she loves and the slow, total ruination of those she
despises, those she is apathetic towards hardly draw her attention, existing only to be idly swept away
by her tides, or subjected to a torrent of her anger if they should dare come between her and the object
of her hatred.

Acrid Tidal Surge summons a gush of high-pressure acrid water that may enhance any physical attack
whose target is (lower of Conviction or Compassion) yards away. It increases the raw damage of the
attack by an amount equal to the damage rating of the warlock's Spiteful Sea Tincture (5 for most
characters, or 7 with the Essence 3+ repurchase), though this additional damage is bashing, not lethal
like the warlock's poison. The Charm may never enhance an attack made against a reviled target – the
sweet, swift release this Charm inflicts on its targets is too kind for the targets of the Great Mother's
wrath.

Toxic Typhoon Imbuement


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture x2, Acrid Tidal Surge

This Charm permanently enhances Acrid Tidal Surge, allowing the warlock to hone the acidic potency
and raw force of the Kimberian waters she calls upon. She may now split the levels of damage from
dealt by Acrid Tidal Surge between bashing and lethal damage. Each level assigned to bashing damage
now adds 2 levels of bashing damage to the attack, whilst levels assigned to lethal each add 1 level of
unsoakable lethal damage. The warlock may only assign up to (Essence) levels of damage as lethal, any
remaining levels must be assigned to bashing damage or be lost.

Drowning in Suffering
Cost: - (+1wp); Mins: Essence 4; Type: Permanent
Keywords: Obvious, Poison
Duration: Permanent
Prerequisite Charms: Spiteful Sea Tincture

What poisons can rival Kimbery? Only the Great Mother's sibling, the All-Hunger Blossom, has toxins
that come close, but he is happy to wait for prey to come close. Kimbery is not so lenient in the
punishment of her wayward children.

This Charm permanently enhances its prerequisite, applying the L tag to the poison's Toxicity when it is
inflicted on a reviled target. The warlock may also pay a surcharge of 1wp on the charm's activation
cost to gain this benefit on all doses of the poison inflicted on her current target for the rest of the
scene, regardless of whether the target is reviled or not.
REVLID’S MUTATION AND GENESIS REVISION


A WORLD THAT HATES AND FEARS THEM (what are mutations?)
MUTATIONS INDEX
PHYSICAL MUTATIONS
ADAPTATION MUTATIONS
ATTACK MUTATIONS
HEALING MUTATIONS
HUNGER MUTATIONS
LIFE MUTATIONS
LIMB MUTATIONS
MIEN MUTATIONS
MOVEMENT MUTATIONS
SENSORY MUTATIONS
SIZE MUTATIONS
TOUGHNESS MUTATIONS
TROPISM MUTATIONS
MENTAL MUTATIONS
SAVANT MUTATIONS
CAPACITY MUTATIONS
EMOTIONAL MUTATIONS
INTEGRATION MUTATIONS
MADNESS MUTATIONS
PSYCHIC MUTATIONS
REFLECTION MUTATIONS
SPIRITUAL MUTATIONS
ESSENCE MUTATIONS
NATIVITY MUTATIONS
PNEUMA MUTATIONS
VIRTUE MUTATIONS
CHARM MUTATIONS
IT WAS THE MONSTER MASH (the Genesis system)
GENESIS CREATION TEMPLATE
ALL CREATURES GREAT AND SMALL (example creatures)
WE BELONG DEAD (making creatures with genesis and necrotech)
INDISTINGUISHABLE FROM BADLY-WRITTEN SCIENCE (charms) 

A WORLD THAT HATES AND FEARS THEM (what are mutations?)


Mutations are the mechanic used to model the inhuman abilities of characters in Exalted, ranging from natural traits (such as a cat’s fur or a raiton’s wings) to
bizarre deformities inflicted by Sorcery or the Wyld.

SPECIES, GENUS, FAMILY, ORDER (what kinds of mutations are there?)


There are three kinds of mutations: physical, mental and spiritual.

Physical mutations are the most common, being used to model the strange bodily traits of a creature, such as a tail, extra arms, acid spit, wings, or blindness. They
are the easiest to apply and remove; any existing mechanics that simply refer to “mutations”, without specifying, are considered to refer solely to physical
mutations.

Mental mutations are used to describe the strange mental traits of a creature, such as an enhanced memory, intuition, lucid dreaming, telepathic communication, or
a lack of free will. Notably, they are also used to model the various insanities that afflict the mind, such as addictions, delusions, obsessions, phobias, or
hallucinations.

Spiritual mutations are used to detail the strange supernatural traits of a creature, such as spirit-vision, enlightened Essence, an aspected soul, nativity to a given
realm, or even its material state. These are the only mutations that ever require enlightenment, and are the rarest.

I AM NOT AN ELEPHANT (what do mutations look like?)


Mutations are inherent properties of the body, part of a creature’s biology. They are not internal; unless specifically stated, each mutation (even mental or spiritual
ones) is physically apparent, in one way or another.

This appearance is entirely customisable, however. The appearance and nature of a mutation can be almost anything; enhanced sight can express itself through
glowing irises, overlarge eyes, slit pupils, coloured sclera, eyestalks, an inner eyelid, telescopic lenses, compound eyes, or anything else that the creature’s player
and Storyteller judge appropriate.

Similarly, flight might be expressed through feathered, leathery, or insectile wings, or an inflatable air-sack, or natural propellers, or a partially gaseous body, or an
organic, muscular jetpack. What matters is that the creature can fly, not how this expresses itself.

The difficulty to hide or disguise a mutation is generally equal to its cost in mutation points, and the pool to detect them is generally (Perception + Medicine),
though Occult may also be used to detect mutations granted by specific supernatural beings, and Larceny or Awareness can be used to see through a disguise as
normal.

YOU ARE SO BEAUTIFUL TO ME (what are appropriate mutations?)


The most common source of mutations in Creation is not mad science or rampant anathema; it is geography. Natural life is brought about by a balance of Essence,
so introducing living beings to higher concentrations of a single aspect of Essence can induce mutations, as their body and soul adjust to the new conditions. Such
concentrations of Essence can be found around demesnes, or within the marches of the Elemental Poles; currently, mechanics for it can be found in Exalted, pp.
283. This is how evolution occurs in Creation, permitted by the motes of colourless chaos sprinkled onto Creation’s night by the Silver Chair.

Such sources of mutation often include the phrase “appropriate mutations”. This phrase refers to mutations that would mechanically aid a creature’s survival in that
environment (such as water-breathing in the West, or disease resistance in Metagaos) or that fit with the aesthetics and themes of that environment (such as red
hair in the South, or a sickly complexion in a shadowland).

Ignore any references to mutations making a character less “real”.

MOTHERS ONLY HAVE TWO HANDS (how much do mutations cost?)


Mutations have their power and breadth measured in points, from a minimum of one to a maximum of six. Permanent mutations cost two experience per point, or
two bonus points for three points. Removing a permanent mutation refunds this experience, in the same way as if a character lost a background they had paid xp
for.

Temporary mutations do not cost experience, but (unless otherwise specified) no character can bear more than (Willpower + Essence) points of temporary positive
mutations at once.

Where other texts refer to poxes, afflictions, blights and abominations, they are referring to one, two, four and six-point mutations, respectively.

SURVIVAL OF THE FITTEST (how powerful are mutations?)


Each mutation point is intended to be approximately as powerful as a single Specialty dot. Indeed, many outright mimic specialties, by offering a dice bonus equal
to their cost to a single, specific area. The fact that each mutation point costs 1xp less than a single Specialty dot is balanced out by their inherent limitations (a
mutation is unlikely to directly benefit a character’s swordplay or map-reading, for example), reduced malleability, and physically-apparent nature. Just as with
Specialties, Storytellers are encouraged to use mutations as story-hooks; if a mutant has no sense of taste, an assassin attempting to poison them will be a greater
threat.

The mutations presented here, despite being heavily customisable, are not a comprehensive list. If a player or Storyteller requires an effect that can’t be produced
through these mutations, they are encouraged to create their own, using the existing mutations to cost their creation accordingly.

TIGHTLY COUPLED DANCE (how do mutations interact with other effects?)


Dice added by mutations do not count as dice added by Charms. However, dice added by mutations count toward the maximum number of dice (normally three)
that can be added to a pool by specialties. Dots in other traits (such as Attributes) added by mutations do not increase that trait’s actual rating; the unmutated
rating still determines dice caps, experience point costs, minimum Charm requirements, etc. As with all effects in Exalted, multipliers from mutations stack
additively. The Exalted cannot gain or lose permanent health levels through mutations. If a Charm or Sorcery would provoke a roll-off against a mutation, the
Charm-user gains (Essence) additional dice.

The Exaltations bond with humans, regardless of how altered they may be (though they seem to prefer baseline humans over mutants or altered races). Exalted
Charms, therefore, assume their user has a human body-type. Due to this, an octopus-man Solar cannot create a Charm that specifically exploits his tentacles,
though he could use normal Charms to enhance his actions with them as though they were regular limbs. To put it another way; Thunderclap Rush Attack can
enhance a spiny tendril-strike just as well as a human fist, but “Spined Tendril Method” is not a valid Solar Charm.

Lunar (and to an extent, Abyssal) Charms can cheat their way around this limitation, thanks to the ease with which their native Charms permit them to take on an
inhuman form, while Primordial Charms tend to ignore it entirely.

The Second Breath can remove any number of mutations, positive or negative; a player who wishes to have their Exalt come from a tribe of rotting mutants can do
so without needing to give her the Failing Body mutation like her family, while one who wished to come from an artificial race with less need for food would not
need to take (and pay for) the Small Appetite mutation like the rest of his race. Natural negative mutations can be bought off with experience even after character
creation.

Infernal, Abyssal, and high-Breeding Terrestrial Exaltations can also add minor appropriate mutations as Natural traits, as the Green Sun Prince takes on a mark or
two from his coadjutor, the Abyssal acquires some deathly deformities, or the Terrestrial's elemental blood shows through.

REFER TO APPENDIX (what about useless mutations?)


Cosmetic mutations, such as altered hair colours or vestigial fingers, are detailed below (under physical “Mien” mutations). They do not cost any mutation points,
and therefore do not cost experience; only mechanically-relevant mutations ever cost anything.

This applies to all mutations that do nothing. If a mutation would provide an unstackable ability that the character already has, such as if an Abyssal with the
permanent version of Restless as the Dead acquired the Sleepless mutation, or a character with no natural soak acquired the Weak Skin mutation, then it costs
nothing. Similarly, if a negative mutation would further reduce a dice pool or trait that is already at zero, it is treated as a cosmetic mutation until that trait or dice
pool increases such that it would be relevant.

AN UPWARD PROCESS (how can mutations be removed?)


There are a number of supernatural powers (ranging from Thaumaturgy to Charms) that allow the removal of mutations. Most of these rely on that mutation’s
keyword; the majority of applied mutations are Shaping effects, and can therefore be removed by effects like Order-Affirming Blow or Ego-Infused Pattern Primacy.

A few, however, are applied through different means; the infectious mutations of the Rat-Eating Liver Boy are Sickness effects, for example, and must be removed
as such. Some mental mutations are applied as though they were mental influence, and can be defended against or removed appropriately.

TREE OF LIFE (how are mutations presented?)


All mutations are presented using the format below.

M
t
a
Cost: This is the mutation’s cost in mutation points; a mutation worth three points would have a listed Cost of 3pts. Sometimes, multiple costs will be included,
with the varying effects detailed in the mutation’s text.

Keyw
o
rds: This details the keywords relevant to the mutation’s effects (Exalted, pp. 183). Along with normal keywords such as Shaping or Sickness, there are a number
of keywords exclusive to mutations, detailed below:

Physical/Mental/Spiritual: This is a physical/mental/spiritual mutation. A mutation possessing more than one of these keywords can fit into either category.
Appendage: This mutation takes the form of an external limb or organ of some kind. It can be disabled or amputated by Crippling effects in the same manner as
any other limb, and doing so deprives the creature of its effects until it is healed. If a creature has multiple Appendage mutations, its player may choose to
consolidate them (upon acquisition) into a single extra limb or organ.

Derangement: This mutation simulates madness in some way, whether a slight emotional imbalance or outright gibbering insanity. Derangements are always
Negative and Mental mutations, and might be applied to particularly traumatized mortals as Natural mutations. While these mutations use the names of real-world
conditions, they are not intended to simulate them in anything but the broadest sense.

Devolve (Mutation): This mutation is a Negative mutation. If it is taken alongside the mutation listed in brackets, it has none of its listed effects, and is not applied
at all; instead, it simply serves to remove the listed mutation (or, if it has a scalable rating, as with most Adaptation mutations, reduce its rating by a number of
points equal to its cost), refunding xp as normal. This applies even if the Devolve mutation came first.

Internal: This mutation is not expressed in the character’s appearance. It cannot be detected without an in-depth medical analysis or appropriate magic.

Natural: This mutation is an inherent part of the character’s natural form. It is not treated as a mutation for the purposes of other effects (such as those which
remove mutations); striking one of the djala with Order-Affirming Blow will not cause them to grow in size, any more than it would cause a cat to lose its tail. This
keyword automatically applies to any mutation that a character is born with. It can also refer to mutations that are not really mutations; derangements caused by
trauma rather than the Wyld, or ambidexterity earned through practice rather than demesne-radiation.

Negative: This mutation applies a penalty of some sort to the character, rather than a bonus. As such, if it is a permanent mutation, it does not cost experience
points; instead, it provides the character with a number of “free” mutation points equal to its own cost, which it can spend on positive mutations. Unless otherwise
stated, negative mutations cannot be directly converted to experience points in the manner that removed positive mutations can. Where other texts refer to
deficiencies, debilities and deformities, they are referring to one, two and four-point negative mutations, respectively.

Requires (Mutation): This mutation requires the mutation listed in the brackets as a prerequisite.

Stackable: When used on a mutation, this keyword indicates that it can be taken as multiple times; all other mutations can only be taken once per creature, with a
scaling point cost. If the mutation in question has variants (such as Fast [Movement], which can affect different kinds of movement) then the Stackable keyword
only permits the creature to have more than one of its variants, rather than stacking the same variant multiple times.

Thereafter follows a description of the mutation’s mechanical effects, and some suggestions as to how it might manifest itself.

DEOXY-RIBO-SOMETHING (what is the “M” value?)


A number of mutations use a value based off their own cost in mutation points. This is labelled “M”. So for a Natural Weapon that cost two mutation points, M would
be two. The same applies to negative mutations; for Hallucinations worth three negative mutation points, M would be three.

FOR REFERENCE: NATURAL ATTACKS


Natural attacks are the “weapons” that are part of a character’s body; their fists, claws, feet, tentacles, etc. They are signified by the N tag, and function as detailed
in Exalted (pp.373); a character cannot be disarmed of their natural attacks, they use Martial Arts (or Brawl), and can only be used to parry bashing attacks without
using a stunt.

By default, every character has the following natural attacks:


Light Attack: Speed 5, Accuracy +1, Damage +0B, Defense +2, Rate 3, Tags N
Heavy Attack: Speed 5, Accuracy +0, Damage +3B, Defense -2, Rate 2, Tags N
Clinch Attack: Speed 6, Accuracy +0, Damage +0B, Defense —, Rate 1, Tags C, N, P
MUTATIONS INDEX
Below are listed a variety of mutations for use by players and Storytellers. They are divided into physical, mental and spiritual mutations, and further subdivided
into thematic categories such as “Toughness” or “Community”; these latter categories are purely for ease of navigation, and have no mechanical impact.

PHYSICAL MUTATIONS
Physical mutations are split up into the following categories.

Adaptation mutations refer to those oddities that directly mimic a specialty.

Attack mutations refer to those oddities that enhance a creature’s natural attacks.

Healing mutations refer to those oddities that change a creature’s regeneration and immune system.

Hunger mutations refer to those oddities that affect a creature’s diet or breathing.

Life mutations refer to those oddities that evolve a creature’s basic functions.

Limb mutations refer to those oddities that alter the way a creature’s limbs work.

Mien mutations refer to those oddities that adjust a creature’s appearance.

Movement mutations refer to those oddities that vary the way a creature moves.

Sensory mutations refer to those oddities that transform the way a creature perceives things.

Size mutations refer to those oddities that increase or reduce a creature’s size.

Toughness mutations refer to those oddities that adapt a creature’s ability to resist damage.

Tropism mutations refer to those oddities that tamper with a creature’s other mutations.

ADAPTATION MUTATIONS
A single mutation point is approximately as powerful as a single specialty. Rather than list countless mutations that take this approximation literally, we will
provide you with a template for such mutations, and some examples. Note that the upper limit for such mutations is three, just as with specialties.

(Insert Mutation Name Here)


Cost: 1-3pts; Keywords: Physical
The creature adds (M) dice to any roll based on (area of activity no broader than a specialty).
Such mutations must be appropriately representable as a physical trait; a mutation is unlikely to add dice to a Melee rolls using a slashing sword, for example, or
Lore rolls on the rules of Gateway. Examples of how this template might be used follow:

Enhanced (Sense)
Cost: 1-3pts; Keywords: Physical, Stackable
The creature adds (M) dice to any roll based on the chosen sense, be it smell, sight, hearing, or taste. Perhaps it has eyestalks or feline pupils, a canine snout or
quadruple-nostrils, oversized ears or sound-sensitive cheekpads, a forked tongue or taste-buds on its lips.

(Substance) Detection
Cost: 1-3pts; Keywords: Physical, Stackable
The creature adds (M) dice to any roll that would allow it to detect the chosen substance, be it blood, flowers, drugs, or laser-pointers.

(Environment) Camouflage
Cost: 1-3pts; Keywords: Physical, Stackable
The creature adds (M) dice to any roll to conceal itself in the chosen environment, whether through a patterned hide, floral mimicry, or simply being the
appropriate colour.

Improved Immune System


Cost: 1-3pts; Keywords: Physical
The creature adds (M) dice to any roll to resist disease. This mutation might manifests itself through a fierce complexion, pockmarked skin, or thick, obvious
veins.

(Element) Resistance
Cost: 1-3pts; Keywords: Physical, Stackable
The creature adds (M) dice to rolls to resist the effects of environmental hazards or other natural deleterious effects stemming from the chosen element or
substance, whether fire, air, acid, earth, electricity, or showers of frogs.

Steady
Cost: 1-3pts; Keywords: Physical
The creature is less easy to knock over; it might have wide feet, a balancing tail, internal gyroscopes, multiple legs, or grips on its heels. In any case, it adds (M)
dice to any roll to resist knockback (including knockdown) or ignore unstable footing.

(Environment) Native
Cost: 1-3pts; Keywords: Physical, Stackable
The creature adds (M) dice to any roll to navigate, forage or find shelter in the chosen environment, be it the desert, the ocean, the jungle, or frozen wastelands,
mountains, or the Silver Forest.

Negative mutations can be generated in a similar fashion. However, the nature of specialty penalties as opposed to bonuses (the latter must be sought out, the
former simply avoided), means that the upper limit of such Adaptations is only two, while the penalties they apply are doubled. Examples might include:

(Environment) Stranger
Cost: 1-2pts; Keywords: Physical, Devolve ([Environment] Native), Stackable
The creature suffers an internal penalty of -(M x2) to any roll to navigate, forage or find shelter in the chosen environment, be it mountains, marshes, frozen
wastelands, or the Pole of Oil.

Weak Immune System


Cost: 1-2pts; Keywords: Physical, Devolve (Improved Immune System)
The creature suffers an internal penalty of -(M x2) to any roll to resist disease.

ATTACK MUTATIONS
Natural Weapon
Cost: 1-6pts; Keywords: Physical
The creature’s strikes are more dangerous; it might have bone studs on its knuckles, oversized arms, hooked toenails, great bludgeon-fists, or fangs like
daiklaves. One of the creature’s natural attacks has its Damage trait increased by (M), or by (M + 1) if (M) is greater than three.

Expanded Weapon
Cost: 1-2pts; Keywords: Physical, Requires Natural Weapon
All of the creature’s natural attacks benefit from the Damage increase provided by the prerequisite. This mutation costs two points if more than three points were
spent on Natural Weapon.

Natural Missile
Cost: 1-6pts; Keywords: Physical
The creature has a ranged attack; it might spit acid, breathe fire, shoot laser beams from its eyes, launch psychic bolts, fling regenerating bone spikes, or fire
missiles pods from ports in its body. One of the creature’s natural attacks gains a Range trait of (M x10), allowing it to be used at a distance. These attacks use
Archery, unless they are made within twenty yards of the target, in which case they may instead use Thrown.

Expanded Missile
Cost: 2pt; Keywords: Physical, Requires Natural Missile
All of the creature’s natural attacks benefit from the Range increase provided by the prerequisite.

Lethal Attack
Cost: 2-3pts; Keywords: Physical
Whether due to claws, fangs, horns, razor-spines, or some other extrusion, the creature can choose to deal Lethal damage with one of its natural attacks. If such
an attack would be made Lethal by another effect (such as a Martial Arts Form), it instead has its Damage trait increased by 2. The three-point version of this
mutation extends this to all the creature's natural attacks.

Piercing Attack
Cost: 2-3pts; Keywords: Physical
The creature has a smashing arm-piston, or a crushing pincer, or drips corrosive saliva. One of the creature’s natural attacks has the Thrust tag. The three point
version of this mutation applies this tag to all of the creature's natural attacks.

Toxic Attack
Cost: 1-6pts; Keywords: Physical, Poison
One of the creature’s natural attacks inflicts a single dose of poison every time it successfully causes even one level of damage. This poison has the following
traits: Damage (M)/action, Toxicity (M ÷ 2), Tolerance —, Penalty -(M ÷ 2). All divisions are rounded up, and the poison deals the same type of Damage as the
natural attack applying it. Any of the poison’s traits can be voluntarily reduced upon purchase by the creature’s player, to a minimum of zero. If the Damage of a
poison is reduced to zero, it can instead be made into a Crippling effect, representing a bioelectric shock or muscle-aggravating strike; otherwise, it functions in
the exact same way.

Expanded Toxin
Cost: 1pt; Keywords: Physical, Requires Toxic Attack
All of the creature’s natural attacks benefit from the poison provided by the prerequisite, and it may spit, sweat, or otherwise smear this venom onto something
else (such as an actual sword) as a miscellaneous action.

(Hazard) Body
Cost: 1-6pts; Keywords: Physical
Whether it is wreathed in flames, exudes a deathly aura, or crackles with frost, the creature’s body constitutes an environmental hazard, with the following traits:
Damage (M)L/action, Trauma (M ÷ 2), rounded up. This hazard does not extend beyond the creature’s actual physical form, though depending on its nature it
might provoke additional hazards (such as a fiery body igniting flammable substances) at the Storyteller’s discretion.
Expanded Hazard
Cost: 1-6pts; Keywords: Physical, Requires (Hazard) Body
The environmental hazard provided by the prerequisite gains a radius of (M) yards, with the creature at its center.

Controlled Hazard
Cost: 1pt; Keywords: Physical, Requires (Hazard) Body
The creature can activate or deactivate the hazard provided by the prerequisite with a diceless, miscellaneous action, once per action. If the hazard has a radius
(as per Expanded Hazard), the creature can instead choose to expand or retract the hazard to anywhere within that maximum radius.

HEALING MUTATIONS
Superior Healing
Cost: 3pts; Keywords: Physical
The creature closes bleeding wounds, ignores re-opened wounds, resists infection, recovers from disabling wounds, and heals health levels of damage as though
it were a supernatural being, like a spirit or one of the Chosen (Exalted, pp. 148-152). The Exalted cannot take this mutation.

Accelerated Healing
Cost: 2pts; Keywords: Physical, Requires Superior Healing
The creature’s basic rate of natural healing doubles, allowing it to (for example) heal a single level of bashing damage in an hour-and-a-half of rest.

Limb Regeneration
Cost: 2pts; Keywords: Physical
The creature can heal entirely amputated body-parts without any medical care, as though each amputation was a single -4 health level filled with lethal damage.

Weak Healing
Cost: 3pts; Keywords: Physical, Devolve (Superior Healing)
Any attempt to close or treat any of the creature’s wounds suffers a -1 external penalty, and the base amount of time necessary to heal its wounds doubles.

No Healing
Cost: 3pt; Keywords: Physical, Negative, Requires (Weak Healing)
Perhaps it is an unliving construct of some sort, or simply has a crippled capacity to restore itself. The creature cannot heal naturally at all. Any attempt at
healing it or closing wounds requires direct medical attention, which suffers the Weak Healing penalty as normal. Even if it does receive direct and constant
medical care, the base amount of time it takes to heal is tripled, rather than doubled.

Failing Body
Cost: 1-6pts; Keywords: Physical, Negative
Every day, the creature rolls (Stamina + Resistance), at a difficulty of ([M ÷ 2, rounded up] + days since maintenance). If it fails, it immediately suffers a single
level of unsoakable bashing damage, which cannot be healed without medical care that includes maintenance. If the creature begins to suffer lethal damage due
to this mutation, each level of lethal damage it suffers includes a single disabling injury, as limbs become useless and mangled. "Maintenance" takes at least (M)
hours per day, and its nature varies depending on the nature of the creature; for necrotech constructs, it might take the care of a surgeon-engineer with needle,
thread and oilcan, while a Wyld-entity of burning coals might need to hibernate in a fireplace.

Superior Tolerance
Cost: 4pts; Keywords: Physical, Internal
The creature resists disease, poison and infection as though it were a supernatural being. The Exalted cannot take this mutation.

(Disease) Immunity
Cost: 1-6pts; Keywords: Physical, Internal, Stackable
The creature is completely immune to a specific disease. It cannot catch it through any means, magical or mundane. The disease in question cannot have a
Morbidity greater than (M +2).

(Disease) Carrier
Cost: 0pts; Keywords: Physical, Requires (Disease) Immunity, Internal, Stackable
The creature does not avoid catching the disease it is immune to, it simply avoids any and all symptoms. While it remains unharmed, others can still catch the
disease off it, as though it were infected as normal. A version of this mutation wherein the creature still displays the cosmetic symptoms of the illness exists; it
has the Negative keyword, lacks the Internal keyword, and “costs” one point.

Infector
Cost: 1pt; Keywords: Physical, Sickness
The creature sweats diseased ooze, or is host to colonies of bacteria, or otherwise cultivates disease like farmland. Any rolls to resist infection caused by the
creature suffer a -1 external penalty.

(Poison) Immunity
Cost: 1-6pts; Keywords: Physical, Internal, Stackable
The creature is completely immune to a specific poison. The poison in question cannot have a Toxicity greater than (M +2). Poisons with the L tag increase their
effective Toxicity by two, while those with the M tag decrease it by two.

HUNGER MUTATIONS
Small Appetite
Cost: 1-4pts; Keywords: Physical
The creature requires 25% less food and water in each “full meal” than its size would normally dictate, and the interval necessary for its deprivation penalties to
increase is raised to two days. The two-point version of this mutation reduces the amount of food the creature requires by 50%, while the three-point version
reduces its dietary needs by 75%, and the four-point version leaves it requiring only 10% of the normal amount of food for its size.

Large Appetite
Cost: 1-4pts; Keywords: Physical, Devolve (Small Appetite)
The creature requires 25% more food and water in each “full meal” than its size would normally dictate, and the interval necessary for its deprivation penalties to
increase is reduced to half a day. The two-point version of this mutation increases the amount of food the creature requires by 50%, while the three-point
version increases its dietary needs by 75%, and the four-point version leaves it requiring twice as much food in each full meal.

Restricted Diet
Cost: 1-3pts; Keywords: Physical, Negative
By default, characters are considered to be omnivorous. This one-point mutation restricts the creature to being either carnivorous or herbivorous, rendering it
unable to digest the other type of food. The two point version of this mutation narrows the diet further, restricting the creature to one type of food, such as
insects, fish, birds, leaves, fruits, bamboo shoots, or dried food-pellets. The three point version of this mutation narrows the diet to some rare or difficult-to-
acquire food, such as the Peaches of Immortality, demonflesh. Used alongside the Expanded Diet mutation, this mutation costs points based on how broad the
food in question is; sunlight would provide one point, while hair would provide two and uranium would provide three.

Expanded Diet
Cost: 1-2pts; Keywords: Physical, Stackable
The creature can digest a physical substance that would not normally be considered food, such as rocks, metal, wood, plastic, glass, sand, bone, or hair. The
creature does not suffer any harm from ingesting this substance, regardless of their usual properties. The two-point version of this mutation expands it to more
ethereal substances, allowing the creature to consume some kind of energy, such as light, noise, heat, prayer, or electricity.

(Substance) Allergy
Cost: 1-5pts; Keywords: Physical, Negative, Stackable
The creature has a dreadful allergy to an otherwise harmless substance, such as fungus, thick pollen, certain drugs, dairy products, sunlight, or salted peanuts. If
it consumes or directly inhales that substance, it treats it as poison, with traits of (M x2)B/action, Toxicity (M), Tolerance —, Penalty -(M). If it is simply exposed
to a concentration of that substance, it treats it as a hazard with traits of (M)B/minute, Trauma (M).

Hunger Frenzy
Cost: 1pt; Keywords: Physical, Negative
The creature applies starvation penalties to any Temperance roll it makes to avoid taking food or drink. If it fails such a penalized roll, it must gorge itself until
completely satiated, attacking anyone who gets in its way like a partially-controlled Berserk Anger (Exalted, pp.105).

(Element) Metabolism
Cost: 1pt; Keywords: Physical
Within the boundaries of a demesne or manse of the relevant aspect, the creature requires (rating x10)% less food and water for each full meal. However, they
require 50% more sustenance while away from such an energy-source. If the number of creatures regularly leeching off a given demesne or manse is greater
than Magnitude (rating), it suffers Essence Buildup or Power Failure every (4 -excess Magnitude) weeks, to a minimum of one day. Note that supremely powerful
concentrations of Essence, such as Elemental Poles, the Daystar, or Primordial jouten, are treated as being level 5 manses for this purpose. They cannot be
exhausted by any number of creature, and span a far greater area than mere dragon-knots.

(Substance) Breather
Cost: 2pt; Keywords: Physical, Stackable
The creature has the ability to breathe something other than air, allowing it to ignore any suffocation or environmental harm that would normally come from
inhaling that substance. Perhaps it amphibiously breathes water through gills, or smoke and poison through a heavily-scarred throat, or even dirt through
strange grinding lungs.

Large Lungs
Cost: 1-3pts; Keywords: Physical
The creature adds (M x2) dice to any roll to hold its breath, thanks to oversized lungs or semi-vestigial gills.

Air Drowner
Cost: 3-6pts; Keywords: Physical, Negative
The creature cannot breathe air. Attempting to do so results in suffocation, just as in water, except that all intervals are at one hour rather than 30 seconds. The
four, five and six point versions of this mutation decrease the length of such intervals to ten minutes, one minute, and 30 seconds, respectively. For obvious
reasons, it is recommended that these creatures also have at least one example of the (Substance) Breather mutation.

LIFE MUTATIONS
Longevity
Cost: 1-5pts; Keywords: Physical, Internal
Common lore holds that the natural life of a creature is a century, though malnutrition, disease, and wear-and-tear reduce this considerably. With this mutation,
the creature ages (M x20)% more slowly than normal, with its maximum lifespan increased by an equal number of years.

Immortality
Cost: 5pts; Keywords: Physical, Internal, Requires Longevity (5)
At some point, usually early adulthood, the creature simply stops aging. It will not die of old age, unless such a condition is deliberately imposed on it through
Abyssal time-magic or strange raksha stories. Humans with this mutation are rendered ineligible for Exaltation, as their soul mingles too closely with their body
for it to attract the spark of divinity.

Short-Lived
Cost: 1-5pts; Keywords: Physical, Internal, Devolve (Longevity)
With this mutation, the creature ages (M x20)% more quickly than normal, with its maximum lifespan reduced by an equal number of years. If this would reduce
the creature’s lifespan to zero years, it instead lives for a timespan ranging between one hour and five years, as determined by the creature’s player. At the
three-point level, this mutation loses the Internal keyword.

Weird Body
Cost: 1pt; Keywords: Physical, Stackable
This mutation grants the creature an additional functional organ of some sort, or moves one of its existing organs to be somewhere other than one might
naturally expect; its brain might be located in its tail, its eyes might be set into its palms, or its genitalia might be found in its knees. This has no direct
mechanical effect, but the organs are not cosmetic; they provide access to certain stunts, and might allow the creature to play dead or avoid a disabling injury
aimed at the wrong spot by a misinformed enemy.

Short Gestation
Cost: 1-6pt; Keywords: Physical, Internal
Common lore in the Realm holds that the natural period of a pregnancy is nine months so that the unborn may witness a full cycle of Ascending, Resplendent and
Descendant months each for the body soul, and mind. Those conceived or born on odd-months are thought to have unbalanced characters because of this.
Creatures with this mutation reduce the number of months their offspring must gestate by (M). Despite having a cost in mutation points, Short Gestation does
not cost xp; instead, children born from a shortened gestation period must bear at least (M) points of negative physical or mental mutations, which they receive
mutation points for as normal.
Long Gestation
Cost: 1-6pt; Keywords: Physical, Internal, Devolve (Short Gestation)
The creature increases the number of months their offspring must gestate by (M). Despite having a cost in mutation points, Long Gestation does not award xp;
instead, children born from a lengthened gestation period must bear at least (M) points of positive mutations, which cost xp as normal.

Alternate Reproduction
Cost: 0pts; Keywords: Physical
The creature’s method of reproduction differs from the default of “sex followed by live birth”, in either conception, or birth, or both. Perhaps it lays eggs, or
expels spores, or asexually buds, or utilizes pails of incestuous genetic slurry. Whatever the case, the process must still be recognizably biological, and still
burdens at least one character in some way for the normal gestation period; they might not need to be pregnant, but will have to tend to their eggs, or monitor
the larvae, or water the pods.

(Climate) Sensitivity
Cost: 2pts; Keywords: Physical, Negative, Stackable
In a given climate or condition, such as cold, sunny, moist, or hot, the creature applies a -1 internal penalty to all non-reflexive dice pools.

Natural Provider
Cost: 1-6pts; Keywords: Physical
Whether by being milked, laying infertile eggs, or having shearable wool, the creature can provide food or some other resource without harming itself. If it
provides food, the creature can produce sustenance equivalent to a full meal up to (M) times per week, taking two hours per meal (this mutation expresses a
permanent ability to produce nutrients, rather than the temporary provisions of pregnant mammals). If it provides Resources, the creature can produce raw
materials worth approximately Resources (M ÷ 2) each year, rounded up. If the creature suffers from starvation penalties, (M) is reduced for the purposes of this
calculation, by the average penalty it suffers across the week or year.

Natural Tool
Cost: 1pt; Keywords: Physical, Stackable
The creature has a tool as part of its body, using wood-sawing jaws for carpentry, a brush-like tail to paint, or rock-dissolving spit to engage in earthworks. This
mutation does not offer the usual dice bonus of a tool (which would be represented through a related Adaptation), but instead allows the creature to perform
work that would normally require the tool in question without any penalties.

LIMB MUTATIONS
Additional Arm
Cost: 3-4pts; Keywords: Physical, Appendage, Stackable
Whether through an extra arm, a flailing tentacle, prehensile hair, or a tumorous crystalline claw, the creature has one more than the standard duo of
manipulators. All the creature’s natural attacks gain +1 to their Rate value, to a maximum of 5. Any multiple action penalties stemming from a flurry of actions
that involve using that arm alongside another are reduced by one, to a maximum reduction of (Wits). The creature has access to an additional "arm", which is
capable of wielding a weapon, parrying attacks, carrying objects, etc; this can also be represented by multiple manipulators that are incapable of significant
action unless working together. This arm is always an “off hand” (Exalted, pp. 148). This mutation normally costs four points, but its cost is (retroactively)
reduced to three points if the creature has it more than twice.

Missing Arm
Cost: 4pts; Keywords: Physical, Devolve (Additional Arm), Stackable
All the creature’s natural attacks have their Rate value reduced by one, to a minimum of 1. Any multiple action penalties stemming from a flurry of actions that
involve using both arms are increased by one. The creature has one less arm available for wielding weapons, parrying attacks, carrying objects, etc. This
mutation can be taken a maximum of twice.

Ambidextrous
Cost: 1pt; Keywords: Physical, Mental, Internal
The creature ignores all off-hand penalties, allowing it to use its hands equally. Characters can gain this mutation as a result of training for (7 - Dexterity)
months; acquired in this manner, it has the Natural keyword.

Omnidextrous
Cost: 2pts; Keywords: Physical, Requires Ambidextrous
The creature may use its feet as hands; as such, it can spend a miscellaneous action to apply the effects of the Missing Legs mutation to itself, in exchange for
also acquiring the effects of the Additional Arm mutation. Note that it is not actually acquiring or losing any new appendages; it is simply using the rules for
these mutations to simulate its omnidexterity. The creature can switch back to not applying the effects of these mutations reflexively.

Lopsided Arms
Cost: 2-4pts; Keywords: Physical, Negative
Only one of the creature’s arms is healthy; the rest are withered and frail, or simply designed for a different task. The creature suffers an effective -2 Dexterity
or -2 Strength when using all but one of its arms. Tasks that require the use of more than one arm instead suffer a -1 internal penalty to related rolls, for
simplicity. The four point version of this mutation applies to both Dexterity and Strength at once. This mutation cannot be taken if the creature has only one arm,
or no opposable thumbs.

No Opposable Thumbs
Cost: 6pts; Keywords: Physical, Devolve (Omnidextrous)
Paws or hooves make a poor substitute for fingers. The creature cannot engage in fine manipulation of any kind; it cannot use its hands to pick objects up, wield
weapons, turn doorknobs, etc. It can use its mouth to do this, but suffers a -4 internal penalty to do anything more complex than holding a suitably sized object
(and is rendered vulnerable to any poisons on such an object).

Extended Arms
Cost: 2-6pts; Keywords: Physical
With long, snake-like arms, or telescoped joints, or pulsing telekinetic tendrils, the creature extends its effective reach by a number of yards equal to its
(approximate) height in yards. Note that three feet equals one yard; therefore, a roughly six-foot tall human with Extended Arms would have its reach increased
by two yards, allowing it to interact with things further away, including making attacks; all its attacks gain the R tag when made anywhere inside their maximum
range. Enemies can target the creature’s arms when they themselves are out of range as a called shot with an external penalty of -2. The four and six-point
versions of this mutation double and triple this increase, respectively.

MIEN MUTATIONS
Cosmetic
Cost: 0pts; Keywords: Physical, Stackable
If a mutation has no mechanical impact, it does not cost any mutation points at all. Such things might include oddly-coloured skin or hair or eyes, natural
markings, lisping, baldness, odd-smelling blood, a lack of fingernails, or twin sets of eyebrows. Such oddities cost nothing, and are, in fact, fairly widespread
outside the stasis of the Blessed Isle; shades of blue hair are common throughout the West, while a number of tribes in the South-Eastern jungles have teeth in
the shades of sunset. Note that this is not intended to permit magic that applies mutations to also inflict an infinite amount of mechanically-null weirdness with
each application; such powers cannot apply a greater number of cosmetic mutations than they could actual, functional mutations.

Shifting
Cost: 1pts; Keywords: Physical, Requires (Cosmetic)
One or more of the creature’s cosmetic mutations can be altered with a diceless miscellaneous action. The most common manifestation of this mutation is a
conscious alteration of colour, as skin or eyes or hair shifts shades. The mutation is still cosmetic; still has no direct mechanical effect, though it might be used as
part of a stunt, or as a signal. A visual language based around a given variety of Shifting can be learned as a tribal tongue, but (obviously) requires the relevant
mutation to actually speak.

Poker Face
Cost: 1-6pts; Keywords: Physical, Mental
Whether through supreme mental control, or a literally blank face, those attempting to pick the creature’s thoughts are often left stumped. The difficulty to read
the creature’s motives increases by (M). The creature suffers an equal internal penalty to any social attack (or parry) based on its own emotions, such as an
impassioned appeal or fearful plea. Characters can gain any number of points in this mutation as a result of training for (7 + M - Wits) months; acquired in this
manner, it has the Natural keyword.

Luminescent
Cost: 1pt; Keywords: Physical
The creature (or one specific part of it) glows, projecting light with the same intensity as a torch. This natural lighting can be reflexively turned on or off once per
action.

Skulker
Cost: 3pts; Keywords: Physical
The creature has chameleonic skin, a natural foggy shroud, or a transparent glass body, and can hide in plain sight, allowing it to make rolls to hide (including re-
establishing surprise) in places where there is no cover or other obstructions that would normally allow it.

Invisible
Cost: 4-6pts; Keywords: Physical, Requires (Skulker)
Whether through perfect shifting camouflage, an optical phase-field, or an ethereal form, the creature is actually invisible, imposing a -2 external penalty on
attempts to notice or interact with it that would rely mostly on sight. The six-point version of this mutation allows the creature to phase in or out of visibility once
per action, as a diceless miscellaneous action costing one point of temporary Willpower (or four motes, if it is an Essence-user).

Mute
Cost: 2pts; Keywords: Physical, Mental, Negative
Perhaps the creature lacks a mouth, or its throat is deformed, or parts of its mind are simply undeveloped; whatever the case, it cannot speak any language,
verbally or telepathically. Instead, it must remain silent or produce nothing but meaningless groans.

Hypnotic (Aspect)
Cost: 2-6pts; Keywords: Physical, Mental, Compulsion, Obvious
The mutant may pay a point of Willpower (or four motes, if it is an Essence-user) whenever it makes a social attack against a single character, producing an
Obvious display of some kind; perhaps its eyes glow in patterns, or it releases coloured gasses, or its voice takes on a reverberating hiss. The target of the social
attack can try to avoid the display if they are aware of its effects (such as by looking away or closing its eyes for a visual display, or blocking its ears or
discordantly humming into an audial display) by applying a -2 internal penalty to any Awareness rolls based on that sense for the next action. If they do not,
they treat the social attack as unnatural mental influence. The six-point version of this mutation can enhance social attacks made against multiple targets.

Disturbing (Aspect)
Cost: 3-4pts; Keywords: Physical, Obvious, Sickness or Emotion
Anyone attacking the creature in close combat suffers a -1 external penalty on attack rolls against it. If this is due to a horrifying appearance or chilling cry, it is a
fear-based Emotion effect, automatically resisted by characters with a Dodge MDV of 8+. If this is due to a disgusting stench or putrid aura, it is a Sickness
effect, resisted with a (Stamina + Resistance) roll at difficulty 4. Either way, the effect can be ignored for a scene by those who spend two points of temporary
Willpower. The creature reduces its effective Appearance to 0 for the purposes of determining MDVs (with the usual effects on intimidation) when engaged in
social combat with a character who lacks its variant of this mutation. The four-point version of this mutation affects attacks made at any range.

MOVEMENT MUTATIONS
Fast (Movement)
Cost: 1-6pts; Keywords: Physical, Stackable
Hooves, powerful flippers or wide wings push the creature along through its chosen medium. This mutation covers one kind of movement, whether swimming,
flying, ground movement, climbing, or burrowing. The creature increases its effective Dexterity for the purposes of calculating the relevant Move and Dash
distances by (M). For every two points spent on this mutation, it increases its long-distance dramatic travel speed (Exalted, pp.264) by one level; from “Foot” to
“Drawn Carriage” to “Horse” and so on. If a creature has more than one iteration of this mutation, the total cost of all but the most expensive example is halved,
rounded down.

Slow (Movement)
Cost: 1-6pts; Keywords: Physical, Devolve (Fast [Movement]), Stackable
This mutation covers one kind of movement, whether swimming, flying, ground movement, climbing, or burrowing. The creature decreases its effective Dexterity
for the purposes of calculating the relevant Move and Dash distances by (M). For every two points spent on this mutation, it decreases its long-distance dramatic
travel speed (Exalted, pp.264) by one level; from “Horse” to “Drawn Carriage” to “Foot” and so on. If a creature has more than one iteration of this mutation,
the total cost of all but the most expensive example is halved, rounded down. Obviously, this mutation cannot be taken for movement the creature cannot
engage in.

Immobile
Cost: 3pts; Keywords: Physical, Requires Slow [Movement] (6), Negative
Plants and legless turtles alike prefer to remain stationary. The creature cannot make Move, Dash or Jump actions of any kind; it is unable to move under its own
power.

Jumper
Cost: 1-6pts; Keywords: Physical
Whether through powerful muscles, incredibly light weight, or a literal spring in its step, the creature increases its effective Strength for the purposes of
calculating Jump distances by (M). It also increases the number of yards it has to fall before taking damage by (M x2).

Stumbler
Cost: 1-6pts; Keywords: Physical, Devolve (Jumper)
The creature decreases its effective Strength for the purposes of calculating Jump distances by (M). It also decreases the number of yards it has to fall before
taking damage by (M x2).

Natural Swimmer
Cost: 2-4pts; Keywords: Physical
Natural aquadynamism can stem from any number of shapes. The creature adds one automatic success to all attempts to swim (or Athletics rolls to take actions
underwater), making botches impossible without an external penalty. The four-point version of this mutation removes the need to roll for anything but turbulent
water, and allows the creature to use its full movement rates when swimming.

Glider
Cost: 4pts; Keywords: Physical
The creature does not take damage from falling, unless deliberately forced to the ground by a Knockdown effect or similar. When falling (or jumping), it may land
anywhere within (Strength x2) yards of its normal landing point. For simplicity’s sake, characters and objects are typically considered to fall at 25 yards per tick;
fast enough that most falls are resolved on the tick they occur, but slow enough that, in an epic tumble (such as a vault off the snout of Heshiesh), they can be
resolved more dramatically. A creature with Glider can choose to slow their fall, to a minimum of five yards per tick.

Flier
Cost: 4pts; Keywords: Physical, Requires Glider, Appendage
The creature can take Move or Dash actions in three dimensions, allowing it to move into the air on wings, propellers, fleshy gasbags or an organic, muscular
jetpack. It no longer falls unless it is forced to by a Knockdown effect or similar, or if it chooses to. Note that the creature is considered to be constantly exerting
itself while flying; it is never “at rest” in the sky.

Floater
Cost: 3pts; Keywords: Physical, Requires Flier, Negative
This mutation alters its prerequisite. The creature is no longer considered to be exerting itself while in the air unless it is actually moving - however, it can no
longer move more than three yards away from a solid, continuous surface, such as a floor, wall or ceiling.

Wall-Crawler
Cost: 2-5pts; Keywords: Physical
The creature adds one automatic success to all attempts to climb (or gain a foothold, etc), making botches impossible without an external penalty. The four-point
version of this mutation removes the need to roll for anything but sheer or unstable surfaces, and allows the creature to use its full movement rates when
climbing. The five-point version of this mutation allows the creature to dicelessly climb and hang from any non-frictionless surface, including ceilings; they need
only stay in physical contact with one of their limbs at a time.

Creeper
Cost: 1-6pts; Keywords: Physical
Whether it possesses rubbery bones, a ridiculous number of joints, or a semi-liquid body, the creature can move through impossibly small spaces, allowing it to
squeeze through gaps (or fit into spaces) up to (M x2) times smaller than itself with a successful (Dexterity + Athletics) roll. This boneless contortionism also has
appropriate applications in stunts.

Burrower
Cost: 2-6pts; Keywords: Physical
Spade-like claws, a drill-body, or a worm-like consumption of earth allows the creature to burrow with ease. The creature can use Move or Dash actions to
"swim" through sand or soil as though it were water, with the usual restrictions on movement distances, breathing and need for Athletics rolls. The four-point
version of this mutation adds one automatic success to all attempts to dig (or Athletics rolls to take actions underground), making botches impossible without an
external penalty. The six-point version of this mutation removes the need to roll for anything but quaking ground, and allows the creature to use its full
movement rates when burrowing.

Rock-Digger
Cost: 2pts; Keywords: Physical, Requires Burrower
The creature can move through stone as well as soil or sand, though the difficulty of any Athletics roll to do so is increased by one, and the creature's movement
distances is halved from that provided by Burrower. An alternate version of this mutation sometimes found in Autocthonia is Metal-Digger, allowing native fauna
to tunnel through the machine god's metallic hide.

Tunneler
Cost: 2pts; Keywords: Physical, Requires Burrower
The creature can leave tunnels in the earth it passes through. If it does so, then other characters can follow it into the ground as though they possessed the two-
point version of Burrower, provided they take the exact same path that it did. Tunnels created in this way close at the end of the scene, unless Craft rolls are
made to expand and fortify them.

SENSORY MUTATIONS
Hyper-Awareness
Cost: 2pts; Keywords: Physical, Mental
Eyes in the back of the head, or radial ears, or a tingling danger-sense. The creature is always treated as being actively wary for detecting unexpected attacks
(see Exalted, pp. 155). This grants a single bonus die to all rolls to detect ambushes, and allows the creature to ignore any penalties on such rolls for being
distracted.

No (Sense)
Cost: 2-6pts; Keywords: Physical, Negative, Stackable
The creature is blind, or deaf, or anosmic; it lacks a single sense, and so suffers a -4 internal penalty to all Awareness or Investigation rolls that should involve
that sense. On rolls that solely involve that sense, it automatically fails. The two-point version of this mutation removes taste, while the three-point version
removes smell, the five-point version removes hearing, and the six-point version removes sight.

Night Vision
Cost: 2pts; Keywords: Physical
For the purposes of determining visibility (Exalted, pp. 135), the creature treats “No Moon” as “Full Moon”, treats “Full Moon” as “Day”, and treats “City or
Forest” as “Grass or Leafless Forest”.

Sonar
Cost: 2pts; Keywords: Physical
The creature can use its hearing in place of sight, reducing any penalties for blindness or darkness to a -1 internal penalty. This form of sight obviously lacks
colour, and is affected by penalties that would inhibit the creature’s hearing; for a creature relying on its sonar, a deafening sound would have the same effect as
blinding light would on someone using their eyes.

(Emotion) Sense
Cost: 2pts; Keywords: Physical, Stackable
The creature can use one of its senses to detect a single variety of base emotion, such as fear, anger, lust, or joy, through a standard roll to detect sensory
information.

(Spirit) Sense
Cost: 2-6pts; Keywords: Physical, Spiritual
The creature can use one of its senses to detect one kind of immaterial being, at -1 internal penalty; it might smell demons, hear gods, or see ghosts. The four-
point version of this mutation allows the creature to apply all of its senses to that kind of immaterial being, or one sense to all kinds of immaterial beings. The
six-point version allows the creature to apply all its senses to all kinds of immaterial beings, though it still suffers the penalty.

SIZE MUTATIONS
Large
Cost: 1-6pts; Keywords: Physical
By default, creatures are considered to be roughly the size of a human being. With this mutation, they are instead a larger size. The creature's Strength
increases by (M) for the purposes of inflicting damage, performing feats of strength, and gaining control of (not performing) a clinch. The effective range of its
natural and close combat attacks increases by (M ÷ 2) yards, rounded down, as do its Move and Dash distances. It also gains (M) additional health levels. The
wound penalty associated with each of these health levels increases by one each time, to a maximum of -4, before cycling around again. However, the creature's
Defense pools and Stealth rolls suffer a –(M) internal penalty, as do any roll it takes to engage in fine manipulation of an object significantly smaller than it. The
one-point version of this mutation covers creatures about the size of a horse or lion, or a very large human being. The three-point version covers creatures
roughly the size of a bear or rhinoceros. The six-point version is for creatures about as big as an elephant.
Giant
Cost: 4pts; Keywords: Physical, Requires Large (6)
This mutation simply stacks its cost onto Large for the purposes of (M), and renders the creature as large as a yeddim or tyrant lizard. Further upgrades to
represent even larger entities are possible, as the square-cube law simply does not exist in Creation. However, most such creatures of these are behemoths or
other supernatural creatures, which do not generally rely on the mutations system.

Small
Cost: 1-6pts; Keywords: Physical, Devolve (Large or Giant)
By default, creatures are considered to be roughly the size of a human being. With this mutation, they are instead a smaller size. The creature’s Stamina
decreases by (M) for the purposes of calculating natural soak, to a minimum of zero. It suffers an internal penalty of -(M) to its dice pools for performing feats of
strength and gaining control of (not performing) a clinch, and any Strength-based pool of damage dice suffers the same penalty, to a minimum of one die. Its
Move and Dash distances decrease by (M) yards, to a minimum of one. It also loses an equal number of health levels (chosen by its player), which can reduce it
to a minimum of one health level. Anyone attempting to attack or spot it suffers an external penalty of (M ÷ 2), rounded down. The one-point version of this
mutation covers creatures about the size of a child or dog. The three-point version covers creatures roughly the size of an infant or housecat. The six-point
version is for creatures about as small as a mouse. Any creatures smaller than this are mechanically negligible unless acting as a swarm (which uses the
environmental hazard rules rather than creature traits).

TOUGHNESS MUTATIONS
Natural Armour
Cost: 1-6pts; Keywords: Physical
The creature has scales, fur, thick skin, a leathery hide, or a tough carapace. The creature’s natural soak is increased by (M)L/B.

Natural Plating
Cost: 2-6pts; Keywords: Physical, Requires Natural Armour (2)
The creature's natural armour is thick and tough enough to rival actual protective equipment. The two-point version of this mutation provides the creature with
armour that provides 3L/B soak, but inflicts a -1 mobility penalty. The four and six-point versions double and triple these effects, respectively. This armour is
fused with the creature's body; it cannot be removed or destroyed without killing it.

Weak Skin
Cost: 1-6pts; Keywords: Physical, Devolve (Natural Armour)
Peeling skin, a soft hide, or raw flesh offer little protection. The creature’s natural soak is decreased by (M)L/B.

Superior Soak
Cost: 2-5pts; Keywords: Physical
The creature calculates natural soak as though it were a supernatural being, and can reflexively close bleeding wounds in the same manner. The six-point version
of this mutation increases the creature's base natural lethal soak to its Stamina rating (rather than half). The Exalted cannot take this mutation.

Natural Hardness
Cost: 4pts; Keywords: Physical, Requires Superior Soak (2)
Whether plates of bone armour, steely scales or a stone body, the creature has natural bashing and lethal hardness equal to half its Stamina, rounded down.

Fragile
Cost: 3-6pts; Keywords: Physical, Negative
The creature’s bones splinter easily, and its flesh bruises even easier. Whenever the creature suffers levels of bashing damage in Step 10, half of those levels
(rounded down) are instead converted directly into levels of lethal damage (this can lead to disabling injuries as normal). The six-point version of this mutation
instead converts all bashing damage the creature suffers into lethal damage.

Vulnerability
Cost: 2-4pts; Keywords: Physical, Negative
Whenever the creature suffers damage from a specific source, that damage is converted to aggravated (at the start of Step 7, if the damage stems from an
attack). Narrow vulnerabilities, such as silver, iron, rowan wood, salt, or mistletoe, are a two-point mutation. Broader (generally elemental) vulnerabilities, such
as fire, ice, wood or stone, are a four-point mutation. The spiritual Creature of Darkness mutation includes its own version of this mutation, rendering such
creatures vulnerable to Holy Essence.

Blade Proof
Cost: 1pt; Keywords: Physical
The creature can parry lethal attacks barehanded without a stunt, thanks to its natural toughness, or smooth plates of bone that can deflect blades.

Natural Defense
Cost: 2-4pt; Keywords: Physical, Requires Blade Proof
Shield-like protrusions or cartilage hooks or a ragged membrane of misdirection allow the creature to better defend against its opponents. The creature’s non-
clinch natural attacks increase their Defense value by (M ÷ 2), rounded down.

Natural Counterattack
Cost: 2-4pt; Keywords: Physical, Counterattack
Whether venomous pustules that burst on impact, quills that shoot out in response to pain, or acidic blood, the creature has a defense mechanism that makes
attacking it a bad idea. Whenever the creature suffers even one health level of damage, it may target one character within close-combat range with a single
counterattack in Step 9. This counterattack has a dice pool of (Stamina + levels of damage inflicted), treating lethal or aggravated damage as two levels, and
deals (threshold successes on attack roll + Stamina) damage. The four point version of this mutation targets all characters within close-combat range.

Inexhaustible
Cost: 1-5pts; Keywords: Physical
Rather than gaining a point of fatigue penalty every hour past its limit (Exalted, pp. 130), the creature’s fatigue increases every two hours, and the interval of
each fatigue roll for wearing armour is doubled. The three point version of this mutation raises the interval before a fatigue penalty increases to four hours, and
reduces by half the amount of rest or sleep necessary to reduce the penalty, but has no further effect on armour. The five-point version of this mutation simply
renders the creature immune to all mundane fatigue penalties. This mutation has no effect on sleep deprivation.

Easily Exhausted
Cost: 2pts; Keywords: Physical, Devolve (Inexhaustible)
Rather than gaining a point of fatigue penalty every hour past its limit, the creature’s fatigue increases every half-an-hour, and the interval of each fatigue roll for
wearing armour is halved.

Painless
Cost: 2-6pts; Keywords: Physical, Mental
Whether through quick-release chemical anesthetic, deadened nerve receptors, or a leathery soul, the creature is more inured to pain than most. It reduces any
wound penalties it suffers from bashing damage by (M ÷ 2), rounded down.

Enhanced Painlessness
Cost: 2-4pts; Keywords: Physical, Requires Painless
This mutation permanently expands its prerequisite, allowing it to reduce wound penalties suffered by lethal damage. This mutation's cost is increased to four
points if Painless costs more than five points.

Ignores (Poison or Sickness)


Cost: 2-3pts; Keywords: Physical, Stackable, Requires Painless
This mutation permanently expands its prerequisite, allowing it to reduce penalties from another source. The two-point version of this mutation affects Sickness,
while the three-point version affects Poison.

TROPISM MUTATIONS
Alternate Form
Cost: 2pts; Keywords: Physical, Stackable
The creature’s player groups together any number of its other mutations, physical or otherwise (the majority of which must be positive mutations) as a single
set. By default, these mutations are demanifested; they have no mechanical effect, and are Internal for the purposes of anyone trying to detect them. The
creature may manifest that entire set of mutations as a miscellaneous action costing a single point of Willpower (Essence-users may instead pay four motes),
and demanifest them in the same way. After manifesting or demanifesting a set of mutations, the creature may not do so again until its DV has refreshed twice.

Involuntary Transformation
Cost: 0pts; Keywords: Physical
This mutation functions in the same way as Alternate Form, except that the creature has no control over when its chosen mutations manifest; instead, they do so
upon encountering a specific external trigger, such as the full moon or cold water.

Internal Mutation
Cost: (M ÷ 2)pts; Keywords: Physical, Internal, Requires (Physical Mutation)
This mutation alters whatever its prerequisite is, adding the Internal keyword to it. It cannot be applied to mutations that have the Appendage keyword. Its cost
is equal to half the cost of its prerequisite, rounded up.

External Mutation
Cost: 1pt; Keywords: Physical, Devolves (Internal Mutation), Requires (Physical or Mental Mutation)
This mutation alters whatever its prerequisite is, removing the Internal keyword from it. It cannot be applied to mutations that initially lack the Internal keyword.

Appendage Mutation
Cost: 1pt; Keywords: Physical, Negative, Requires (Physical or Mental Mutation)
This mutation alters whatever its prerequisite is, adding the Appendage keyword to it. It cannot be applied to mutations with the Internal keyword, or Negative
mutations.

Deathly Construct
Cost: 0pts; Keywords: Physical, Mental, Spiritual, Natural
This is a combination of a number of mutations, and represents mindless undead creatures, raised by Necromancy, constructed through necrotech, or animated
by some other dark magic. It is included here as a "package" for convenience. Where mutations could have multiple point costs, the default is listed here; more
expensive variants can be freely applied (at a commensurate increase in cost). Note that not all undead creatures will use this template, only the mindless
constructs that fill the ranks of the Deathlords; more complex mortuary entities may well ignore it entirely. The positive mutations included are the three-point
version of Disturbing Stench, the five-point version of Inexhaustible,Infector, Machine Mind, the three-point version of Sleepless, and the two-point of Small
Appetite. The negative mutations included are one-point version of Restricted Diet (Carnivore), Creature of Darkness, Creature of Death, the one-point version of
Failing Body, Hunger Frenzy, Mute, No Healing, Weak Healing.
MENTAL MUTATIONS
Mental mutations are split up into the following categories.

Savant mutations refer to those oddities that directly mimic a specialty.

Capacity mutations refer to those oddities that change the creature’s intellectual capabilities.

Emotional mutations refer to those oddities that shift the creature’s emotional balance.

Integration mutations refer to those oddities that make the creature automatonesque, or part of a hive mind.

Madness mutations refer to those oddities that simulate some kind of insanity.

Psychic mutations refer to those oddities that expand the creature’s mind beyond the norm.

Reflection mutations refer to those oddities that alter the way the creature remembers and dreams.

SAVANT MUTATIONS
Mental mutations can be used to mimic specialties as directly as Physical ones, using the template laid out in the Adaptations section. Of course, such mutations
have the Mental rather than Physical keyword, and will likely grant bonuses to very different areas. Note that they still lack the Internal keyword (which is
possessed by most other mental mutations); whether through enlarged lobes or a semi-visible spine, mental mutations are still visible by default.

CAPACITY MUTATIONS
Quick Learner
Cost: 3pts; Keywords: Mental, Internal
The creature halves all training times, whether it is working with or without a tutor. The Exalted cannot possess this mutation; it is replaced by their natural
aptitude for certain Abilities or Attributes.

Slow Learner
Cost: 2pt; Keywords: Mental, Devolve (Quick Learner), Internal
The creature doubles all training times, whether it is working with or without a tutor. If applied to the Exalted, it increases the time necessary to train their
Favoured/Caste Abilities to one day.

Mute
Cost: 2pts; Keywords: Physical, Mental, Negative
Perhaps the creature lacks a mouth, or its throat is deformed, or parts of its mind are simply undeveloped; whatever the case, it cannot speak any language,
verbally or telepathically. Instead, it must remain silent or produce nothing but meaningless groans.

(Species)-tongue
Cost: 0-2pts; Keywords: Mental, Internal
The creature knows a single language shared by all other characters with this same mutation; all dogs can speak "Dog-tongue", with different breeds acting as
regional dialects. This language is not entirely spoken; rather, it is instinctual, a mixture of scents and sounds and body-language. It cannot be written, and
reduces the creature’s effective Intelligence by one for the purposes of communicating higher concepts. The zero-point version of this mutation renders the
creature unable to gain normal languages through its Linguistics ability.

Ambidextrous
Cost: 1pt; Keywords: Physical, Mental, Internal
The creature ignores all off-hand penalties, allowing it to use its hands equally. Characters can gain this mutation as a result of training for (7 - Dexterity)
months; acquired in this manner, it has the Natural keyword.

EMOTIONAL MUTATIONS
Emotionless
Cost: 4-6pts; Keywords: Mental, Internal
The creature is biologically incapable of feeling emotion, rendering them immune to natural Emotion effects, and preventing them from acquiring or maintaining
intimacies with an emotional context through natural mental influence. They also suffer a -2 internal penalty to any social attacks with an emotional component.
The six-point version of this mutation immunizes the character to even unnatural Emotion effects or unnaturally-acquired emotional intimacies.

Mood Swings

Cost: 2pts; Keywords: Derangement, Devolve (Emotionless), Internal


The creature suffers from a -2MDV penalty against Emotion effects. In addition, while characters normally only suffer from Emotion effects if applied by some
outside effect (whether social interaction, drugs, or passion-inducing magic), the creature always feels an Emotion effect of some variety (Manual of Exalted
Power: Alchemicals, pp. 147), unless magic would render them absolutely emotionless. This Emotion in question is chosen by the Storyteller and the creature’s
player as-is appropriate to the scene.

(Emotion) Trigger
Cost: 1pt; Keywords: Derangement, Internal, Stackable
Phobias and philias and inexplicable furies. Upon encountering a single “trigger”, the creature immediately feels a single base Emotion (fear, lust, rage, anxiety)
that lasts until the end of the scene, and costs two Willpower to suppress (or one if the source of the trigger is no longer present). The trigger might be a colour,
or a scent, or even a particular phrase.

(Madness) Trigger
Cost: 3pts; Keywords: Derangement, Internal, Requires (Emotion) Trigger, Stackable
Rather than the associated emotion, the trigger forces the creature into a controlled Virtue Flaw (Exalted, pp.103) appropriate to it; rather than simply feeling
fury, the creature would be sent into a Berserk Anger, while a Heart of Tears might replace mere sadness. This Virtue Flaw lasts until the end of the scene, and
costs the same amount of Willpower to suppress as the Emotion effect, though doing so only replaces it with the Emotion effect in question. A common trigger
for this derangement is the full moon, when Luna’s grip on the Wyld’s raw Essence is at its most slack. Applied to an Exalted character, this mutation instead
provides another trigger for the Exalt to gain a single point of Limit per scene.
Cursed (Madness)
Cost: 6pts; Keywords: Derangement
The creature constantly suffers from the controlled version of a single Virtue Flaw. Any effect that would apply a controlled Virtue Flaw of any kind (such as
Hunger Frenzy or Madness Trigger) instead render its normal Virtue Flaw uncontrolled. The controlled Virtue Flaw may be suppressed for a scene (reducing it to
an equivalent Emotion effect) by paying five points of temporary Willpower. A creature who possesses this mutation reduces the cost of the (Madness) Trigger
mutation to one point. The Exalted cannot possess this mutation.

INTEGRATION MUTATIONS
Pack Instincts
Cost: 1pt; Keywords: Mental, Internal
This mutation links the creature to a single “pack”. The pack’s makeup may change over time, but all of its members must have this mutation. The difficulty for
any member of that pack to launch a co-ordinated attack (Exalted, p. 144) is halved, provided all of the attackers are its packmates (or reduced by one, if only
the majority of the attackers are its packmates). Whenever the creature receives teamwork bonuses, the maximum co-operation bonus increased by (relevant
Ability ÷ 2), rounded up, provided all of its helpers are members of its pack (or one, if only the majority of helpers are its packmates).

Colony Communication
Cost: 2pts; Keywords: Mental, Internal, Requires Pack Instincts
This mutation provides the benefits of Silent Communication, except that it can only be used to communicate with fellow members of the creature’s pack, and
cannot distinguish between packmates in the creature’s immediate presence.

One Mind in Many


Cost: 1pt; Keywords: Mental, Internal, Requires Colony Communication
For any member of the pack to benefit, all members of the pack created by Pack Instincts must have this mutation. All members of the pack share the same
intimacies and Motivation; they are literally of one mind. They are all affected by any mental influence applied to one member. They must all have the same
Ability and Virtue ratings; any member who increases one of these ratings forces the others to increase them as well, as a Training effect. This only applies within
the range of the silent communication provided by its prerequisite; should any one of the creatures leave this range, they immediately drop to Intelligence 0,
becoming mindless. This state persists until they re-enter the range of their hive mind. The Exalted cannot possess this mutation.

Machine Mind
Cost: 4pts; Keywords: Mental, Internal
The creature lacks intimacies or Virtues; it has no Virtue channels, and automatically fails all Virtue rolls (with an effective rating of 1) unless they support its
Motivation, in which case it automatically succeeds (with an effective rating of 5). It regains a single point of Willpower every hour it spends working toward its
Motivation, but no longer regains Willpower from sleep. It cannot take any actions that do not directly further its Motivation; it treats mental influence that would
lead it to do so as unacceptable orders. This mutation models the consequences of a removed soul, but can be used to represent other eventualities. The Exalted
cannot possess this mutation.

Programmed Imperative
Cost: 1pt; Keywords: Mental, Internal, Stackable, Requires Machine Mind
Despite normally lacking the ability to acquire or retain intimacies, the creature has a single intimacy, with a subject and context defined by the player applying
the mutation, which represents subsidiary programming or residual instincts. This intimacy cannot be removed or changed, and the creature is unable to act
against it in the same manner as its Motivation, treating mental influence that would cause it to do so as unacceptable orders. If the intimacy and Motivation’s
dictates clash, the Motivation always takes primacy.

MADNESS MUTATIONS
(Thing) Addiction
Cost: 1-3pts; Keywords: Derangement, Internal, Compulsion, Stackable
The creature is addicted to a specific thing; a substance, person, sensation or place. When presented with an opportunity to indulge in that addiction, it must
succeed on a Temperance roll to avoid doing so for the scene. If it fails, it may suppress the addiction as though suppressing a Virtue, but otherwise must indulge
as much as possible for the rest of the scene. This does not preclude other actions, but the creature must prevent others from deterring it, with violence if
necessary. If the creature’s addiction would be actively harmful to its well-being, this mutation costs three points.

(Action) Obsession
Cost: 1-3pts; Keywords: Derangement, Internal, Compulsion, Stackable
The creature is obsessed with performing a specific action. Perhaps it must clean itself, or compulsively cuts its own flesh, or organizes small objects in
alphabetical order. When presented with an opportunity to engage in that action, it must succeed on a Temperance roll to avoid doing so for the scene. If it fails,
it may suppress the obsession as though suppressing a Virtue, but otherwise must perform it at least once in the scene. If the creature’s obsession would be
actively harmful to its well-being, this mutation costs three points.

Severe (Addiction or Obsession)


Cost: 1pt; Keywords: Derangement, Internal, Compulsion, Requires (Thing) Addiction or (Action) Obsession, Stackable
This mutation makes its prerequisite more severe, applying an internal penalty to the Temperance roll equal to the number of days since the creature indulged in
its addiction or obsession. If this penalty exceeds the creature’s Temperance, it must seek out a way to indulge its addiction or obsession, a Compulsion it can
suppress for a day by spending a point of Willpower. The creature can reset the penalty back to -0 by suffering temporary insanity for a scene, which mimics the
effects of a partially-controlled Virtue Flaw appropriate to the situation and the addiction or obsession, such as Berserk Anger or Slothful Apathy.

(Idea) Delusion
Cost: 1-3pts; Keywords: Derangement, Internal, Illusion, Stackable
The creature is convinced of a single, untrue thing. Perhaps it knows that rocks fall upward, or is certain that it is a frog, or believes that the Guild is run by the
god of Sloths. If presented with evidence that the delusion is untrue, the creature can reject it for a day by spending two points of Willpower, or else must ignore,
deny, or attempt to explain away the evidence of their own senses. The creature’s delusion must be relevant to it, or else it would not have come about; a purely
subterranean entity is unlikely to develop the delusion that the sky is green, because it has never experienced the sky (green or otherwise), so this is more of a
misconception than a delusion. If the creature’s delusion would be actively harmful to its well-being, this mutation costs three points.

(Thing) Hallucination
Cost: 1-3pts; Keywords: Derangement, Internal, Illusion
The creature’s senses are mistaken about one specific thing. Perhaps it replaces one colour or scent with another, or hears all speech as a whisper, or perceives
an imaginary companion. The creature can be convinced that its hallucination is unreal, but this will not end it; any rolls to interact with a situation other than
that presented by the hallucination suffer from an internal penalty based on how much the hallucination differs from the actual situation, ranging from -1 for a
minor difference to -4 for a complete alteration. A creature who is convinced of the falsehood of its hallucination can ignore it for a scene by spending two points
of Willpower. If the creature’s hallucination would be actively harmful to its well-being, this mutation costs three points.

Additional Personality
Cost: 3-4pts; Keywords: Derangement, Internal, Stackable
The creature has an additional personality, with distinct Intimacies and its own Motivation. It also has distinct Virtues, but its total Virtue dots cannot exceed
those of the primary personality. Each personality retains the experiences of the others, "remembering" what the others did while in control. Each personality
(including the primary personality) must be assigned a distinct trigger that allows it to take control, which can be no narrower than “fail a (Virtue) roll”; examples
might include nightfall, hearing a common word, or head trauma. Additional personalities past the first are worth only three mutation points.

Segregated Memories
Cost: 1-2pts; Keywords: Derangement, Internal, Requires Additional Personality
None of the creature’s personalities are able to access the memories of its other personalities, past the point of their creation. If the creature has more than
three distinct personalities, this mutation "costs" two points.

PSYCHIC MUTATIONS
Reader Of Others
Cost: 3-5pt; Keywords: Mental, Internal
Whether through hypersensitivity to bodily cues, or rudimentary telepathic capabilities, the motives of others are laid bare. The creature can make a roll to
evaluate another character’s motives (Exalted, pp. 131) with an unflurried miscellaneous action (or reflexively once per action, if they are operating on a social
timescale), rather than a few minutes of analysis. The five-point version of this mutation allows the creature to perform such evaluations even if it cannot
perceive its target, generally incorporating some kind of rudimentary telepathy; so long as the target is within (Perception x5) yards of the creature, it can make
an evaluation roll. Characters can acquire the three-point version of this mutation by training for (10 - Perception) months; acquired in this manner, it has the
Natural keyword.

Poker Face
Cost: 1-6pts; Keywords: Physical, Mental
Whether through supreme mental control, or a literally blank face, those attempting to pick the creature’s thoughts are often left stumped. The difficulty to read
the creature’s motives increases by (M). The creature suffers an equal internal penalty to any social attack (or parry) based on its own emotions, such as an
impassioned appeal or fearful plea. Characters can gain any number of points in this mutation as a result of training for (7 + M - Wits) months; acquired in this
manner, it has the Natural keyword.
(Personal or Ideal) Detachment
Cost: 1pt; Keywords: Derangement, Internal, Stackable
The creature has trouble forming certain kinds of attachments. It doubles the number of scenes necessary to acquire intimacies toward specific people, or to
abstract causes, respectively.

Hyper-Awareness
Cost: 2pts; Keywords: Physical, Mental
Eyes in the back of the head, or radial ears, or a tingling danger-sense. The creature is always treated as being actively wary for detecting unexpected attacks
(see Exalted, pp. 155). This grants a single bonus die to all rolls to detect ambushes, and allows the creature to ignore any penalties on such rolls for being
distracted.

Hypnotic (Aspect)
Cost: 2-6pts; Keywords: Physical, Mental, Compulsion, Obvious
The mutant may pay a point of Willpower (or four motes, if it is an Essence-user) whenever it makes a social attack against a single character, producing an
Obvious display of some kind; perhaps its eyes glow in patterns, or it releases coloured gasses, or its voice takes on a reverberating hiss. The target of the social
attack can try to avoid the display if they are aware of its effects (such as by looking away or closing its eyes for a visual display, or blocking its ears or
discordantly humming into an audial display) by applying a -2 internal penalty to any Awareness rolls based on that sense for the next action. If they do not,
they treat the social attack as unnatural mental influence. The six-point version of this mutation can enhance social attacks made against multiple targets.

Silent Communication
Cost: 4pts; Keywords: Mental, Internal
The creature can silently communicate, through telepathy or Elsewhere-routed hypersonic whines, to any character within its immediate presence. It can do so
with any language it knows, as though talking, and can make social attacks as normal. Its voice is not disguised at all when doing so, and can be recognised as
normal.

Distant Communication
Cost: 1-6pts; Keywords: Mental, Internal, Requires Silent Communication or Colony Communication
The communication range of this mutation’s prerequisite is increased to (M x50) yards, unless it costs more than three points, in which case it is increased to (M
x100) yards.

REFLECTION MUTATIONS
Perfect Memory
Cost: 3-5pts; Keywords: Mental, Internal
The creature has a near-eidetic memory, allowing it to make (Perception + Awareness) rolls to notice sensory details of a scene even after it has ended. This
does not allow the creature to notice something it would have been functionally unable to notice at the time (such as a temporarily blind creature “remembering”
visual details), but has no other time limit. Other applications, such as reading through a training manual once and perfectly recalling its advice years later, are
also possible (though this would not actually decrease training times any more than simply having the manual on hand would). This mutation does not offer a
roll-off against memory-altering magic, but does grant one automatic success to any rolls to defend against such. The three-point version of this mutation applies
to only a single area of memory, no broader than a specialty, such as “books”, “faces”, “dialogue” or “people I’ve killed”, while the five-point version applies to all
memory. Characters can gain this mutation as a result of training for (10 + M - Intelligence) months; acquired in this manner, it has the Natural keyword.

Fleeting Memory
Cost: 2-6pts; Keywords: Mental, Internal, Negative
Sorry, what is this mutation called, again? The creature automatically maintains those memories necessary to justify its Motivation, intimacies, and Ability
ratings. Otherwise, they slip through its fingers like sand; at the end of each interval, the creature loses all additional memories, and must roll (Wits +
Investigation) to remember events from such lost scenes, suffering a -1 external penalty for each day that has passed since that event was relevant. In addition,
if it has not interacted with an intimacy even once during an interval, it treats the end of the interval as a scene spent eroding it. The length of the interval is
determined by the points cost of this mutation; at two points, it is one week, while at four points, it is one day, and at six points, it is one scene.

(Element) Dream Communion


Cost: 1-4pts; Keywords: Mental, Internal
Essence comforts and cushions the sleeping mind, shaping the glamour-stuff of the Wyld into pleasing phantasms. Within the boundaries of a demesne or manse
of the relevant aspect, the creature benefits from (demesne rating) additional dice on any roll to regain Willpower from sleeping, to a maximum of (M). Just as
with (Element) Metabolism, appropriate sources of aspected Essence can also act as demesnes or manses for this purpose.
(Element) Dream Dependency
Cost: 1-4pts; Keywords: Mental, Negative, Internal
Unfamiliar surroundings produce jagged, distressing dreams; how much worse when even the local geomancy is lacking? The creature suffers from an external
penalty of -(M) to rolls to regain Willpower from sleeping when outside the boundaries of a demesne or manse of the relevant aspect.

Lucid Dreaming
Cost: 4pts; Keywords: Mental, Internal
Within a natural dreamscape or trained memory-palace, work proceeds apace through slumber. The creature can treat any time spent dreaming as time spent
working on purely intellectual problems or projects (such as plans or mental training), and remembers any events (such as intruding Lunar Exalted) that take
place in its dreams, as though it were awake. Characters can gain this mutation as a result of training for (12 - Perception) months; acquired in this manner, it
has the Natural keyword.

Sleepless
Cost: 3-5pts; Keywords: Mental, Internal
The creature is unable to sleep (and therefore cannot regain Willpower through sleeping), but does not suffer any penalties for sleep deprivation. The five-point
version of this mutation allows the creature to sleep if it desires, although it halves its effective Conviction for the purposes of regaining Willpower, rounded
down.

Narcoleptic
Cost: 1-3pts; Keywords: Mental, Internal, Devolve (Sleepless)
The creature must roll to avoid falling asleep when they are alone with nothing to do, even if they suffer from no sleep deprivation penalty. Such rolls are made
at difficulty 1, and while success tides the creature over for an hour, failure sends them to sleep for a minimum of an hour. The three-point version of this
mutation also forces the creature to roll even if it is not alone with nothing to do, provided it suffers a sleep deprivation penalty; simply being at ease (Exalted,
pp. 115) is sufficient relaxation to provoke a roll, albeit at -1 difficulty (to a minimum of difficulty 1).

SPIRITUAL MUTATIONS
Spiritual mutations are split up into the following categories.

Essence mutations refer to those oddities that alter the creature’s Essence.

Nativity mutations refer to those oddities that designate a creature’s origins.

Pneuma mutations refer to those oddities that expand the creature’s responses to spirits.

Virtue mutations refer to those oddities that change how a creature reacts to the shinmaic principles of Virtue.

Charm mutations refer to those oddities that specifically mimic a Charm of some kind.

ESSENCE MUTATIONS
Racial Enlightenment Path
Cost: 2pts; Keywords: Spiritual, Internal
By the very nature of their conjoined souls, no human (demi or semi or otherwise) bears awakened Essence from birth. They must rely on thaumaturgy, such as
the steady, quinquennial art of the Essence-Enlightening Sutra (Oadenol’s Codex, pp. 139), or the blessings of supernatural patrons (spiritual or Exalted), or
the touch of enlightening artifacts. This creature, however, has another method of acquiring enlightenment naturally, which can be no simpler than spending the
training time meditating in a place of specific spiritual power, such as a demesne of a single Aspect. The creature might need to dedicate itself to performing a
series of ritual murders over the course of the training time, or have to spend the time in complete and total isolation, or need to travel at least thousand miles
away from the point of its origin from the start to the end of the training time. At the end of its training, the creature gains the Enlightened Essence mutation.
This training always takes a total of two years, though it is reduced to one year if the character is being tutored by an Essence-user who either enlightened
through the same method, or resonates with the method of enlightenment (i.e. a Water Aspect or Water elemental or river god or aquatic demon for a creature
who enlightens through periods of submerged meditation). This mutation’s cost is refunded when the creature actually enlightens, though it can still be passed
on to any offspring.

Enlightened Essence
Cost: 6pts; Keywords: Spiritual, Natural, Internal
The creature is enlightened, gaining access to a single pool of Personal Essence calculated as an enlightened mortal: (Essence x 5) + (Willpower) + (sum of all
Virtues). As an enlightened being, the creature may spend its Essence as it pleases (to fuel thaumaturgy, attune to artifacts, pay tolls to ghosts, etc), and with a
proper tutor can gain access to Emerald Circle Sorcery and Terrestrial martial arts. Note that this mutation (or enlightened Essence in general) is not necessary
for a creature to raise its Essence rating. This mutation is not, by default, passed on through the blood; any creature who does inherit enlightened Essence (i.e.
is born as an Essence-user) lacks a truly human soul and so cannot Exalt.

Limited Awakening
Cost: 2pts; Keywords: Spiritual, Negative, Internal, Requires Enlightened Essence
The creature has free access to only one-third of its total motes. If it wishes to spend more than this, it must spend a single point of Willpower, freeing up the
remainder for the rest of that scene.

(Element)-Aspected Essence
Cost: 1pt; Keywords: Spiritual, Negative, Requires Enlightened Essence
The creature’s Essence is aspected toward a specific Element (or other metaphysically-potent aspect of Essence). It suffers the same out-of-aspect surcharges on
martial arts as Dragon-bloods of the appropriate Aspect. Some Storyteller-interpretation may be necessary here; a Half-Caste with the Solar-Aspected Essence
mutation will not have to pay a surcharge on Golden Janissary Style. Detecting this aspect with Essence-sight requires a (Perception + Occult) roll at difficulty (5
–creature’s Essence). Those Dynasts who fail to Exalt but awaken their own Essence nevertheless often bear this mutation appropriate to their Breeding.

Anima Banner
Cost: 1pt; Keywords: Spiritual, Negative, Internal, Requires Enlightened Essence
The creature’s mote pool is split into Peripheral and Personal pools, consisting of two-thirds and one-third of its motes, respectively. Expending motes from the
Peripheral pool produces a glowing anima banner (though the creature lacks an anima power of any kind), at the same intervals as a Lawgiver (Exalted,
pp.114). The aesthetic of the anima is not that of an Exalt; most fundamentally, non-Exalted lack Caste Marks (though equivalent sparkles of power flicker about
them at the appropriate levels of anima flare). Pure mortals tend toward colourless auras of power, but they are vanishingly rare in Creation nowadays; some in
the Bureau of Nature doubt that there is a single human in Creation who does not carry at least a drop of Dragon’s blood, or remains untouched by Wyld taint,
Lintha-strain, or genesis-meddling. Perhaps the hermit preserved in the amber-demesne of Mount Meru, but no-one else.

Natural Attunement
Cost: 2pts; Keywords: Spiritual, Internal
Despite lacking access to an Essence pool, the creature can still attune to an artifact it owns. This requires the usual interval of time, and requires that the
creature spend a single point of Willpower for every mote the artifact would normally need committed to it. This false attunement is less persistent than the real
thing; it must be renewed at least once every (6 –artifact rating) weeks, breaks after only an hour’s bodily separation, and the artifact is not treated as attuned
for the purposes of hostile or thieving powers targeting it. The creature can attune to a maximum of one artifact at a time in this fashion. This mutation is
removed if the creature actually becomes enlightened, with xp refunded as normal.

(Material) Resonance
Cost: 1pt; Keywords: Spiritual, Requires Natural Attunement or Enlightened Essence
The creature can gain the benefits of attuning to a single kind of magical material, as though it were the relevant variety of Exalt.

NATIVITY MUTATIONS
Native to (Realm)
Cost: 0pts; Keywords: Spiritual, Internal
By default, all creatures are native to Creation. This mutation renders them native to another realm of existence, such as the Underworld, Malfeas, Yu-Shan,
Autochthonia, or Gnosis. This has no mechanical effects on its own, but some magics have greater, lesser, or altered effects when applied to creatures native to a
certain realm.

Limited Respiration
Cost: 2-3pts; Keywords: Spiritual, Internal, Negative, Requires Native to (Realm)
The creature can only naturally respire motes in its native realm of existence, and halves the number of motes it receives from manses or demesnes outside of
its native realm. If it would already be limited in this respect (as with creatures of death), this mutation costs only two points.

(Realm) Gatekeeper
Cost: 2-3pts; Keywords: Spiritual, Internal, Stackable
The creature can spend one point of Willpower (or two motes, if they are an Essence-user) to learn the general direction of the nearest passage to a single realm
of existence, adding one automatic success to any navigation roll to locate it. This might be the nearest Heavenly Gate, the quickest way to Cecelyne through a
place of desolation (the secret paths to Hell are not so easily uncovered), a shadowland, or some more obscure area. If the creature is native to that particular
realm, this mutation costs only two points.

Creature of Darkness
Cost: 4pts; Keywords: Spiritual, Internal, Negative
The creature (or its source, or its breed, or something that has contaminated it) has been marked as a threat to Creation by the Unconquered Sun. It is a
creature of darkness, and thus more susceptible to Holy Essence. The exact effects of this vulnerability vary, but often mimic the results of the Vulnerability
mutation. This mutation does not indicate any actual affinity toward darkness; the shining, rayborn hyll are creatures of darkness just as much as the Ebon
Dragon. Most applications of this spiritual mutation carry the Natural keyword. Just as the Exalted do not pay bonus points for their awakened Essence, or gain
them for having an anima, Exalted who are creatures of darkness or creatures of death do not gain bonus points in exchange for their state; their character
creation system is a complete whole, needing no reference to this list of mutations.

Creature of Death
Cost: 1pt; Keywords: Spiritual, Internal, Negative
Some things are dead, and some are alive, and some keep walking regardless. Normally, creatures respire Essence at half-rate in the Underworld. Creatures of
death respire Essence at the normal rate in the Underworld, but at half-rate everywhere else. In addition, if a creature of death leaves a ghost when it dies, that
ghost’s Essence rating is equal to their own, not reduced. Most creatures of death are also creatures of darkness, thanks to Sol’s fair disgust at their existence;
similarly, most applications of this spiritual mutation carry the Natural keyword.

Creature of the Wyld


Cost: 2pts; Keywords: Spiritual, Internal, Negative
All things can eventually trace their ancestry back to the Wyld, but this creature is more directly descended from chaos than most; of these entities, the raksha
are the most well-known in Creation. Such creatures rely on the infinite energies and elastic physical laws of the Wyld; they suffer a poor reaction to the static,
limited realms outside Pure Chaos. The specifics vary from creature to creature; for raksha, this takes the form of Stasis, while the abatwa undergo a more
destructive conceptual combustion. If applied to a creature without any specific mechanics for it, simply treat this reaction as a two-point version of the Allergy
mutation, reacting only to exposure to Creation. Again, most applications of this spiritual mutation carry the Natural keyword.

PNEUMA MUTATIONS
(Spirit) Sense
Cost: 2-6pts; Keywords: Spiritual, Physical
The creature can use one of its senses to detect one kind of immaterial being, at -1 internal penalty; it might smell demons, hear gods, or see ghosts. The four-
point version of this mutation allows the creature to apply all of its senses to that kind of immaterial being, or one sense to all kinds of immaterial beings. The
six-point version allows the creature to apply all its senses to all kinds of immaterial beings, though it still suffers the penalty.

Complete Spirit Sense


Cost: 1pt; Keywords: Spiritual, Physical, Requires (Spirit) Sense
This mutation removes the -1 penalty from (Spirit) Sense.

Chakra Eye
Cost: 6pts; Keywords: Spiritual, Obvious
The creature can spend three points of Willpower (or ten motes, for Essence-users) as a miscellaneous action to benefit from the effects of All-Encompassing
Sorcerer’s Sight for the rest of the scene. This is accompanied by an Obvious display of some kind, most commonly in the form of the creature’s eyes (however
many it may possess) glowing, or a mandalic design of veins throbbing into existence on its forehead. If the creature also has the six-point version of Spirit
(Sense), this mutation’s cost is reduced by two.

Awakened Vision
Cost: 3pts; Keywords: Spiritual, Obvious, Requires Chakra Eye
The activation cost of Chakra Eye is reduced to two points of Willpower, or six motes.

Sorcerer’s Sight
Cost: 1pt; Keywords: Spiritual, Obvious, Requires Awakened Vision
The creature constantly benefits from the effects of its prerequisite (including its Obvious display), at no additional cost. If it had (Spirit) Sense, it may remove
that mutation, with its experience cost refunded as normal.
Spirit Walker
Cost: 4pts; Keywords: Spiritual
The creature can interact with immaterial things as though they were material, and vice-versa. This mutation grants no ability to actually perceive the
immaterial, however.

Marked for (Spirits)


Cost: 2-3pts; Keywords: Spiritual
This mutation consists of an immaterial mark, addressed to a specific spirit or variety of spirit (no broader than a single demon breed or godly job title), with
similar effects to the one placed by Plague of Menaces (Books of Sorcery: Roll of Glorious Divinities I, pp. 165). This mark need not be murderous in nature,
however; it might ask that the spirit offer the creature shelter, or refuse to answer its questions, or report its location to their dark and forbidden mother. The
three-point version of this mutation is addressed to all spirits of a given type; demons or elementals or gods or ghosts (or other, stranger things). This mutation
gains the Negative keyword if the mark conveys something harmful to the creature who bears it.

VIRTUE MUTATIONS
Lacking (Virtue)
Cost: 1pt; Keywords: Spiritual or Mental, Negative, Internal, Stackable
An imbalance in the soul, or in the mind? Some savants claim they are much the same. One of the creature’s Virtues cannot be channeled, and is treated as
having a rating of one for all purposes. An Exalt's Primary Virtue cannot be affected by this mutation.

Overpowering (Virtue)
Cost: 1pt; Keywords: Spiritual or Mental, Negative, Internal, Stackable, Devolve (Lacking [Virtue])
One of the creature’s Virtues always succeeds in its rolls (this does not affect its channels) and the cost to suppress it for a scene is increased to two points of
Willpower.

CHARM MUTATIONS
Mutations cannot, by default, exactly mimic the effects of Charms. Most Charms (or similar powers, such as Paths) are expressions of the Essence-patterns of a
given kind of entity, and thus are exclusive to it. Solars are the only ones who can learn Solar Charms, while Sidereals are the only ones who can learn Sidereal
Charms, and they learn them as Charms, rather than mutations.

There are, however, exceptions. Certain Charms apply mutations to creatures that mimic the effects of Charms, such as Locust Mana Plague, which provides the
Charm Transcendent Desert Creature as a six-point mutation (Manual of Exalted Power: Infernals, pp. 127), or Two-And-A-Half Breaths Inversion, which
provides the Arcanos Charm Dead Child’s Madness as a six-point mutation. Such mutations are always Spiritual. Charm mutations almost always cost six-points,
though sometimes their functions may be split between multiple, separate mutation costs.

The Charms that can be applied as mutations are generally Permanent, introducing some fundamental benefit or alteration to a creature’s operation. As such,
these effects are most commonly found in Primordial Charm sets. However, the customisability of Spirit Charms means that they are sometimes used to model
Essence-fuelled mutations granted by other Charms.

In any case, Charm mutations are not “general” mutations, as with the ones presented throughout this revision. They are (as with other, similar ones, such as
the [Grace] Bearer mutation) exclusive to the power that produces them; an Infernal might be able to colonize her servants souls with Cecelynian magic, but
wandering into Chaos would not.

IT WAS THE MONSTER MASH (the Genesis system)


What follows is a brief system for generating creatures using the mutations described above. Storytellers can use it to produce monsters as they please (though as
with all mechanics the Storyteller interacts with, it is mostly a system of guidelines rather than outright restrictions), while players will sometimes gain access to
Charms or other magic allowing them to produce monsters or animals, such as Goblin-and-Ghoul Manufacture, or Great Mother’s Wame. Characters can also craft
their own monsters through Medicine, as described later.

Creatures created through the Genesis system, whether in the laboratories of disgraced Shogunate scientists, the island-wombs of Kimbery, or the mad dreams of
the Wyld, each possess a rating. This “Genesis rating” determines a creature’s capabilities, providing them with points to spend on their traits and mutations. It also
determines how difficult it is to create that creature; in this sense it acts as a rough analogue to an Artifact rating.

To design a creature, determine its Genesis rating, and then consult the creation template below (or vice-versa).

GENESIS CREATION TEMPLATE


Mutations: Each creature starts with (Genesis rating x 5) mutation points, which it may spend on mutations in any way it pleases. It may also expend these
points to increase its Attributes or Willpower, as described below. Negative mutations can offset this total cost, but cannot increase the total maximum by more
than half.

Attributes: Each creature starts with all its Attributes rated at 1 (or 0, if its player wishes). It may raise these traits by spending mutation points, at a rate of
one point per dot (or two points per dot for Dexterity), to a maximum rating of 5 or (Genesis), whichever is higher.

Abilities: Each creature starts with all its Abilities rated at 0, but may distribute up to (Genesis rating x 4) dots between these Abilities as it pleases. None may
be raised higher than the creature’s Genesis rating or 10, whichever would be lower. Up to (Genesis) of these dots can be freely converted into mutation points,
which can then be spent normally.

Attacks: Creatures have the usual three natural attacks.

Health Levels: Each creature starts with the normal seven health levels: -0/-1/-1/-2/-2/-4/Incap. These health levels are reduced, as normal, if they are used
as extras.

Virtues: Each creature starts with its Virtues rated at 1, but may raise these traits by spending mutation points, at a rate of one point per dot, to a maximum of
5 each.

Willpower: Each creature starts with Willpower 2, but may raise this trait by spending mutation points, at a rate of one point per dot up to Willpower 5, or two
points per dot past that, to a maximum rating of ten.

Essence: Each creature starts with Essence 1, but may raise this trait (to a normal maximum of 3) by spending mutation points, at a rate of six points per dot.
Creatures are unenlightened by default.

Creatures possess Motivations appropriate to their Virtues and Intelligence; most base animals will lack a Motivation any more complex than “survive”, while
smarter and more passionate entities may develop their own Motivations. Magic that creates beings wholesale often carries a ready-made Motivation along with
it; by default, the creator has no control over a creature's Motivation. Creatures develop intimacies as normal.

The appearance and effects of applied mutations assume an essentially humanoid form is being used as a base; this is for simplicity’s sake, not a representation
of how Genesis actually works in a world constructed by supersapient geography.

ALL CREATURES GREAT AND SMALL (example creatures)


What follows is a few examples of mundane creatures that might be created through this method.

Bear (Genesis 4)
Strength 5, Dexterity 2, Stamina 3
Charisma 3, Manipulation 1, Appearance 1
Perception 2, Intelligence 1, Wits 2
Athletics 2, Awareness 2, Integrity 2, Investigation 2, Martial Arts 3, Presence 3, Resistance 3, Survival 3

Valor 3, Conviction 1, Compassion 1, Temperance 1


Willpower 4, Essence 1

Large (3), Lethal Attack (3), Intimidating Roar [Presence Adaptation] (3), Snuffling Snout [Investigation Adaptation] (2), Natural Armour (3), Painless (2), Bear-
tongue (0)
Large Appetite (-1), No Opposable Thumbs (-6)

Crow (Genesis 3)
Strength 1, Dexterity 3, Stamina 2
Charisma 1, Manipulation 2, Appearance 1
Perception 2, Intelligence 1, Wits 3

Athletics 3, Awareness 2, Dodge 2, Martial Arts 1, Resistance 1, Stealth 1, Survival 2

Valor 1, Conviction 1, Compassion 1, Temperance 1


Willpower 3, Essence 1

Glider (4), Flier (4), Bird-tongue (0)


Small (-3)

Horse (Genesis 3)
Strength 4, Dexterity 4, Stamina 3
Charisma 1, Manipulation 1, Appearance 2
Perception 2, Intelligence 1, Wits 3

Athletics 3, Awareness 2, Dodge 1, Martial Arts 1, Presence 1, Resistance 2, Survival 2

Valor 2, Conviction 1, Compassion 1, Temperance 1


Willpower 2, Essence 1

Large (1), Fast Running (4), Steady (1), Horse-tongue (0)


Herbivore (-1), No Opposable Thumbs (-6)

Siaka (Genesis 6)
Strength 6, Dexterity 4, Stamina 4
Charisma 2, Manipulation 1, Appearance 1
Perception 4, Intelligence 1, Wits 2

Athletics 3, Awareness 2, Dodge 2, Integrity 2, Investigation 3, Martial Arts 3, Presence 1, Resistance 3, Stealth 2, Survival 3

Valor 3, Conviction 5, Compassion 1, Temperance 1


Willpower 5, Essence 1

Large (6), Lethal Attack (3), Inexhaustible (1), Water Breather (2), Blood Sense [Investigation Adaptation] (3), Fast Swimmer (2), Shark-tongue (0)
Carnivore (-1), No Opposable Thumbs (-6), Air Drowner (-5), Slow Runner (-3)
Tyrant Lizard (Genesis 7)
Strength 7, Dexterity 3, Stamina 6
Charisma 3, Manipulation 1, Appearance 1
Perception 3, Intelligence 1, Wits 2

Athletics 3, Awareness 2, Dodge 1, Integrity 2, Investigation 2, Martial Arts 5, Presence 5, Resistance 4, Survival 3

Valor 3, Conviction 1, Compassion 1, Temperance 1


Willpower 4, Essence 1

Large (6), Giant (4), Lethal Attack (3), Superior Soak (2), Natural Armour (4), Fast Runner (1), Tyrant-tongue (0)
Carnivore (-1), Poor Sight [Awareness Adaptation] (-3), Cold Sensitivity (-1), Large Appetite (-3)

Zombie (Genesis 2)
Strength 5, Dexterity 2, Stamina 3
Charisma 0, Manipulation 0, Appearance 0
Perception 2, Intelligence 1, Wits 3

Athletics 1, Awareness 1, Dodge 1, Martial Arts 2, Melee 1, Resistance 1, Stealth 1

Valor 1, Conviction 1, Compassion 1, Temperance 1


Willpower 2, Essence 1

Deathly Construct (0)


Slow Running (-1)

WE BELONG DEAD (making creatures with genesis and necrotech)


Building a creature from scratch requires a Medicine workshop of at least exceptional quality, along with raw materials with a total Resources cost equal to half the
Genesis rating of the creature, rounded up to a maximum of five. Creatures with a Genesis rating higher than five also require (Genesis rating ÷ 4) appropriate
exotic ingredients, to a maximum of five. Such creatures are not actually artifacts, but require a similar degree of exotic investment. Examples of exotic ingredients
might include demon's blood, the hair of an animal avatar, or divine fire for incubation. A prospective genitor cannot build a creature with a Genesis rating more
than twice his Occult rating (including any relevant specialties), and the maximum Genesis rating a creature built in this way can possess is 25.

Making the creature is an extended roll, with an interval of one month and a cumulative difficulty of (Genesis rating x 10). It uses dice pool of (Intelligence +
Medicine), at a difficulty of (Genesis rating + 2). A botch halves the number of currently accumulated successes or decreases it by (Genesis), whichever would be
higher; if this would reduce the accumulated successes below zero, the creation fails, and any resources expended on it are wrecked. Despite not being a craft
project, the difficulty of making creatures through Genesis can be decreased with existing plans as normal.

When the roll is complete, the creature is birthed, decanted, solidified, hatched, animated, or whatever word best describes the process of its completion. Just as
with other mundane crafts, genesis (or necrotech) creations require no expenditure of experience points on the part of their creator, unless such a creature
becomes part of a Background; a Familiar or Follower or Ally, in which case it is tied to them and costs experience points as normal for that Background.

If creating a Familiar using this system, the creature should have a Genesis rating no more than three times its Familiar rating. A mundane crow-Familiar (albeit one
with the unshakeable loyalty of a Familiar) is Genesis 3, and so would be Familiar 1 - a crow-Familiar rated at 2 would have three more dots of Genesis to play with,
allowing increased traits and additional mutations, justified by thaumaturgical breeding, its link to the Exalt’s Essence, belonging to a divine bloodline, or Wyld-
exposure. The abilities noted in the canon Familiar background are not available, though the exclusive communication can be bought for any Familiar as a one-point
mental mutation, with the sense-sharing acting as an upgrade costing two points. Familiars with the Enlightened Essence mutation can acquire Spirit Charms at a
cost of six mutation points each. Such Charms must be appropriate to the Familiar’s nature, and can never be All-Encompassing.
EVERY LIVING CREATURE THAT MOVES (creating a race)
Creating a new species functions in the same way as creating a single creature, but in bulk; a creator can produce multiple examples of a single template for which
she possesses existing plans with a single extended roll. Doing so increases the effective Genesis rating of the creature for the purpose of calculating the cumulative
difficulty and Resources cost by (number of additional creatures x [Genesis rating ÷ 5]), rounded up. Therefore, creating eight Genesis 2 creatures would effectively
be a Genesis 9 project for the purposes of cumulative difficulty and resources cost, while creating four Genesis 7 creatures would effectively be Genesis 15 for those
purposes.

SECRET OF THE OOZE (applying mutations to existing characters)


Another way to use Genesis is to apply physical mutations to an existing creature. Whether adding wings to a horse, hooves to a bird, or a drooling carnivorous
maw to a bonsai tree, applying mutations requires a subject who is either willing, or restrained for the duration of the operation. A genesis operation requires
exceptional Medicine tools or a fine Medicine workshop, as well as raw materials with a Resources value of (M - 1), to a minimum of 1 and a maximum of 5. Such an
operation can take many forms; one genitor might take to a patient with thaumaturgically-infused scalpels and syringes, while a less sophisticated practitioner
might daub the ritually tattooed shoulderblades of a subject in gooseblood and have him consume nothing but quills and egg-whites. Floaty tubes of indeterminate
liquid were a common element in the First Age.

Whatever its form, this kind of Genesis operation is an extended roll with an interval of (M) days, a difficulty of (M + 3), a cumulative difficulty of (M x 5) and a dice
pool of (Intelligence + Medicine). Although multiple mutations can be applied with a single operation (with their costs combining to form M for the purposes of the
operation), the maximum cost of mutations that can be applied in a single operation is equal to the genitor’s (Occult +1). Negative mutations reduce the total cost
of these mutations for the purposes of determining difficulty, but count toward the total cost for the purposes of determining cumulative difficulty, intervals, and
how many mutations can be applied in a single operation.

The creature suffers (M) unsoakable dice of lethal damage at every interval, making death mid-operation a very real risk; this is effectively internal surgery, and
carries all those risks (Exalted, pp. 137), whether through the patient bleeding out on the slab, or having feathers grow into the lining of the stomach.

As such, pausing the operation to administer medical aid (or simply go back to the biothaumaturgic drawing board) is not unusual. The genitor may put the
operation on hold mid-interval, though he loses one of his accumulated successes for every day (past the first in a given interval) that he is not actively working on
the operation. The creature is not treated as being at rest for the purposes of healing while it is being worked on. A genitor with access to an appropriate workshop
(i.e. a surgery or actual genesis-lab) can double the length of the interval to reduce the difficulty of the roll by one.

Once the operation is complete, the mutations fully manifest (or set in, or become functional) over the next (M) days, at a rate of one mutation point per day. As
permanent mutations, they cost experience points, paid as a Training effect. Physical mutations applied through Genesis carry the Natural keyword.

MY DAD’S DENIM TROUSERS (inheriting mutations)


By default, all permanent mutations can be passed on to a creature's offspring, regardless of their source; this is the foundation of the mutant tribes produced by
demesnes and marches. So long as two creatures share a common ancestor, they can breed (and even such loose distinctions are removed by the Wyld); a cat that
has developed an octopus-beak and a tentacle-tail can breed perfectly well with an ordinary moggy. Generally, the Storyteller should combine the total points of
mutations possessed by both parents, and then divide this total by two (rounded up) to determine the child's mutation points; in the cat example given earlier, the
kitten might have an octopus beak, but lack a tentacle tail; with a few more generations, the mutations might be almost entirely bred out.

This is only a guideline, however; Storytellers should feel free to dictate different terms of inheritance as they please, excluding certain mutations or sources of
mutation from being inherited, allowing children with "all the strengths, and none of the weaknesses", or producing consequences for inbreeding with heretofore-
unseen negative mutations.

The obvious exception to the "all mutations are inheritable" rule is for mutations that are not actually mutations, but simply used to represent different effects;
amputated limbs, addictions, prosthetics, enlightenment, trauma (physical or otherwise), or learned skills such as improved memory.

For reference, here are a few examples of how engineered races, beastmen, or mutant tribes of the Age of Sorrows would be built in character creation:

Air People: Enhanced Sight (1), Flier (4), Glider (4), Fragile (-3) = 4bp
Dune People: Albino (0), Night Vision (2), Sunlight Allergy (-1), Sunlight Sensitivity (-1) = 0bp
Earth People: Lethal Light Attack (2), Slate Skin (0), Superior Soak (2), Wall-Crawler (2) = 4bp
Sea People: Natural Swimmer (4), Water Breather (2) = 4bp
Tree Folk: Ambidexterity (1), Green Skin (0), Omnidexterity (2) = 2bp
Djala: Ambidextrous (1), Longevity (3), Spotted Skin (0), Small (-1) = 2bp
Arczeckhi: Enhanced Hearing (1), Fast Running (1), Forest Native (1), Lethal Attacks (3), Night Vision (2), Lacking Compassion (-1), Personal Detachment (-1) =
4bp
Snakemen: Desert or Forest Native (1), Enhanced Smell (1), Lethal Clinch (2), Natural Armour (1), Cold Sensitivity (-2) = 2bp

EVEN GOD HAS A SENSE OF HUMOUR (further mutations)


Again, the list of mutations above is not comprehensive, and likely never can be; if a player or Storyteller requires an effect in their mutations that is not catered
for above, or needs to be more specific, they should feel free to create their own mutations, using the guidelines provided. On the other end of the scale, if
Storytellers feel their players are abusing the intent of this system, they are encouraged to find ways to trip them up with the logical holes in their creations, or else
simply put their foot down and ban certain combinations; all efforts have been made to keep the system balanced, but the ingeniousness of gamers knows no
boundaries.

INDISTINGUISHABLE FROM BADLY-WRITTEN SCIENCE (charms)


Below are seven Charms designed to interact with the Genesis system, for Solars, Abyssals and Infernals. Terrestrials and Sidereals have less call for such native

magics, while Lunars have one of the greater claims to such Genesis-powers, but are pending errata. The Alchemical Charm Integrated Genesis System is
unchanged, but replaces references to "Craft (Genesis)" with "Medicine" or "the Genesis system", as appropriate.

Other than the effects presented below, Genesis-relevant Charms might reduce the minimum ratings necessary for a roll, reduce the investment (exotic and
otherwise) necessary for each project, allow the addition of unique mutations or actual magic to a creature, ensure certain intimacies or Motivations in a creation,
or other effects. As a major obstacle and balancing-point of the theoretically-unlimited creature-building facet of the Genesis system is its relatively high difficulty,
effects that substantially reduce (or entirely eliminate) this difficulty should be subject to serious consideration.

Altered Solar Charm!


SCIENCE OF MUTATION
replace the text of the Charm with the following:
Cost: — (10m); Mins: Medicine 4, Essence 3; Type: Permanent
Keywords: Shaping, Touch
Duration: Permanent
Prerequisite Charms: Wholeness-Restoring Meditation
This Charm permanently enhances Wholeness-Restoring Meditation, allowing the Solar to use it to remove individual physical mutations as though they were
ordinarily-incurable Crippling effects. Mutations with a cost lower than the Solar's (Essence) are treated as removable Crippling effects. If the Solar wishes, she
may increase the difficulty of such an operation by two to perform it on a pregnant character, removing mutations from the unborn offspring.

At Medicine 5+, Essence 4+, this Charm also allows a Solar to spend ten motes to enhance a single interval in a Genesis operation to add mutations to an
existing creature. If he does so, the difficulty of the roll is reduced to one, and its interval is reduced to one hour. Such an enhanced operation also removes the
limit on how many mutations the Solar can add in a single operation, though the target still takes (M) dice of lethal damage at the end of the interval.

New Abyssal Charms!


BONE-AND-CERAMICS ANIMATION
Cost: — ; Mins: Medicine 5, Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Life-Mocking Assembly
The dark inventiveness of the Abyssal Exalted knows no boundaries. This Charm permanently enhances its prerequisite, removing the Spectral keyword. Further,
the Abyssal may, instead of producing a zombie, produce any creature that he has existing plans for with a Genesis rating of no more than (Essence ÷ 2)
rounded up, allowing a deathknight to hatch skin-hounds from the ribcages of his enemies, weave bone-serpents from sundered skeletons, or fuse broken
armour with twitching nerves into diminutive gore-moppets. Any creatures made with this Charm must always have the Creature of Darkness and Creature of
Death mutations; most will be outright Deathly Constructs, though greater elegance or intelligence is entirely possible.

A second purchase of this Charm allows the Abyssal to produce multiple creatures from a single corpse, so long as their total combined Genesis rating remains no
more than (Essence ÷ 2).

MORBID MONSTER REMODELING


Cost: — ; Mins: Medicine 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ivory Whirlwind Restoration
At the deathknight's direction, the rotting meat of zombies and the half-dead rearranges itself to reflect the abominable nature of their existence. This Charm
permanently enhances its prerequisite, allowing the Abyssal to use its second function to perform a Genesis operation to add permanent physical mutations on
the affected body-parts with a single, instantaneous interval, which inflicts no damage, and ignores the need for a workshop or any raw materials other than the
dead tissue the deathknight is using to redesign his target's body. He may also freely remove any mutations on the remodeled body-parts. As the tissue for these
mutations is drawn from dead bodies they generally have some obviously necrotic aspect, as with the prosthetics applied by Bone Graft Technique, producing
tentacles made of repurposed spines, poison glands formed from withered kidneys, and fur made from dozens of reconstituted scalps.

New Kimbery Charms!


GREAT MOTHER'S WAME
Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Desecration, Obvious
Duration: Indefinite
Prerequisite Charms: Intolerable Burning Truths (Mother Before Daughter)
Some claim Kimbery is barren, but her darkest depths are dotted with unholy tentacle-lined wombs that teem with brewing horrors. For the duration of this
Charm, the Infernal manifests an unsightly bulge somewhere on her body, swollen with primordial ooze. She may use this womb to build creatures through the
genesis system, treating it as a master’s Medicine workshop for this purpose. She reduces the Resources cost of creating such creatures by (Essence), to a
minimum of zero, and must ingest any raw materials or exotic ingredients, routed through the Infernal’s system to the nascent creature (the reproductive
material of appropriate powerful individuals is a perfect exotic ingredient for such a project, and results in the birthed creature being considered the offspring of
the donor and the Infernal).

This brewing of hellish lifeforms is a natural act, allowing the warlock to use her Stamina in place of her Intelligence, and increasing her effective Occult rating by
(Essence). The rolls for this project are made independently to anything else the Infernal is doing (indeed, she need not even be conscious). Once the project is
completed, the creature emerges into the world, tearing itself out of the deflating flesh-sack, being expelled through an open pore, or being birthed more
conventionally. Regardless of the method of its exit, it causes no harm to the Infernal; even a ruptured chest will seal itself as a cosmetic injury. The act of the
creature's birth is a Desecration effect; if it was not already a creature of darkness, it is now.

This Charm has no restriction on gender, though women can hide the Obvious nature of the Charm by disguising it as a natural pregnancy. Similarly, there are no
restrictions on size, as the womb distends and folds into Elsewhere to hold all manner of monstrosities without ever inflicting a mobility penalty or increasing the
warlock’s necessary food intake; it is fuelled and supported by her Essence. The alien womb may hold only one creature at a time; it cannot produce in bulk.

Just as with a natural pregnancy, Crippling amputation effects (such as a maiming coup de grace) may be used to target and abort a creature in the womb,
messily reducing it to the slime from whence it was formed. If the Infernal is carrying more than one creature at once thanks to an upgrade Charm, each
Crippling effect only destroys a single creature, chosen by the warlock herself upon the application of the effect; never let it be said that Kimbery does not play
favourites. Ending this Charm before the completion of a project-child has much the same effect, ending all extant projects prematurely.

A warlock may also use this Charm to conceive immaculately, impregnating herself with an otherwise normal baby (this counts as a project, blocking the use of
the womb-lab for the duration of the pregnancy). The gestation period for such a child is as normal, though the warlock may apply mutations to the child in the
womb, using the rules for mutating existing creatures (and may include the Short Gestation mutation, to hasten the pregnancy).

TEEMING SEA-HAG PLURIPAROSITY

Cost: — ; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Great Mother's Wame
Kimbery’s depths are without fathom, the monstrosities that populate her without number. This Charm permanently enhances its prerequisite, allowing the
Infernal to bear multiple creatures within herself at once, whether by allowing her monstrous children to crawl about in her womb like a pack of shark foeti, or
growing multiple tumourous bellies to hold her offspring. She may produce creatures in bulk as detailed in the Genesis rules, or work on up to (Essence) entirely
separate projects. If the Infernal’s body is large enough for her to be counted as a mass combat unit, she may do both. If she is landscape-scale, she reduces
the effective number of additional creatures for bulk-production in each project by (Essence).

SWALLOWED CHILDREN REBORN


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Great Mother's Wame
When Kimbery looks upon something that mispleases her, wanton destruction is seldom her response. No, so long as she has not been actively crossed, the Sea
that Marched Against the Flame is a more constructive titan, willing to take the symmetrical misfits of the world into her melting embrace and remake them,
unweaving their paltry genetics to produce something new and impressive.

The warlock may force another living character of roughly the same size as her or smaller into her womb-lab, whether by opening up a gaping pore or simply
swallowing them. This is a clinch attempt which can only be made against a willing or incapacitated character. Within the womb, the character is held in liquid
stasis, rendering them incapacitated for the duration of their stay. Once a character is in the womb, the Infernal may apply mutations to them as a Genesis
operation and Desecration effect, with all the normal benefits of Great Mother's Wame; the master's workshop, reduced Resources cost, replacement of traits,
etc. Such operations use an interval of only an hour, and inflict no damage on their subject. The warlock may perform as many separate operations as she
wishes, for as long as the character remains inside her.

Once the warlock is satisfied, the swallowed character is rebirthed as normal. Aside from being mutated and coated in disgusting fluids, they are in perfect
health. If the project is aborted with a Crippling effect, the character in question is immediately ejected, with the current operation ended before any mutations
could be applied.

If the warlock knows Sea Dissolves Herself, then she can use them to reject Shaping effects and remove mutations from swallowed characters just as though
they were her. As an alternative measure, if the swallowed character is reviled, the Infernal may pay a single point of temporary Willpower to dissolve them into
a nutritious broth of ill-feeling, which she may then use as a single exotic ingredient in another Genesis project. This is a Shaping attack, taking one full day to
complete.

FORGIVENESS IN FORM
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Swallowed Children Reborn
Once, there was a Wood-Aspect Shogun, whose mother was Ghisuge, the Lady of Tails and one of Kimbery’s own souls. As his life drew to an end, he begged to
be forgiven for the sin of not submitting to the glory of his grandmother. Kimbery, infinite in her compassion, assented, and drew him back into his mother’s
womb, to be reborn again. The child that emerged was a favoured grandson, and doted on until he returned to Creation, to wander the bogs.

If a reviled character swallowed using this Charm’s prerequisite willingly submitted (regardless of any mental influence that might have compelled) to his
reshaping within the womb-lab, then upon being mutated and rebirthed, the Infernal loses any negative intimacies she might have toward him as he becomes
beloved once more. Obviously, use of this Charm does not preclude the reborn character becoming reviled once more through their own selfish failings; Kimbery
is too forgiving for her own good, at times.

The Genesis system written with thanks to Dustin Shampel, who wrote the original necrotech mechanics it pillages so heavily from.

Attention-Holding Grace (EarthScorpion and Aleph)


Cost: 5 m; Min Essence 2; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: 1 scene
Prerequisites: Mother Sea Mastery

A creature of unquestionable poise and elegance, every flowing word and inhumanly beautiful gesture
from the Great Mother draws the eye and ear away from lesser beings. The Infernal rolls her
(Appearance + Performance). All targets who can perceive her with a Dodge MDV lower than the
successes on this roll are affected by an unnatural mental influence which compels them to stay in her
company. They are obliged to ignore any other character who has a lower Appearance than the Infernal,
unless they are competing for her attention or both obeying a direct command from her. Resisting this
Compulsion for up to five minutes costs one willpower, and once they have spent three willpower they
are immune for a scene.

Martyr’s Open Endearment (EarthScorpion and Aleph)


Cost: 7 m; Min Essence 3; Type: Reflexive (Step 2)
Keywords: Obvious, Compulsion
Duration: 1 scene
Prerequisites: Attention-Holding Grace

Wrapped in a mantle of victimhood, the Great Mother seeps into the impulsive and lonely hearts of
those who would oppose her, and makes them hers and hers alone. This Charm surrounds the Infernal
in an exquisite wide-eyed aura of supernatural vulnerability which seeps into the minds of those empty-
hearted souls who do not love others, or those with weak minds who are controlled by their lusts. This
negates any physical or social attack made against her unless the attacker succeeds on a reflexive
resistance roll. The Infernal chooses when purchasing this Charm whether a Compassion roll or a
Temperance roll is the appropriate means of resistance. These rolls are difficulty 1, and need only
succeed once per action, regardless of the number of attacks made. This is unnatural mental influence
which costs 3 willpower to resist for a scene.

This Charm may be repurchased for half the cost. The attacker must now roll the lower of Compassion
and Temperance to attack the Infernal.

Beauty-Over-Truth (EarthScorpion and Aleph)


Cost: 5 m, 1 wp; Min Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: 1 Scene
Prerequisites: Attention-Holding Grace

It wasn’t his fault! They’d always hated him! It was self defence! Upon activating this Charm, the
Infernal rolls (Appearance + Performance), adding a number of automatic successes equal to his
Essence. Observers with a Dodge MDV less than the number of rolled successes automatically
rationalise anything they see the Infernal doing as being provoked or otherwise justified, as an Illusion
effect which automatically affects the character too. If he cuts down a man in the middle of the street,
well - they were an assassin going for a weapon. If he takes a sweet delicacy from an infant, he was just
doing it to protect the child’s health. Resisting the Illusion for the remainder of the scene costs two
willpower points, or one willpower point if the Infernal threatens or harms the character or their
possessions. The Illusion does not prevent targets from defending themselves, although they do so
reluctantly, sure that this is all a misunderstanding.

Even after the Charm has ended, witnesses accept the justifications their mind produces and do not
attempt to correct their recollection without external prompting and a personally compelling reason.
The human mind is all-too-fallible and creates further justifications, meshing their recollections into a
web of rationalisations. They must spend four Willpower points to accept the spite of a world which
would deny such a beautiful creature just cause.

Carmine Mantled Emissary (EarthScorpion and Aleph)


Cost: 10 m, 1 wp; Min Essence 3; Type: Simple
Keywords: Combo-OK, Pantheon
Duration: Indefinite
Prerequisites: Beauty-Over-Truth

Within the dark hidden places of his body, the Infernal coats the accumulated malice and hate of a
world which unfairly persecutes him in a protective scarlet nacre, birthing a nascent hungry soul. When
he nudges this newborn into wakefulness, it grows strong on the wrongful cruelties of harsh reality. The
Infernal’s player rolls ([Manipulation or Appearance] + Socialise), adding a number of automatic
successes equal to the Exalt’s Essence. An almost imperceptible halo of crimson light briefly forms
around her head, before fading into intangibility. The first time in any day another character attempts to
remember any way which they have been wronged or offended by the Infernal, or anything which
would negatively affect her judgement of the character, she must reflexively roll (Intelligence +
Socialise) and achieve more successes than the Infernal. If she fails, she can only remember the
positive - in her memories, she rationalises them as being someone else’s fault, brushes them over, or
simply fails to remember them. Characters who have a negative Intimacy towards the Infernal and
channel Conviction on this roll add successes rather than dice.

Grotto-of-Sweet-Songs Shintai (EarthScorpion and Aleph)


Cost: 15 m, 1 L health level; Min Essence 4; Type: Simple (Speed 10, -2 DV)
Keywords: Combo-Basic, Form-type, Obvious, Sorcerous, Emotion, Compulsion, Shaping
Duration: Indefinite
Prerequisites: Martyr’s Open Endearment, Carmine Mantled Emissary

Across Creation, there are tales of lost castles beside the sea where all things are graceful and the
inhabitants are fair beyond belief and of hidden grottos where beautiful witches await the visits of
heroes. These are but half-remembered tales of the palaces of the Great Mother, and they are beyond
mortal comprehension, for she is castle and grotto and unfairly-trapped princess alike. Within such
hallowed halls, the most beautiful gather and adore the Demon Sea. Making such tales a reality, the
Warlock’s flesh surges to anchor itself and resculpt a graceless Creation.

• The lower trunk of the Infernal’s body bloats into immensity, fusing with the ground before
sheathing itself in pearlescent beauty which can be mistaken for geography. This extends in a
radius of (Essence x 5) yards around her, and does not move after activation. She may move her
protruding torso within this area, but cannot move her corpulent bulk without deactivating this
Charm. Otherwise, she may carry out any action that can be formed without the aid of legs.
• Over the next minute, the Infernal’s influence extends in a vast wave across a surrounding area
no more significant than a large palace or small forest. Her anima suffuses the area, turning all
into wonder and aesthetic artistry. All objects and non-sapient animals brought into this area are
affected by an active Shaping effect which transforms them so they are artistic masterpieces
with a Resources value equal to the Infernal’s Essence (while still retaining their previous
functionality). This includes objects in use by characters - even the tattered rags of slaves who
wander into the area become fine robes. Natives of Malfeas are Shaped into beauty, and treat
their Appearance as being equal to the Infernal’s Essence if it would be lower, save for
interactions with the Infernal herself. The aesthetics the transformation takes are perfectly suited
to the Infernal’s tastes and preferences, cast through the lens of Kimbery. Reviled characters and
their possessions are immune to the Shaping effect, for they are not worthy. When this Charm
ends or the character or object is removed from the affected area, the transformation reverses
itself over the course of a minute or so, though traces will remain in non-artefact objects.
• Any character with an MDDV lower than the Infernal’s Appearance + Socialise + Essence is
affected by an Illusion which leads them to believe that everything which occurs within the area
is perfectly normal and reasonable, which can be resisted by spending 3wp. Characters who
resist this effect can see the hellish taint to the twisted aesthetics with a Difficulty 3 roll of
(Perception + Occult).
• Within the grotto of such a beautiful empress, all hearts are swayed towards protecting such a
fragile thing. All characters within the affected area are under a Compulsion to answer any
attacks or threats against the Infernal in kind. Social attacks which would build a negative
Intimacy or attack a positive Intimacy compel the listener to attempt to do the same against the
misguided soul, while threats of physical violence - or heaven forbid, actual violence - compel
violence in turn. This unnatural Compulsion can be resisted for one willpower per provocative
act, and once a character has spent three willpower resisting this effect, they are immune for
five days. Natives of Malfeas are only rendered immune for one day.
• Each scene spent within the affected area counts as a scene towards building an intimacy of
‘Adoring Devotion’ towards the Infernal. Each consumed item of food or drink affected by the
Shaping effect counts as an additional scene. This unnatural Emotion effect can be resisted for
one willpower, and once a character has spent three willpower resisting this effect, they are
immune to it for five days. If a character has consumed (Willpower) items of food or drink and
possesses this Intimacy, they receive the Creature of Darkness mutation as a Desecration effect
and become a Native of Malfeas, and may count time spent in the affected area as training for
their Appearance, up to a cap of the Infernal’s Essence. This makes the changes to their features
permanent.
Mother Masters Children (trivialrealities)
Cost: 3 m per Magnitude or Size; Min Essence 3; Type: Simple
Keywords: Combo-Basic, War
Duration: Indefinite
Prerequisites: Mother Sea Mastery

Oh, how blessed are Kimbery’s children – provided they listen to their mother. This Charm allows the
Warlock to commit motes to extend the benefits of Mother Sea Mastery to either a Mass Combat Unit
they lead composed predominantly of beloved characters, or the beloved members of a social group led
by the Infernal. The commitment cost is 3 motes per Magnitude of the unit, or Size of the organisation.
The Infernal may enhance a Magnitude or Size worth of characters up to a maximum rating equal to
their permanent Essence.

If the Infernal commits enough motes to enhance the entirety of a social group, any non-beloved
characters within it treat any scene spent working on a Leadership Action ordered by the Warlock as a
scene spent building a positive Intimacy of loyalty towards the Infernal. In addition, any reviled
characters within the organisation suffer an internal penalty to all actions enhanced by the first benefit
of Mother Sea Mastery equal to the Warlock’s Compassion.

All-Devouring Depths Shintai (rewrite by Revlid)


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Desecration, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Ichor Flux Tendrils (x2), Sea Dissolves Herself
Things have swum through the stagnant depths of Kimbery since before Time, creatures filled with
formless hate and diluvial intelligence. In tribute to them, the Infernal's flesh liquefies into a slurry of
squirming, translucent ooze, rendering her an unrecognizable mass of shifting ichor. All her worn and
carried possessions dissolve into Elsewhere for the duration of this Charm, reconstituting when it ends.
The Infernal may selectively retrieve any such items whenever her DV refreshes, but they are
incorporated into her protoplasmic form as strange protrusions and fluid organs; armour manifests as an
ichorous carapace, while weapons occupy one of her tentacles (described below) when "wielded",
preventing it from making its usual attacks. Non-Artifact equipment retrieved in this way is destroyed
once the Infernal returns to her human form, falling apart into a corroded mess.

With her normal features dissolved into a shapeless mass, the warlock perceives the world through
organs that coalesce ever-so-briefly across the surface of her form, granting her omnidirectional senses,
and her amorphous body can freely flow through any space that isn't water-tight. She can compress or
expand her form by a maximum factor of two, and can even ignore the restrictions of gravity, oozing
across walls and ceilings. This fluidity of form reduces the cost of the first two versions of Sea
Dissolves Herself to one mote, though mutations acquired in this way are temporary Desecrations that
dissolve when the Shintai ends, while those lost return. Additionally, she reduces the post-soak damage
of any attack by (Essence) dice, though this cannot reduce an attack's damage below one die. Energy-
based or flaming attacks (like lightning, burning arrows or beamklaives) harm her normally.

Although she can manipulate her surroundings normally by forming clusters of fine, oily manipulators,
she also extrudes (Essence) tentacles identical to those created with Ichor Flux Tendrils, which are
similarly capable of independent clinches but are directed with Martial Arts rather than Occult. These
tentacles can be damaged as normal, but the Infernal suffers no harm from their destruction, and can
entirely regenerate a destroyed tentacle at any point by activating Sea Dissolves Itself as though in
response to a Crippling effect. She and her tentacles are always treated as being coated in the poisonous
tattoos created by Spiteful Sea Tincture.

First up, Kimbery:


Kimberian Urge (The Urge to Consume)

Kimberian Urges fill their possessors with a desire to dissolve and consume and, paradoxically, create
life anew. While the Sea That Marched Against the Flame can appear to be little more than a passive
ocean of caustic acid filling the bottom layers of Malfeas, she is an ally of all and close friend of none,
creator almost as much as she is destroyer. Her watery womb gave birth to the Lintha and their sister,
and has since created countless other monsters, most of which are filled as well with the desire to
devour and destroy, and many of which eventually return to her poisonous, caustic embrace. Once, she
pushed against the fires of Creation, so that they would not run rampant and consume all, but this
seeming kindness simply left more for her to devour in her own time. She despises containment as
much as any Yozi (save, perhaps, the Ebon Dragon), and so hesitates before committing to a course of
action, but once bound, it is only a matter of time before she dissolves and feeds upon that which binds
her, and she can afford to be patient. Any life she creates ultimately serves her by corroding the world
as she does, until she consumes them as well.

High-Compassion Kimberian Princes desire to care for others, to build and create, but this Urge is
marked by bitterness, and nearly everything such a Prince builds up, they do so only to destroy later,
feeding off of their creations. Other such Princes create and protect things which are themselves
corrosive and consumptive, furthering the Prince's Urge vicariously. These Princes are parents that use
and betray their own children, cult leaders and creators of biological weapons.

High-Conviction Kimberian Princes focus on eroding those belief systems that they find dangerous or
threatening to themselves or to that which they claim for themselves. These Princes are often
inquisitors, agent saboteurs and tyrants.

Some high-Temperance Kimberian Princes drown the fires of revolution, moving between social strata
without attaching to any of them, while others use vice and temptation to slowly erode others'
reputation and self-respect. These Princes ultimately profit from others' descent into bitterness and
torpidity.

High-Valor Princes are hungry for conquest, feeding on their opponents' pain and claiming territory and
resources by right of victory. Some claim to fight in defense of those under the Princes' care, but this is
ultimately as selfless as defending cattle.

Some examples of Kimberian Urges might include:


-Create a guild of assassins from the dispossessed of Nexus.
-Expose the falsehood of the Immaculate Faith.
-Lead a ruler to ruin and take her place.
-Help an oppressed nation overcome and enslave its enemies.
The Torment of Kimbery:

When an Infernal who carries a Kimberian Urge accumulates 10 points of Limit, she suffers the Curse
of Kimbery. For one full day, the Infernal loses all restraint, allowing her hungers and desires to rule
her. The effects of this Curse are similar to the full effects of the Overindulgence Virtue Flaw, except
that the Infernal focuses primarily on consumption, corrosion and exploitation of her Intimacies,
particularly those of which the Yozi disapproves. Additionally, any people with whom the Infernal
interacts and who have a DMDV less than the Infernal's (Essence + Highest Virtue) suffer these same
effects as a form of unnatural mental influence than can be resisted by spending (Infernal's Essence)
Willpower. Others affected by this Curse focus on the Infernal's Intimacies when in the presence of
such an Intimacy, but otherwise revert to exploiting their own Intimacies for one full day.

Additionally, any person, place or object that represents an Intimacy of which Kimbery disapproves
acts as a vector for this compulsion regardless of where they are. These Intimacies do not suffer the
Curse themselves, merely the side-effects of being surrounded by people who wish to exploit them.

Kimbery and GSP Castes:

Kimberian Slayers: Slayers with Kimberian Urges have powerful destructive natures, but an increased
appreciation for a slower, more painful death. They liberally spread their bile, confident in the eventual
destruction of everything.

Kimberian Malefactors: For these Princes, there's a special joy in lording one's influence over those
who owe everything to their Infernal patron.

Kimberian Defilers: Kimberian Defilers perfectly encompass the conflicting needs to create and
destroy, building weapons of hideous power and destroying others' work in order to reverse-engineer
and surpass them.

Kimberian Scourges: These Scourges excel in flaying away weakness and sanity, spreading malignant
hunger throughout Creation.

Kimberian Fiends: Kimberian Fiends internalize the truth that other people exist only as means to an
end, whether that end is a long-term goal or a night's satisfaction.

Kimberian Act of Villainy: Destined Vengeance Inception

Kimbery may at times seem compassionate or even lazy, but she grants nothing that she does not
expect to one day return to her for consumption. She protects nothing that she does not consider hers,
including the lives of others. She fears little, knowing that those who seek to destroy her will ultimately
sink into her depths to be dissolved slowly and painfully. What she truly loves in her Infernals is to see
them hold off on satisfaction today in favor of a more fulfilling denouement at a later date, just as she
gives birth to that which she intends in time to consume herself.

In order to satisfy this act of villainy, an Infernal must spare a person in such a way that they dedicate
themselves to vengeance against the Infernal, as represented by an Intimacy. Generally, this requires
destroying everything of worth in a victim's life, but circumstances vary. If the Infernal has the ability
to kill this budding nemesis and does not, she may roll the higher of her Compassion or Valor, with
each success reducing Limit by one point--but this only works if the survivor truly dedicates
themselves to vengeance against the Infernal (if the Intimacy forms later, the Infernal still gets a roll
when the Intimacy forms). Every later time that the Infernal meets her dedicated foe, if she has the
opportunity to kill him and does not, she may roll to reduce Limit again.
88888888888888888888888888888888888888888888

MALFEAS
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.

Crippled Imperator Shintai


Cost: 10m, 1wp, 1lhl; Mins: Essence 5; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious, Shaping
Duration: One scene
Prerequisite Charms: Rejection of Rebellious Fools, Impossibility of Base Treachery (x2), Viridian
Legend Exoskeleton
The Demon Emperor, the Brass Dancer, the Devil-Tyrant Avatar; all these are the faces that Malfeas
shows to the world. They know him as the mighty lord, as the beautiful prince, as the terrible tyrant. He
permits none to see the Crippled Imperator, who lurks, cast from black Malfean lead, in the utter
darkness between layers, hidden away from a world that it cannot and will not understand. In the First
Age, the Half-Moon Rosheah Firesdottir hunted down the elusive and disturbing jouten, finding it
within the outermost layer of Malfeas, and spent several years studying its seemingly random
stumbling through the tunnels of the Brass City, evading its blind, maddened lashing when it ended up
in areas of hell which were not part of Malfeas. She eventually developed the hypothesis that it
represents Malfeas' conception of his own mortality, and his attempts to imagine how the Neverborn,
the subjects who he failed, must suffer. It exists in a dream-like world, where it knows that nothing bar
itself is real, blinded and surrounded by the whispers of fantasies and nightmares.
When the Infernal activates this Charm, he takes on some of this maimed nature, as his flesh sloughs
away from his body, leaving only naked bones of black lead and cancerous growths of basalt. Though
there are Old Realm characters carved into the bones, they are nothing but an endless, mad repetition,
over and over the words "I AM I". Any armour fused to his form with Viridian Legend Exoskeleton
remains, though it is similarly warped and hollowed, seeming more like a coating of ashen metal
tumors than engineered protection. Over the hollow skull of the Infernal grows an animate mask of
white-painted Malfean iron, tinged with rust. On Malfeas, it is utterly smooth and featureless, but an
Infernal may have whatever features they wish, other than functional eyes.
Adopting this Shintai blinds the Infernal, imposing the normal -4 external penalty to all his actions.
However, his blindness goes deeper than the eyes. He becomes unable to perceive other sapient beings
as being anything more than inanimate terrain, even through his other senses. This makes him an
invalid target for any and all social attacks, and automatically invalidates and rejects any mental
influence (natural or otherwise) that would affect him; however, he cannot make any social attacks in
this form; subterranean gurglings and mad ululating pleas for company are all that can leave his lips. In
addition, all physical attacks against him are automatically unexpected, though he benefits from a
discount of two motes to Unbroken By Unacknowledged Blows. Though he can blindly lash out at the
meaningless, unreal world around him, allowing him to make attacks at the normal penalty for
blindness, the destruction caused by these blows mean no more to him than the destruction caused to
one's dreams by waking; he does not have to suppress Compassion for any reason.
The Infernal does not have to eat, breathe or sleep while in this form, and all Crippling, Shaping,
Poison and Sickness effects are automatically rejected at no cost; the Infernal's body is his own, and
nothing can affect it without his consent, which will never come. Finally, the infinite mass of the
Infernal's self-enclosed ego grants him immunity to Knockback effects (including knockdown), and
increases his natural soak by +15L/B. It also grants him 15L/B Hardness, or increases his highest
Hardness rating by 5, whichever would be greater.
Brass Palace Majesty Shintai

Cost: 15m, 2wp; Mins: Essence 4; Type: Simple (Speed 10)


Keywords: Combo-Basic, Form-type, Obvious, Sorcerous, Touch
Duration: One hour
Prerequisite Charms: Gifts of Invisible Flame, Viridian Legend Exoskeleton (x2), World-Ordering
Clangor (x2)
Malfeas jouten are things of beauty and terror, majesty and, perhaps most apparent, great size. It is
through the walls of the world that his blood flows, entire city districts his breath heats. Activating this
Charm, the Infernal bashes himself mightily against the walls of some building small enough to be
described as an object (Exalted, p. 213), his body exploding in glorious white-and-green flame and
brassy viscera. This Charm has no effect on buildings that are too weak to be fashioned with World-
Ordering Clangor, nor can it target a manse. The Exalt’s soul insinuates itself into the building, turning
its walls to brass and its support struts into fleshy bone and sinew over the course of ten ticks. During
this transformation is the only time the Charm is vulnerable to countermagic, which expels the Exalt
violently but without harm. After the integration is complete the Infernal can not be expelled this way,
though he can choose to reflexively end the Charm on his own. Unlike other Sorcerous effects, the
motes spent on this Charm remain committed until it ends.
The building that the Infernal commandeers transforms into a body not unlike his own, though the
basic structural makeup remains unchanged. It appears as brick, mortar or wood, though sheathed in
brass, and it takes the shape of a man (or whatever form the Exalt may have), with the same volume as
the base building. Anyone caught inside will certainly suffer penalties for unstable footing (Exalted, p.
155), and depending on the actions of the Exalt they may also suffer the same effects as a crash (The
Books of Sorcery, Vol. I—Wonders of the Lost Age, p. 32). Luckily, for them, all of their attacks
against the Infernal are considered piercing, unblockable and undodgeable. The exact hazards are up to
the Storyteller, as is any possible means of escape. While the Exalt is a building-person, he gains a
number of advantages (and disadvantages):
• The Infernal’s traits remain the same, but he adds the bashing soak of the building to his Strength.
This counts as a bonus from Charms, but it also may exceed normal dice caps. Likewise, the bashing
and lethal soak of the building is added to the Infernal’s natural soak, and he has Hardness equal to his
natural soak. Unfortunately, he becomes susceptible to Charms or other effects that specifically affect
inanimate targets.
• Being equally a person and a thing, the Exalt is immune to Poison and Sickness effects, with the
exception of spiritual diseases as described in Scroll of the Monk. In addition, any physical Crippling
effect imposed on the building-body does not transfer to the Infernal’s human form when the Charm
lapses.
• The Exalt has total health levels equal to the higher of his own or those of the building, all of which
are -0’s, except for the final Incapacitated level. If the Infernal is Incapacitated, the building collapses
with predictable results, while his original, true body is expelled violently out of the rubble (suffering
no further damage). Whether the Charm lapses normally or he is expelled due to damage, the Infernal is
treated as having suffered the same amount and type of damage as the building, which may cause him
to be Dying or dead. The building-body does not heal naturally, but it can benefit from both standard
healing magic as well as repair (mundane or magical) as if it were an inanimate item.
• If the building-person he becomes would be taller than 10 feet, it becomes difficult for the Exalt to
interact with smaller beings. He suffers a -2 external penalty to physical actions dealing only with
human-sized targets, including Dodge and Parry DVs, as well as Perception- and Awareness-based
actions.
• The Infernal’s body is, at no additional cost, automatically under the effects of Gifts of Invisible
Flame. Like this Charm itself, this is not actually a Sorcerous effect after it is in place.
• The massive size and power of the Infernal’s new body is wide-reaching. All of the Exalt’s attacks are
considered to have the Reach tag against any smaller opponent, and even his simple unarmed attacks
can reach up to five to ten yards away depending on the size of the building he has incorporated. Any
effect that causes the Exalt to fall onto, brush against or otherwise lean into other buildings or
inanimate items is treated as an attack dealing (Exalt’s Strength) damage to the target.
• Because the Exalt is made of a place developed for habitation, it is impossible to exploit the
Imperfection of the Demon City against him until he is expelled from the building, or some
transformative effect turns his new body into something else, in which case the Infernal is also
expelled.
• Clearly, the Exalt can no longer make normal use of his equipment. All the Infernal’s gear, including
artifacts, is sent Elsewhere until the Charm lapses. If he has appropriately sized weapons or other
equipment (such as warstrider-scale gear), they are not banished.
A second purchase of this Charm at Essence 5+ allows the Exalt to subvert buildings that would be
classified as structures (Exalted, p. 213). Keep in mind the limited threat rules from Scroll of Kings, p.
42. Such targets must be small enough to fit within a sphere with a radius of (Essence x 10) yards or
less. A third purchase at Essence 6+ extends the Charm’s duration to one day.
This and many Charms, Knacks and sundry other things can be found in Plague of Hats' compendium
The Hundredfold Facets of Enlightenment..

Malfeas Charms
• Charms
• Malfeas

Malfeas
All the Demon King’s Men
Cost: -
Mins: Malfeas 0, Essence 3
Type: Permanent
Keywords: Obvious
Duration: –
Prerequisite Charms: Fealty-Acknowledging Audience
Malfeas is not a god of war but he was once the undisputed King of the Primordials. Battles against
various other Titans may have been esoteric but those waged against the Empyreal Chaos frequently
saw massive scale combat, the likes of which have never been seen on the face of Creation since. The
Titan’s ability to inspire and command those loyal to him were inherent to his nature. In defeat this has
not changed. This Charm functions as a permanent upgrade of its prerequisite but is not necessarily
invoked when Fealty-Acknowledging Audience is.
Any unit comprised of beings entirely under the sway of a use of Fealty-Acknowledging Audience add
half the Infernal’s Essene (round up) to their Might rating as the green flames of Ligier lick at the units
weapons and their armor takes on a brass sheen. Squeezing every ounce of skill from his lessers, the
Infernal also rounds up rather than down when determining Close Combat and Range Attack for the
unit. Finally, the Intimacy of terrified awe towards the Infernal grants +2 bonus dice to all rolls against
routing.
At Essence 4+ this Charm increases in power, making each individual under the Fealty-Acknowledging
Audience count as two people for the purposes of determining Magnitude and alters the minimum
Essence of this Charm to 4.

MAGNIFICENT DANCE FIGHT


Cost: 1m; Mins: Malfeas 0, Essence 2;
Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The King of the Yozis delights in the art of rhythm. His enemies are to be crushed beneath his feet, and
if those feet are dancing, so much the better - they brought it on themselves. This Charm may be used
to supplement any roll or static value based on Martial Arts or Melee. The Infernal uses Performance in
place of the normal ability. He must stunt this as a form of dance. Performance specialties in any form
of dance are treated as though they were applicable specialties for that situation.

FURIOUS BURNING FEET


Cost: - (+1lhl); Mins: Malfeas 0, Essence 2;
Type: Permanent
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Magnificent Dance Fight, Green Sun Nimbus Flare
The Exalt dances so fast the air shimmers, so hard the ground cracks, so passionately his feet are set
alight with emerald sparks. Burn baby, burn - Disco Infernal! The warlock may pay one lethal health
level when using Green Sun Nimbus Flare. Roll (Performance+Charisma), applying any specialties in
dance. The number of successes rolled is the discount applied to the total mote cost of all activations of
Green Sun Nimbus Flare (and any Charms to enhance it) during this action, to a minimum of zero
motes.
A second purchase at Essence 3+ adds (Essence) dice to the roll. In additon, the Infernal may spend a
success to downgrade the damage taken from activating this charm to bashing.

LORD OF THE DANCE


Cost: - (+4m); Mins: Malfeas 0, Essence 2;
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Magnificent Dance Fight
Beat and rhythm is everywhere - not just in the inhuman dancehalls of Malfeas, but pounding
throughout the Brass City, echoing within the Quicksilver Forest, and chanting over the Endless Desert.
This Charm enhances Dance Fight – for an additional 4m, its duration is extended to One Scene, during
which the Infernal must use Performance in place of Martial Arts and Melee. Any action he takes that is
not stunted as a dance during this scene suffers a -1 internal penalty.
At Essence 3+, an Infernal using this Charm or Magnificent Dance Fight may use Performance in place
of any other ability used to make an attack or calculate a DV, provided he stunts them as a dance (such
as a breakdancing dodge, or pirouetting to throw a chakram). This also applies to social attacks,
allowing the use of Performance without affecting everyone who can see, as they somehow fail to react
to the Infernal and his target singing to each other.
A second purchase at Essence 4+ changes the duration of the Charm to Indefinite.

FORCIBLE WALTZ
Cost: 4m; Mins: Malfeas 0, Essence 2;
Type: Simple
Keywords: Combo-OK, Sorcerous
Duration: One Scene
Prerequisite Charms: Lord of the Dance
When the Brass City orders one to dance, one dances. Ligier does, the Ebon Dragon does, the
Unconquered Sun did, and now so do the enemies of his Exalted. Roll (Charisma+Performance),
applying any specialties in dance or music. If the Infernal’s successes equal or equal the target’s Dodge
MDV, the target must use Performance in place of any other ability used to make an attack or calculate
a DV for the rest of the scene. This is a Sorcerous effect.

BRAZEN BALLROOM COMMAND


Cost: -; Mins: Malfeas 0, Essence 4;
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Forcible Waltz
A duet is a fine thing, but it takes a hall, a city, a kingdom of dancers to really get the blood pounding.
This Charm upgrades Forcible Waltz. It may now be used to target a crowd at a cost of +2m per
additional rank of Magnitude affected, with a maximum Magnitude of half the Infernal’s Permanent
Essence, rounding up. A second purchase at Essence 6+ allows it to target a crowd with a Magnitude
equal to the Infernal’s Permanent Essence.
THE PATRON DEMANDS AN ENCORE
Cost: 4m, 1wp; Mins: Malfeas 0, Essence 3;
Type: Reflexive
Keywords: Combo-OK, Sorcerous, Compulsion
Duration: Instant
Prerequisite Charms: Forcible Waltz
Caged as he is, dance is difficult for Malfeas - instead, his pleasure lies in observing the rhymthic
movements of others. When he sees a move that catches his fancy, he is wont to demand it be
performed again, and who dares refuse? This may target any individual the Infernal can perceive whose
last action used Performance. They are sorcerously compelled to repeat themselves - their next action
must be the same as their previous, as close as possible. They may pay two Willpower to ignore this
influence.
If the target of their last action is no longer valid, they must choose the most similar target they can find
– an extra of the same type, an Exalt of the same type or faction, an elemental of the same aspect, etc. If
their last action used Charms that they no longer have the motes or Willpower to pay for, they may
substitute the Willpower cost for a level of unsoakable bashing damage per substituted point, and the
mote cost for a dice of unsoakable bashing damage per two substituted motes (rounding up).
If the target’s last action was simply impossible for them to even come close to repeating, they lose one
point of Willpower from the supernaturally-imposed guilt of not living up to the expectations of the
impressed Green Sun Prince.

SPONTANEOUS LYRICAL CONDUCTION


Cost: 4m; Mins: Malfeas 0, Essence 3;
Type: Simple
Keywords: Combo-OK, Sorcerous
Duration: One Scene
Prerequisite Charms: Forcible Waltz
“The Realm is strong, as you will learn! For your blasphemy, I’ll see you burn!”
“Now my dear, don’t be so overbearing – the faults in your stance are truly glaring...”
A dance may be enhanced by the music of the heart, and those around the Green Sun Prince must
surely play their part. Roll (Charisma+Performance), applying any specialties in dance or music. This
Charm exerts an unnatural mental influence on everyone who can see or hear the character. If the rolled
successes exceed a given target’s MDV, they may only speak when it is their action. Any speech they
do make must rhyme (which may well constitute a stunt), or else they suffer an internal penalty equal
to the Infernal’s permanent Essence until their next action. This is a Sorcerous effect. Unpenalized
actions undertaken while affected by this Charm automatically qualify to be supplemented by the
Malfean Excellency.
If a character unaffected by this Charm (or one who chooses not to rhyme) speaks before the action of a
character affected by this Charm, the latter may choose to turn their words into the first part of their
rhyme.

FRUSTRATED GENIUS CHOREOGRAPHY


Cost: 5m; Mins: Malfeas 0, Essence 4;
Type: Simple
Keywords: Combo-OK, Compulsion, Total Control
Duration: One Scene
Prerequisite Charms: Brazen Ballroom Command, Spontaneous Lyrical Conduction
A dance is a glorious thing, not to be wasted by the displeasing flailing of lesser beings. The Infernal
must take the command that is rightfully his, and give direction to these background characters! Roll
(Charisma+Performance), applying any specialties in dance or music. This Charm exerts an unnatural
mental influence on every mortal non-animal Extra who can see or hear the character. All affected
Extras with a Performance lower than the Infernal’s successes come under the control of his player, up
to the same maximum Magnitude as defined by Brazen Ballroom Command. This is an unnatural
mental influence that may be resisted by paying one point of Willpower for every point by which their
Performance rating is lower than the Infernal’s. For an additional mote per Extra, they may replace
their base Performance rating with the Infernal’s own for as long as they are under his direct control.

SOARING RAT FROM MALFEAS


Cost: -; Mins: Malfeas 0, Essence 4;
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Frustrated Genius Choreography
Malfeas rules over all, even the beasts of Creation, and all will dance for him if he desires it. This
Charm upgrades Frustrated Genius Choreography, allowing it to apply to animal Extras as well.
Similar Charms exist that upgrade Frustrated Genius Choreography to apply to automatons, spirits, and
ghosts & zombies, named Grateful Construct Saltation, Beating Down Yu-Shan's Door, and Thrilling
Pale Terpsichore, respectively.

GREEN SUN STOMP


Cost: -; Mins: Malfeas 0, Essence 2;
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Everything is an instrument, provided one knows how to use it. The Infernal and any Extras under his
control (unnatural or otherwise) count as being equipped with Fine Percussion Instruments so long as
they are in area deliberately designed for habitation or use. Demons descended from Malfeas count as
being Extras for the purposes of this Charm.

HIS MAJESTY’S FACEMELTER


Cost: 6m, 1wp; Mins: Malfeas 0, Essence 4;
Type: Simple
Keywords: Combo-OK, Crippling, Sorcerous
Duration: Instant
Prerequisite Charms: Green Sun Stomp, Green Sun Nimbus Flare
A sound so grand and glorious, it makes Sol weep. So pure and passionate, it makes Luna blush. So fast
and furious, it makes the Maidens cower. A sound so awesome, it will melt your face off. The Infernal
rolls (Performance+Charisma+Essence), applying musical specialties. Anyone listening suffers an
internal penalty of (Successes- DodgeMDV) until the end of their next action, as a Crippling effect.
The Infernal may activate Green Sun Nimbus Flare alongside this Charm, with anyone who suffers a
penalty of -3 or more from the Facemelter becoming a valid target, exactly as though they had been
successfully wounded by an attack (obviously, he must still pay for each activation). If the Green Sun
Nimbus Flare is used on a target who suffers a penalty of -5 or more from the Facemelter, it costs no
motes (although this does not remove the cost of any Charms enhancing it).

A second purchase of this Charm at Essence 5 reduces the penalties necessary to activate or negate the
cost of Green Sun Nimbus Flare by 1 (making a -2 penalty necessary to target a character, and a -4
penalty necessary to remove the initial mote cost).

Aaaand a semi-related Artifact.

LILIKE’S WARBLER: (ARTIFACT ••)


It is unknown how this instrument is related to Lilike, or if its maker simply considered her name well-
suited to his creation. Lilike's Warbler is a brass onion flute, hammered out of one of the branches of a
metallic tree, covered with labyrinthine interlocking symbols, delicately etched in vitriol, and studded
with glass half-spheres of unknown providence. The air ripples faintly around its holes, as it were
projecting some great cacophony - but no matter how hard one might blow, the flute is as quiet as
Adorjan. Indeed, it is quiet enough to drive men mad, clawing desperately at any sound in order to
silence it.
When blowing into Lilike's Warbler, the bearer gains +2 dice to all sound-related Stealth checks, as the
noise they make is muffled and dimmed to near-silence.
On a successful Performance check, the bearer may project this silence into those nearby. All
"listeners" (those not afflicted by natural or supernatural deafness) within (Essence x 10) yards of the
performer are treated as having learned the Adorjan Charm Hateful Wretched Noise until the bearer
stops playing the Warbler.

Ultimate Artist's Appreciation (ir-fane)


Cost: — (2m); Mins: Essence 4;
Type: Permanent
Keywords:
Duration: Permanent
Prerequisite Charms: Beauty without Malice

Malfeas is the ultimate performer, and the last word in appreciating his work. How then, could
mere excess daunt him?

This charm grants the warlock perfect immunity to all (environmental) hazards associated with being
the audience to a performance. No matter how loud the music, he can not be deafened. No matter how
bright the performer, he will not be blinded. If the Day star danced around him, he would not be
burned... until it stopped. Likewise, his performances do not harm any audience unless he deliberately
chooses to do so. This immunity includes any derangements or mutations that might otherwise be
caused by a performance.

At Essence 5, the warlock becomes able to share this immunity with his allies, paying 2 motes per
target to grant them this effect for the rest of the scene. At Essence 7, a repurchase of this Charm makes
performing or enjoying a performance the equivalent of sleep for all beneficial purposes. No penalties
apply to any roll to regain Willpower from a period of such. If Malfeas can forget all his pains and
sorrows in dance, so too does the warlock who honors him.

88888888888888888888888888888888888888888888

Metagaos
"The point is, ladies and gentleman, that greed, for lack of a better word, is good. Greed is right. Greed works. Greed clarifies, cuts through, and captures the
essence of the evolutionary spirit. Greed, in all of its forms - greed for life, for money, for love, knowledge - has marked the upward surge of mankind. And
greed, you mark my words, will not only save Teldar Paper, but that other malfunctioning corporation called the USA."

-Gordon Gekko

This set of Charms for the Yozi Metagaos is intended to work alongside the Charm sets for other Yozis already presented in Manual of Exalted Power: Infernals
(and other sources, such as the Broken-Winged Crane and Ink Monkey supplements), and includes an Urge and Act of Villainy. All the usual rules for Green
Sun Princes apply, as given in those books. I also recommend using my Isidoros Charmset, as well as the rewritten version of She Who Lives in Her Name

(and the Infernal version of Wyld-Shaping Technique), here and here, respectively.

This document contains the core of Metagaos’ Charm set - 45 Charms as well as a General set, roughly the same number allocated to his canonical
counterparts. However, further Charms can be found here, waiting to be invented by the Infernal Exalted or simply unrecorded in this document.
-Revlid

HIGHWAY TO HELL (Infernal Geomancy Clarification)


The Yozis are egotistical creatures who demand that all conform to their mad dreams, but are sworn never to extend their corrosive influence into the mortal
world. The unbound Green Sun Princes, on the other hand, are free to warp the fabric of local geomancy. Unless otherwise specified, these Charms convert
Wyld-tainted land into pure Creation, and are not restricted by the surrounding terrain - Holy Land Infliction creates barren deserts, but can be used in a body
of water to create a salt lake or dead sea.

Demesnes in these hellscapes develop appropriate quirks over the years (or decades, or centuries, depending on their rating) - an Earth demesne in a region of
eternal night might shift to focus on the darkness below, for example. Demesnes with an entirely contradictory aspect - such as a Wood demesne in a
Cecelorum blight, or a Solar demesne in almost any hellscape - instead wither away over this time period, their power flowing elsewhere. As a result of this
alien colonization, any hellscape with a radius greater than five miles becomes a persistent Blasphemy to which Heaven will respond, sending agents of all
stripes to cleanse it from the Loom.

This world-claiming arrogance does not lend itself to co-operation. Different hellscapes cannot coexist, and whenever one would expand into territory claimed
by another, it provokes a roll-off. Each hellscape uses (creator’s Essence), adding bonus dice equal to the factor by which it outsizes the other hellscape. The
Althing does not know of any Heretical magic that could smooth over clashes. Targeting an existing hellscape with another geomantic Charm provokes a
normal roll-off, so it is more efficient to use countermagic beforehand.

Included in this clarification are some changes to Holy Land Infliction, to help it fit in this model:

HOLY LAND INFLICTION (Unofficial Charm Errata)


This Charm functions as described in Manual of Exalted Power: Infernals (pp. 125), except that its activation is a ritual that takes fifteen minutes and
produces an initial desert with a radius of (Infernal’s Charisma x 100) yards. Its expansion occurs as described, but is measured in increased diameter rather
than square yards. The countermagic required to cleanse the blight is not based on the Infernal’s Essence rating - instead, Emerald countermagic cleanses an
area with a radius of up to 250 yards, while Sapphire and Adamant cleanse a radius of up to 500 and 1000 yards, respectively.

METAGAOS, THE ALL-HUNGER BLOSSOM

METAGAOIYN URGE (THE URGE TO DEVOUR)


The hunger of Metagaos is impossible to satisfy, an aching need for completion that reaches both within and without. Some among his priests claim that he was
once whole, in the time before the world, but was somehow divided or wounded, and so seeks fulfilment through decadence and growth. Others say that the
All-Hunger Blossom needs no reason for his sickening appetite – this is the privilege of the Yozi, passed down to their Exalted servants. This Urge causes the
Green Sun Princes to consume without end, until they have claimed all of Creation for themselves - and through them, their Primordial masters. They steal,
seduce and conquer, and squeeze what they own until there is nothing left but bones – which they then grind to make bread.

Metagaos devours even his own Virtues, leaving himself slothful and unmotivated, but at times they regrow and the Devil Swamp stirs with strange flowers
and motion. His Conviction teaches him to indulge himself in the face of obstacles and wisdom, while he regards Compassion as a fact of his fertility. When
Metagaos feasts well, everyone profits from his compost, and so he equates his greed with charity. Valor is understood as intoxication, the passion that tempts
others to cavort in mad bacchanalia around the edge of his maw. Temperance is utterly alien to the All-Hunger Blossom, a restrictive bonsai cage around his
sprawling growth.

Examples include:

• Claim the Imperial Throne.


• Impersonate the Righteous Devil, claiming his reputation for the Reclamation.
• Steal the clients of the Southern Guild, bankrupting it.
• Seduce the God of Slavery to gain control of his office.
• Amass the greatest collection of treasures in all Creation.

The Torment of Metagaos: When an Infernal with a Metagaoiyn Urge accumulates 10 points of Limit he suffers the Torment of Metagaos. For one full day,
the impossibility of finding true fulfilment looms large in his mind, turning all worldly pleasures into bitter, taunting reminders of his insatiability. He cannot
find enjoyment in food or drink, and will resentfully pick at his meal if he doesn’t simply toss it aside in disappointment. Similarly, he is untitillated by sensual
delights and uninterested in wealth, and reacts to offers of either as though he had been gravely insulted by some aspect of them. He is petulantly disinterested
in keeping hold of his possessions, unbothered by theft and likely to abandon or damage his assets.

INFANT-ROBBING BURGLAR JOY (ACT OF VILLAINY)


Metagaos sees the selfishness of a world that would deny him his every whim, and is stirred into covetous activity. Whenever a warlock makes another
character aware of the fact that he has stolen something from them, including abstracts like the love of their husband, roll his Conviction. Each success reduces
accumulated Limit by one (minimum zero). The stolen object must be of no immediate or obvious practical use to the Infernal, and the character it belonged to
must be willing and able to exact meaningful retribution - in the case of items of little worth, this may require that the Infernal include some kind of insult in
his theft.

GENERAL CHARMS

PALATE WITHOUT LIMIT

DESIRE WITHOUT ESCAPE

TEETH WITHOUT NUMBER

CONSUMPTION WITHOUT JOY

MUTILATION FEAST METHOD

INSATIABLE EUCHARIST APPETITE

HAND-BITING RETALIATION

GREEDY GAWPING GRIP

HUNGER WITHOUT SATISFACTION

BOTTOMLESS BELLY MANTRA

EMPTY STOMACH FRUSTRATION

DIGESTION WITHOUT DISTINCTION

YOU ARE WHAT YOU EAT

SEAMLESS SKIN-SLIP SEIZURE

MEMORY WITHOUT TIME

PICKING YESTERDAY’S GUMS

GREED WITHOUT RESTRAINT

MINE BY RIGHTS

DROOLING WALLFLOWER COMMERCE

GO GET IT

GRUMBLING GUT RIPOSTE

SPRAWLING MARSH INDULGENCE

SIDEBAR: HEAVEN IN A WILD FLOWER

INFINITE AILMENT ANATOMY

HUNGRY DEVIL-WEED GROWTH


LUSCIOUS JUNGLE GERMINATION

BLOOD CAULDRON SWAMP SOUL

HIDDEN PREDATOR CAMOUFLAGE

SOMETHING’S OUT THERE

SLINKING JUNGLE SHELTER

IMPERFECTION OF THE ALL-HUNGER BLOSSOM

WITHOUT A TRACE

SELF-SEED INFESTATION

CONTAGION OF WEEDS

MIND-EATING ASSIMILATION

SELFISH ROOT AND BRANCH

HUNGRY HARVEST

THOUSAND-FOLK BUDDING BUFFET

BOTTOMLESS MIREMAW SHINTAI

FLESH-WEAVING TENDRILS

CHIMERIC CORPUS CULTIVATION

POLLEN OF A WRITHING GOD

FLOWERING THE FAIRER FACE

INNOCENT PETAL ASSUMPTION

CANKER-CONCEALING TRUNK CONFUSION

SCENTED SKINLESS SERPENT SHINTAI


GENERAL CHARMS

FIRST METAGAOS EXCELLENCY – ESSENCE OVERWHELMING


Cost: 1m/die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker; Step 2 for defender)

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: None

Metagaos is a voracious hunter who lurks in plain sight within the jungle of his body, stalking his prey until they are ready to be devoured. He is cunning in

his predation, easily tempting his quarry into the deceptive labyrinth of his bayous and glades, ensnaring them in traps from which there can be no escape.

The ravening nature of the All-Hunger Blossom is concealed beneath false familiarity and fertile decadence until it is too late, allowing him to entice fresh

fools into his waiting maw. These bloody sacrifices cannot quell his self-indulgent demands, for he is never satisfied. The Trackless Quag consumes everything

within his insidious influence, and is himself consumed by countless diseases and parasites which infect and degrade body and mind alike, assimilating
victims as surely as if Metagaos had eaten them whole.

This Excellency aids actions that provide the Infernal with something he wants at someone else’s expense, helping him to seize or seduce appropriate offerings

from others, be they wealth, information, or flesh. Attempts to acquire or improve sustenance always qualify. Such ruthless acquisitions are broken down and

merged with their new owner, cannibalized for their juiciest parts. This Charm cannot benefit any act that emphasizes prudent planning over immediate

indulgence, as Metagaos cannot abstain from what he desires, even for later gain.

METAGAOS MYTHOS EXULTANT


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Metagaos Excellency
The hunger of the Infested One gnaws even at his own souls, allowing the Infernal to reduce his anima flare by a number of levels equal to his stunt rating, in
addition to any other rewards. Future peripheral mote expenditure is tracked from the beginning of his new level.

SORCEROUS ENLIGHTENMENT OF METAGAOS


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Metagaos Excellency
Metagaos is ever-fertile, though even this sickening abundance cannot stem his own hunger. As a result, he applies a discount of ten motes and a single point of
Willpower (minimum cost five motes and one Willpower) to spells that create or improve sustenance, such as Food from the Aerial Table, Water from Stone,
Fountain of Fathomless Dreams, or Benediction of Archgenesis. Magic that expands the Infernal’s digestive ability does not broaden the definition of
“sustenance” for the purposes of this Initiation. Spells that apply or aggravate Sickness effects also benefit, feeding as they do on the vitality of others.
However, his laziness increases by one Willpower the cost of any spell he casts with the primary aim of accelerating a journey, whether through teleportation,
spatial warping or conjured transportation (demon summoning does not count).

ASCENDANCY MANTLE OF METAGAOS


Cost: —; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Metagaos Excellency
Metagaos devours even the bonds of his own self-restraint. An Infernal who channels his Temperance, or succeeds on a Temperance roll to determine his
behaviour and does not spend Willpower to suppress the Virtue loses the extra dot of Essence permitted by this Charm for the rest of the scene.
PALATE WITHOUT LIMIT
Cost: 4m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK

Duration: Indefinite

Prerequisite Charms: None


Putrefying offal and fine steak each have their merits, contemplated alongside every flavour by the petal-tongues of the All-Hunger Blossom. While this Charm
is active, the Exalt gains all the benefits of Keen Taste Technique and Unsurpassed Taste Discipline (Exalted, pp. 225-226). He may also receive the benefits of
Keen Scent Technique by flicking out his tongue to sample the spice of the breeze. These benefits apply to all relevant rolls.

Additionally, the Infernal’s palate is refined beyond mortal comprehension, allowing him to ignore deleterious effects stemming from flavour or smell. Actual
taste-based sensory rolls may even reveal basic details normally restricted to other avenues of perception, allowing the Infernal to determine someone’s height
and eye colour by licking up an errant drop of their sweat.

DESIRE WITHOUT ESCAPE


Cost: 2m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Palate Without Limit
What Metagaos desires becomes his, without fail. There is no escape from his appetite. This Charm supplements a roll to track or otherwise locate any
character or object that the Infernal has tasted (or used this Charm to track) in the past day. Their flavour fills his mouth, and he is guaranteed to succeed with
at least one threshold success. If another Charm contests this effect, the Infernal benefits from (Essence) automatic successes in the roll-off. Every scene spent
tracking something with the aid of this Charm is a scene spent building an intimacy of hunger toward the target.

TEETH WITHOUT NUMBER


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Palate Without Limit


The world is nothing less than a grand buffet for the All-Hunger Blossom. He can match its infinite variety with as many mouths and more. While this Charm’s
prerequisite is active, the Infernal’s bites inflict lethal damage, and he may spend a single mote in Step 8 of a bite attack to count 10s twice when determining
damage. Additionally, the warlock may reflexively alter any part of his body he wishes into a fully functional mouth. He can shift fingertips into feeder
tendrils, widen pores into lamprey mouths, open baleen filters in his feet, and so on. These Obvious transformations do not impede normal uses of that body
part, though reversing them requires a miscellaneous action.

This Charm’s transformations allow the warlock to punch with canine-tipped knuckles or kick with a leg that splits open into a crocodile-mouth, making
natural bite attacks without needing to clinch. Though his mouths usually leave no trace when not manifested, others can detect traces if the warlock suffers
any hunger penalties with Palate Without Limit active, through an Awareness roll at difficulty (6 – hunger penalty), minimum 1.

SIDEBAR: MORE THAN YOU CAN CHEW


Human teeth are relatively blunt and not hugely intimidating, so it’s rare for anyone but a particularly vicious wrestler to bother biting their enemies. However,
any character can make a “bite attack” as part of a crushing clinch. If they have sharp teeth (as per the mutation) it will cause the crush to inflict lethal damage,
but otherwise it is simply a stunt. Some monsters or predatory animals may bite as part of a non-clinch natural attack, as detailed in their entries.

CONSUMPTION WITHOUT JOY


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Teeth Without Number


There is nothing Metagaos will not use to fill his belly. Even his siblings are not exempt from his hunger, for pale vines creep through cracks in the basalt of
the Demon City and strangle the outer saplings of the Quicksilver Forest. While Palate Without Limit is active, the Infernal’s teeth become as tough as a
magical material, granting his bite attacks Overwhelming 2 and allowing them to ignore Hardness. Further, he can digest inorganic materials without any
trouble, swallowing bricks and mortar along with bone and muscle. Such fare offers him no more nutrition than normal. Indestructible objects cannot be
digested in this way, but are passed or regurgitated without causing any harm. Finally, the Infernal is rendered immune to any Poison he ingests.

DEVOUR DEATH RATTLE


Cost: 3m (+2m per action); Mins: Essence 3; Type: Supplemental

Keywords: Combo-OK, Crippling

Duration: Instant

Prerequisite Charms: Teeth Without Number


The Trackless Quag swallows up noise in stinking fog and dense vegetation. This Charm renders a bite attack completely silent, an ineligible target for hearing-
based Awareness rolls. If the attack successfully strikes its target, they are rendered just as silent as a supernatural Crippling effect, unable to make noise
through any avenue. Their frantic footsteps, pained yell, banging of alarm gongs, and so on, are all silenced. This empty quiet is an insidious thing, and
contrives to seem as natural as possible. The warlock can devour a guard mid-sentence, and those listening will believe he just thought better of speaking.

This effect lasts until the Infernal’s DV refreshes, at which point the victim’s ability to produce sound returns. The warlock can silence his victim for up to an
additional (Stealth) actions by spending an extra two motes per action. This Charm’s costs are all reduced by one if it was used previously this action.

MUTILATION FEAST METHOD


Cost: 1m (+5m); Mins: Essence 2; Type: Supplemental

Keywords: Combo-OK, Crippling

Duration: Instant

Prerequisite Charms: Teeth Without Number


Cutlery and seasoning are the inventions of civilization, and while Metagaos may don culture’s trappings like the scent of a sundew, his hungry heart drives
him beyond such niceties. This Charm enhances any lethal bite attack, allowing the warlock to instantly devour and digest a portion of his target’s body, as a
Crippling effect. The savaged area is roughly equal to the fraction of their health levels that the attack damaged, including dying health levels. Killing or
destroying the target allows the Infernal to simply swallow them, leaving no trace.

If the Infernal devours at least two health levels’ worth of flesh in this way, he may spend five motes in Step 10 to inflict a Crippling amputation effect
(Exalted, pp. 152) on his target, enjoying the taste of a whole limb.

INSATIABLE EUCHARIST APPETITE


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Obvious

Duration: Permanent

Prerequisite Charms: Mutilation Feast Method


Metagaos has great power and great hunger, and with bright teeth converts even the divine to cutlets. Attacks enhanced by Mutilation Feast Method can now
strike immaterial targets, allowing the Infernal to guzzle on the cumulus flesh of errant cloud gods as his gullet briefly transforms into a fathomless tunnel of
anima. Spirits killed by such an attack are permanently destroyed, and infuse his intestines with rich quintessence, allowing him to act as though he had a tutor
for Infernal Charms appropriate to the spirit’s themes for the next (spirit’s Essence) days. Mortal souls are similarly devoured (precluding reincarnation or
ghosthood), but Exaltations escape even Metagaos’ desperate maw.
HAND-BITING RETALIATION
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)

Keywords: Combo-OK, Counterattack

Duration: Instant

Prerequisite Charms: Teeth Without Number


Those who thrust their spears toward a gaping maw might as well be offering themselves up on cocktail sticks. The Infernal can use this Charm when parrying
an attack with a mouth-based stunt, such as catching a staff between his teeth or licking a blade caught between his palms, allowing him to make a biting
counterattack in Step 9 of that attack. If the initial attack was not unarmed, the counterattack is instead an unblockable and undodgeable disarm attempt, which
allows the Infernal to automatically sunder or seize the offending weapon.

This Charm can be used in response to an attack beyond the range of his bite, but in that case offers no counterattack. Instead, it allows the Infernal to treat his
teeth as a shield with a Defense rating of (Essence x 2) against that attack, and chews up non-artifact ammunition beyond recovery.

GREEDY GAWPING GRIP


Cost: 3m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK, Obvious, Touch

Duration: Indefinite

Prerequisite Charms: Teeth Without Number


Metagaos latches on, and refuses to let go. So do all things become part of him. This Charm targets any object the Infernal owns and can touch, unnatural teeth
clamping down to fuse it with his flesh. The warlock no longer needs to occupy his hands to manipulate the object, and treats it as part of himself for all
purposes. He can channel Touch effects through it, and even warp it through Teeth Without Number, transforming its structure into inorganic mandibles or
opening a fleshy maw in its surface. Close combat attacks made with a fanged object are lethal bites, and the Infernal can halve the damage bonus of such an
attack to add the Clinch tag.

The object cannot be removed except by severing it with a Crippling effect, which forcibly ends the Charm. Weapons gain the Natural and Martial Arts tags,
though they are still considered weapons for the purposes of Martial Arts Styles. The Infernal can fuse with clothing he is wearing (including light armour) at
no mote cost. Willing mounts owned by the Infernal can also be targeted, if they are infested with his self-seed. This renders him immune to being dismounted,
and allows their attacks to benefit from the effects of Teeth Without Number.

HUNGER WITHOUT SATISFACTION


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Palate Without Limit


An uncomfortable emptiness eternally gnaws at the innards of the All-Hunger Blossom. He is beyond starvation, but all the world must be his trough, lest he
suffer even a moment of discomfort. The Infernal can no longer die from hunger or thirst, suffers no negative effects from overeating, and can extract enough
fluids from one full meal to eliminate any thirst penalties, regardless of how desiccated his food was. However, he starts developing hunger penalties after just
(Stamina + Resistance) hours without eating a full meal, at a rate of one point per hour to a maximum of -10.

The Infernal ignores any hunger or thirst penalties affecting actions that would help him acquire food. This includes attempts to track or kill prey, forage for
edible plants, persuade a grocer to give him leftover stock, and so on. Only actions that would directly alleviate his hunger benefit. The warlock cannot ignore
penalties while tracking an enemy messenger unless he sincerely intends to devour them (or something in their possession).

BOTTOMLESS BELLY MANTRA


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hunger Without Satisfaction
The grumbling hunger of Metagaos is a thing of gory lust and lazy desire, which ever seeks to mask itself in gluttony. This Charm grants the Infernal an
additional peripheral pool capable of holding ten motes. Initially empty, he adds one mote to this pool for every hour he spends suffering no deprivation
penalties of any kind. Note that no Infernal can possess more than (Essence) additional mote pools granted by Charms such as this.

EMPTY STOMACH FRUSTRATION


Cost: 2m; Mins: Essence 3; Type: Reflexive

Keywords: Overdrive

Duration: One scene

Prerequisite Charms: Hunger Without Satisfaction


Anger does not suit Metagaos. It requires too much effort. The closest he comes is frustration at prey who refuse to simply wander into his mouth. The Exalt
activates this Charm upon rolling to join battle, acquiring a ten-mote Overdrive pool as anima-steaming drool dribbles from his mouth. This pool contains one
offensive mote for every point of hunger penalties he is suffering at the time of activation. The Infernal adds further offensive motes to it every time his hunger
penalty is reduced, at a rate of one mote for each point of penalties lost - however, he cannot spend offensive motes except on actions that would help him
acquire food.

DIGESTION WITHOUT DISTINCTION


Cost: 2m; Mins: Essence 2; Type: Reflexive

Keywords: Combo-OK, Obvious

Duration: Instant

Prerequisite Charms: Hunger Without Satisfaction


Flesh is fuelled by consumption, and Metagaos gnaws away at himself as eagerly as anything else, shifting meat where it is needed in anticipation of further
gluttony. The Infernal heals a single level of bashing damage, or converts a level of lethal damage to bashing. This Charm can be used up to (Stamina) times
per action, but each use increases the Infernal’s hunger penalty by an amount equal to his base wound penalty, and it cannot be used while the Infernal’s hunger
penalty is greater than (Stamina + Essence).

A second purchase at Essence 3+ allows the Infernal to instead remove a Shaping effect or mutation currently afflicting him. This version of the Charm inflicts
an unsoakable level of lethal damage, as he devours his own vital tissue to cleanse it of unwanted influence.

YOU ARE WHAT YOU EAT


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Digestion Without Distinction
Throughout the bayous of the Trackless Quag, indistinct faces leer from the spongey bark of emaciated trees, their branches like rotting fingers. These are the
victims of Metagaos, every part of them consumed. This Charm’s prerequisite can now heal a Crippling effect instead of a health level, the damaged limb
withering before it is replaced by fresh anatomy. This increases the Infernal’s hunger penalty by two, but he can waive both the mote and hunger cost if he
consumed an appropriate body part since his DV last refreshed. Such replacements are a perfect copy of whatever he ate, so inhuman limbs may be represented
by minor mutations. After (10 - Stamina) hours, the warlock’s new limb fully assimilates and matches the original.

This Charm automatically upgrades at Essence 3+, allowing the Infernal to use Digestion Without Distinction to manifest body parts he devoured since his DV
last refreshed as mutations, at a mote cost equal to half that mutation’s value. This is usually some variant of the Multiple Limb mutation, but stunts or inhuman
victims open up other possibilities. Mutations produced in this way are temporary Desecrations that are reabsorbed after (10 – Stamina) hours unless the
warlock elects to permanently retain them at the usual xp cost.
SEAMLESS SKIN-SLIP SEIZURE
Cost: 5m, 1hl; Mins: Essence 3; Type: Simple

Keywords: Combo-OK

Duration: Indefinite

Prerequisite Charms: Digestion Without Distinction


Metagaos makes others into himself. The reverse is also true. The Infernal can use this Charm to quickly impersonate any character he tasted in this scene,
cannibalizing his flesh into an impenetrable Essence-mask. This works just like Perfect Mirror (Exalted, pp. 228), except that its perfection lasts just (Essence
x 2) minutes. After this point the disguise becomes vulnerable to mundane scrutiny, and loses one threshold success for every further interval that passes. Once
none are left it simply falls apart, leaving the warlock stranded in strips of stolen skin. The initial perfection extends by an hour for each full health level’s
worth of the victim’s flesh that the warlock consumed this scene, to a maximum of (Larceny) hours.
A second purchase grants the warlock (Larceny) automatic successes on his disguise roll, and softens his flesh into a malleable mush. He can now impersonate
characters up to half as small or half-again as large as himself, and ignores restrictions on age or Essence. He can also impersonate characters of entirely
different body-types, such as dogs, dragon kings, or non-humanoid demons, their inhuman anatomy represented by up to (Infernal’s Essence) points of
temporary mutations.

A third purchase at Essence 4+ allows the Infernal to retain the forms of characters he has tasted past the scene in which he did so, provided he completely
devoured them. Such disguises cannot extend their perfection past the usual duration.

MEMORY WITHOUT TIME


Cost: — (1wp); Mins: Essence 2; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Hunger Without Satisfaction


The All-Hunger Blossom desires to partake in every sensation, even those it could not muster the effort to experience. This Charm enhances Palate Without
Limit. The Infernal can already use that Charm to gauge a character's mood through taste, but can now engage in a full read motive action (Exalted, pp. 131).
He can do this even if the part he tastes is no longer attached to his target, such as a strand of hair or a scrap of clothing, or if they are dead. In this case, the
impressions he receives are not current, and instead stem from the scene when the character lost that part of themselves, or died.

If the Infernal consumes at least one health level’s worth of the target, he can spend one Willpower to taste their actual memories. He divides successes equal to
the consumed health levels between up to (Wits) topics, none broader than an intimacy, and acquires information roughly equivalent to an Investigation roll
with that many successes. These memories are digested over time, fading from the Infernal’s mind at a rate of one success from each topic every (Wits) hours,
until they are blurred beyond usability.

PICKING YESTERDAY’S GUMS


Cost: — (1wp); Mins: Essence 3; Type: Permanent
Keywords: Training

Duration: Permanent

Prerequisite Charms: Memory Without Time


Who is to say why the mandible-reeds of the Trackless Quag sway and whisper in re-enactment of dances and conversations from across the Demon City?
Perhaps it is a mystery of the Yozi. This Charm allows the Infernal to freely internalize stolen memories, acquiring an appropriate intimacy in the process.
While this intimacy exists his recollections do not degrade. He also converts stunt dice for social actions into automatic successes when interacting with
someone who closely knew his victim, eerie déjà vu catching them off-guard.

Additionally, the warlock may treat devoured memories as mentors in any Ability, Specialty, Charm or other “technique” that the original character possessed
at a higher rating. The memories in question must relate to the skills the warlock is training in. If he completely devoured the victim and internalized their
memories he may spend a point of Willpower to instantly acquire the trait as a Training effect.
GREED WITHOUT RESTRAINT
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Palate Without Limit


The belly remembers no past favours or future promises, but demands to be filled now. The warlock requires just one scene to develop intimacies of hunger
(literal or otherwise), and if he has Conviction 3+ must roll to avoid accepting, indulging or acquiring any material good that is offered or otherwise made
easily available. However, he can channel Conviction to acquire or enjoy material pleasures and goods, even at the expense of his long-term goals. He converts
dice from channeling Conviction into automatic successes when persuading others to help him gain such delights.

MINE BY RIGHTS
Cost: 4m; Mins: Essence 2; Type: Supplemental

Keywords: Combo-OK, Emotion

Duration: Instant

Prerequisite Charms: Greed Without Restraint


The devil-priests of the Trackless Quag attribute swathes of prehistory to his majestic effort, defending their mad records with terrified fervour. This Charm
enhances any attempt to take or retain possession of something, the silent snarls of a hundred mouths echoing out to any who oppose this distribution of wealth.
Any characters with a Dodge MDV lower than the warlock’s (Manipulation + Larceny), are struck by a fear-based Emotion effect convincing them that the
wiser course is to step aside. Characters can reject this unnatural mental influence by spending three points of Willpower, or one point if the object in question
actually belongs to them.

DROOLING WALLFLOWER COMMERCE


Cost: 8m; Mins: Essence 3; Type: Supplemental

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: Greed Without Restraint


When a district of the Brass City is flooded by Cawecaweau, Unquestionable of the All-Hunger Blossom, the streets are filled with the ceaseless chatter of
bone-abaci and teeth-dice and all fools are left poorer. This Charm can be purchased multiple times, each purchase providing a different way of enhancing
projects in the Creation-Ruling Mandate system. Any project enhanced by a variant of this Charm converts dice or penalties stemming from organizational
intimacies of greed or envy into automatic successes or external penalties, respectively.

• Capital Demands Competition: This enhances an Attack Asset action intended to repurpose its target for the attacking organization’s use, reducing its
Interval by a factor of (Essence) and halving its Difficulty, rounded down to a minimum of one. Alternatively, it can enhance an Attack Project action,
increasing that action’s base difficulty by one and its cumulative difficulty by five, but granting the Infernal’s organization free temporary Capital equal to the
cost increase caused by its attack, once it has been resolved.

• Surplus Demands Sacrifice: This enhances a Cannibalize Asset action that reduces Influence, Size, or Wealth, halving its Interval and providing an additional
(Essence x 2) temporary Capital. Alternatively, it can enhance a Grow Asset or Replenish Capital action, reducing its Interval by a factor equal to the total
Resources value of any sacrifices made to the Infernal by the organization in the past month.

• Gain Demands Greed: This enhances a Shift Policy action, reducing its Interval to a single day and its difficulty to 2 if it is intended to create or absorb an
organization that shares its Motivation and at least half of its intimacies with its parent. Alternatively, it can enhance Shift Policy actions intended to produce a
new intimacy based on obsessive greed, in the same way.
GO GET IT
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (5 long ticks)

Keywords: Combo-OK, Emotion, Social

Duration: Instant

Prerequisite Charms: Greed Without Restraint


This world is one of competition, not co-existence. There is no greater motivation than greed. The Infernal describes immeasurable pleasures, exerting
unnatural mental influence on his target. He rolls (Manipulation + Persuasion), adding the Resources value of whatever he’s describing as bonus successes.
This includes any potential cost of being caught, so the “value” of illegal drugs includes any bribes necessary to avoid legal action. If his target’s Dodge MDV
is lower than his successes, they must spend two points of Willpower or immediately gain an appropriate intimacy (i.e. greed, envy, hunger, etc) toward the
subject. This intimacy modifies its bearer’s MDV in the same way as a Motivation.

A second purchase allows the Infernal to roll Performance instead of Persuasion, affecting anyone who can perceive him. This renders the Charm Obvious,
causing clouds of anima-pollen to dance in suggestive shapes around him. He can disguise its supernatural nature by indulging in the pleasures himself,
causing others to desire the drugs he enjoys or covet the horse he rides.

GRUMBLING GUT RIPOSTE


Cost: 7m; Mins: Essence 2; Type: Reflexive (Step 2)

Keywords: Combo-OK, Social

Duration: Indefinite

Prerequisite Charms: Greed Without Restraint


There are bellies to be filled and itches to be scratched. Niceties can wait. While this Charm is active and the Infernal is indulging in any of the activities
encouraged by Greed Without Restraint, he increases his Dodge MDV by his Conviction. This benefit is doubled against mental influence that would directly
obstruct his indulgence. This Charm ignores usual caps if the warlock has a hunger-based intimacy toward that indulgence.

SPRAWLING MARSH INDULGENCE


Cost: —; Mins: Essence 1; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: None


Metagaos’ body is a place of stinking and lush fertility, where life is lost within life. Upon learning this Charm, the character is altered in the following
permanent ways:
• A natural affinity for the subtle movements of plants allows him to ignore penalties to movement or perception inflicted by obstructive vegetation, and the
difficulty of any attempt to physically bypass or scale such obstacles is reduced by (Essence), to a minimum of one.
• He can ignore any Poison effect or environmental hazard stemming from vegetation. This immunity also applies to toxins and hazards produced by raw
Wood Essence, such as the native magic of Wood Elementals or the anima flux of Wood Aspect Dragon-blooded.
• Any attempt to perceive him while he is using ambient vegetation to help conceal himself has its difficulty increased by (Essence ÷ 2). This increase is
doubled if he has not moved since his DV last refreshed.
• His immune system becomes a welcoming and mutable thing, allowing him freely ignore the effects of any mundane Sickness currently afflicting him. The
external symptoms of such diseases manifest as normal, and they remain just as contagious, but the warlock does not suffer and can still cure them.

SIDEBAR: HEAVEN IN A WILD FLOWER


Conventional plants sprout throughout Creation, trees and vines and flowers, each blossom a silent prayer to Sextes Jylis. They are not alone. The Wyld
encourages strange growth and uncanny cross-pollination, producing bushes with leaves of fire, weeds that flourish inside the dreams of cattle, and balloon-
mushrooms lighter than air. The Underworld is lush with red fields marking ancient battles, each damp flower a death-scream, and great gnarled trees whose
fruits are the whispering heads of the forgotten dead. Heaven is dotted with temple-trees, each deified by bound offerings at their roots and prayer-strips on
their branches. Malfean vegetation tends to the inorganic; silver root-trees pierce up from the ground, brass ivy creeps up the walls of the Demon City, and
shrubs of coloured glass eke out a living in the all-bordering desert. Regardless, all these things are plants. Anything that is recognizably a plant or fungus is
considered to be vegetation for the purposes of Metagaos Charms, though plant-based characters such as Wood elementals are generally exempt from direct
manipulation.

INFINITE AILMENT ANATOMY


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent
Prerequisite Charms: Sprawling Marsh Indulgence
Metagaos is a true colonist, his ichor exploring the flesh of others and claiming it as his own. The Infernal’s bodily fluids become incredibly fertile, teeming
with microscopic disease spirits that seduce even the hardiest foreign infections, as his blood thickens to an almost sap-like consistency. The warlock can
instinctively sense plague and rot, intuiting even dormant or internal Sickness effects with a standard (Perception + Awareness) roll at the usual diagnostic
difficulty. Diseases stemming from his own magic are simply Obvious to his senses. Further, he can now ignore magical Sickness effects in the same way as
mundane ones.

However, this innate infectiousness adds the vector of "(Infernal's) bodily fluids" to any disease he is carrying, causing him to infect others with a bite, a kiss,
or an unwise bout of lovemaking. Even his dreams eagerly squirm, allowing him to forgo a roll to regain Willpower from sleeping to instead germinate any
mundane disease with an Untreated Morbidity no greater than his (Essence), autoinfecting himself on waking.

HUNGRY DEVIL-WEED GROWTH


Cost: 1m (+2m); Mins: Essence 2; Type: Reflexive (Step 2)

Keywords: Combo-OK, Obvious, Sorcerous

Duration: One day

Prerequisite Charms: Sprawling Marsh Indulgence


Metagaos grows, twisted tongues extending into every corner of the world. He must, for how else can he feed his hunger? Touching his fingers to the ground,
the Exalt causes plantlife to suddenly burst up around him. This creates an area of twisted Sorcerous vegetation with a radius of up to (Essence) yards which
collapses and withers after a day. The foliage is thick enough to provide hard cover, and applies an instability rating of 3, leaving characters tripped, tangled

and prone. Spending an additional two motes renders it a hazard of razor thorns and toxic spores, with Trauma (Essence), Evade (Essence + 3) and Damage
2L/action. Essence 3+ allows the Infernal to create the tangle anywhere within (Survival x 25) yards as an Action-only effect.

This Charm costs one mote, but applies the same surcharge described in the Imperfection of the All-Hunger Blossom. This applies specifically to the local area
where the Charm is used, rather than the general landscape. It also causes the vegetation to branch from existing local varieties, though it is grey and oddly
fleshy and any flowers are tainted by the Infernal’s anima.

LUSCIOUS JUNGLE GERMINATION


Cost: 15m, 1lhl; Mins: Essence 3; Type: Simple (Dramatic Action)

Keywords: Combo-OK, Obvious, Shaping, Sorcerous

Duration: Indefinite
Prerequisite Charms: Hungry Devil-Weed Growth
Spitting out a gobbet of his own gore, the warlock mutters a sublingual claim of investment, a ritual gargle lasting no less than fifteen minutes. The bloody seed
flourishes once it is complete, spreading fleshy roots through rapidly composting ground and spraying grey spores that taste of copper into the air. By the end
of the day, it sprouts into a twisted morass with a radius of (Infernal’s Stamina x 100) yards. This mass of crazed vegetation thrives regardless of the
surrounding environment, though it takes “inspiration” from local life where possible. Any Wyld-tainted land within the affected area immediately becomes
part of Creation.
Tangled roots and squirming sludge render this whole region extreme terrain (Exalted, pp. 266) for dramatic travel, and render local movement at least as
difficult as moving through knee-deep mud. Life churns and flourishes to an unhealthy degree, applying a -2 external penalty to any roll to resist Sickness
effects or plant-based Poisons within the jungle. Animals and insects grow oversized in air that fogs thick and warm, while fruits and flowers swell to the point
of obscenity, reflecting the Infernal’s anima in their aspect. This reduces the difficulty of foraging to one, though it becomes no safer.

Fertile though this bayou is, it cannot help but hunger for more. Spilt blood is quickly soaked up by the grey roots of ravenous plants, while corpses rot away
within hours. Each week, the jungle creeps outward in response to any blood sacrifices made within its borders to Metagaos, the Infernal, or one of their
representatives. Its radius increases by 25 yards for every Magnitude dot’s worth of health levels sacrificed that week (fatally or otherwise). This expansion is
halved if the majority of health levels came from unintelligent animals, while it doubles if the victims came from outside the swamp itself. These modifiers
stack. The jungle becomes a persistent Blasphemy upon exceeding five miles in radius.

Cutting or burning away the jungle allows clear passage for a while, but it regrows completely within an hour of the plants’ removal. Holy effects or magical
fire extend this to (Essence rating of source) hours. Non-magical structures require continuous effort to maintain in the face of creeping vines and moss.
Countermagic removes the region’s unnatural fecundity, converting it into a mundane swamp that remains until removed by active effort or environmental
factors. Emerald countermagic cleanses an area with a radius of up to 250 yards, while Sapphire and Adamant cleanse a radius of up to 500 and 1000 yards,
respectively.

BLOOD CAULDRON SWAMP SOUL


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent
Prerequisite Charms: First Metagaos Excellency, Luscious Jungle Germination
Gore spills down the steps of ancient temples, hidden in jungles unknown to the world. This is true trickle-down power. The Infernal automatically learns
(Essence) thaumaturgical degrees of his choice, ignoring the usual minima and experience cost. All the rituals involved in these degrees are altered to be in line
with the aesthetics of Metagaos, and all the necessary tools and ingredients are replaced by (normal Resources cost) health levels worth of blood or flesh,
freshly acquired from a living character, which the thaumaturge may consume as part of the ritual. Others cannot learn these variant procedures, and he can
learn additional ones at a cost of 3xp each.

Any character who makes a successful prayer roll to the Exalt within one of his luscious jungles can call upon this blood magic, performing one of the
procedures the Exalt learned through this Charm without needing to learn it themselves. The usual rolls, time and sacrifices are all still required, though any
sacrifice made as part of the prayer roll counts toward the cost of the ritual.

With Essence 4+, this Charm brings the warlock and his red-handed faithful ever-closer. Characters who participate in the successful sacrifice of a living
creature to the Infernal (even as nothing more than an assistant to the prayer roll) treat that scene as one spent building or reinforcing an intimacy of devotion
toward his needs. If this intimacy is already at full strength, it is instead guarded against being changed or eroded by anything but unnatural mental influence
for one week.

HIDDEN PREDATOR CAMOUFLAGE


Cost: 5m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK

Duration: Indefinite
Prerequisite Charms: Sprawling Marsh Indulgence
Things lurk in the muffled quiet of Hell’s greyscale bayous. They are gone when you turn. While this Charm is active, the Infernal benefits from a supernatural
camouflage, his every hue and scent merging with those of his surroundings. He is treated as having sufficient cover to hide himself regardless of where he is,
and doubles the benefits of actual cover against attempts to locate him (Exalted, pp. 131). Characters can fail to detect the warlock even when he is right under
their nose, assuming him to be nothing more than part of the terrain.

With Essence 3+, all attempts to perceive the Infernal with any sense halve their rolled successes if he has not moved, attacked or spoken since his DV last
refreshed (or, when out of combat, in the last five seconds).

SOMETHING’S OUT THERE


Cost: 2m; Mins: Essence 4; Type: Reflexive (Step 1)

Keywords: Combo-OK, Overdrive

Duration: One scene


Prerequisite Charms: Hidden Predator Camouflage
He's gone, picked off like the others. The jungle came alive and took him. Now you're alone, but you can feel eyes on you, watching and waiting. This Charm
grants the Infernal an empty ten-mote Overdrive pool. The first time each action that he inflicts damage with an unexpected attack, he gains two offensive
motes, or just one if his target was an extra. He also gains an offensive mote whenever his DVs refresh in combat, provided he has established stealth against
all hostile characters (Exalted, pp. 155), and at least one of them is aware of his general presence in the scene.

SLINKING JUNGLE SHELTER


Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 2)

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: Hidden Predator Camouflage


The things that dwell in Metagaos can barely be distinguished from the swamp itself, slithering and weaving and vanishing between each other. Activated in
response to an attack, this Charm doubles any benefits granted to the Infernal’s Dodge DV by cover, as his form blurs with that of the surrounding terrain. If
the cover the Infernal benefits from is mostly plantlife, he may also move up to (Essence) yards through it and make a reflexive attempt to re-establish surprise,
after the attack has been resolved.

A second purchase of this Charm allows the Infernal to also use it as a perfect dodge, at a cost of eight motes. Used in this way, it acquires the Imperfection of
the All-Hunger Blossom.

IMPERFECTION OF THE ALL-HUNGER BLOSSOM


Metagaos lurks within the tangles of his own jungle-flesh, lazily hiding from hunger. Only when famine looms large can he be exposed, starved into hasty
action, and so Charms with this Imperfection suffer a surcharge based on the richness of the surrounding landscape. Areas where foraging for food with a
Survival roll (Exalted, pp. 139) would be difficulty 1 apply no surcharge, fertile as they are, while areas at difficulty 2 apply a one-mote surcharge, which
increases to three motes in areas at difficulty 3+. This considers only the base difficulty set by the terrain. Infernals are instinctively aware of whether or not
they are in a safe region.

WITHOUT A TRACE
Cost: 6m; Mins: Essence 3; Type: Supplemental

Keywords: Combo-OK

Duration: Instant
Prerequisite Charms: Hidden Predator Camouflage
Even in Hell, where whole continents can vanish overnight in a fit of titanic pique, the marsh is considered impossible to navigate. This Charm functions
identically to Traceless Passage (Exalted, pp. 211), except for its cost, which suffers the same surcharge described in the Imperfection of the All-Hunger
Blossom.

SELF-SEED INFESTATION

Cost: 3m; Mins: Essence 2; Type: Simple


Keywords: Combo-OK, Obvious, Sickness, Sorcerous, Touch

Duration: Indefinite
Prerequisite Charms: Sprawling Marsh Indulgence
Metagaos is a true colonist, his squirming vitality exploring the flesh of others and claiming it as his own. Part of the Infernal’s anatomy buds off, wriggling
into the body of another character and infesting their chi as a Sorcerous Sickness effect. The growth can only be detected through exploratory or supernatural
diagnosis, and once found can be removed through countermagic or difficulty 4 internal surgery. Until then, the host suffers an internal penalty of -(Infernal’s
Essence, maximum 5) to any physical action that they believe would impede the warlock, as the self-seed constricts their muscles and pains their mind.
With another touch, the Infernal can command a self-seed to gorge itself on its host. The host rolls (Stamina + Resistance) every week at a difficulty of
(Infernal's Essence, max 5). Each failure inflicts a point of minimum hunger penalty, which does not lower even if the host eats, their skin slowly greying from
malnutrition. This continues until the character starves, or the self-seed is removed. This Sickness affects even creatures that do not normally require nutrition.
The Infernal can also include a "trigger" in any self-seed, which will cause it to begin gorging in response to a specific physical stimulus, such as words, a
certain drink, or action.

CONTAGION OF WEEDS

Cost: — ; Mins: Essence 2; Type: Permanent


Keywords: None

Duration: Permanent
Prerequisite Charms: Self-Seed Infestation, Infinite Ailment Anatomy
Metagaos fertilizes the world with stolen flesh. The Charm enhances its prerequisite, allowing the Infernal to activate it as a Reflexive Charm in Step 10 of a
bite attack that inflicted any damage, infesting the target with Essence-spores that coalesce into the diabolical cyst. Additionally, the self-seed is itself rendered
infectious to mortals, as though it were a disease with a vector of “host’s bodily fluids” and a Virulence of (Infernal’s Essence). Children of hosts are infested
on conception. The Infernal is not automatically made aware of new hosts as they are infested, and fresh self-seeds share any triggers included in their
“parent”.
Plants altered or created by Hungry Devil-Weed Growth or Luscious Jungle Germination are also vectors for the warlock’s self-seed, provoking infection rolls
when they are eaten or cause damage at Virulence 2. One tick after a host’s death their chakras compost, causing pallid vegetation to push itself from every
opening in a hazardous tangle of the sort created by Hungry Devil-Weed Growth, using their Essence in place of the Infernal’s. Such deaths contribute to the
growth of a luscious jungle like blood sacrifices.

MIND-EATING ASSIMILATION

Cost: — ; Mins: Essence 3; Type: Permanent


Keywords: None

Duration: Permanent
Prerequisite Charms: Self-Seed Infestation
Brains are fertile soil. The penalty applied by the Infernal’s self-seed now extends to mental and social pools, as even making plans or arguing against him
causes debilitating cramps. Any scene a host spends aiding the Infernal, even unwillingly (e.g. in the capacity of a punching bag or emergency rations), causes
an incongruous sense of fulfilment. This is a scene spent building an intimacy of devotion to his needs, which cannot be eroded by mundane influence. Once
formed, the devotion’s ingrained tendrils suppress MDV modifiers from the host’s other intimacies, Virtues or Motivation.

A second purchase allows the Infernal to reflexively determine the dominant emotion of any self-seed host in the same realm of existence. He can do so at any
distance (though he must obviously be aware of the host in question), and is passively aware of the emotional state of all hosts within (Essence x 1000) yards,
allowing him to sense extreme or widespread changes, just as someone might overhear clamour without listening for it.

SELFISH ROOT AND BRANCH

Cost: — (5m); Mins: Essence 3; Type: Permanent


Keywords: Sorcery, Touch

Duration: Permanent
Prerequisite Charms: Mind-Eating Assimilation (x2)
A thousand limbs twist outward from a single trunk, thinking themselves unowned even as they twitch to the beat of an arboreal heart. The Infernal may survey
a host’s current physical state in the same way as their emotional state. Only death is an extreme enough change to be detected passively. Active examination
conveys the full details of the host’s health, and allows the Infernal to inuit their general situation, such as “fighting an animal” or “talking to a great number of
people” or “intensely inspecting something” - this is an instinctual deduction based on dozens of tiny biological cues.

Additionally, the Infernal can spend five motes to mark any character or object he is touching with Sorcerous spores that relay a simple command (chosen on
application) to any hosts that perceive the target. Essence-sight can detect this mark as a faint stain on the target’s aura with a difficulty 3 (Perception + Occult)
roll. Commands are received as brief hallucinations, the host’s dream-imagery hybridized with Metagaoiyn imagery. A host who “sees” a bloody tangle of
vines spilling from the mouth of a stranger instinctively understands that the warlock wishes to interrogate them.

A second purchase at Essence 4+ intensifies these commands into unnatural Compulsions, which can be resisted with a Dodge MDV greater than the Infernal’s
(Manipulation), and cost one Willpower to reject. Additionally, he can spend five motes and one Willpower to take a dramatic action of one long tick, which
relays such a command either to one host he can actively sense, or all hosts within his passive range.

HUNGRY HARVEST

Cost: 6m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Desecration, Obvious, Sorcerous, Touch

Duration: Indefinite
Prerequisite Charms: Self-Seed Infestation
Metagaos devours all things and makes them part of him, whereupon they devour others in turn. This Charm targets any mostly-intact inanimate corpse the
warlock is touching, infesting it with sickly roots that dig into its brain. After one minute, the corpse rises as a grey walker. These shambling, bloodthirsty
creatures use the same traits as zombies of the appropriate species, but are not creatures of death, benefit from all the effects of Sprawling Marsh Indulgence,
and possess (Infernal’s Essence + 2) points of Metagaos-themed mutations.

They obey the Infernal like bound demons, but only “speak” Old Realm and languages they knew in life, and can only understand commands that centre
around consumption. “Devour any blonde who approaches this structure” is about as complex as they can manage. Countermagic kills grey walkers, banishing
animating tendrils from lukewarm flesh.
The Infernal’s self-seed evolves when he learns this Charm, so that any hosts (other than grey walkers, who are inherently infested) automatically rise as grey
walkers a minute after dying.

THOUSAND-FOLK BUDDING BUFFET

Cost: — ; Mins: Essence 4; Type: Permanent


Keywords: Desecration

Duration: Permanent
Prerequisite Charms: Hungry Harvest, Selfish Root and Branch
Only the All-Hunger Blossom lives in his swamp. There you’ll find native tribes of marsh-demons and swarms of mutant beasts and colonies of escaped ghosts
and many more - but only the All-Hunger Blossom lives in his swamp. When commanding or triggering a self-seed to gorge, the Infernal can instead have it
dig roots into its host, fusing with their biology. If the host would die of that Sickness while bearing the intimacy applied by Mind-Eating Assimilation, the
self-seed instead spreads fully through their system, losing the Sorcerous keyword. It can now only be removed by a complete reconstruction of the host’s
body, or Exaltation.

The host becomes a native of Malfeas and a creature of darkness, and acquires all the effects of Sprawling Marsh Indulgence as an abomination of the same
name. This change is accompanied by pale grey skin, and other changes represented by one-to-three points of Metagaos-themed mutations. Such characters are
considered priests of the Infernal for the purposes of Blood Cauldron Swamp Soul, and can never erode their parasitic intimacy - it is part of their very soul.
Further, they do not consider being eaten by or sacrificed to the Infernal (or one of his flower-manses or souls) to be “death” for the purposes of determining
what is and is not an unacceptable order – they are simply being reabsorbed into the greater whole.
BOTTOMLESS MIREMAW SHINTAI
Cost: 30m, 2wp; Mins: Essence 5; Type: Simple

Keywords: Combo-Basic, Form-type, Obvious, Sorcerous

Duration: Indefinite
Prerequisite Charms: First Metagaos Excellency, Greedy Gawping Grip, Luscious Jungle Germination, Hidden Predator Camouflage, Contagion of Weeds
To see Metagaos waging war is to see a disease overtaking the body of nations, infesting and destroying organs before it is even diagnosed. Cities are silently
swallowed by rampant jungle and gluttonous grey mud, their populations lost in labyrinthine tangles of vegetation. Tendrils twist visibly beneath the warlock's
skin before bursting forth, his human body putrefying into pure Essence to feed his new shape, a great demonic flower the same size as his normal body. This
form grants him the following effects:

• All the Infernal’s worn and carried possessions are secreted away in Elsewhere unless he has fused them to himself through Greedy Gawping Grip, while his
newly inhuman anatomy renders him immune to Crippling effects and suffocating, as well as all Poison not specifically aimed at plantlife.

• Countless roots extend from his new body, digging into the world like hungry children to mark out an area around him with a radius of (Essence x 5) yards,
lit by his anima. He cannot move outside this area, though he can sway and haul himself around on tangled limbs within it. He may otherwise act normally
through grasping vines and articulate anima-petals.

• This area is only the heart of his gnawing biology. Over the next ten minutes, the Infernal’s influence extends across a surrounding area no more significant
than a large castle or small city. All the component objects of this structure - whether walls in a castle or trees in a forest - are treated as having been fused to
him through Greedy Gawping Grip, thorned tendrils and grey moss burrowing into them. Destroying these infested objects limits the Infernal’s capacity to act
in that area, but does not particularly harm him.

• Such is the warlock’s fecundity that his sphere of influence has traits identical to the regions created by Luscious Jungle Germination - including its capacity
for expansion. The area around his body is as thick with vegetation as the hazard produced by Hungry Devil-Weed Growth, and he may use the ranged version
of that Charm anywhere throughout his influence, up to once per tick (this replaces the Action-only keyword).

• Thorns are his teeth, petals are his tongues, and the world his gutted oyster, granting the Infernal all the benefits of Palate Without Limit and cancelling any
existing activation. Any bite attacks he makes can be rolled once and applied against all characters within (Essence) yards of the initial target, as fanged
sinkholes swallow whole regiments - such attacks cannot “overlap” on the same tick. Though the warlock can potentially extend his inhuman tastebuds across
vast reaches, he is not necessarily paying attention to every sensation at once, so stealth is possible if difficult. He may willfully withdraw any of his senses
from part of his body to avoid social attacks or similar effects.

• His growth is a subtle infection of the world’s healthy tissue, and benefits from Hidden Predator Camouflage, cancelling any existing activation. Objects
joined to him through the previous effect are not themselves any harder to detect, but other characters must beat a stealth difficulty of ([Stealth + Essence] ÷ 2)
to notice the creeping growth that has overtaken their surroundings. The stealth of a given general area fails, as normal, against groups that the Infernal attacks
through that area.

• All characters within his sphere of influence must roll every hour to avoid becoming infested with his self-seed, as described in Contagion of Weeds. He may
freely and silently communicate with hosts within his sphere of influence, hidden plant-mouths hissing imperceptibly into their ears. Non-hosts increase the
rate at which they gain exhaustion and hunger penalties within his sphere of influence by a factor of (Essence), their vitality sapped by an invisible blood-haze.
As always, the distinction between hosts and non-hosts is Obvious to the warlock.

• Appropriate countermagic (or Adamant Circle Banishing) targeting the Infernal himself ends this Charm. It can also be ended voluntarily, despite being
Sorcerous.
FLESH-WEAVING TENDRILS
Cost: 2m or 4m; Mins: Essence 2; Type: Supplemental

Keywords: Combo-OK, Obvious

Duration: Instant
Prerequisite Charms: Self-Seed Infestation
All life falls within the influence of Metagaos, as it has since he first emerged from the discarded waste of titanic revelry, a god-maggot drunk on the wine of
prehistory. This Charm supplements an attempt to non-violently manipulate organic matter, such as surgery, woodworking, or massage, as the Infernal’s
extremities branch into wriggling tendrils that merge with foreign flesh, causing it to twitch and reshape seemingly of its own accord. This removes any need
for equipment, and renders such actions supernatural (where relevant). The warlock can perform enhanced actions on himself without occupying his hands or
attention, arranging his own insides with visibly squirming roots. Enhanced medical procedures inflict no health level damage, and carry no chance of
infection. This Charm’s cost is four motes if the target is not alive.

A second purchase of this Charm allows the warlock to spend up to (Medicine) additional motes, reducing the time necessary to complete the enhanced action
by a factor of (Essence) for every extra mote spent. At this level, he can treat his own flesh as a single exotic ingredient for any organic helltech artifact.

CHIMERIC CORPUS CULTIVATION


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Desecration

Duration: Permanent
Prerequisite Charms: Flesh-Weaving Tendrils
Life squirms densely in the bowel-mouth of Metagaos, interbreeding and fusing in a composting cauldron. This Charm enhances its prerequisite, allowing the
Infernal to heal normally untreatable Crippling effects afflicting characters bearing his self-seed with difficulty 5 internal surgery. He teases the foreign tissue
into new flesh, working like a bonsai-master to tame its inclination to grow wild. This new flesh is warped and gnarled from its quickening, more vegetable
than animal, represented by up to (Infernal’s Essence) points of mutations appropriate to Metagaos as a Desecration effect.

A second purchase at Essence 4+ allows the Infernal to apply or alter these mutations with a difficulty 3 operation even without a wound. He can also produce
mutations outside of Metagaos’ aesthetics by using appropriate source material - grafting the fangs of a wolf onto a man’s jaw, for instance - to create weird
hybrids. As a final benefit, his tendrils can produce seemingly-natural changes in the appearance and body of a host, as an internal operation at a difficulty
equal to twice the equivalent disguise roll (Exalted, pp. 128).

POLLEN OF A WRITHING GOD


Cost: — (+4m); Mins: Essence 4; Type: Permanent
Keywords: None

Duration: Permanent
Prerequisite Charms: Flesh-Weaving Tendrils
Metagaos is a tempting parasite, infiltrating others until they are barely traces in their own body. This Charm upgrades its prerequisite, adding (Essence)
automatic successes to enhanced rolls that target a host of his self-seed or an object capable of spreading it. This eliminates the possibility of botching. Further,
the Infernal may spend an additional four motes to perform enhanced rolls on infested characters or objects within (Essence x 1000) yards, without actually
being in physical contact with them. This is Obvious, as the flesh of both target and Exalt sympathetically squirm.

FLOWERING THE FAIRER FACE


Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 2)

Keywords: Combo-OK, Social

Duration: One scene

Prerequisite Charms: Sprawling Marsh Indulgence


The plant sprouts happily, its petals unfolding to the delight of all. They are blind to its thorns, fanged and hungry. While this Charm is active, the Infernal
gains an instinctive skill at blending into the social jungle that surrounds him, a camouflage of pleasantries and manners that distracts from his intent. He is
automatically aware of all the customs, fashions, taboos, etc that govern his current social situation, and increases the difficulty to accurately read his motives
(Exalted, pp. 131) by (Essence) while appearing to cater to these cultural mores.

Additionally, he can make a special attempt to read someone’s motives which, instead of the usual information, allows him to learn what another character
expects from him in terms of emotional reactions and motives. This manner of analysis benefits from (Essence) automatic successes. It can also be performed
reflexively, but in this case is not rolled, and instead just uses the automatic successes.

INNOCENT PETAL ASSUMPTION


Cost: 3m; Mins: Essence 2; Type: Reflexive

Keywords: Combo-OK, Illusion

Duration: One scene

Prerequisite Charms: Flowering the Fairer Face


The denizens of Hell know to ward off the Silent Wind with music and clamour, but the Trackless Quag lures in victims regardless of warning lore that
surrounds the first god of hunger. While this Charm is active, other characters in the scene are incapable of viewing the Infernal as a source of violence or fear.
They gloss over his openly-worn weapons, discount his threats as jokes, and politely ignore the blood splattered over his shoes. They can still despise him, but
will never seriously consider that he might harm them. Mental influence intended to cause fear or suspicion of the Infernal automatically fails, while intimacies
based on such are muted, treated as not existing for all purposes.

This Illusion costs two points of Willpower to resist for a scene, or one if the target has witnessed the Infernal harm someone in this scene (or has a suppressed
negative intimacy). Targets automatically reject the Illusion for the rest of the scene if they witness the Infernal attacking or otherwise attempting to inflict
physical harm upon them. Characters who have spent five points of Willpower resisting this unnatural mental influence are rendered immune for one week.

CANKER-CONCEALING TRUNK CONFUSION


Cost: 5m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK, Sorcerous, Touch

Duration: One day


Prerequisite Charms: Flowering the Fairer Face
The snapping branches and vines that weave through Metagaos are sickly and grey, devouring themselves when nothing more appetizing presents itself. At
times, however, great paths of lush and perfect greenery will open up, ungnarled and inviting. It is a lie. The warlock can apply this Charm to a character or
object he is touching, disguising any external indicators of taint. Evidence of Poison or Sickness effects are suppressed, as sores seal shut, flushes fade, and
boils burrow beneath the skin. These effects still apply exactly as normal, but casual observers cannot detect them, and even formal diagnosis or extended
analysis suffers an external penalty of –(Infernal’s Essence + 2).

With Essence 3+, Infernal may allow characters under the effects of this Charm to benefit from the disease-resistance effect of Sprawling Marsh Indulgence –
if he knows Infinite Ailment Anatomy he can also offer the same protection against magical ailments.

SCENTED SKINLESS SERPENT SHINTAI


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Form-type, Illusion, Obvious
Duration: One scene
Prerequisite Charms: Flowering the Fairer Face
Metagaos understands the insatiable need that lurks within, and entices others by exposing his own. The Exalt’s skin withers into grey leather before
blossoming open in petal-strips, revealing lurid anima-patterns where there should be flesh. Observers are blind to the grotesque beauty of this appearance.
Instead, they perceive the Infernal as an indistinct collage of their own desires; his scent carries traces of mother’s cooking, and his laughter reminds them of
their favourite song, and his smile is a mirror image of their sweetheart’s.
• The beauty of Metagaos is a lie, a trap for the unwary. The warlock’s swamp-gas shifting appearance renders him unrecognizable, and makes it impossible to
objectively describe his appearance. Observers must spend three points of Willpower to find this at all remarkable, though this does not allow them to actually
pierce the psychic camouflage.

• Hungry stares tickle the warlock’s skinless soul. He benefits from all the effects of Flowering the Fairer Face, which offers double the usual automatic
successes. Additionally, he can apply it to attempts to read someone’s desires as well as their expectations. If the warlock has Innocent Petal Assumption active,
the Willpower cost to ignore its Illusion is increased by one.

• Cravings are aggravated by the strange pheromones that waft from the Exalt’s exposed anima-flesh. Any influence he applies to create an intimacy centred
on greed, envy, or base desire is rendered unnatural. He increases the modifier applied by such intimacies to -(Essence).

• Raw hunger squirms and throbs in hypnotic expressionism, causing watchers to worship this enticing calavera. Any character with a Dodge MDV lower than
(Infernal’s Manipulation + Essence) who perceives the warlock is struck by a Servitude effect, causing them to devote themselves to his needs, rationalizing
their sudden generosity with base motives such as attraction, expectation of reward, and so on. This unnatural influence lasts for the scene, and can be rejected
by spending two points of Willpower.


PLATTER-CLEANING VIOLENCE FLICKER
FEEDING FRENZY FLURRY
FANG MISSILE METHOD
HIJACKED BY HUNGER
MORE FOR ME
SWORD-SWALLOWING GULLET TRICK
WORLD-GNAWING WORM SHINTAI
CLEANING THE CALENDAR’S BONES
FLAVOUR WITHOUT BOUNDARIES
PRAYER AND POPPIES FEAST
YOU’RE WORTH IT
THOSE THAT WON’T SEE
JUNGLE LABYRINTH TRICKERY
CREEPING INTO CRACKS
INSIDIOUS IDEAS MANTRA
PANDEMIC NOTION PARASITE
TEMPLE-AS-BODY INCORPORATION
PERVERSE WHISPER CAMOUFLAGE
WORLD-ENTICING NECTAR

PLATTER-CLEANING VIOLENCE FLICKER


Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 1)

Keywords: Combo-OK, Obvious

Duration: Instant

Prerequisite Charms: Teeth Without Number


Roots pierce the bloody soil of flesh like barbed tongues, and Metagaos devours all it has to offer. This Charm enhances any natural attack the warlock makes,
granting it the Reach tag and extending the range at which it can be made by (Dexterity + Essence) yards, flesh twisting and darting outwards before slithering
back into its sockets. The slippery, sudden nature of the attack allows it to ignore cover bonuses.
If the Infernal knows Greedy Gawping Grip he can use it alongside this Charm to grab something within its range, ignoring any barrier with even a slight gap
to retrieve his newly-acquired body part. The range offered by this Charm scales with the Infernal’s size - double it if he benefits from more than two dots of
Large (or the equivalent), and triple it if he qualifies for Huge.

FEEDING FRENZY FLURRY


Cost: 4m, 1wp; Mins: Essence 3; Type: Extra Action

Keywords: Combo-OK, Obvious

Duration: Instant

Prerequisite Charms: Platter-Cleaning Violence Flicker


Countless snapping hydra mouths burst forth, each eager to sample the smorgasbord of terrified meats before them. This Charm is a magical flurry of between
one and (current hunger penalty) bite attacks, each of which must have a different target - excess attacks are wasted. This flurry ignores Rate and multiple
action penalties, automatically enjoys the benefits of its prerequisite, and applies a DV penalty equal to the highest penalty for any one attack.

FANG MISSILE METHOD


Cost: — (1m+); Mins: Essence 3; Type: Permanent
Keywords: Obvious

Duration: Permanent

Prerequisite Charms: Greedy Gawping Grip


Spat spines and needle-winged worms and seed-pods that spiral with bone-edged leaves; distance does not outright guarantee safety from Metagaos. Whenever
the Infernal uses Greedy Gawping Grip to fuse with a ranged weapon, he may freely generate organic lethal ammunition for that weapon, in the form of
projectile fangs and biting dart-worms. Thrown weapons produce organic versions of the weapon in question, which are flung as normal. Ammunition
produced in this way has a base range of (Wits + Essence) yards, regardless of the weapon. Tooth-shots are treated as close range natural bite attacks for the
purposes of Metagaos Charms.

HIJACKED BY HUNGER
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Greedy Gawping Grip


Masts become stems and fenders fangs, when the spores of the All-Hunger Blossom hitch a ride. This Charm enhances its prerequisite. The Infernal can
already use it to target object-scale vehicles and willing or unintelligent mounts that he owns, but doing so now lets him make piloting or control rolls
reflexively, grants him (Essence) automatic successes to such rolls, bypasses the minimum traits usually needed, and allows him to repair it using magic that
would heal his body. The mount’s attacks and the vehicle’s ramming attacks already count as bite attacks, and can be enhanced by the relevant magic - but with
this Charm, the final damage inflicted on the Infernal’s vehicle by its own ramming attacks is reduced by (Essence), to a minimum of zero.

MORE FOR ME
Cost: — (1wp); Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Greedy Gawping Grip


Mine? Mine. This Charm permanently enhances its prerequisite, allowing it to target objects not owned by the Infernal. He sinks his fangs into its insensible qi
as a Shaping effect, transferring its ownership to him for the duration of the Charm. Targeting an object he does not own that is currently in active use requires
that the Infernal and the bearer roll their (Strength + Larceny) against each other, with success allowing the Infernal to wrench it from their grip or off their
body. Attuned artifacts apply an external penalty to seize them equal to their rating, but if successfully fused with the Infernal are immediately deattuned. The
Infernal can spend a point of Willpower to instantly attune to any artifact he has fused to his body, at the usual mote cost.
SWORD-SWALLOWING GULLET TRICK
Cost: — (1hl, +1m); Mins: Essence 2; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Greedy Gawping Grip, Hunger Without Satisfaction


A great artisan once made ten thousand things to distract Metagaos from his hunger, each one more cunning than the last. The titan ate them all, and so became
cunning himself. The artisan wept. The Infernal can devour any object fused to him through Greedy Gawping Grip by suffering a single bashing health level of
damage, deactivating the Charm. The object unravels into strange flesh and inorganic gallstones, allowing the Infernal to recreate it from his flesh in the future
by “reactivating” Greedy Gawping Grip. He may produce additional copies of this object (e.g. a sword in each hand) by committing an additional mote for
each. Objects made from indestructible materials are not permanently devoured, merely subsumed beneath the warlock’s flesh - they can be retrieved through
surgery or suitable disgorge.

WORLD-GNAWING WORM SHINTAI

Cost: 15m, 1wp; Mins: Essence 4; Type: Simple

Keywords: Combo-Basic, Form-type, Obvious

Duration: One scene

Prerequisite Charms: Mutilation Feast Method, Consumption Without Joy, Digestion Without Distinction
Was Metagaos present in the time of Making, or was he only discovered afterward, found lurking and chewing at the foundations of the First House? The Exalt
chokes on his tongue as it swells in his mouth, sprouting forcefully into a squirming tube lined with snapping mouths. Each of these mouths warp in the same
way, countless tongues weaving around each other into the warlock’s new body; a terrible grey worm with countless mandible-legs, (Essence) times as long as
the warlock is tall. All the Infernal’s worn and carried possessions are banished to Elsewhere, except for objects fused to his body through Greedy Gawping
Grip. In this form, he benefits from all the effects of Palate Without Limit (cancelling any existing activation), as well as the following powers:

• The Exalt’s hunger becomes genuinely insatiable, nothing more than an endless conga of mouths devouring mouths. He waives the base mote cost of
Mutilation Feast Method. Its final cost is waived entirely when used against mortals, and reduced by three motes when used to enhance a clinch or an attack
made from surprise. However, his hunger penalty immediately increases to -10, and does so again every time his DV refreshes.

• Ravening desperation dissolves even solid rock, allowing the Infernal to tunnel through gates and floors with grinding, snapping bites. He can move through
any non-indestructible substance as though it were thin air, leaving its component objects reduced to damaged health levels - such damaged objects are
considered plantlife for the purposes of Metagaos Charms, as great chunks of them have been digested into alien compost. He can also freely move across
sheer walls and ceilings in defiance of gravity, teeth-toes providing perfect traction.

• The ambition of the loathsome worm is to become the great serpent that encompasses the world - for all of it will be in his belly. The Infernal may make use
of Digestion Without Distinction regardless of his current hunger penalty, and removes the limit on the number of times he can heal himself per action. He also
ignores the usual mote cost of any mutations applied through that Charm. If he knows Platter-Cleaning Violence Flicker or Hand-Biting Retaliation, he also
waives the cost of each of those Charms.

CLEANING THE CALENDAR’S BONES


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Illusion

Duration: Permanent

Prerequisite Charms: Memory Without Passage, Mutilation Feast Method


Those who stumble from Metagaos bewildered and amnesiac are lucky to have left with their skulls, even if they are somewhat emptier. This Charm
permanently enhances its prerequisite, granting the Exalt an additional (Essence) automatic successes to assign to topics of stolen memories. In addition,
acquiring memories from any character by biting them with Mutilation Feast Method inflicts an Illusion that maims their recollection. They can no longer
recall more than scattered fragments of the information the Infernal devoured, even as he digests and loses access to it. Any scene in which a victim fails to
recall any meaningful information about an intimacy due to this Illusion is considered a scene spent eroding it.
Rejecting this unnatural Illusion requires that the victim spend at least a scene interacting with the subject of their lost memories, and expend total Willpower
equal to the base successes the Infernal assigned to that topic.

FLAVOUR WITHOUT BOUNDARIES


Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Palate Without Limit
Metagaos knows the world through texture and sapor, sampling it with petals like tongues. Little wonder he communicates similarly. This Charm enhances any
attempt to create something the Infernal intends to be tasted, most often food. He mixes some part of himself into it, spitting into soup or bleeding onto roast,
and if its creation is a success, anyone who smells or tastes it does so in perfect, sumptuous clarity, enjoying every facet of its scent and flavour and bypassing
any personal distaste for its ingredients or preparation. Further, if they spend at least five minutes contemplating its rich flavour or scent, they are affected by
unnatural mental influence equivalent to a surprise “written” social attack, with successes equal to the Exalt’s initial Craft roll, and an effective Linguistics of
(Exalt’s Manipulation). If the Infernal wishes, this mental influence can also convey the usual amount of information for a social attack, subtly integrated into
the metaphor of its spice.

There is an equivalent Solar Charm named (Craft)-Art’s Devout Genius, which requires Craft 5, Essence 2, and any Craft Excellency. It works in the same way
as Flavour Without Boundaries, except that it can be purchased up to five times, with each purchase allowing it to apply to a single variety of basic Craft and a
single sense. Regardless of how many times it is purchased, only one enhanced sense can be attached to a creation, and social attacks can only be worked into
creations that are clearly intended to be appreciated through the enhanced sense. Additionally, it does not require that the Solar mix themselves bodily with
their work.

PRAYER AND POPPIES FEAST


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Greed Without Restraint


Colours drift and swirl in the mire of the Trackless Quag, spiralling down into an emaciated grey. Among them is red, the colour of true faith. This Charm
enhances Palate Without Limit, allowing the Infernal to taste the sweat, tears and blood (so much blood) that go into prayer. The Infernal can automatically
taste any sacrifices made to himself, and so whenever he would regain Willpower from his Cult he may instead reduce his current hunger penalty by up to (Cult
rating). Tasting something else with a Cult rating allows the Exalt to discern the approximate size of the cult in question. He can also locate the nearest centre
of worship through Desire Without Escape, and taste any sacrifices made to the target within the last (rolled successes) days.

YOU’RE WORTH IT
Cost: 3m or 6m; Mins: Essence 3; Type: Supplemental

Keywords: Combo-OK, Emotion, Social

Duration: Instant

Prerequisite Charms: Go Get It


Love is about possession, not appreciation – flowers are meant to be picked, no matter how the garden screams. This Charm enhances any Manipulation-based
mental influence in which the Infernal praises or vividly describes the virtues of indulgence, rendering it unnatural. It costs six motes if Performance is used or
three motes otherwise. If the target does not resist this mental influence, any intimacies they possess toward material pleasures or goods become enchanted -
for the rest of the day, they need not spend Willpower to suppress any of their Virtues in pursuit of them.

A second purchase of this Charm allows the Infernal to create a written social attack through this Charm, with the effects described above.

THOSE THAT WON’T SEE


Cost: — ; Mins: Essence 4; Type: Permanent
Keywords: None

Duration: Permanent
Prerequisite Charms: Hidden Predator Camouflage
Metagaos lives in a world of mobile flavours, stumbling and blind. This Charm permanently enhances its prerequisite, allowing the warlock to spend up to
(Essence) motes each tick. Every mote spent in this way allows him to move a single yard without disrupting the success-halving effect of that Charm.
Additionally, that effect always applies to extras and non-heroic mortals, regardless of whether or not the Infernal has moved or attacked.

JUNGLE LABYRINTH TRICKERY


Cost: 10m; Mins: Essence 3; Type: Simple (Dramatic Action)

Keywords: Combo-OK, Sorcerous

Duration: (Essence) days


Prerequisite Charms: Without a Trace
Languid and quiet among the titans of Hell, Metagaos prefers to see others dance for him, confusedly waltzing around their intended location and straight into
his maw. This Charm is a dramatic action of one hour that infects the Infernal’s surroundings with parasitic mudra-worms that devour space and distort
direction. Any attempt to navigate to that location suffers as though trying to track a character using this Charm’s prerequisite. This Charm can only affect land
that the Infernal actually owns, and cannot affect more land than would be encompassed by an organization with Reach (Essence). On activation, the Infernal
may specify any number of categories of characters to exclude from this effect, based on purely observable characteristics. He might allow only those who
speak a certain password access to his lair, or ban passage only to those of a certain race.

A second purchase of this Charm at Essence 5+ allows the Infernal to extend its duration up to (Essence) weeks, and allows him to affect an area outside of his
territory at half his effective Essence. It also unlocks a new mode of usage, ensuring that anyone who fails a navigation or tracking roll within approximately
(Essence) miles of the ensorcelled location receives a false positive leading them to it, regardless of their actual target. This is an unnatural Illusion effect
costing three points of Willpower to resist.

CREEPING INTO CRACKS


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: Shaping

Duration: Permanent

Prerequisite Charms: Hungry Devil-Weed Growth


The All-Hunger Blossom regards the world as his-in-waiting, and so invades and claims all within it with covetous feelers. This Charm permanently enhances
its prerequisite. Inanimate objects (that are not on the person of another character) within the targeted area are immediately reduced to their damaged health
levels as a Shaping effect as vegetation erupts from its cracks, the Infernal’s fertile Essence colonizing its structure and fusing the plants to it. Characters can
usually squeeze through the damaged objects, though the difficulty to do so is increased by (Infernal’s Essence) thanks to the obstructive and aberrant plantlife.
Indestructible objects, or those warded against decay, are immune to the effects of this Charm.

INSIDIOUS IDEAS MANTRA


Cost: 1m or 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Greed Without Restraint, Mind-Eating Assimilation
Metagaos touches all and sundry, extending his influence through inescapable thought and intrusive deed. This Charm supplements a social attack that exploits
one of the target’s intimacies (it costs just one mote if the exploited intimacy would support one of the warlock’s own). If it is not resisted, the mental influence
worms its way into the target’s subconscious, settling feverish feelers into the intimacy. The first time in any subsequent scene that the intimacy becomes
relevant to the target, they once again suffer the effects of that social attack, against which they cannot apply their MDVs. This unnatural mental influence can
be resisted each time by spending one Willpower, and the whispering worm is fully ejected after spending three Willpower.

PANDEMIC NOTION PARASITE


Cost: 8m; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Compulsion
Duration: Indefinite
Prerequisite Charms: Insidious Ideas Mantra
Chattering mouths and petalled-tongues line the baskets of the Demon City’s flower-sellers. The Exalt crafts an infectious idea from the compost of his mind,
expressed as an intimacy that somehow confirms or supports one of the warlock’s own – an Infernal who dearly loves his godblooded wife might produce
admiration of demigods, hatred of infidelity, or a specific approval of the marriage in question. He then releases this bubonic meme after spending no less than
an hour interacting with local members of a single group of his choice, rolling (Manipulation + Socialize) at a difficulty equal to the group’s Size. If he
succeeds, the mental contagion spreads through the group from that point, hijacking normal conversation and convention.

After (group’s Reach – Influence) weeks, minimum one, it has entirely infected the group and becomes an intimacy of the organization, which applies an
external penalty of -(Essence) to attempts to remove it. As long as the intimacy exists, members of the group treat every week spent working for the
organization as a scene spent building the intimacy in themselves - though if they’re actively opposed, they can erode it in their off-time.

At Essence 5+ the idea-plague infects even subsidiary organizations, after the next time they interact with an infected parent group. The intimacy spreads
through their structure as normal.

TEMPLE-AS-BODY INCORPORATION
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple (Dramatic Action)

Keywords: Combo-OK, Obvious

Duration: (10 – Essence) hours


Prerequisite Charms: Flesh-Weaving Tendrils, Luscious Jungle Germination
In the wake of Primordial surrender, whole hosts of Fire Aspects marched through the lands touched by Metagaos, heated blades felling great trees that bled
and screamed. They purged such things from Creation, for they should not exist. This Charm is a dramatic action taking (10 – Essence) hours of meditation,
during which the warlock designs a Metagaos-aspected manse with a rating no greater than (Essence - 1) and just half the usual power points, using
(Intelligence + Medicine). His insides visibly churn as internal microflora devour and breed – then he regurgitates a grey manse-seed, about the size of a
human head, which lasts one day before decaying into Essence.

To use this manse-seed, the Infernal must plant it in one of his luscious jungles and shed three health levels worth of blood over it. It digs in roots, ensuring that
it will not naturally die, and opens a passive plant-mouth into which corpses or blood can be dumped. Once the manse-bud has consumed (rating x 100) health
levels’ worth of gore, it blossoms into a full manse-flower, using the Infernal’s design. Living victims can be tossed in, suffering a hazard equivalent to an acid
bath until they escape, clambering up slippery internal walls with a difficulty 4 climbing roll.

Every aspect of the manse-flower’s makeup is organic. Leaf-like veins form smooth arches, while oversized alveoli cushion bedchambers. Powers are similarly
fleshy, such that bound servants must be either Genesis-guardians cultivated from architectural tissue, or demons of Metagaos. It automatically receives the
Living and Exotic Aspect (Metagaos) powers at no cost, and can take a special version of the Sentient power that costs two fewer points than normal, but
derives its personality from the overall mentality of those sacrificed to create it as though they were an organization with a united set of Policies.

The flower is not a true manse, and therefore forms no hearthstone, provides no motes, cannot lend or receive manse points, and cannot be rendered
Indestructible - in fact, it suffers from a single automatic dot of Fragility. It receives no Drawback points for these innate downsides. Any Maintenance
requirements must involve blood sacrifice. Since it relies on its fertile surroundings for sustenance, none of its powers can guard against the jungle’s magical
traits. However, a radius of jungle (rating x 50) yards around the manse is rendered immune to countermagic, a warded area within which no further manse-
seeds can be successfully planted.

With Essence 5+ this Charm can be used to create a seed for an actual Metagaoiyn manse. This usage doubles its cost, design time, and the sacrificed health
levels necessary for it to flower. It must be planted in a tainted jungle, on a Wood, Water, Vitriol or Metagaos-aspected demesne with an appropriate rating. It
wards a radius of (rating) miles from countermagic. All the usual downsides of this construction are waived, but the benefits remain.

PERVERSE WHISPER CAMOUFLAGE


Cost: 5m; Mins: Essence 2; Type: Simple (6 long ticks)
Keywords: Combo-OK, Illusion, Social
Duration: Instant
Prerequisite Charms: Flowering the Fairer Face
Wallflowers dig their roots into the brick and mortar of conversation, and so find their scent admired without intervention. This Charm is a Manipulation-based
social attack directed at a single target. No actual communication takes place; instead, the warlock chooses another character currently interacting with the
target. Her social attack latches onto their relationship like a parasite, and so the target hears and understands whatever the Infernal wished to communicate,
filtered through the nature of the actual interaction – as such, this can let him make social attacks against characters who do not speak his language. An Infernal
who wished to provoke a fight at a bar might make a social attack insulting an intoxicated soldier, which he hears as coming from the local farmer who’s been
giving him sour looks all night.

This is an unnatural Illusion effect costing three points of Willpower to resist, or two if the interaction wasn’t social in nature. Only the target is affected by this
Illusion – other characters perceive events proceeding as they actually did. While this Charm runs its course, the target perfectly dodges any actual social attack
made by the character the false communication is tied to, as their words are repurposed for the Infernal’s masque.

A second purchase at Essence 3+ allows the Infernal to make Performance-based social attacks through this Charm. Even if he does not, he can spread the
Illusion to all characters capable of hearing the false communication, as even the supposed speaker becomes convinced they blurted something out without
thinking (they need spend only a single Willpower to resist). Additionally, he can choose to root his social attack with no particular character, making it a
directionless and Obvious whisper in any language he knows.

WORLD-ENTICING NECTAR
Cost: 5m; Mins: Essence 2; Type: Supplemental

Keywords: Combo-OK, Compulsion, Social

Duration: One scene


Prerequisite Charms: Flowering the Fairer Face
The dances of Metagaos are subtle and languid, pale petals drifting through stagnant air. Even so, their movements and scents are intoxicating. This Charm
enhances any social attack using Performance, forcing characters whose MDV is exceeded by the roll to follow the Infernal as closely as they can. They will
not pursue him into obvious lethal danger unless their will is broken, but otherwise are fascinated to the point that they simply must keep him within sensory
range. This Compulsion costs one Willpower to resist for five minutes – once this period of resistance elapses, the mental influence is reapplied once the
warlock returns to their sensory range. Spending three Willpower immunizes the character for a full day.

With Essence 3+, the Infernal can use this Charm to enhance (Manipulation + Presence) social attacks.

Metagaos Charms
• Charms
• Metagaos

Mouth of the All-Hunger Blossom


Cost: -
Mins: Metagaos 0, Essence 1
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: None
Consumption is central to the mythos of Metagaos. Infernals who learn this Charm are permanently
changed to reflect their alignment with this principle. With the first purchase of this Charm, their
mouths grow wide and their teeth become intimidating to behold. A less obvious effect of this
transformation is that the Infernal can now be sustained by any organic matter.
Upon learning this Charm the Infernal gains a natural bite attack with the following statistics;
Mouth of the All-Hunger Blossom; +(Essence/2) Accuracy / +(Essence) L damage / -3 Defense / 1 Rate
This attack is typically wielded with Martial Arts but can be used to enhance clinches and so may
occasionally be used with Athletics while in a clinch.
A subsequent repurchase at Essence 2 widens their mouths further to sizes that seem unlikely or
downright impossible while their jagged teeth multiply in number. This repurchase increases the mouth
to Rate 2, adds the Piercing tag and allows 10s rolled on bite damage rolls to count as 2 successes.
Crimson Fed Fecundity
Cost: -
Mins: Metagaos 0, Essence 2
Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Mouth of the All-Hunger Blossom
The swamps of the All-Hunger Blossom grow verdant with spilt blood and raw flesh. Just so, an
Infernal with this Charm draws great strength in consuming their foes. Whenever the Infernal inflicts a
point of lethal damage with her bite attack she gains 1 mote or 2 motes if the victim is an Essence user.
Inflicting a Crippling effect on a target using a bite attack grants the Infernal 2 motes or 3 motes if the
victim is an Essence user.
In addition to this benefit, the Infernal grows lush with power as a result of learning this Charm. He
gains a 10 mote peripheral pool of Essence that can only be filled by the effects of this Charm.
Carnivorous Virility Regeneration
Cost: 0m / 1m / 2m
Mins: Metagaos 0, Essence 3
Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Crimson-Fed Fecundity
The All-Hunger Blossom is strengthened when blood flows into his swampy roots and meat slides
down his quivering gullet. With this Charm, the Infernal is empowered through the same means. When
the Infernal does lethal or aggravated damage to a foe he may spend motes to heal health levels he has
lost. The Infernal may heal bashing damage at the cost of 0 motes per damage healed (though it still
counts as a Charm use) and lethal damage at the cost of 1 motes per damage healed. Aggravated
damage may be converted to lethal damage at a cost of 2 motes per health level converted which can
then be removed at the usual cost for lethal damage. The Infernal may not heal more health levels than
he does damage with this attack.
At Essence 4 this Charm may be repurchased, upgrading its basic effects. Upon inflicting a lethal or
aggravated level of damage to an enemy the Infernal can heal up to twice that amount of bashing
damage or an equal number of lethal damage at no mote cost. This repurchase also reduces the cost of
converting aggravated damage to lethal damage to 1 mote per damage converted.
Pestilence Plagued Maw
Cost: -
Mins: Metagaos 0, Essence 2
Type: Permanent
Keywords: – (Shaping)
Duration: Permanent
Prerequisite Charms: Mouth of the All-Hunger Blossom
In the All-Hunger Blossom’s ravenous feasting he cannot will himself to cease long enough to tell
whether the carcass he eats is rotten or not. Thankfully, it matters not, as disease cannot ravage one who
holds all diseases within himself. Like Metagaos himself, the Infernal perfectly contracts any mundane
disease he comes into contact with. Also like the All-Hunger Blossom, the Infernal suffers no
deleterious effects from infection but instead stores the disease within his mouth to later be used as a
weapon. When making a bite attack the Infernal can deliver any mundane disease he has contracted by
paying the disease’s morbidity cost in motes. If he wishes to deliver this attack with a weapon he must
also spend 1 willpower.
In addition, synergistic bacteria ferment within the Infernal’s hideous mouth, increasing the virility and
virulence of disease within those he bites. So long as a victim has any damage dealt by the Infernal’s
bite attack he adds the Infernal’s Essence to the virulence and untreated and treated morbidity of the
disease. This is a Shaping effect.
Hunger Blooming Bite
Cost: 2m
Mins: Metagaos 0, Essence 2
Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Mouth of the All-Hunger Blossom
The dread teeth of Metagaos infect others with his unquenchable appetite, inspiring a crazed hunger as
if the victim had not eaten for days. This Charm supplements any close range attack. As a crippling
effect, each health level of damage the attack does it counts as if the victim had not eaten for that many
days (see rules for starvation in Exalted, pg. 129). Victims cannot be killed instantaneously in this way
but if their penalty is such that they would normally die and they do not eat within a day of being struck
with this Charm, they will die as normal.
At Essence 4+ the Infernal may add a willpower point to the activation of this Charm and victims are
no longer protected from instantaneous death by starvation.
Virulent Carnal Appetite Unfurling
Cost: 5m (3m if delivered via natural weaponry)
Mins: Metagaos 0, Essence 3
Type: Reflexive
Keywords: Combo-OK, Sickness, Sorcerous
Duration: Instant
Prerequisite Charms: Hunger Blooming Bite, Pestilence Plagued Maw
Metagaos is known as the All-Hunger Blossom not only because of his own endless hunger but also
due to the virulence with which his rapacious appetite spreads to those within his swampy moors. This
Charm enchants any attack made in close combat. If the attack is successful the target contracts the
magical disease, Insatiable Carnal Appetite.
Insatiable Carnal Appetite
Vector: there is no natural vector
Morbidity & Treated Morbidity: equal to the Infernal’s Essence
Symptoms and Duration: victims infected with Insatiable Carnal Appetite find that the horrific
symptoms of the disease set on quite quickly. If the victim is not magically cured within 6 hours he
gains the Cannibalism derangement at deficiency strength (see Manual of Exalted Power: Lunars, pg.
209), this increases to debility strength after 12 hours of infection, and deformity strength after 18
hours of infection. In addition, the victim’s metabolism speeds up exponentially required the victim to
eat every 3 hours or begin to starve (every 3 hours counts as a day for the purpose of starving rules). If
the victim ever runs out of Willpower he cannot resist his cannibalism and begins to assault people with
the intent to consume them alive. Victims who are attacked and take at least a health level of damage
suffer a lesser form of this illness, Scarlet Hunger, unless they succeed at beating a Virulence 3 (but the
same Morbidity and Treated Morbidity as Insatiable Carnal Appetite). Scarlet Hunger inflicts
Cannibalism at deficiency strength and increases the victims metabolism to every 6 hours counting as a
day for the purposes of starvation. Scarlet Hunger is treated in the same way Insatiable Carnal Appetite
is. Scarlet Hunger is not contagious.
Treatment: The only method of curing the disease is starving the victim to near death and then feeding
him an expensive paste made from herbs and plants costing Resources 3 (or a difficulty 4 Survival
check with increased difficulties for areas lacking plant life). Being cured of either disease does not
remove the Cannibalism derangement.
You Are What You Eat
Cost: 5m
Mins: Metagaos 0, Essence 3
Type: Supplemental
Keywords: Combo-OK, Crippling, Sorcerous
Duration: Instant
Prerequisite Charms: Hunger Blooming Bite
Metagaos is not just the underlying principle of consumption, he also embodies integration. That which
the All-Hunger Blossom eats he becomes. So it is with this Charm that can be used to supplement any
close range attack. When an attack empowered by this Charm does even a single health level of
damage, the victim loses one of his mutations as a Crippling effect. Even natural mutations may be lost
in this way. The Infernal may select which mutation to target each successful use of this Charm.
If the target lost a mutation as a Crippling effect, the Infernal gains it as a Sorcerous effect. The Infernal
may keep the mutation for an indefinite period of time but may never have more mutations in this way
than the lower of his Resistance or Essence. Mutations stored in this way may be purchased normally
with XP at which point the Sorcerous effect is ended as the mutation is now a part of the Infernal.
A repurchase of this Charm, also at Essence 3, allows the Infernal to absorb a single Attribute or Ability
rating per attack enhanced with this Charm. Each trait absorbed in this way counts against the
maximum number of traits an Infernal may have through this Charm and the Infernal can only gain
traits that are rated higher than the Infernal’s current score. Individuals who lose Attribute traits as a
result of this Charm function as if they have a 1 in the relevant trait while those who lost Abilities
function as if their trait rating is 0. This effect is permanent until the Crippled condition is relieved for
most beings but for Exalts the Crippling effect dissipates after (11 – victim’s Essence) weeks. If the
Infernal uses XP to make trait changes that he absorbed through this Charm permanent, he has no
training time to raise the trait.
Ethereal Bonds Delicatessen
Cost: -
Mins: Metagaos 0, Essence 4
Type: Permanent
Keywords: – (Shaping)
Duration: Permanent
Prerequisite Charms: You Are What You Eat x 2
Metagaos does more than absorb the unique strengths of those he consumes, he also integrates the
invisible ties such creatures have to the world. This Charm expands the traits that an Infernal can
consume with You Are What You Eat. Background traits are now eligible for consumption, though this
effect is Shaping instead of Crippling.
When a background trait is selected and the attack is successful, the target loses the background trait as
a Shaping effect. The Infernal then gains the same background trait as a Sorcerous effect. This does not
translate to a direct transferal of possessions or relationships from the victim to the Infernal, but rather,
events conspire that within a scene of being bitten the target will lose the benefit of the background trait
and the Infernal will gain it. This effect is permanent until the Crippled condition is relieved for most
beings but for Exalts the Crippling effect dissipates after (11 – victim’s Essence) weeks. Infernals
cannot gain background ratings higher than their Essence in this way.
Traits gained from Ethereal Bonds Delicatessen count towards the maximum traits that can be absorbed
through You Are What You Eat.
Voracious Appetite Meditation
Cost: – (1m+, 1wp)
Mins: Metagaos 0, Essence 3
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Mouth of the All-Hunger Blossom
The All-Hunger Blossom’s bite is most ferocious when his appetite is least sated. Infernals who take
this Charm are similarly endowed with strength in proportion to their hunger. As a permanent effect the
Infernal ignores all dice pool penalties due to starvation and add half of the penalty they would
normally receive to the damage rolls of any close ranged attacks. Attacks delivered via bite enjoy the
full starvation penalty as a bonus to damage.
In addition, the Infernal can dramatically increase his rate of metabolism such that it burns through
days of food in moments. As a miscellaneous action the Infernal can spend a willpower point and a
number of motes equal to the number of days he would like to starve himself. No Infernal has ever
killed himself through the use of this power but it is entirely possible to do so.
A repurchase of this Charm at Essence 4+ allows the Infernal to use his starvation penalty or the
normal Attribute + Ability as the dice adding cap when using Metagaos Excellencies.
Many Mouths Mutilation
Cost: 1m per mouth, 1 wp
Mins: Metagaos 0, Essence 2
Type: Simple
Keywords: Obvious, Sorcerous
Duration: One Day
Prerequisite Charms: Voracious Appetite Meditation
One mouth could never consume enough to whet the appetite of the All-Hunger Blossom. Instead, the
swamps of Metagaos see the foliage frequently bloom with toothy maws giving the Yozi all the more
opportunities to feast on those he can. Infernals who have contracted his fell hunger often resort to the
same methods.
When the Infernal activates this Charm, bleeding slits appear across his body. These cuts burst open
with shrieks, revealing sprays of saliva and gnarled teeth. An infernal may spawn a number of mouths
this way equal to his Essence. Each mouth acts as if modified by the Infernal’s Mouth of the All-
Hunger Blossom. For each mouth spawned through the use of this Charm, the multiple action penalty
for flurrying bite attacks is reduced by 1. In addition to the more obvious benefits in combat, Infernals
who use their plethora of maws to intimidate others convert any stunt dice incorporating the mouths
into automatic successes.
Sharpened Incisor Snap
Cost: 2m/die
Mins: Metagaos 0, Essence 3
Type: Reflexive (Step 10)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Mouth of the All-Hunger Blossom
Metagaos does not nibble; he shreds. Using this Charm an Infernal can convert post-soak damage dice
into automatic successes at a rate of 2 motes per die converted.
The All-Hunger Blossom is not content to merely kill, however, he must also devour. If the Infernal
does a single level of damage to a mortal, he suffers any disabling effect the Infernal likes (chosen from
the list on Exalted, pg. 152). To cripple gods and Exalts in this way, the Infernal must convert a number
of dice equal to the being’s Essence rating.
Spawn-Snatching Chomp
Cost: -
Mins: Metagaos 0, Essence 3
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Sharpened Incisor Snap
To the exquisite palate of the All-Hunger Blossom, the unborn are the most succulent delicacy
imaginable. Whenever the Infernal would be eligible to apply a disabling wound or amputation he may
elect to destroy any unborn children the victim might be carrying. If this effect is delivered with a bite
attack the Infernal must roll his Temperance to resist the almost overwhelming desire to swallow the
resultant mess whole (a diceless, reflexive action). When the Infernal consumes a creature in this way
he may regain a point of willpower. He may regain willpower in this way a number of times per day
equal to his Essence.
Horror-Birthing Feracity
Cost: 10m, 1 wp
Mins: Metagaos 0, Essence 4
Type: Simple
Keywords: Desecration, Shaping
Duration: Dramatic Action (Essence in days)
Prerequisite Charms: Spawn-Snatching Chomp, You Are What You Eat
The swamps of Metagaos are filled with blasphemous horrors that frighten even the inhabitants of the
demon realm. This nightmarish brood are not immigrants to the All-Hunger Blossom’s domain but are
the result of his grotesque generative urges. As a permanent effect, the Infernal may elect to not kill
unborn creatures consumed via Spawn-Snatching Chomp and instead store such unfortunates within a
generative sac created within the Infernal when this Charm is learned. If the Infernal does not actively
use this Charm within his Essence in days the creature dies and is passed to the Infernal’s digestive
system instead.
When an Infernal activates this Charm he may apply any mutation he himself has or that he has
temporarily as a result of You Are What You Eat onto any creature within his generative sac (or
functional womb if the Infernal is so endowed). These are applied on top of whatever natural mutations
the creature may already have. When the Infernal has completed his dread fertility magic, he expels the
creature in a leathery egg shell from an orifice of his choice. The creature breaks free from its egg in a
number of weeks equal to the number of mutations added by the Infernal. Creatures with no mutations
added are birthed live.
Second Seeding Propagation
Cost: -
Mins: Metagaos 0, Essence 4
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Horror-Birthing Feracity
This Charm permanently enhances its prerequisite. Whenever the Infernal births a creature using
Horror-Birthing Feracity, he may elect to spawn them into a vegetative pod rather than as a live birth or
leathery shell. Spawn born into these vegetative pods mature at a rate of 1 year per month. With
Essence 5 this rate increases to 1 year per week and with Essence 6+ it increases further to 1 year per
day. When the spawn reach full maturity the dull gray plant containing the creature blossoms and,
along with a wash of fetid air and stinking fluids, out comes the warlock’s child.
As a secondary benefit of this Charm, the warlock may consume whole and pass into his generative sac
any helpless or willing creature that has been born within the Infernal’s Stamina + Essence in months
as a diceless miscellaneous action. At Essence 6+ the Infernal can use this effect on any helpless or
willing creature within the Infernal’s Stamina + Essence in years. This creature is then a valid target for
Horror-Birthing Feracity as upgraded by this Charm. Mercifully for them, creatures can only be
targeted by Horror-Birthing Feracity one time over the course of their life.

88888888888888888888888888888888888888888888
Oramus

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
[To be written]
SORCEROUS INITIATION OF ORAMUS
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.

Anyway, the Charm tree I've thought up (probably will be the most important part of his primary social
tree (as well as dealing with his 'enigma' theme), in addition to some others I'm still thinking about):

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.

THE IMPERFECTION OF THE DRAGON BEYOND THE WORLD


A Charm suffering the Imperfection of the Dragon Beyond the World may not be used when the world
or the Infernal is in a transitory state. Examples are: the exact moment of midnight (the transition
between days), dawn and dusk (the transitions between day and night), the indefinable moment
between sleep and wakefulness, the threshold of a house or other building, the border between land and
sea, or the border of a geographical feature such as a city or forest. The Infernal automatically knows
whether or not this Imperfection applies to himself in a given scenario. This Imperfection never
functions if the attacker is the one in a transitionary state, and such areas as crossroads (in the clearly
defined state of 'being a crossroads') never count for it.

MASQUE OF HOLLOW FACES


Cost: 9m, 1wp
Mins: Essence 3 (Repurchase Essence 5)
Type: Simple
Keywords: Social, Illusion, Sorcerous
Duration: Indefinite
Prerequisite Charms: Secrets of the Self Held Fast
The mind of Oramus is a riddle wrapped in a mystery inside an enigma, and grasping what he thinks or
cares about is a truly challenging task, beyond even the greatest savants of the First Age.
The Infernal may create a false Motivation and set of Intimacies which appear to all intents and
purposes (including Charms which read such things) to be the reality of the matter, but have no real
correlation with the actual contents of his mind. The number of false Intimacies he may build are equal
to (Willpower + Compassion), and this mental disguise may be removed or donned as a Reflexive
action, remaining there so long as motes remain committed to maintaining the mask or until Emerald
Countermagic is used to dispel it.
A repurchase at Essence 5 allows the Infernal to have as many such hollow personalities as his
Permanent Essence, with a maximum of 7, and to switch between them as a Reflexive action.

NAME SHROUDED UNDER VEILS


Cost: -
Mins: Essence 3 (Repurchases Essence 4/5)
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Masque of Hollow Faces
It is the sole pleasure of Oramus in his imprisonment that he may mock those who propose to know his
true name, for in actuality he has seven impossible ones, and all the other monikers, titles and
sobriquets mortals create can never properly describe or define his true and utterly paradoxical nature.
This Charm permanently upgrades Masque of Hollow Faces. In addition to the mental disguise it
creates, the Infernal may take a new name as part of it which to all Charms and other techniques for
telling the truth is his actual name. This name must maintain a level of verisimilitude - a name which
rings false to others will not work for such purposes.
At Essence 4 a repurchase will allow the warlock's fake moniker to be a title of some description, say,
'the Lady' or somesuch.
A repurchase at Essence 5 allows the Green Sun Prince to assign a name to each of the fake
personalities he creates, hiding his true identity under a great number of veils.

FALSE IDENTITY INTERNALISATION


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Masque of Hollow Faces
Oramus may hide his innermost nature just as well as he decieves others to his name and personality,
for what men see of him is never the whole picture or the uttermost truth - such things he never deigns
to reveal, for what he holds to himself he always has power over.
Masque of Hollow Faces is permanently upgraded by this Charm - it may display a different set of
Virtues than the Infernal actually possesses, to those beings capable of sensing such things. This set is
equal to the number of points the Infernal spent on Virtues during character creation (but must be
allocated differently, no Virtue taken below 3 dots).

NIGHTMARES GLANCED THROUGH THE MIND'S EYE


Cost: 7m
Mins: Essence 3
Type: Simple
Keywords: Emotion, Shaping
Duration: Instant
Prerequisite Charms: Masque of Hollow Faces
The nightmares of Oramus seep into the warlock's mind, not strong enough to yet appear in his dreams
but still enough for a glimpse to serve as a mental defence against his enemies, should they seek to
break his mind.
When the Infernal uses willpower to throw off Unnatural Mental Influence, he may give the person
delivering the influence, provided he is present within 10 x Essence feet of the Green Sun Prince, a
flash of the impossibilities of Oramus' nightmares bursting through his mind as a Shaping effect. This
is also an Emotion effect building an Intimacy of terror applied to the Infernal.

MULTIPLE ORIGINS INTERTWINING


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: Illusion, Shaping
Duration: Permanent
Prerequisite Charms: Name Shrouded Under Veils, False Identity Internalisation
The story of Oramus has many origins written for him, and none and all are true at the same moment,
so that none know the beginning of his tale or the details of his genesis.
Anyone trying to recall a piece of information about the warlock's past history must make a
(Wits+Integrity) roll to defeat the aura of falsehoods and half-truths which surround the details of his
genesis. If failed, they recall a plausible-sounding yet utterly misleading string of circumstances in
which he is a central figure.

INSANE GRACEFUL MOVEMENTS


Cost: 7m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Social, Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Beautiful In My Way
Oramus moves in ways which are impossibly graceful, their alien geometries drawing all eyes to him
and eliciting a feeling of terrible beauty about him - at least, they would if he were not bound inside his
own broken wings.
This Charm works for one scene, making the warlock the fulcrum of attention as these eerie and
beautiful movements hypnotise and fascinate all around her. They function to make all her social
attacks Unnatural Mental Influence for the duration of the scene, which may be resisted as normal.
HORROR AND BEAUTY AS ONE
Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Insane Graceful Movements
The beauty of Oramus is found in his horror and his horror in his beauty. Given enough time, the two
become indistinguishable.
When the warlock uses Insane Graceful Movements, it causes an Emotion effect building simultaneous
Intimacies of horror and reverence as they see disturbing, uncanny flashes of alien terror and beauty in
her movements. This is an Obvious effect.

SEVEN SIGNIFIERS OF SELF


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Secrets of the Self Held Fast
Upon purchase of this Charm, the Infernal gains seven distinguishing features (decided between the
Storyteller and the Player) which define him as himself and no other being. They are Obvious to
Charms such as All-Encompassing Sorcerer's Sight, appearing as tendrils of rainbow essence curling
about the warlock.

GLIMPSED THROUGH A WARPED MIRROR


Cost: 14m, 2wp
Mins: Essence 5
Type: Simple
Keywords: Shaping, Sorcerous
Duration: One Scene
Prerequisite Charms: Seven Signifiers of Self, Masque of Hollow Faces
Oramus is a dragon with seven wings. He is also a temple with seven minarets, an ourobouros-serpent
of seven colours, a galleon with seven masts anchored to a single pearl, and many more besides. These
are facets of the true Oramus in all the infinite realities where he is manifest - they are the selves he is
in many other worlds.
On using this Charm, the Infernal shifts shape to an alternate version of himself (he may have his
Permanent Essence of these in readiness for use) - he may be a scholar, a martial artist, a businessman
or even an animal such as a peacock or eagle. Forcing himself to take the shape of what he could have
been in another world is taxing however, and he may only maintain this capability until the next Scene.
The Infernal always maintains the seven signifiers of who he is in some fashion on his body, for
otherwise he would not be himself. They remain Obvious as the prerequisite.
The Charm's effect may be broken early by the use of Sapphire Countermagic.

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.

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.

Sheltering the Troupe


Cost: 2+m
Mins: Essence 3
Type: Reflexive
Keywords: Shaping, Combo-OK
Duration: One scene
Prerequisite Charms: Impresario’s Sure Hand
Be In rare moments of relative sanity, the Lord of Not sees the value of protecting useful friends from
the wrenching beauties of the Beyond. The Infernal can extend the protection of Impresario’s Sure
Hand to any number of targets at a cost of 2m per target. An Essence 4 repurchase extends the duration
of this protection for a number of weeks equal to the Infernal’s permanent Essence.

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.

Dreams of Air and Darkness


Cost: 3m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Calculating Dho-Hna Angles
The Dragon Beyond the World was feared by all who opposed him, and rightly so; what can shelter you
from that which is only as tangible as a dream, yet horribly real? This Charm follows all of the same
rules as its prerequisite, including costs, but permits the supplemented attack to ignore any bonuses
granted to the target’s DV by cover. An Essence 4 repurchase allows the Charm to ignore natural soak
and any soak and Hardness from a non-magical source as well.

Deadly Trompe l’oeil


Cost: 5m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Calculating Dho-Hna Angles
During the Primordial War, many were the Exalted hosts who thought to attack Oramus from afar or to
engage him in guerilla hit-and-run battles. They were…disappointed to discover that the Impossible
Dragon did not honor such concepts as “distance.” This Charm permits the Infernal to attack any target
who attacked the Infernal during the scene, regardless of the distance between the Infernal and the
target. The Infernal does not actually move as a result of this Charm; she simply draws upon exotic and
alien formulations to fold and pierce the concepts of space and distance for an action (although the
sympathetic link created between the Infernal and the target at the moment of the Infernal’s attack
permits the target to counterattack the Infernal, if applicable). When used against a Charm that imposed
an arbitrary amount of distance between the Infernal and the target, such as Swallowed in Eternity, a
roll-off is required. An Essence 4 repurchase of this Charm permits the Infernal to attack such a target
even if the target is in another plane of existence from the Infernal.

Actors in a Child’s Play


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: What Is and What Should Never Be
What delight the Impossible Dragon takes in the Raksha! While they are still lesser, pitiful beings, at
least they struggle in their feeble ways to comprehend the majesty of the Beyond. Oramus honors them
by joining in their little games. The Infernal may choose to engage in Shaping Combat with a Raksha,
as described in Graceful, Wicked Masques. For these purposes, the Infernal’s rating in each Grace
corresponds to the Infernal’s applicable Virtue plus the Infernal’s permanent Essence score. In the
unlikely event that the Infernal is defeated in Shaping Combat, the Infernal is affected like any other
Creation-born entity.

Painted Wooden Swords


Cost: 4+m
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Actor in a Child’s Play
The Raksha must forge their weapons, monsters, and conjurations out of the vital essence of what
defines them; Oramus is not so limited. The Infernal conjures a Shaping Combat weapon or armor into
existence by paying 4m plus the Artifact value of the weapon or armor in question. The weapon or
armor produced by this Charm is only useful in Shaping Combat; a conjured behemoth, for example,
cannot be set free to rampage across Creation and is not built with mutations.
Bright Costumes and Bold Makeup
Cost: 4m
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Illusion
Duration: Permanent
Prerequisite Charms: What Is and What Should Never Be
History records that Oramus was a mighty dragon with seven limbs, but he was never constrained by so
petty a concept as shape. By activating this Charm, the Infernal may appear as anything she desires as
an Illusion effect. Changing her appearance requires reactivating the Charm. Seeing through this
Illusion requires the viewer to spend Willpower equal to the Infernal’s permanent Essence (maximum
of 5 Willpower); once a viewer pierces the Infernal’s illusory shape, the viewer cannot be affected by
this Charm again in the Scene. The listed cost is for activations of this Charm outside of the Wyld; in
the Wyld, this Charm is free.

Pyreflame Footlights
Cost: 15m, 1wp
Mins: Essence 4
Type: Simple
Keywords: Shaping
Duration: (Permanent Essence) days
Prerequisite Charms: What Is and What Should Never Be
The Neverborn are pure examples of the impossible made actual; the Primordials could not die, and yet
a number of them now suffer in agony forever in death without end. Owing to this, Oramus finds them
unhealthily fascinating and remains the only Yozi who will treat with them (besides the Ebon Dragon,
who transgresses all bounds of propriety).
Upon activating this Charm, the Infernal gains a temporary rating in Whispers equal to her permanent
Essence score, and may use Sorcerous Enlightenment of Oramus to imitate Necromancy spells as well
as Sorcery spells for the Charm’s duration. However, while this Charm is active, the Infernal loses the
ability to regain Willpower through any means other than stunting, as her nightmares are haunted and
warped by the eternal dying screams and curses of the Neverborn.

Dancer in Infinite Silence


Cost: —
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Pyreflame Footlights
As the Lord of Not conversed with his dead siblings in dreams, he discovered to his great surprise that
the twisted world spawned from their nightmares contained within it a faint spark of the blazing inferno
of the Beyond, for it was a thing that could not be, and yet demonstrably existed. This Charm upgrades
Pyreflame Footlights. While that Charm is active, the Infernal considers the Underworld and all
denizens native to the Underworld, such as ghosts, to be magical (see "Magic").

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).

Muse of Unearthly Delights


Cost: 10m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Obvious, Shaping
Duration: One scene
Prerequisite Charms: Flowers Bloom Like Madness
Oramus is a generous soul, willing to impart stunning visions of the Beyond to those capable of
appreciating the soul-wrenching vistas. That such an experience is invariably damaging to the mortal
mind is something he either does not realize or does not consider important; demonic scholars continue
to debate this issue. The Infernal acts as a wicked muse for another person within sight of the Infernal,
granting that person successes to a specific kind of Craft roll. Upon activation of this Charm, the
Infernal learns what, if any, score the target has in Craft, and the Infernal determines the Craft specialty
to which the bonus successes are applied (successes cannot be allocated among multiple Craft
specialties without multiple activations of this Charm). The same restrictions regarding the unique
nature of the Crafted result as imposed by Flowers Bloom Like Madness apply to this Charm. In
addition, the number of successes granted equals the bonus point cost of a Derangement mutation,
chosen by the Infernal, that is imposed on the target at the same time as the bonuses. Both the bonuses
and the Derangement last for the remainder of the Scene.
Because the Charm is Obvious, the target intuits that insanity will go hand-in-hand with the gift. Those
who do not wish to trade lucidity for artistry may resist the effects of this Charm by paying 1
Willpower. Doing so immunizes the target from the effects of this Charm for the remainder of the
Scene. An Essence 5 repurchase causes the successes granted by a successful activation of this Charm
to be permanent. The imposed Derangement also becomes permanent as a Desecration effect and
imposes the Creature of Darkness mutation on the target at the same time as the Derangement, if the
target does not already possess it.

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.
[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.]

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.

Soul-Eroding Production
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Words that Twist Like Daggers
The masques, plays, operas, exhibitions, and other events sponsored by Oramus before the Primordial
War are still famous even today among the denizens of Malfeas, sending the audiences insane with joy
at the spectacles of pure artistry wrought by the Lord of Not.
This Charm permits Words that Twist Like Daggers to supplement a Performance-based roll against
any number of targets that are in the Infernal’s presence. An Essence 4 repurchase permits Words that
Twist Like Daggers to be used remotely by the Infernal on any witness to a unique piece of art that the
Infernal has created, such as a painting, sculpture, book, or play (including a play created by the
Infernal that is being performed in the Infernal’s absence). The Infernal subliminally becomes aware of
when such a piece of art is being viewed by a sapient being or beings (although no information about
the viewer is conveyed) and can choose to initiate a social attack (based on Performance for multiple
viewers) supplemented by Words that Twist Like Daggers against those viewers. A further repurchase
at Essence 5 permits the Infernal to teleport to the location of the artistic piece through which she
channeled a social attack at an additional cost of 5m.

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.

Fractured Mind Empowerment


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Words that Twist Like Daggers
Oramus has no use for sanity, as he has long since discovered the power that can be reaped from
shattering his own lucidity to let the mad power of the Beyond flow through him. The Infernal gains an
Overdrive pool of up to 15 motes. Initially empty, the Infernal can fill the pool by imposing a
Derangement on herself as a free action. Doing so adds the values of the Derangement in bonus points
as motes to the pool. Additionally, this value is added again to the pool each time the Infernal acts in
accordance with the Derangement, at the Storyteller's discretion. For example, an Infernal who flurries
to waste an attack on an imaginary foe during combat would gain 2 overdrive motes for mimicking the
Delusions Derangement. Any Derangement gained by this Charm remains in effect for the rest of the
Scene.

Ornamental Lunatic Pyre Shintai


Cost: 15m, 1wp
Mins: Essence 5
Type: Simple
Keywords: Shaping, Sorcerous, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Play the Music, Light the Lights; Bright Costumes and Bold Makeup; Words that
Twist Like Daggers; Sorcerous Initiation of Oramus
Oramus is not content merely to transmit the glory of the Beyond. His abysmal madness and horrifying
power concentrates the experience as a prism focuses a ray of light through this, the least of his Shintai
Charms, intensifying the experience many times over. Mortals caught up in the experience very quickly
become broken, twisted, mewling wretches, hopelessly addicted to the limitless possibilities of the
Wyld.
Upon activating this Charm, the Infernal bellows forth a gout of bright colors in all hues possible and
impossible, which consumes her body instantly in a glittering bonfire of blazing, shimmering rainbows.
The Infernal may activate Play the Music, Light the Lights at no cost at the same time she activates this
Charm; the Wyld Zone created by this Charm radiates out from the Infernal at all times. She also may
use Bright Costumes and Bold Makeup each tick at no cost and without counting as a Charm activation
to constantly change her form. Additionally, this Charm grants the following benefits. First, the
difficulties for the Wyld Exposure and Wyld Addiction rolls for any person other than the Infernal who
is caught within the bounds of Play the Music, Light the Lights increases by the Infernal’s permanent
Essence; Essence-users may offset this penalty for any required Wyld Exposure roll by spending motes
on a one-for-one basis, if they are not already immune to the Wyld’s effects. Second, each target must
make a Wyld Exposure and Wyld Addiction roll on each of their action ticks while they remain within
the bounds of Play the Music, Light the Lights (succeeding at a Wyld Addiction roll prompted by this
Charm does not grant the target the normal +1 bonus for future rolls over a number of months as
described on page 288 of Exalted). Finally, while this Charm is active, the number of successes
required to mirror any spell using Sorcerous Enlightenment of Oramus is halved, rounding down, and
the number of times the Infernal may use Sorcerous Enlightenment of Oramus is increased by the
Infernal’s permanent Essence.
Return to Infernal Charms

Well, Czernobog wanted a repost of this (presumably for use in conjunction with their whole Realm of
Titania thing), so here goes. This is all 2.5 stuff, and there are a couple bugs here and there, but unless
someone else comes along and provides the impetus, I'm unlikely to get motivated enough to do
anything about that.

Dream: Charms with the Dream Keyword exploit or manipulate the target’s dreams. They typically work only against sleeping
targets.
strange order, expand themes of faith and depression, dragon teeth give minions for defense/utility, dragon tears give visions
(scrying),
First Oramus Excellency

The Dragon Beyond the World is alien and unknowable. Existing beyond reality, he disregards natural order, adhering to
older laws and enigmatic principles only he knows. He simultaneously defines and transcends all boundaries, he shatters
expectations and ignores conventions, even as he seals away unknowable realities within his body. He defines all things by
contrast with himself, and lives on the border of possibility, looking both into and out of existence. The Worm that Digs
Through Time is older than existence, and possesses wisdom commensurate, an impossible genius that defies all odds and
finds solutions none thought possible. The Sevenfold Peacock is an artist without parallel, expressing his inspiration in eye-
watering images and tales that drive men mad. Though a being of Order, the Galleon Atop the Waves of Madness holds
within his belly the Essence of the Wyld, and delights in the discovery of new and exciting anomalies, the tang of mystery
and the texture of uniqueness. He is horror personified, his presence snapping minds and bringing nightmares unspeakable.
This Excellency may be used in any action which defies conventions, Oramus adores rebellion. It may also be used to
enhance any action associated, however abstractly, with the number seven. It may not be used on any action in which the
Infernal displays doubts, all who’ve spoken with the Infinite Doorway at Saigoth’s Dawn know of his desperate faith, and he
hides all doubts in dark places. Finally, this Charm may be used to enhance prayer rolls, given that they are not directed at
gods, Oramus shuns Creation’s corrupt deities.
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 Enlightenment 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.
Ululating Nightmare Wings

Cost: -; Mins: Essence 2; Type: Permanent


Keywords: Dream, 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.

Originally posted by Stress


Tracking the Willpower of thousands of individual villagers can easily become tiresome, so one can instead simplify it by assuming that
people in stressful environments (generally those who don’t know if they’ll eat tomorrow) spend Willpower roughly once a day, people
living around or slightly above the limits of subsistence (most farmers and merchants) spend once every three days, and those who have it
made spend once every ten days and then also assuming that any given die of Conviction grants Willpower once every three days.

Midnight’s Shadow Scars


Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Desecration
Duration: (Essence) nights
Prerequisite Charms: Ululating Nightmare Wings
In Oramus’ shadow dwells more than fear, there is a madness there, as real and alive as can be. Activating this Charm, the
Infernal specifies a package of derangements worth no more than (Essence) mutation points. When next she sleeps, anyone
affected by her Ululating Nightmare WIngs gains this package at a rate of one mutation point per night (in an order of the
Infernal’s choice). For Essence-wielders, this effect is Crippling and lasts seven weeks. For mortals, it is permanent. The
Infernal may choose not to affect those she has marked with Ululating Nightmare Wings’ second effect.
If the Infernal also has Horrors Beyond Death, she may exchange any number of mutation points for an equal number of dots
in Whispers.
This Charm should preferably be used with Revlid’s revised mutation system, expanding the types of madmen the Infernal
can create beyond cannibals, nymphomaniacs and Lunars.
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.
As a clarification, this Charm does not split the Infernal’s mind if she also knows the fully upgraded form of Running To
Forever. It does, however, allow her to treat her dreams as a set of basic tools for mental activities (which may or may not
mean something if you have planning rules or whatever).
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.
Sublectic Beast Invocation
Cost:
Summon the monster under the bed, make oblique references to the Ultimate Darkness originating in this Charm
Absolute Terror Shintai
Cost:
Turn a vast area around you into a nightmare, “encouraging” everyone to leave and scarring those who stay for life,
physically and mentally. Powered by a desire to be left alone.
Horrors Beyond Death
Cost: 20m; Mins: Essence 2; Type: Simple (Dramatic action)
Keywords: Shaping, Sorcerous
Duration: 25 hours
Prerequisite Charms: Ululating Nightmare Wings
The fear of death is the fear of mystery, and the Unknowable Sleeper at Reality’s Rim claims this nightmare, too, as his
domain, drawing wisdoms from the Neverborn and inspiration from the Labyrinth. Activating this Charm is a dramatic action
requiring 8 hours of uninterrupted sleep, as the Infernal communes telepathically with the Neverborn. During this time, her
mind is occupied completely with the ineffable koans of the dead, she may not take any actions not relating to the study of
the dead, nor may she restrain the range of her Ululating Nightmare Wings or exempt anyone from its effects. Upon waking,
incidentally not recovering any willpower, the Infernal emerges changed. For the duration of this Charm, she may (but does
not have to) respire Essence as if a Creature of Death and gains Whispers 5, the words of her fallen brethren guiding her
every step.
This Charm functions as an alternate prerequisite to Plundering Cosmic Tombs, taking the place of Wickedness Beyond Life.
Unliving Horror Incarnation
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Avatar (1)
Duration: Permanent
Prerequisite Charms: Horrors Beyond Death, Sorcerous Enlightenment of Oramus
It is said that when the first Neverborn died, died and died again, as the Primordial Host gasped and turned their eyes from
the inconceivable, Oramus smiled, fondly regarding the miracle of a new beginning. The Infernal may learn Necromancy
Spells of the Iron Circle and cast those Spells through the initiation of Oramus while under the effects of Horrors Beyond
Death. In addition, she treats time spent activating that Charm, as well as time spent sleeping or meditating under its effects,
as time spent with a tutor for any Necromantic Spell.
At Essence 5 and with an additional purchase of Sorcerous Enlightenment of Oramus, this Charm may be repurchased,
increasing its effects to the Onyx Circle of Necromancy.
Above Reality’s Foam
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Borgstromantic, Combo-OK, Shaping
Duration: (Essence) actions
Prerequisite Charms: None
No cage but himself can hold the Dragon Beyond the World, for he can slip through the cracks and pathways in reality lesser
beings cannot even conceive of. While this Charm is active, the Infernal gains the ability to selectively ignore the solidity of
matter, treating anything he desires as though it was dematerialized with respect to him and his equipment (or vice versa if
he is himself dematerialized). This Charm only functions against things that are still, a sword can not be slipped past, only
dodged. Any solid material still inside the Infernal when this Charm ends is stuck, coexisting harmlessly with his body until
such time as he reactivates the Charm, releasing the trapped stuffings of reality.
Alternately, the Infernal may touch (per the Touch keyword) a still volume no larger than (Essence) yards in radius, turning it
intangible with respect to everything but that which it rests on and that which rests on it (at the time of activation) for the
duration.
At Essence 3, this Charm can be repurchased, allowing the Infernal to increase its duration to One Scene by paying an
additional (+2m, 1wp).
Shattered Staff Curse
Cost: 4m, 1wp Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: One Scene
Prerequisite Charms: Above Reality's Foam
Underneath the rules and strictures of man and Primordial alike lie a fundament of language, of communication. In the Time
of Glory, the Dragon Beyond the World found a great pleasure in dragging this seemingly solid ground out from under the
ground of his peers and lessers, laughing as they struggled to adapt to new ground. The Infernal selects a character who can
hear him, and speaks a single word that warps their connection to Nirvikalpa, rendering them unable to communicate in a
single language. They speaks in a booming voice, and men hear just an infant babbling. They write, and their brush-strokes
are illegible. Similarly, the cursed loses any ability to understand the language when it is spoken by others.
A Raksha under the effects of this Charm takes a -3 external penalty on all Staff Shaping attacks.
At Essence 4, this Charm may be repurchased, making its duration Indefinite and allowing the Infernal to activate this Charm
in long ticks to affect a Magnitude of up to her (Essence+2).
Invoked Firmament Disjunction
Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Borgstromantic, Combo-OK, Geometry-OK, Shaping, Sorcerous
Duration: One Scene
Prerequisite Charms: Above Reality’s Foam (x2)
It was Oramus who forged the Firmament, enclosing those things within Creation while shutting out those without it. This
Charm generates an artificial firmament, a shimmering blue wall which completely encloses an area fitting within a sphere
centering on the Infernal and with a radius of (Essence*10) yards. The Infernal may either fit his barrier to an existing one
(say, the walls of a building) or shape it as a sphere; the prototype for Creation’s sky.
Only heroic or enlightened beings can move themselves or others past its impenetrable glow, at the cost of 1wp. After
spending 2wp, a character becomes attuned to the barrier and needs spend no more Willpower against this Charm in that
Scene. Any Charm or ability which allows a character to bypass a door or wall (save for dematerialization, Oramus’ power
stretches even across the chasm of the material) also allows passage past the boundary generated by this Charm.
At Essence 4, this Charm may be repurchased, increasing its duration to Indefinite and giving it the Stackable keyword,
allowing the Infernal to maintain up to (Essence) simultaneous firmaments, though he may not place one inside another or
otherwise overlap them, Oramus cannot cross himself.
At Essence 5, this Charm may be repurchased a second time, increasing the maximum radius of the Infernal’s Firmaments to
(Essence*100) yards. A third purchase at Essence 6 increases it further to (Essence) miles.
In the Wyld, the Firmament covered by this Charm instead covers up to (Essence) waypoints. With two repurchases, it
instead covers (Essence*10) waypoints, with three, (Essence*100).

Originally posted by Firmament


Some Charms reference Firmaments. This means only such Firmaments as created by Invoked Firmament Disjunction, not the actual sky.

Reality-Redefining Pressure
Cost: 5m, 1wp, Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping
Duration: Special
Prerequisite Charms: Invoked Firmament Disjunction
In the presence of Oramus, no rules are certain. The Infernal chooses one of his Firmaments within (Essence*10) yards and
Meromorphic Translation Technique
Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Invoked Firmament Disjunction
Distance does not inconvenience the Dragon Beyond the World. That which he desires, the world brings to him. That which
disturbs him, it removes from his presence. This Charm has three modes.
If the Infernal is inside or touching a Firmament, he may summon any object inside that Firmament to his hand, so long as he
can describe it.
If the Infernal is inside a Firmament, he may banish any object he is touching (as per the Touch keyword) to a random spot
no further than (Essence) yards outside that Firmament.
If the Infernal is outside and touching a Firmament, he may banish any object he is touching to a spot he can describe inside
the Firmament.
If the object being transported is a living creature, it may resist by succeeding at a (Stamina or Wits + Resistance or Integrity)
roll against the Infernal’s (Essence + Willpower). A creature that has successfully resisted this Charm cannot be affected by it
again in the same scene.

Originally posted by Objects


As a reminder, an object is defined as anything no larger than a Yeddim
Originally posted by Yeddim
As a reminder, a Yeddim is a creature just small enough to be an object

Niruphadika Dead and Bleeding


Cost: 4m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Invoked Firmament Disjunction
Space as mortals know it is an innovation, created as part of Creation’s vast web, and the Dragon Beyond the World does
not much care for its restrictions. This Charm supplements an attack made inside a Firmament, allowing that attack to strike
any point inside that Firmament. The Infernal suffers appropriate penalties (i.e. all of them) for attacking things he doesn’t
know where they are. This Charm costs an additional willpower when used against a target more than (Essence*50) yards
away (this restriction does not hold in the Wyld, where distance is a nebulous concept at best).
Absurd Oligopresence Jest
Cost: 7m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Stackable, Obvious, Shaping, Sorcerous
Duration: Three actions
Prerequisite Charms: Niruphadika Dead and Bleeding
As dictated by Niruphadika, all bodies have a location. This, savants know. What they do not know, due to cruel rules of
Creation, is that this is only a lower limit. This Charm may only be used inside a Firmament. The Infernal chooses a single
unoccupied location within that Firmament, and ties it to his own, appearing in the chosen location through a crack in time.
For the duration of this Charm, he is treated as existing in both places (even should he leave the Firmament), allowing him to
look (and be seen), move (and be moved), attack (and be attacked) eitherwhere at impunity (he must still flurry if he attempts
to take more than one action, regardless of how he divides his attention between his locations). When the Charm ends
naturally, the Infernal chooses which location he ends up in, the “other him” disappearing as it came. Should it be
counterspelled, the counterspeller decides instead.
This Charm may be repurchased, increasing its duration to One Scene.
At Essence 6, this Charm may be repurchased again, allowing the Infernal to co-locate into Firmaments other than the one
he stands in by paying an additional (+4m, 1wp).
Biting Nishkriya’s Hand
Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 2) or Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Invoked Firmament Disjunction
Scorning needless strife, the Dragon Beyond the World does not allow that which disturbs him to approach the space within
himself. This Charm can only be used inside a Firmament, and supplements either a Defend Other or Blockade Movement
action, allowing that action to stop an attack or character going from one side of the Firmament to the other, oramaic Essence
severing the Shinmaic bonds necessary for anything to slip past the boundaries of his wings.
In addition, the Infernal may explicitly stunt any attack targeting her through a Firmament as though she had used this Charm
to stop it, though this effect is Obvious (this does not mean he cannot stunt like this without this Charm).
At Essence 5, this Charm may be repurchased, allowing the Infernal to pay an additional (+4m, 1wp) to increase the duration
to One Action and apply the selected action to all eligible targets (Blockade Movement is rolled only once, applying to all
targets, and any Charm applied at the Charm's activation affects all instantiations of the action).
Sword-Stopping Cosmic Roar
Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Biting Nishkriya’s Hand
In their games, the Raksha sometimes name the lesser aspects of Nishkriya, and bring strife into the world. But when
Oramus’ seven voices speak the name of the Sword herself, no violence can touch him, for that word transcends all
aggression. This Charm acts a perfect parry, the Infernal’s sudden shout negating the very concept of attacking him for but
an instant.
This Charm may be repurchased with Essence 5, allowing the Infernal to increase its duration to One Action by paying an
additional (+2m, 1wp). Doing so prevents him from attacking by himself, however, Nishkriya’s invoked touch perfectly
preventing all of his attacks from reaching their goals or hurting even a fly. An additional repurchase allows him to add (+6m,
1wp) to the base cost and prevent all attacks by or against anyone within (Essence*10) yards until his next action.
All-Encompassing Monster Stomach Shintai
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Blasphemy, Chicanery-No, Form, Obvious, Overdrive, Shaping
Duration: One Scene
Prerequisite Charms: Meromorphic Translation Technique, Niruphadika Dead and Bleeding
There are rumors that the bound dragon in Malfeas is not Oramus’ only Jouten, that he has another, a monumental
amphibian within whose belly lies the whole of Creation. Those in the know scoff at this hypothesis, for if it were true, then the
Dragon Beyond the World would have already crushed his every foe. This Charm can only be activated while the Infernal is
inside one of his Firmaments. The Infernal’s body slumps as seven streamers of Essence extend from his back, connecting
him to the boundary above. The artificial sky shifts, taking on properties of the Infernal’s Anima, incidentally blocking all sight
in or out of the area. The Infernal gains several advantages:
• If any place in the Firmament has a property that is useful to him (demesnes, Places of Desolation, etc.) he may
treat himself as being in that place for the purposes of that effect.
• He may make Awareness rolls from any spot within the Firmament.
• He gains an Overdrive pool with a capacity of five motes. He receives four Overdrive motes each time he uses
Niruphadika Dead and Bleeding
• Counterspelling the Firmament requires Sapphire Countermagic

If the Infernal ever finds himself not inside the Firmament, this Charm instantly ends.
Greater Shintai of the Dragon Beyond the World

Cost: ; Mins: Essence 5; Type: Permanent

Heaven in a Handbasket

Cost: 10m, 1wp; Mins: Essence 4; Type: Simple (Dramatic action)


Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Invoked Firmament Disjunction (x2)
When the young Exalts of the First Age spoke to Oramus and heard of his desire to grasp the Golden City of Yu-Shan in his
forty-nine claws and throw it in the mouth of the Void, they laughed. When they told the joke to their elders, those ancient
paragons of might grew nervous, and went to see that that the Dragon Beyond the World was as securely bound as always.
This Charm may not be used inside a Firmament. The Infernal chooses one of his Firmaments no further away than
(Essence*10) yards and makes an appropriate theatrical gesture with an appendage of his choice. Over the course of the
next minute, the chosen Firmament shrinks and moves, ultimately landing snugly in the Infernal’s hand. If the Firmament’s
borders cross the walls of a magical structure, it fails, though any mundane barriers are cleanly severed. The transformed
Firmament is partially severed from outside reality, it ignores outside movement and gravity, remaining always still and
upright on the inside. It otherwise functions as normal, pushing either side with an object sends it in or out and vision is not
impaired in any way by the change in size (a fact which confuses those not familiar with the nature of Oramus’ power). This
Charm gains the Blasphemy keyword if it is used on a volume with a diameter above 100 yards. If this Charm or the
Firmament it affects is dispelled, the area returns to its usual size, fitting best it can into the extant surroundings without
inflicting harm.
Being/Nonbeing Paradox Theorem

Cost: -; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: None
Oramus exists, and so he does not. He does not, and so he does. From this fundamental paradox of being, the Dragon
Beyond the World spins an ever-changing thread, and stitches himself into reality. The Infernal’s appearance slowly changes,
some details rising to the surface as others recede over time. He gains a floating pool of mutation points equal to his
(Essence+2), which he may spend on both physical and mental mutations. Each day, as the sun rises, he may move one of
these points to a different mutation, or alternatively apply or remove a single zero-point mutation to himself. If this results in
partially paid-for mutations, he gains an appropriate lesser variant. If no lesser variant exists, the mutations are cosmetic but
without any mechanical effect. In areas where a day cycle does not exist, he treats every cycle of 25 hours as a day; in areas
without linear time (including all levels of Wyld), each Scene change.
Stretching Outside Understanding

Cost: -; Mins: Essence 2; Type: Permanent


Keywords: Illusion, Shaping
Duration: Permanent
Prerequisite Charms: Being/Nonbeing Paradox Theorem
Oramus’ is a tale riddled with misconceptions and confusion, for his slide across realities muddles disparate possibilities and
introduces alternative histories, that none may know the truth of the Dragon Beyond the World. Anyone trying to recall
information about the Infernal must roll (Wits + Integrity) with a difficulty determined by the time since they learned it (1 if a
single Scene has passed, 2 for a week or 3 for a year). Success allows the character to remember as normal for the Scene.
Failure results in the character recalling an internally consistent yet false set of events.
Assumption of Mu

Cost: -; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Assumption of Mu, 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.
Toothless Mites Mocked

Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 10)


Keywords: Combo-OK, Shaping
Duration: One week
Prerequisite Charms: Being/Nonbeing Paradox Theorem
In the Time Before, Oramus danced with the children of Chaos, laughing as they tried, one by one, to Shape him into
harmlessness. It gave him great pleasure, watching them congratulate each other over defeating him, only to return to his full
glory and devour them. Activating this Charm, the Infernal chooses a single Shaping effect and suppresses any of its effects
on her or her equipment. After one week, or when it would otherwise end, a Shaping effect so suppressed falls off,
congealing into a small but useless trinket, a memory of battles past. An Infernal with this Charm treats all Shaping effects it
can affect as Obvious.
Eternal Dragon Glanced

Cost: 12m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Toothless Mites Mocked
Though he does not even approach Luna’s mastery of form, Oramus yet possesses uncountable bodies, a kaleidoscope of
possibilities covering his totality of being like so many scales. When struck, he rushes and twists through the realities,
interposing his strongest parts and guarding the lesser ones.
Taste of Life and Memory

Cost: 2m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK, Manvantara, Touch
Duration: Instant
Prerequisite Charms: Being/Nonbeing Paradox Theorem
To the Dragon Beyond the World, existence is naught but a cornucopia of new tastes and experiences, and he delights in
sampling its every moment. Touching an object, the Infernal gains a sudden synesthetic awareness of the following:

• Whether someone (animals don’t count) touched it within the last week, and in that case the name of who last did
so.
• The name of anyone attuned to it.

• What it tastes like.

At Essence 4, this Charm automatically upgrades, its first functionality automatically filtering out non-Exalted beings with an
Essence score less than (Infernal’s Essence - 2).
In those Manvantaras where the Kalpa exists (a paradoxical statement if ever there was one), this Charm also grants
knowledge of which Manvantara an object hails from.
Swallowed Madness Bezoar Biology

Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 1)


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Taste of Life and Memory
Like a cat eating its own hair, Oramus’ stomach contains shimmering marbles formed from the Chaos he has sampled. This
Charm grants the Infernal the ability to spit balls of coagulated madness. Seeking out the Essence of the realm that spawned
them, these bezoars add +2 accuracy and deal Aggravated damage against Creatures of the Wyld. They otherwise have the
following Traits and count as thrown weapons:
Speed 5, Accuray +2, Damage +4L/2, Rate 2, Range 100, Tags O
If the Infernal has used Taste of Life and Memory on a Creature of Death or a being heavily associated with a world,
Primordial, Yozi or Incarna (including any GSP with at least one Charm from that Yozi and counting all five Maidens as a
single entity), she may pay 2xp to also gain the ability to spit bezoars seeking out that type of being instead.
This Charm may be repurchased, refunding the cost of up to two bezoar types and granting the Infernal the ability to pay 4m,
1wp to increase the duration of this Charm to One Scene for the purposes of a single bezoar type.
Sevenfold Rainbow Pearl Conjuration

Cost: 7m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: One hour
Prerequisite Charms: Swallowed Madness Bezoar Biology
To Oramus, to be far away from a place is not the same as not being there, for wherever he goes, he brings all those things
which he has tasted within him, to be brought forth as suits his temper. The Infernal’s throat (or throat-equivalent) swells
momentarily, and he regurgitates a single, perfect pearl, pulsating with alien laws and principles. The pearl radiates tempered
madness, turning an area out to (Essence) yards into Bordermarches. The Wyld-radiance of the pearl is of limited potency,
attempting to use Wyld-Shaping Technique (or equivalent) on the generated area immediately drains and shatters it.
This Charm may be repurchased, allowing the Infernal to commit the motes, increasing the duration to Indefinite, and also to
use it to instead create pearls that generate Shadowlands, areas with rules mimicking those inside Primordials, or, in a pinch,
plain Creation, provided he has visited those places.
Reality-Raking Claws

Cost: 5m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Crippling, Obvious
Duration: One Scene
Prerequisite Charms: Taste of Life and Memory
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.
History Consumed and Digested

Cost: -; Mins: Essence 3; Type: Permanent


Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Reality-Raking Claws
Like that of his nemesis, the curiosity of Oramus is a terrifying thing indeed, for that which he spirits away, it is never heard of,
and it is never missed. This Charm enhances its prerequisite, allowing it to consume memory itself for her projects. In any
Scene where that Charm annihilates a target, the Infernal rolls (Wits + Willpower). Anyone within (Essence*100) yards of a
target is subjected to an Unnatural Illusion effect if their MDV is lower than the rolled successes, convincing them that the
target never existed (this Illusion costs two Willpower to resist, resisting it twice in a Scene renders one immune to further
applications for a week). Intimacies relating to the target remain, but are eroded one step for each day the target remains
under the Illusion. Memories stolen by this Charm are infused into the acquired Traces, Oramus has many odd applications
for such things.
This Charm may be repurchased at Essence 4, allowing it to affect any extras (regardless of MDV) within (Essence*10)
miles. A second repurchase at Essence 6 extends this range to all reality.
Corpus-Body Avatar Shintai

Cost: 1m; Mins: Essence 3; Type: Simple


Keywords: Form, Obvious
Duration: Instant
Prerequisite Charms: Eternal Dragon Glanced
Continuous mutation,

Fiction

When the most ancient Primordial Host was finally defeated and the Exalted and their divine patrons discussed their
imprisonment, the Dragon Beyond the World received more attention than possibly any of his soon-to-be Yozi brethren, for of
all the Primordials, it was he, the master of paradox and impossibility who was most likely to escape with the odds so
weighed against him, and, though Malfeas might crush the world or Kimbery drown it, it was his return and its twin heralds of
nightmares and madness made real that most frightened those poor souls who had suffered through it. That he might never
find a way out, the Dragon Beyond the World was in all ways trapped and limited, above and beyond any other Yozi, that his
captors might sleep just slightly sounder at night.
Firstly and famously, they held him down and tied him in his own wings, the one thing that his power would never allow him to
pass through.
Second, they devised to forge a great many chains to tie him in, making them from the swiftest flowing Moonsilver, that no
matter how he squirmed, they might follow him and keep him bound, and with a core of paradoxical Adamant, to see and
counter any of the impossibilities he might try for his escape. To the ends of each chain, they tied one of the Dragon’s fellow
Yozi, that he would carry Hell on his back wherever he tried to venture and so never truly move from his original location.
Third, they took the border of his belly, the grand Sky of his inner being, and twisted that ancient sphere that its insides
pointed out and its outsides in.
With ink and scars that would not fade, they scribed upon his fettered body a Grand Working, an elaborate, complex proof
that as Oramus was fettered, he was free, and should he be free, he would once again be fettered, locking him between the
two, forced to escape the paradox by being neither, and thusly unable to act.
They sang him a lullaby, and as he fell into slumber, they stole it away, that he might not sleep and unleash his wings of
nightmare, nor wake and struggle against his confinement
Using great care and secret rituals, they slew his Second Soul, Despes, the Unmoving Image of the Soul, shattering Oramus’
hope at the core, that he might never again feel true belief in himself and his ability.
Assembling a strike team of the cleverest of Lunars, Luna herself guided an expedition into the depths of the Beyond, where
they defeated Oramus’ dreamself and bound him there as well, for they feared even what the Dragon Beyond the World
might do in his dreams, feeble as they might be.
And when they had done all this, they despaired, for they had done seven things, and seven was the number of Oramus. So
they turned to clever Autochthon, who had until then not dared even approach the Sevenfold Peacock, for his heart held a
fear as great as the Exalted’s for him, and without their bravery to temper it. But now, the Tinkerer Transcendent dared touch
Oramus, and now, seeing the flaws and virtues in his children’s designs, he forged for eight years and eight days, and finally
he made a lock, a tiny block of brassy color from which rose an arc of chrome, and attached it to the Dragon’s nose, where it
sits still.
And then, as with all things of the great imprisonment, the records were sealed, hidden and burned, only Jupiter knows their
fullness and even then only maybe, the extents of her wisdom are, as always, an enigma.
Last edited by Arrghus; 09-10-2014, 01:05 PM.

The same. Although, in case I didn't mention it, this is/was for a Gunstar Autochonia game, so the Mountain and the Beast
Upon It is alive and well. Heck ,the Circle has managed to kill one of his Chosen already, and made an enemy of one of his
Second Circle Daevas, the Lord of Birds, Zezoothe.

Also, sicne this thread seems to have been reinarncated, I'll toss my own hat in the ring for Oramus charms. I have to credit
Arrghus for inspiring a lot of these, as his and my ideas overlapped a bit. While this isn't much, I have more in the works.
Down of Koans Unanswered
Cost: 3m(+1m)
Min: Essence 1
Type: Reflexive
Duration: Indefinite
Keywords: Combo-OK, Obvious
Prereqs: None
While he first arose in the infinite possibilities of the Wyld, Oramus is neither constrained nor burdened by the madness of
that realm, his lustrous down shielding from all but the most apocalyptic shaping. When a Titanic Exalt purchases this charm,
they can ignore the effects of environmental shaping so long as they commit the essence. Purchasing this charm again
allows the Exalt to render themselves immune to all shaping actions as long as they commit the essence to the charm.

Sight Beyond Sight Prana


Cost: 3m (+1m)
Min: Essence 2
Type: Supplemental
Duration: Instant
Keywords: Combo-OK, Obvious,
Prereqs: Down of Koans Unasnwered
Oramus' senses aren't constrained by time and space, but by the perceptions of others. The Exalt can add their essence to
rolls to detect or sense something. However, for ever y other character in the scene, the Exalt must add an additional mote,
as their extra perspectives distort the supernal sight Oramus grants.

Gazing into the Gossamer Veil


Cost: - (+1ep)
Min: Essence 3
Type: Supplemental
Duration: Permanent
Keywords:
Prereqs: Sight Beyond Sight Prana
Oramus can discern the entirety of Creation from the imprints that its inhabitants make on the Shinmas. Like their Patron, this
charm permanently improves Sight Beyond Sight Prana, allowing it to be used on the Shinmas, granting them stupendous
range in their senses. However, should the Exalt attempt to observe other realms with this charm, the cost increases by one
willpower.

Footsteps on Glass Practice


Cost: 10m
Min: Essence 2
Type: Simple
Duration: (Journey's duration)
Prereqs: Gazing into the Gossamer Veil
What Oramus can sense, he can interact with. This charm allows the Titanic Exalt to peel back the Shinma and travel along
the underside of its surface. This cuts the travel time to a quarter of the normal duration or a minimum of five days, whichever
is less, and can travel to other realms of Existence, provided the Exalt knows of them. The Exalt can be tracked with
supernatural senses while so doing, with an external penalty of the Exalt's (Essenc). If trying to enter the World-Body of a
Titan, the Exalt must get permission first. Also, while this charm allows the Exalt to travel in the infinite expanse beneath
Creation's foundations, it does not prevent harm from the endless abyss of formlessness that exists there, necessitating use
of Down of Koans Unanswered.

Aerie in Your Soul Methodology


Cost: 3m (+6m for Perfect Defense)
Min: Essence 2
Type: Reflexive (Step 7)
Duration: Instant
Prereqs: Gazing into the Gossamer Veil
Shinmas are merely Laws upon which all of Creation are beholden to. The Titanic Exalt can then draw upon the Law of their
own Exaltation's power to draw up a small Shinma and cover themselves in it like a poncho. This adds a bonus of the Exalt's
(Essence) to both their lethal and bashing soak values. This charm can be repurchased at Essence 3, and upgrades the
charm to be able to act as a perfect soak that can defend against even unsoakable attacks. This defense then carries the
Imperfection of the Dragon Beyond.

The Imperfection of the Dragon Beyond:


Oramus is almighty, but cannot affect that which he cannot sense. To this end, defenses with this imperfection cannot defend
against sneak attacks or attacks the Exalt cannot see.

Azure Peacock of Sevenfold Stigmata Shintai

Cost: 10m, 1wp


Min: Essence 4
Type:
Duration:
Prereqs: Footsteps on Glass Practice, Aerie in Your Soul Methodology(*2)
Making the Lesser Sign of He Who is Not, the Exalt's body shifts into a form befitting the magnificent altruism that Oramus
exhibits with his creations, gaining five limbs and a cloak of feathers, along with nine bleeding wounds, one upon each wrist,
their side and their feet. This charm grants the user the benefit of (Essence*2) number of successes they can apply to any
action while in this form. They can also grant these successes to those they are allied with, provided it is to a rolled pool.
They also can perform defend other actions for any being they can sense with Sight Beyond Sigh Prana, such is the Agape
of the Bluebird of Happiness.

SHRIEKING SOUL NIGHT-TERRORS


Cost: 5m; Mins: Essence 4; Type: Simple
Keywords: Illusion, Emotion
Duration: Indefinite
Prerequisite Charms: Touch of the Eldest

Oramus weaves hideous nightmares from his mad inspiration to enlighten others to the truth. Reaching forth into the minds of
others, the Infernal draws forth their hidden torments and brings them to light. This charm permanently upgrades Touch of the
Eldest, allowing the Infernal to make contact with anyone suffering from any Derangement, instead of just those affected by
Ululating Nightmare Wings. He may also pay an additional 5 motes whenever he spends willpower to make contact in order
to craft a nightmare realm based around the Derangement (or Derangements) the target has. The affected person finds
themselves trapped in the nightmare realm whenever they sleep, forced to endure whatever mad puzzles and traps the
Infernal has constructed for them. Such hazards are always thematically and metaphorically based around the
Derangement(s) the person suffers from. For every week the target spends in the nightmare, their Derangement rating
increases by one. The Infernal's player is encouraged to construct disturbing and unsettling imagery, but the Storyteller has
the final say in what may be included.

Example: An Infernal has affected an Immaculate monk with a one-dot derangement of paranoia. He constructs an elaborate
nightmare mansion that the monk wakes up in every night. Long corridors, paintings with roving eyes, dark corners and
claustrophobic rooms fill the building. The Infernal constructs the mansion in such a way that the monk is forced to explore
and expose himself in order to advance, only allowing him to wake up when he escapes the building. The amount of time
spent in the nightmare does not track with real-time, so the monk may spend hours or days in the nightmare whenever he
sleeps. Over time, the constant nightmares enhance his paranoia and he begins seeing the threats of the nightmare overlap
with the waking world, increasing the strength of his Derangement.

MADNESS AND CRUELTY AS ONE


Cost: (+1m); Mins: Essence 4; Type: Permanent
Keywords: Illusion, Emotion, Shaping
Duration: Instant
Prerequisite Charms: Shrieking Soul Night-Terrors

It is not enough that the mad be forced to recognize their insanity; they must be made to confront it. This charm upgrades
Shrieking Soul Night-Terrors: For every additional mote the Infernal spends upon constructing the nightmare realm, he may
make an alteration to it beyond the physical setting. A pervasive feeling of dread, voices that whisper unkind truths or lies,
representations of real people, monsters that track him throughout the nightmare, dangerous traps and grotesque puzzles
are all examples of things the Infernal may construct. Should the target be slain at any time, their Derangement increases by
one dot and the nightmare continues as they wake up within the nightmare again. No actual harm suffered in the dream
carries over to the real world.

Example: The paintings on the walls now whisper to the monk that he is being hunted by a vicious monster. Upon entering a
dark room, the lights flash to reveal a hideous figure with long, grasping claws reaching out for him. The creature pursues
him throughout the nightmare and may inflict harm, though no physical damage carries over to the waking world. The monk
is slain by the monster or by cunning traps several times, waking up anew in the nightmare whenever he dies. The incredible
mental strain of such nightmares exacerbates his paranoia to the point where he abandons his duties and flees into the
wilderness, unable to endure the gazes of others.

LORD OF LUNACY
Cost: - (5m); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Madness and Cruelty as One

An Infernal may find themselves curious about just how their target is faring inside the carefully-constructed horrors they
have wrought. This charm allows the Infernal to insert themselves into the nightmare as a disembodied presence. Within the
nightmare, the Infernal may spend motes as by Madness and Cruelty as One to make further alterations, bringing new terrors
into existence and commanding existing ones. The Infernal may also spend 5 motes to assume a physical body and interact
with the environment and the victim as if he were actually there.

DREAMBORNE NIGHTMARE PLAGUE


Cost: - Mins: Essence 5; Type: Permanent
Keywords: Illusion, Emotion, Shaping, Sorcerous
Duration: Permanent
Prerequisite Charms: Shrieking Soul Night-Terrors

Madness is the kingdom of Oramus and all kings seek to expand their territory. Whenever someone enduring the nightmares
created by the prerequisite charm speaks to another of their suffering, that person finds themselves brought into the
nightmare whenever they sleep as a one-time Shaping effect. Should they be slain in the nightmare, then they gain the
Derangement of the original victim and begin experiencing their own horrors as if they were affected by Shrieking Soul Night-
Terrors.

88888888888888888888888888888888888888888888

She Who Lives in Her Name

<2>She Who Lives in Her Name Charms


<3>Ectopsychic Crystal Matrix
<n>Cost: 1m; Mins: Essence 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Mind-Hand Manipulation
Much as the lesser spheres of She Who Lives in Her Name whirl in intricate cycles around her central
fire, the Infernal may integrate an attuned hearthstone into her Essence pattern without crude physical
contact. Glowing from within, the stone takes up an orbit around the Infernal’s head amid rippling
mandalas of esoteric forces and twisted space. A hearthstone set in the Ectopsychic Crystal Matrix
provides enhanced Essence respiration and special powers as though it were set into an attuned artifact.
An Infernal may have up to (Essence) stones orbiting her at any given time.
This configuration of orbiting stones also functions as a cognitive array, amplifying the Infernal’s
intellect and increasing her psychic sensitivity. She gains a pool of orbital dice equal to ([sum of the
Manse ratings of all orbiting stones] / 2), rounded up. As a reflexive action, she may withdraw up to
(Essence) orbital dice from this pool and add them any roll that involves a Mental Attribute. These
count toward the Infernal’s dice cap. Her pool of orbital dice refreshes at the start of every scene.
(Adding another stone to the matrix mid-scene does not add more dice to the pool until the pool
refreshes.)
Hearthstones may be dislodged from the Ectopsychic Crystal Matrix by a disarm attack (Exalted, p.
158). Removing a hearthstone from its orbit ends the Charm with respect to that stone. This also
disrupts the matrix, removing a number of dice equal to the dislodged stone’s Manse rating from the
Infernal’s orbital dice pool.
[BEGIN BOXED TEXT]
<4>On Ectopsychic Crystal Matrix
<n>”Jack Vance’s ‘Dying Earth’ stories, with their colorful sorceries, rich post-apocalyptic
environments and utterly amoral characters, have always had an influence on Exalted. I couldn’t resist
a reference to ‘Morreion,’ one of the finest and darkest tales in his oeuvre. Rest assured that any
connection to another popular fantasy RPG is indirect and unintentional.” —E
[END BOXED TEXT]
One Sphere Among Many (She Who Lives in Her Name Charm)
Cost: None (+1wp); Mins: Essence 5; Type: Permanent
Keywords: Desecration, Shaping, Training
Duration: Permanent
Prerequisite Charms: Will-Crushing Force
The spheres of the Principle of Hierarchy turn slowly and surely, each one identical to her 99,996
others. This Charm is a permanent upgrade to Will-Crushing Force. Whenever the warlock breaks a
mortal with Will-Crushing Force, instead of merely replacing them with an automaton of themselves,
the Infernal may pay one Willpower to activate this Charm’s effects. The unfortunate mortal dissolves
as normal, but what reforms is a humanoid being with a cosmetic appearance dictated by the warlock at
the time of activation. During the fiery dissolution and rebirth, the Infernal may reduce the victim’s
Attributes to a minimum of 1. The victim receives the appropriate XP for these reductions, which the
Infernal must immediately spend to increase the victim’s Attributes until all the XP is spent.
Unspendable XP is lost.
Additionally, the victim receives a number of mutation points equal to (the Infernal’s Essence + 10),
which the Infernal must spend immediately. The first mutation the target receives is the Creature of
Darkness mutation, which grants no bonus mutation points. Finally, all the usual effects of Will-
Crushing Force on the victim’s Motivation and Virtues occur as normal.
As a secondary benefit, if Will-Crushing Force is used against a target currently under the effects of
Mind Spider Curse, the warlock drains (Essence) Willpower from the target.

Irrefutable Order Assertion


• ChainsawXIV
• Infernal Charms
• Planning
• She Who Lives In Her Name Charms

Irrefutable Order Assertion


Cost: 12m, 1wp; Mins: Essence 5; Type: Simple (Dramatic)
Keywords: Combo-OK, Obvious, Shaping
Duration: Indefinite
Prerequisite Charms: First She Who Lives In Her Name Excellency
Meditating for a full scene on the proper order of the cosmos, the Defiler asserts the power of his own
conformity upon those around him. Their plans cannot come as a surprise, because the unexpected
would violate his sense of orthodoxy. In point of fact, other people’s plans can barely function at all in
his presence. This charm creates a palpable aura around the Infernal which disrupts and ruins plans in
the moment of their realization. Planning effects used by those in his presence lose the Unexpected
label, and rolls to successfully execute a plan suffer an internal penalty equal to the Defiler’s (Essence).

Principle of Effortless Motion

Cost: -; Mins: Essence 3; Type: Permanent


Keywords:
Duration: Permanent
Prerequisite Charm: First SWLIHN Excelleny, Mind-Hand Manipulation

In the same way She Who Lives In Her Name feels pity for the crippled physicality of humans, she pities their weak attention. That
one must focus on a single task to perform at maximal efficiency is shocking to her, much less that one might actually lose precision
simply due to distance!
This Charm permanently upgrades Mind-Hand Manipulation in the following ways.
• The Infernal may move held objects their move distance (or dash, if the Infernal dashes) reflexively every tick within normal
range limits.
• The Infernal may take a single Miscellaneous Action, or up to (Essence) actions if the Infernal pays 1m, through Mind-Hand
Manipulation reflexively every action tick. These actions have no DV penalty, but may not include Defend Other or Blockade
Movement actions. As a clarification, any effect that directly harms a character or the environment is an attack. On the other
hand, dropping something on an unmoving target is fair game.
• For every 1m committed indefinitely as a reflexive action, up to (Essence)m, the character multiplies the range on Mind-
Hand Manipulation by (1 + motes). Actions that are not attacks or defenses ignore range penalties.

Exacting Violence Application


Cost: -; Mins: Essence 3; Type: Permanent

Keywords:
Duration: Permanent
Prerequisite Charm: Precision Thought-Force Exercise

The Principle of Hierarchy is conservative and precise in her use of force. Ostentatious and overkill attacks are the provenance of
her King, and while she would never disagree with him, her methods are far more refined.
This Charm permanently upgrades Mind-Hand Manipulation in the following ways.
• The Infernal’s telekinetic attacks gain the Strafe tag, allowing efficient dispatching of multiple targets with raking blades and
hammers of force. Utilizing strafe attacks costs 1m per action.
• If the Infernal knows Principle Invoking Onslaught, they may invoke the instant-duration shaping effect without paying the
cost of it, though this free activation does not allow persistent grapples, nor does it allow shaping the corpse.
• The Infernal may now enhance the damage of telekinetic attacks with Excellencies like any other attribute pool, adding up to
(Essence + Essence) dice. This does not actually increase base damage, however; it instead subtracts from the target’s
soak, whether natural or armor, as the Principle of Hierarchy employs exactly the correct amount of force to penetrate
defenses. This notably does not apply against hardness. [As a note, this is automatically In Theme for SWL’s excellency. As
another clarification, objects do not generally have true Hardness, simply no minimum damage, and as such can be
penetrated using this.]

Crystal-Fire Force Sheath


Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charm: Force-Suppression Barrier, Crystal-Fire Barrier Technique, Precision Thought-Force Exercise

The hardened essence of the Crystal-Fire Barrier is a highly useful tool for arranging the battlefield, but inefficient for protection.
While the principles of the Force-Suppression Barrier turn aside attacks, actually doing such is similarly inefficient when one could
simply deflect them with an impenetrable barrier. With the precision understanding granted by Thought-Force Exercise, the Infernal
learns to bend barriers around themselves like a second skin.
Activating this charm surrounds the character in a momentarily crackling field of essence, similar to Force-Suppression Barrier,
which may similarly be rendered invisible with Unseen Force Application. This grants the Character additional Armored Bashing and
Lethal Soak equal to (Essence + 3), and an equal amount Hardness. The barrier is selective, allowing the Infernal to touch things
without issue.
At Essence 4+ the duration increases to Indefinite. As well, the Infernal is allowed to apply the Soak and Hardness of this charm
against Environmental Hazards as if it was Natural.

Harmonious Chorus of Autonomous Motion


Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 2)

Keywords: Combo-Ok
Duration: One Scene
Prerequisite Charm: Mind-Hand Manipulation

Why should the Principle of Hierarchy swat aside attacks herself, when she could delegate such trivial tasks to lessers? Woe to
those who would assume her apparitions of force are simple hands, for they may take a life of their own.
Upon activating this Charm, for the rest of the Scene the Infernal receives a reduction in PDV penalties based on the number of
attacks made with Mind-Hand Manipulation. For every point of rate not used to attack on an action, the Infernal reduces all penalties
by an equal amount. Any remaining penalties can never rise above (5 - Unused rate). Non-Reflexive Miscellaneous actions, including
Defend Other count as 1 used rate for this calculation. Thus when making 3 attacks at rate 5, the Infernal would reduce all penalties
by 2, and cap any remaining penalties from any source at -3.
At Essence 4, the Infernal increases the penalty negation by a single point, and at Essence 5+, increases it by a further
point; thus an Essence 5 Infernal making 5 attacks at rate 5 would still negate 2 points of penalties to PDV.

"World domination doesn't interest me in the slightest. All I want is well-kept peace. My ideal world has no victories or losses - it's a utopia where
the ruler and the ruled are equally oppressed! An orderly hell with no competition, no ambition, and no redemption. A place where such things
aren't even missed, because they have no meaning! That's the perfect world I'll create."

-Saki Sukinasaki

This set of Charms for the Yozi She Who Lives in Her Name is intended to replace the one presented in Manual of Exalted Power: Infernals (and other sources,
such as the Broken-Winged Crane or Ink Monkey supplements). It does, however, use the same General Charms as that set - most notably her Essence
Overwhelming, Mythos Exultant, Sorcerous Enlightenment, and Ascendency Mantle. They can be found in the relevant books.

This set no longer contains the Infernal version of Wyld-Shaping Technique. This has been replaced by a new General Charm, (Yozi) World-Shaping
Cosmogony, which can be found directly below. While it works equally well with either the current version of Wyld-Shaping Technique or the unimplemented
errata detailed here, I recommend the latter version of that Charm.

Though this document contains the core of She Who Lives in Her Name’s Charm set - 48 Charms, approximately the same amount allocated to all canonical
Yozi Charm sets - further Charms exist, whether waiting to be invented by the heroic genius of the Infernal Exalted or simply unrecorded in this document. A
small example of such extraneous Charms can be found here, and may be added to.
-Revlid

New Yozi General Charm!


(YOZI) WORLD-SHAPING COSMOGONY
Cost: 20m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: (Yozi) Mythos Exultant
The Yozis sang the law of the world into existence, carving it from tides of endless possibility. This Charm works in the same way as the Solar Charm Wyld-
Shaping Technique (Exalted, pp. 216). A second purchase at Essence 4+ allows this Charm to duplicate the effects of Wyld Cauldron Technology, while a third
purchase at Essence 5+ allows it to shape lands within Creation that the Infernal owns as though they were bordermarches, as a Blasphemy effect.

Anything created or altered by this Charm must conform to the Excellency of the Yozi in question. When creating Land, the legend-chisel of She Who Lives in
Her Name crafts ordered, planned landscapes, while Malfeas demands bombastic, scorched vistas, and Kimbery prefers seas, shores and floodplains. Demesnes
created in this way must be aspected toward the relevant Yozi, or Vitriol. The Infernal can create other Yozi-aspected demesnes, but the required successes
increase by two. Any materials the Infernal desires can still be created, but will have a hellish taint about them, appropriate to the associated Yozi.

People created by this Charm are always natives of Malfeas and creatures of darkness. If the Infernal wishes, she can spend an additional success to apply up to
(Essence) points of mutations to such characters, which must be mitigated with an equal value of negative mutations (the creature of darkness deformity counts
towards this). Alternatively, the Infernal may create an unbound heroic member of an existing First Circle race by spending successes equal to its Essence
rating. Such demons come into existence with an Intimacy of loyalty toward the Infernal.


New Keyword!

FACTUAL DETERMINATION ANALYSIS

INCORRECT VALUE REJECTION

COSMIC TRANSCENDENCE OF (VIRTUE)

AUTOGENOUS DOCTRINE SOUL

EVERY LAST DETAIL

OBSESSIVE ENACTMENT PRECISION

PATTERN PROTECTION PRANA

UNFALTERING MANAGEMENT STYLE

INVASIVE EXTEROCEPTION TECHNIQUE

ESSENCE-DISSECTING TOUCH
SIDEBAR: WYLD THING

RUPTURED COSMOS CORRECTION

DISTANCE-ELIMINATING EFFICIENCY TRANSLOCATION

EVASIVE REASSEMBLY

MIND-HAND MANIPULATION

OMNIDIMENSIONAL APPREHENSION SCAN

AUTONOMOUS PATTERN RECONSTRUCTION

SELF-ATTENDING FABRICATION

REMEDIAL ACCELERATION OVERSIGHT

METICULOUS BLEMISH REMOVAL

PROCRUSTEAN CHASTITY COHERENCE

SIDEBAR: THAT FIRE IS GENIUS

APEIRON ISOLATION ALCHEMY

ANTI-VARIANCE DELETION BEAM

PRINCIPLE-NEGATING OFFENSIVE

UTILITY-ENGINE CABOCHON

CRYSTAL-FIRE BARRIER DEFENCE

SEAMLESS ASCENDANCY RETICELLO

CRYSTAL DOMINION RAPTURE SHINTAI

BINARY INSTRUCTION IMPLEMENTATION

SELECTIVE ADDRESS TINTINNABULA

EFFICIENT INDOCTRINATION LOGOGRAMS

HISTORY-CORRECTING OVERSIGHT GLYPH

BEAUTY-IS-TRUTH MEMETICS

INSTANTANEOUS DATA-TRANSFER KEY

CEREBRAL PROBE INQUISITION

WILL-CRUSHING FORCE

HOLLOW MIND INTERROGATION


IMPULSE INFUSION PNEUMATICS

STRUCTURE-SEIZING INTRUSION PROGRAM

CRYSTAL FACET THOUGHTS

UNSHATTERED TONGUE PERFECTION

XENOPHOBIC INDOCTRINATION DIALECT

CAPABILITY-REDEFINING COMPARTMENTALIZATION

SOUL-OPTIMIZING SOPHONICS

CONFORMITY-AS-VIRTUE EQUATION

JUST FOLLOWING ORDERS

FINAL ULTIMATUM SHINTAI

New Keyword!
Lattice: Charms with this keyword have additional or enhanced effects when used against anomalies. Though magic exists to alter or expand this definition,
anomalies are by default defined as anything native to the Wyld, whether characters, objects, structures or even phenomena. Such Charms often also have
special effects on targets with Wyld mutations.

FACTUAL DETERMINATION ANALYSIS


Cost: 3m; Mins: Essence 1; Type: Reflexive (Step 1)

Keywords: Combo-OK

Duration: One Scene

Prerequisite Charms: None


The Principle of Hierarchy recognizes the binary nature of existence – true or false? While this Charm is active, the warlock can recognize as such all
deliberate lies presented to her. The character can also recognize the use of half-truths and deliberate omissions, though doing so does not tell her which part of
the statement is true. Ignorance or genuine delusion are not detected, and the truth is not supplied alongside the detection of a lie. If this Charm is contested,
add the Infernal’s Essence rating in bonus successes to the roll-off.

INCORRECT VALUE REJECTION


Cost: 3m or 0m; Mins: Essence 2; Type: Reflexive (Step 2)

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: Factual Determination Analysis


Falsified information only compromises calculations. It must be refuted. This Charm can be activated in response to any mental influence predicated on a
statement that the Infernal genuinely believes to be objectively false, providing her with a perfect parry as she exposes the error. This Charm’s cost is waived if
it has already been used to defend against that falsehood (or a near-identical variant) earlier in the scene; repetition does not avail the enemies of order. This
Charm automatically fails if employed against a hierarchical superior in an organization to which the Infernal belongs.

COSMIC TRANSCENDENCE OF (VIRTUE)


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Factual Determination Analysis


Virtue is an instinctual response, while She Who Lives in Her Name is a being of reason. She long ago remodelled her Virtues to better guide her down the
correct path. This Charm has four versions, each enhancing one of the Infernal’s Virtues rated 5+ and requiring their own purchase. Transcendent Virtues
cannot naturally lower in rating, though this Charm’s effects temporarily fade should magic lower them below 5. Any dice rolled for these Virtues (as their own
pool or as a bonus from a channel) are converted into automatic successes – incidentally forcing the Infernal to always spend Willpower to override the dictates
of transcendent Virtues.

Upon learning even one version of this Charm, the Infernal defines a “greater good”; some cause they hold cardinal above all else. The greater good should
generally be conceptual rather than specific, as it cannot be changed once expressed. The greater good of She Who Lives in Her Name, for example, is “All
Things In Their Place”. When the Infernal would gain Willpower from a stunt resonant with her greater good, she may instead regain a single channel in any
transcendent Virtue. Transcendent Virtues can be channelled on actions that support the greater good, even if they oppose local representations of that Virtue,
while actions that oppose the greater good are treated as opposing all transcendent Virtues, even if they display a Virtue’s more immediate qualities.

If the Infernal takes action that contradicts a local transcendent Virtue for the greater good, only to later discover that it did not advance the greater good at all
(through failure, ignorance, etc), she immediately gains a point of Limit. Should the Infernal’s greater good become outright nonsensical, the Infernal
immediately enters Torment for a full day and loses all versions of this Charm, converting them back to xp.

AUTOGENOUS DOCTRINE SOUL


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Cosmic Transcendence of (Virtue)


The scenario is all. This Charm provides the Infernal with an additional peripheral pool capable of holding ten motes, to which she adds one mote for every
hour she spends working in service to her greater good. This pool cannot be refilled through any other means.

EVERY LAST DETAIL


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Factual Determination Analysis
It is better to be safe than sorry, and the Principle of Hierarchy lacks room for regret. This Charm enhances the Infernal, allowing her to ignore internal
penalties to planning rolls, and carry any threshold successes from the planning phase of a project onto its actual enactment. Additionally, she treats time spent
planning (or otherwise making preparations for future action) as time spent sleeping for the purposes of relieving fatigue and respiring motes, the act of
shaping the world into usable patterns soothing her mind and body.

Her ability to respond to unpredictable thought-patterns is reduced, however, reducing her MDVs by (Essence ÷ 2) against social influence that runs contrary to
an intimacy she possesses towards that character; an intimidation attempt from a friend, for example.
JUST AS PLANNED
Cost: 1m; Mins: Essence 2; Type: Simple (Dramatic action)
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Every Last Detail
The Pyre in Which Thoughts are Burned is a searchbeam light of calculation that cuts through the future’s haze. This Charm is a dramatic action of one hour
which the Infernal spends devising a plan consisting of two parts. A goal, which may range from "overthrow the Realm" to "make breakfast", and steps,
intermediary goals that must meaningfully contribute to the actual goal, in such a way that when they are complete the goal will definitionally have been
achieved. She may have a number of steps equal to her (Bureaucracy or War), as appropriate to the plan’s nature, and immediately acquires a secondary
Willpower pool, capable of holding up to (Steps) points. The pool is initially full, but can only be refilled through stunts that directly contribute to the Infernal's
plan, and can only be spent in ways that do the same.

This Charm ends when the goal is achieved, transferring its remaining Willpower into the Exalt’s normal pool; any excess is lost. Whenever one of the steps in
the Infernal's plan is rendered impossible or irrelevant to her goal, she gains one Limit. Ending this Charm prematurely inflicts Limit equal to the remaining
steps and wastes any unspent Willpower. This Charm automatically ends if the Infernal enters Torment.

PATTERN PROTECTION PRANA


Cost: 4m, 1wp (+1wp); Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One Protect Organization action
Prerequisite Charms: Every Last Detail
Deliberate sabotage of harmony is a disgrace, and one that She Who Lives in Her Name guards against with all her might. When the gods revolted and armed
fodder with the power of death itself, even this was not enough. This Charm enhances a Protect Organization action, reducing its final Capital cost by
(Infernal’s Essence), to a minimum of zero. Spending another point of Willpower applies the relevant penalty against any attacks on the organization,
regardless of their form or context. This is an Obvious effect, which causes crystalline fragments to drift through the air around the organization’s operations
for the duration of the action.

UNFALTERING MANAGEMENT STYLE


Cost: 8m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One Asset or Project action
Prerequisite Charms: Every Last Detail
A fixed pattern is the most pleasing to the Principle of Hierarchy. This Charm enhances any one Asset or Project action, adding automatic successes to each
interval. The number added is equal to the months since that organization last took a Regain Capital or Shift Structure/Policy action, to a maximum of (lower
of relevant Ability or Essence). This maximum is increased to (relevant Ability + Essence) for Grow Influence actions.

A second purchase of this Charm allows the Infernal to reform patterns that have developed faults. She may use the Charm to enhance any Regain Capital or
Shift Structure interval, halving its duration.

INVASIVE EXTEROCEPTION TECHNIQUE


Cost: 5m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK

Duration: Indefinite

Prerequisite Charms: Factual Determination Analysis


The comprehension of She Who Lives in Her Name knows no boundaries. The Infernal's sense of touch extends (Perception x 10) yards in all directions,
allowing her to make sensory rolls to acquire tactile details within that range. This special sense of touch ignores physical barriers such as walls or flesh,
allowing the Infernal to be as intrusive as she likes. While these "touches" apply no actual physical pressure (and never qualify for the Touch keyword), the
Infernal can apply the benefits of Keen Touch Technique (Exalted, pp. 226) to any roll, intensifying her curiosity such that its subjects experience phantom
caresses. If opposed by anti-scrying magic, this special sense provokes a roll-off.
With Essence 4+, the Infernal can spend one mote to expand this Charm’s range by a factor of (Essence x 2) for one tick. This applies only to sensory rolls, not
abilities granted by further Charms.

ESSENCE-DISSECTING TOUCH
Cost: — ; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Lattice

Duration: Indefinite

Prerequisite Charms: Invasive Exteroception Technique


The meaningless static of the material is penetrated by the exacting scalpel-caress of She Who Lives in Her Name. This Charm enhances its prerequisite,
providing the same benefits as the Solar Charm All-Encompassing Sorcerer’s Sight (Exalted, pp. 222) within its range, allowing the Infernal to run her fingers
through the delicate interplay of energy that weaves the world..

The Infernal’s aesthetic preferences shift subtly while benefiting from this effect. She reduces the effective Appearance ratings of other characters by one for
every point of Wyld mutations they possess, while anomalies are treated as having an effective Appearance rating of zero. Other characters continue to perceive
normal Appearance ratings, even when interacting with the Infernal.

SIDEBAR: WYLD THING


For the purposes of Lattice effects, “Wyld mutations” does not solely refer to mutations inflicted by proximity to the infinite Chaos that borders Creation. It
also refers to any mutations applied by anomalies, as well as any “random” mutations, undesigned and unintended – those applied by an uncapped demesne or
tainted concoction or interbred bloodline would qualify, while those applied by a mutagenic manse or deliberate genesis project would not. Chaotic spitballing
is abhorrent – design must be intelligent.

RUPTURED COSMOS CORRECTION


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Lattice

Duration: Permanent

Prerequisite Charms: Essence-Dissecting Touch


In all her calculations, She Who Lives in Her Name never considered the possibility of death until she met her sickly brother. It was but one of the paradigm-
shifting wonders she so despised, and learned to ward against. This Charm permanently expands the warlock’s understanding of anomalies to include all
creatures of death. As her senses retune to better detect and eliminate these abominations, the entropic defects that inevitably lead to their creation become
similarly abhorrent; for the purposes of Essence-Dissecting Touch, she treats any Crippling, Poison or Sickness effect she is aware of as a one-point Wyld
mutation. This applies even to natural effects like wound penalties, or relatively harmless ones like intoxication.

DISTANCE-ELIMINATING TRANSLOCATION
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Invasive Exteroception Technique
All components should be interchangeable, capable of instant reassignment. The Infernal folds space whenever she takes a Move or Dash action, disassembling
to instantly reappear at her destination. Though she may teleport in any direction she pleases, the distance she can travel does not change, and she cannot pass
through barriers that she could not normally bypass. Teleporting into occupied space inflicts an unsoakable level of bashing damage on the Infernal, and she
instead rematerializes at the closest spot between her starting point and the obstacle. Spaces warded against teleportation provoke a roll-off, with failure
causing the Infernal to treat them as occupied for the scene. The warlock can be targeted at her start and end points, but effectively does not exist between
them, helping her avoid detection or pass through treacherous ground without issue.
A second purchase of this Charm at Essence 3+ allows the Infernal to spend a point of Willpower to pass through physical barriers without issue until her DVs
refresh. A third purchase allows the Infernal to perform a special version of the Aim action; instead of aborting to an attack, she aborts to a Move or Dash
action, and increases her base Move distance by a factor equal to the “dice” she would have accrued, up to (Essence).

EVASIVE REASSEMBLY
Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Distance-Eliminating Translocation
The spheres of She Who Lives in Her Name spin around each other, a patterned orbit of organs that is beyond interference. This Charm is a perfect dodge
against any attack the Infernal is aware of. Her body dismantles itself around the assault, reconfiguring when danger has passed. If this Charm's prerequisite is
active, she may make a reflexive Move action in Step 9 of the offending attack. This Charm suffers from the Imperfection of the Principle of Hierarchy.

Imperfection of the Principle of Hierarchy


She Who Lives in Her Name is a being of patterns, and though she devotes herself to a greater order, the fire in her secret heart is fuelled by a more personal
system. Charms bearing this Imperfection suffer a surcharge for every one of her Virtues the Infernal has violated in that scene, regardless of whether or not
they are rated at 3+. The first Virtue directly acted against in this fashion applies a three-mote surcharge, the second increases this surcharge to five motes, the
third to six motes, and the fourth does not change it at all.

MIND-HAND MANIPULATION
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: Obvious

Duration: Permanent

Prerequisite Charms: Invasive Exteroception Technique


Tools are clumsy compensation for natural failings. The Whispering Flame lacks such inefficiencies of form. This Charm enhances its prerequisite, allowing
the Infernal to bypass any mundane tools necessary to undertake actions within its range. She can replace musical instruments with induced vibrations, or forge
metal through friction and pressure. This does not increase her pools or provide her with raw materials; it just allows actions that require specific tools, and
eliminates penalties for substandard or missing tools. She can use this Charm to substitute for her voice, but it cannot substitute for weapons of any kind.

With Essence 3+, the warlock’s reality-alterations are precise enough to substitute for complete mundane workshops. A second purchase at this level allows her
to directly manipulate anything within her range, through Obvious spatial distortions. She replaces Strength with Intelligence and Dexterity with Wits for such
actions. She suffers a -1 external penalty when acting at more than half her maximum range. She can undertake multiple actions at once, though multiple action
penalties and Rate apply as normal.

The Infernal can use her telekinesis to wield weapons, but treats them as improvised, and cannot directly attack with her mind-hands until Essence 4+, at which
point she may perform unarmed attacks (Exalted, pp. 370), through different forms of telekinetic force. These attacks may deal Bashing or Lethal damage, and
have the Piercing tag, but do not add Intelligence to their damage and cannot be used with Martial Arts Styles. Telekinetic clinches can be escaped, but not
reversed.

OMNIDIMENSIONAL APPREHENSION SCAN


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Invasive Exteroception Technique
The senses of the Whispering Flame extend down avenues unknown to lesser minds. This Charm enhances its prerequisite, providing the warlock with an even
more exhaustive understanding of whatever she assesses through it, tactile data expressed synaesthetically as flashes of imagined transparency and
daguerreotype extrusion. In addition to normal data, successful Perception rolls targeting characters provide the warlock with information equivalent to an
internal medical diagnosis with the same successes. She can learn anything regarding the target’s bodily structure, from how full their bladder is to any
Crippling, Poison or Sickness effects currently afflicting them.

Objects instead provide her with their full “blueprints”; an examination of a daiklave allows her to reverse-engineer its entire creation, down to the fuel used to
heat the forge. Artifacts with N/A ratings are beyond her full comprehension, and cannot be deciphered in this way.
If the warlock knows Essence-Dissecting Touch, any attempt to analyze magical effects and traits through that Charm automatically succeeds. Further, she may
base new, more orderly creations on these flashes of insight; she doubles her successes on rolls to design a helltech artifact or manse if she has personally
analyzed a suitable supernatural effect in the last month. This also enhances attempts to develop or learn appropriate new Charms, Spells or Procedures,
allowing her to act as though she had a tutor even if the effect is entirely original.

AUTONOMOUS PATTERN RECONSTRUCTION


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Lattice, Obvious, Sorcerous, Touch
Duration: One day
Prerequisite Charms: Mind-Hand Manipulation, Omnidimensional Apprehension Scan
The Principle of Hierarchy demands patterns attend to their own integrity. This Charm targets any non-anomaly the Exalt is touching, causing damaged
sections of biology to fly apart and orbit them as impurities dissolve into ether and frayed sinew reknots. For the duration of this Sorcerous effect, the target is
treated as constantly receiving supernaturally-enhanced treatment with all the necessary tools for any ailments that can benefit from medical care (Exalted, pp.
137), ignoring difficulties stemming from internal afflictions.

Rolls use (target's Stamina + Infernal's Essence), plus one automatic success. Failure never worsens a condition, though targets can still deteriorate naturally.
Multiple maladies each receive simultaneous treatment, and healed wounds leave no evidence. In the absence of genuine problems this Charm clears away
imperfections like moles. Objects also benefit from this Charm, receiving constant maintenance and repairs with a pool of (Infernal's Craft + Essence) as worn
bolts and scaffolds orbit the frame.

This magic does not react well to agitation. It stalls if the target takes activity more strenuous than “at ease” (Exalted, pp. 115); objects also stall when
undergoing similar degrees of movement. Countermagic ending this Charm early returns the target to their normal form.

SELF-ATTENDING FABRICATION
Cost: — ; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Autonomous Pattern Reconstruction
The world reshapes itself into a proper form. This Charm enhances its prerequisite, allowing the Infernal to instead target an object-sized collection of raw
materials, causing them to autonomously assemble into any mundane object she has complete blueprints for, and could create from those materials alone. This
occurs at the same rate as described in Autonomous Pattern Reconstruction, using the same dice pool as repairing an object.

If the Infernal knows Apeiron Isolation Alchemy, she can target even inappropriate materials, applying an external penalty to the first roll equal to the difficulty
to transmute the materials into the appropriate ones.

REMEDIAL ACCELERATION OVERSIGHT


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Autonomous Pattern Reconstruction
Haste makes waste, but the speed of She Who Lives in Her Name transcends inefficiency. This Charm upgrades its prerequisite, allowing the Infernal to apply
it to any target within range of her Mind-Hand Manipulation, without the Touch keyword. Within this range, she may enhance the reparative process with her
own magic as though she were the one performing any treatment, spending the necessary resources but otherwise remaining uninvolved.

Further, the maximum interval between rolls (i.e. the time necessary to carry out a given "operation") becomes one hour. A second purchase reduces this
further, to one minute. At this level, the Exalt may spend another three motes while involved in an operation to instantly resolve an interval, tissue shuffling
instantly and seamlessly; this hyperaccelerated interval can be performed regardless of the target’s level of activity.
METICULOUS BLEMISH REMOVAL
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Autonomous Pattern Reconstruction
No failure is beyond correction. This is the belief that has fuelled the Pyre In Which Thoughts Are Burned for millennia. This Charm can be purchased five
times, each purchase allowing its prerequisite to repair afflictions that cannot normally be addressed, such as amputated limbs or incurable diseases. Three
purchases each cover a single Keyword, chosen between Crippling, Poison and Sickness effects. Removing such ailments is difficulty 5 and takes six hours,
unless otherwise specified. New tissue for amputated limbs grows on a spinnbarkeit mesh, flaking together from the outside in. A fourth version allows this
Charm to heal damage. This "treatment" takes two hours and heals a single bashing health level at difficulty 1 or downgrades a single level of lethal damage to
bashing at difficulty 3. Aggravated damage cannot be healed. The fifth version does not affect characters at all, but allows the Exalt to restore objects damaged
beyond mundane repair, so long as she has even a fragment; a burned letter can be reconstructed if the Exalt has the ashes.

PROCRUSTEAN CHASTITY COHERENCE


Cost: 1wp; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Lattice
Duration: Indefinite
Prerequisite Charms: Factual Determination Analysis
She Who Lives in Her Name dismisses the false declarations of a broken reality. Upon activating this Charm, the warlock is enveloped by (Integrity + Essence)
form-fitting shells of invisible order, which can be perceived within her flaring anima as distortions of light. Whenever she (or her worn or carried possessions)
would be affected by a Shaping effect originating outside herself, one of these shells briefly becomes Obvious, its shape warping in a manner relating to the
nature of the Shaping effect before shattering into crystal fragments. This negates the effect, and provides the Exalt with knowledge of all its properties,
including its source. The Infernal treats each effect negated by this Charm as a scene spent building a negative intimacy toward whatever attempted to alter her.
Shaping effects originating with anomalies do not break shells, but are negated as normal.

SIDEBAR: THAT FIRE IS GENIUS


A number of She Who Lives in Her Name Charms produce Malfean crystal. This material is translucent, and tinted with the colour of its creator's anima.
Regardless of their size or origins, crystal objects have 20L/B soak and hardness. They are treated as material by both material and immaterial entities, and
glow like an anima banner at the 8+ level. When targeted with Charms like Hollow Mind Interrogation, things mostly made of this crystal are treated as having
a secondary purpose of “observe everything”.

APEIRON ISOLATION ALCHEMY


Cost: 3m; Mins: Essence 3; Type: Reflexive

Keywords: Combo-OK, Obvious, Shaping, Touch

Duration: Instant

Prerequisite Charms: Procrustean Chastity Coherence


All patterns are at least partially redundant with one-another. Collapsing unwanted sections in favour of new ones is simple. Nothing is unique. This Charm
allows the Exalt to Shape any non-Artifact object (or part of an object) that she is touching into an entirely different substance by rolling (Intelligence + Craft)
at a difficulty based on the similarity between the base material and whatever she intends to transmute, as described below. Failure inflicts levels of lethal
damage on the object equal to the degree of failure, its structure crumbles into unusable crystal grit. Botches transform it into another substance entirely,
chosen by the Storyteller.

Transformed objects retain their former shape, but react normally to their new materials; a liquid pillar would simply collapse. This Charm cannot create
magical materials, or similar substances like Chiaroscuro glass or toadstone. It can produce optimized base materials (i.e. gold for orichalcum) that add (Exalt’s

Essence) automatic successes to attempts to refine them. Malfean crystal is treated as a close variation of all substances, as it contains the potential for any
other pattern.
Close variations or compounds (i.e. steel into iron): Difficulty 1

Generally, elementally associated (i.e. steel into marble): Difficulty 3

Completely unrelated (i.e. steel into cake): Difficulty 5

ANTI-VARIANCE DELETION BEAM


Cost: 4m, 1wp; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Lattice, Obvious

Duration: One Scene

Prerequisite Charms: Procrustean Chastity Coherence


The Whispering Flame eliminates invalid possibilities through scouring observation. While active, this Charm provides the Infernal with a ranged attack
(described below) aimed with (Perception + Occult), an oscillating shaft of colourless light that deals aggravated damage to anomalies as a Lattice effect,
converting them into translucent crystal. Should they survive, the crystal slowly recedes as they heal, chunks cracking away like dried mud. Other targets suffer
bashing damage from her attention, with only surface detritus crystallizing. Any targets killed or destroyed by this attack are completely transmuted into
crystal, along with all their mundane equipment.

Oddities are flayed by the Exalt's disgusted attention, shattering away as pellucid ornaments. Every damage level inflicted by this attack removes a single point
of Wyld mutations as a Shaping effect - even if the target is not an anomaly, each point of Wyld mutations removed converts a level of bashing damage into
aggravated damage. This does not inflict additional wounds, merely enhance that attack’s damage. If a targeted Wyld mutation is worth more points than the
attack’s damage it is not removed, but its effective value decreases for the scene, allowing multiple attacks to scour away even the most drastic abominations.

This attack possesses the Strafing tag (Shards of the Exalted Dream, pp. 140), though such blasts count as only a single attack for the purposes of rate. It
ignores defences granted by gossamer equipment.
Quantum Lathe: Speed 5, Accuracy +0, Damage 8B(A)/2, Rate 1, Range 50, Tags: O, St

PRINCIPLE-NEGATING OFFENSIVE
Cost: — (1m); Mins: Essence 3; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Anti-Variance Deletion Beam, Apeiron Isolation Alchemy


Inter-pattern reactions are all recorded and predicted within the Principle of Hierarchy, and she exploits them to better shape the whole. This Charm enhances
the attack provided by Anti-Variance Deletion Beam, allowing it to ignore the Hardness of objects it targets. Further, the warlock may choose in Step 10 to
freely and automatically transmute anything destroyed by that attack, as described in Apeiron Isolation Alchemy. Non-mortal anomalies transmuted in death
can be completely re-Shaped into exotic ingredients refined from the Wyld.

Finally, the Exalt can reflexively spend a single mote to recalibrate her attack, conducting it through a different phenomenon. This can be any dangerous
manifestation the warlock can imagine, from a javelin of anti-motes to a sonic beam or a sphere of fire. A given “mode” lasts until the Infernal changes to a
new one or freely returns to the usual oscillating beam. The attack’s traits remain the same, but it deals lethal damage instead of bashing to targets that the
Storyteller considers particularly vulnerable to its current nature, e.g. burning a wood elemental with fire. Phenomenae produced by this attack are the real
thing in every respect.

UTILITY-ENGINE CABOCHON
Cost: — (1wp); Mins: Essence 2; Type: Permanent
Keywords: Obvious

Duration: Permanent
Prerequisite Charms: Procrustean Chastity Coherence
The living pattern of She Who Lives in Her Name incorporates and accounts for all relevant forms, searing the immediately useful into existence. Shapes of
intangible crystal form in the Exalt's anima while it flares at the 8+ level, orbiting her at up to (Essence) yards. This range doubles at 11+, and becomes
(Essence x 5) yards at 16+. The warlock can spend one Willpower to reflexively combine these shapes into a three-dimensional object of Sorcerous Malfean
crystal anywhere in this range, which solidifies at the end of that tick. This geometric construct has (Essence) health levels and can be hollow, but must be
relatively simple and lack moving parts. Any weapons or tools it approximates are considered improvised, and the Infernal can deliberately dismiss it.

The construct is normally fixed in place, ignoring gravity, but the Infernal can move it with the telekinesis provided by Mind-Hand Manipulation. She treats it
as weighing nothing, ignores the penalty for using it as an improvised weapon, and can move it as a reflexive feat of strength. The construct lasts one day, but
at Essence 5+, its duration increases to one week, with further dots of Essence increasing the duration to one month, year, century, and millenium, or (at
Essence 10) eternity.

CRYSTAL-FIRE BARRIER DEFENCE


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Utility-Engine Cabochon
That which pleases the Whispering Flame is preserved like a fly in amber, and her own imperviousness pleases her very much. The Infernal solidifies a portion
of her anima into hard light, producing orbiting crystal shields that adjust their course only to intercept attacks or avoid collisions. This praetorian Essence-
mesh flares her anima to the 8+ level, and acts like an orichalcum thunderbolt shield that can apply its defence bonus to either of her DVs, does not occupy her
hands and cannot be disarmed. Further, the Infernal can conduct her Anti-Variance Deletion Beam through any of these shields, using them like lenses to ignore
DV penalties for that attack.

A second purchase at Essence 3+ allows the Infernal to spend three motes in step 2 of any attack she can apply her Crystal-Fire Barrier Defence-enhanced
Parry DV against, utterly dispersing the assault in a perfect parry. This application shatters her light-shield, immediately ending this Charm. As a unique
Imperfection, each time this perfect parry is used it increases the cost of Crystal-Fire Barrier Defence by three motes for the rest of the scene.

SEAMLESS ASCENDANCY RETICELLO


Cost: 8m, 1wp (+2m/passenger); Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Utility-Engine Cabochon
Just as order justifies itself, so too does the Whispering Flame raise herself above the chaos that crashes against her creations like waves on the diamond of
eternity. The Exalt's anima sears into existence an object-sized vehicle with the traits listed below. This crystal conveyance cannot be operated by anyone but
the Exalt, who does so reflexively. It uses her ground movement speed if it would be higher than its listed Speed. It can benefit from Distance-Eliminating
Efficiency Translocation, and need not have visible means of propulsion, though nearby space ripples oddly. It travels freely in all directions and non-solid
mediums, and provides its passengers with breathable air despite being airtight. It lacks a Destroyed health level - if rendered Inoperative it simply begins to
fall toward the ground, dissolving only when it settles on the ground or the Exalt ends the Charm.

The vehicle can normally only accommodate the Exalt and her worn or carried possessions, regardless of her current size or shape, but she can expand its
capacity to bear other characters or object-sized cargo by committing two motes for each, maximum (Essence). This does not enlarge her vehicle, but produces
smaller copies that can bear willing passenger, hovering in orbit within (Essence) yards of the Infernal.

Speed: (Essence x 4)/(Essence x 400)


Manoeuvrability: The Infernal automatically succeeds on all control rolls. If relevant, they use (Occult).
Endurance: This vehicle only requires that the Infernal keep Seamless Ascendency Mantle active.
Crew: 1/1
Cargo: As described in the main Charm text.
Armour: 20L/B
Health Levels: Ux(Essence)/Mx(Essence ÷ 2)/I
Weapons: None, though the Exalt can target her Anti-Variance Deletion Beam through any portion of the vehicle. If the Infernal has Mind-Hand Manipulation
active, she can rearrange portions of her conveyance to mimic the functions of any mundane vehicle-mounted tool, such as a drill or forklift.
CRYSTAL DOMINION RAPTURE SHINTAI
Cost: 25m, 2wp; Mins: Essence 5; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious
Duration: Indefinite
Prerequisite Charms: Mind-Hand Manipulation (x2), Anti-Variance Deletion Beam, Seamless Ascendency Reticello
The name of the Principle of Hierarchy cannot be spoken, lest it render the speaker's thoughts no more than syllables within itself. The Infernal’s body adopts a
similar relationship with the cosmos, dissolving into a cascade of exotic forces that causes every object and character within (Essence x 5) yards to act as
though hit by an Anti-Variance Deletion Beam with no threshold successes. A moment later, the tranquil reality-storm coalesces into an amplituhedron burning
with totemic anima-light. This form grants her the following effects:

• The crystal core is the Infernal's body, and can be of any shape or complexity, but cannot exceed object-scale or be smaller than her normal size. She can
reassemble it within these limits as a miscellaneous action. Whatever its specifics, the Exalt uses physical laws in place of organs, removing her need to
breathe, eat or sleep.

• She ignores the minimum damage of attacks without an Overwhelming value, lesser blows shredded in the forces that comprise her body. The Infernal can
move as though she were the vehicle created by Seamless Ascendancy Reticello, and gains armour equal to that of the vehicle, along with its other benefits.
She can create sub-vehicles just as described in that Charm, at the usual cost.

• This satori-form allows observations to resonate with each other, notes on a crystal tuning fork that expand her understanding of the cosmos. She benefits
from the effects of Invasive Exteroception Technique with a range of ([Perception + Essence] x 50) yards, but can only manipulate objects through her
telekinesis.

• Her anima expands to cover the range of Invasive Exteroception Technique, an intangible crystal constellation that reflects her core, allowing her to use
Utility-Engine Cabochon within this range at no cost and maintain up to (Essence) constructs at once. She can emit a thought-rending chime that inflicts a -1
internal penalty on everyone in this radius as a Crippling effect. Characters can ignore this penalty for the scene by spending one Willpower, while those
lacking thoughts to tear apart (such as the dream-eaten or most automatons) are unaffected.

• Her soul becomes a focusing lens, scouring anomalies from existence like an obsessive child with a magnifying glass. She benefits from all the effects of
Anti-Variance Deletion Beam. Its range increases to (Essence x 20) yards, and its Strafe attacks can be applied to any number of characters within (Essence)
yards of each other.

BINARY INSTRUCTION IMPLEMENTATION


Cost: 3m (+3m); Mins: Essence 2; Type: Supplemental

Keywords: Combo-OK, Obvious, Sorcerous

Duration: Indefinite

Prerequisite Charms: Factual Determination Analysis


Orders should be issued only to the appropriate recipients. This Charm enhances any writing (or other form of written social attack) the Infernal engages in,
rendering it visible only to those the Infernal intends to read it; such targets can be as specific or general as she pleases, and to them it throbs with Obvious
light. This writing can contain mental influence, which is applied to those who read it as normal. Increasing this Charm’s cost by three motes renders the
writing nigh-imperceptible to even its intended targets. They can roll (Perception + Investigation) at a difficulty of (Infernal’s Linguistics + Essence) to register
the writing normally, but otherwise acknowledge it (and anything it conveys) only subconsciously, suffering its influence as an unexpected attack. Enhanced
writing vanishes when this Charm ends, and the Infernal may end this Charm herself as an exception to the usual Sorceorus rules; messages should not outlive
their purposes.
SELECTIVE ADDRESS TINTINNABULA
Cost: 1m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Stackable

Duration: One scene


Prerequisite Charms: Binary Instruction Implementation
Those who are not part of the pattern have neither the ability nor the right to comprehend it. Upon activating this Charm, the Infernal defines a single category
of characters. For its duration, members of that category find their ability to comprehend her speech hampered. They can reflexively roll (Perception +
Linguistics) at difficulty (Infernal’s Essence) to understand her words until their DV refreshes, but otherwise hear only a disturbing musical reverberation. The
Infernal can freely apply this effect to other sounds she makes, rendering footsteps incomprehensible as such (though they remain audible). This effect also
applies to any recordings the Infernal produces while it is active. It can be stacked up to (Linguistics) times, minimum one, with each activation excluding a
distinct category of eavesdroppers or increasing the difficulty to decipher her words by one.

EFFICIENT INDOCTRINATION LOGOGRAMS


Cost: 8m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Emotion

Duration: Instant
Prerequisite Charms: Binary Instruction Implementation
A mere fragment of the true language of the cosmos is enough to set the mind aflame in subconscious infection. It is in this tongue that the Principle of
Hierarchy made her home. This Charm functions in the same way as the Solar Charm Flawless Brush Discipline, except that it uses (Manipulation + Socialize)
and creates an intimacy toward an organization the Infernal belongs to or an abstract ideal that she herself holds, rather than toward the Infernal herself. A
second purchase at Essence 4+ allows the Exalt to use it as a verbal social attack, instead.

HISTORY-CORRECTING OVERSIGHT GLYPH


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)

Keywords: Combo-OK, Illusion, Obvious, Social, Sorcerous

Duration: Indefinite

Prerequisite Charms: Binary Instruction Implementation


What did not happen never happened. Nothing is wrong. This Charm is a dramatic action to create a written social attack using (Manipulation + Lore), in
which the Infernal describes a specific past event. She does so, however, in a folded paradox-script that pains the mind with its Sorcerous glow. Countermagic
directed at this writing cleanses it entirely, leaving the medium blank, but cannot help characters already affected. Anyone whose MDV is overcome must
spend three Willpower or immediately lose all memory of the specified event, whether they heard of it second-hand or witnessed it in person. They acquire no
substitute memories to fill this gap, but may develop their own explanatory narrative.

This unnatural Illusion is represented by a negative intimacy of (Subconscious Rejection) toward the idea that the event ever occurred, the target associating it
with that terrible flame. This intimacy is normally dormant and hidden, a state in which it does not influence the character's behaviour or count toward their
maximum. It only surfaces when the character faces evidence of the event, upon which it acts as a normal intimacy, forcing them to ignore or dismiss it as best
they can. At the end of any scene where the intimacy remains intact, the mental influence reasserts itself, and the character forgets about any evidence they saw.
Characters with this intimacy cannot perceive or recall the anti-memorial created by this Charm; it occupies a blind spot in their mind’s eye.

A second purchase enhances this intimacy, increasing the scenes necessary to erode it by (Infernal's Essence). Additionally, affected characters must now try to
destroy (or, if this is not possible, hide) any inanimate evidence of the erased event they encounter, after which (whether they succeed or fail) the intimacy
erases any memory of the cover-up attempt, folding it into the banned memories of the main Illusion. This unnatural Compulsion can be ignored if they do not
believe they can succeed without witnesses, but otherwise costs one Willpower to resist; characters with this same intimacy do not count as witnesses for this
purpose (the distinction is automatically and subconsciously recognized), and have their memories similarly edited, even if they did nothing but observe.
BEAUTY-IS-TRUTH MEMETICS
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Binary Instruction Implementation
The syllables of the Whispering Flame’s hidden name transcend simple script. This Charm enhances the Exalt’s capabilities, allowing her to encode the
principles of her perfect communication in the form of a written social attack into any object she creates, rolling the appropriate pool upon completing it.

These social attacks replace Linguistics with (lower of Linguistics or Craft), and require that the target spend at least one long tick deliberately studying the
object, though it can be spread out over a single scene. They do not contain actual information, but otherwise function as normal, including any Charms that
enhance them. Objects infused with the ideas of the Principle of Hierarchy always have fundamentally alien symmetry running through them, which can be
identified as Malfean influence with a (Perception + Craft) roll at difficulty 3.

If the Exalt knows Unshattered Tongue Perfection, she may encode that Charm into any written social attack (or other piece of writing) she creates by paying
five motes upon completion. Any character who spends at least a single long tick deliberately studying the writing with a Dodge MDV lower than the Infernal’s
(Linguistics + Essence) immediately comes under the effects of Unshattered Tongue Perfection, just as though it had been applied to them normally. This
encoded effect is Sorcerous.

INSTANTANEOUS DATA-TRANSFER KEY


Cost: 4m (+1wp); Mins: Essence 3; Type: Reflexive

Keywords: Combo-OK, Action-only, Obvious

Duration: Instant

Prerequisite Charms: Beauty-is-Truth Memetics


Language is thought expressed, and nothing is faster than thought. This Charm is up to (Infernal’s Essence + Linguistics) long ticks worth of communication
that the Infernal compresses into a single, almost-perfect syllable that rings like a bell. Any character who hears her “speak” can comprehend all the
information contain within that fractal tone, just as though she had spoken it to them normally. This accelerated download is optional; characters can freely
allow it to pass over their heads, dodging any mental influence it contains. The Infernal can increase the cost of this Charm by one point of Willpower to
instead write a sight-bending glyph that similarly contains far more information than a single glance should be able to absorb.

CEREBRAL PROBE INQUISITION


Cost: 3m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: Factual Determination Analysis


The thought-patterns laughably referred to as "minds" are laid bare before the Whispering Flame. Mentally framing a single question, the Infernal extends it
into the mind of a character within (Lore x 20) yards with a crystalline chime which only they two can hear, rolling (Perception + Investigation) at a difficulty
equal to the higher of her target’s (Integrity or Essence). Success inflicts a vivisecting migraine that provokes a burst of memories in the target. For the rest of
the scene, they suffer an external penalty equal to the Infernal’s threshold successes (minimum one, maximum five) to any attempt to avoid answering that
question (including resistance of appropriate read motive actions). If the relived memory is particularly painful, this penalty also applies to their next attempt to
regain Willpower from sleep.

With Essence 3+, the warlock can spend a point of Willpower to share in those memories, thereby receiving an answer to her question as truthfully and
accurately as the target could possibly have provided it, with no meaningful omissions. This also renders any relevant memory-altering magic Obvious to her,
though it does not convey the original memories. The target can deny the Infernal access to those memories by spending Willpower equal to the external
penalty, a psychic block that lasts one scene.
WILL-CRUSHING FORCE
Cost: 1m; Mins: Essence 3; Type: Reflexive (Step 10)

Keywords: Combo-OK, Shaping

Duration: Instant

Prerequisite Charms: Cerebral Probe Inquisition


The Pyre in Which Thoughts Are Burned knows that force is best used to ensure order. The specifics matter little. This Charm enhances any physical or social
attack made by the Exalt, allowing her to learn both her target's Willpower rating and their remaining points. If her attack inflicted at least (target’s Essence)
levels of damage, she may forgo inflicting damage to drain one Willpower as a Shaping effect, an unheard syllable creeping into her targets’ mind. If her social
attack would have reinforced a positive intimacy toward an organization the target belongs to, the Infernal can forgo applying this mental influence to the same
effect.

If this reduces the target to zero Willpower, their will immediately breaks (Exalted, pp. 174). Mortals broken by this replace their Motivation with that of
whichever Size 2+ organization they are most strongly associated with, chosen by their player. This Motivation cannot be changed without breaking their will
again, although it shifts to match the organization's so long as they are a member. Their former Motivation becomes an intimacy.

A second purchase at Essence 4+ allows this Charm to affect Essence-users with lower Essence than the Exalt. Such characters can regain their original
Motivation by spending (Infernal's Essence) Willpower across later scenes. At this level, broken mortals are instantly consumed by Obvious white fire, which
dims to reveal them apparently unharmed. They have in fact been replaced with an identical synthetic entity which shares their memories but is a creature of
darkness and native of Malfeas. Lacking a soul, it leaves no ghost and cannot Exalt. Such creatures cannot change their Motivation, even with magical
intervention, and treat mental influence (and Virtue rolls) that would cause them to act against it as unacceptable orders. Any greater good they devise through
the Cosmic Transcendence of (Virtue) mutation shifts to match their Motivation.

HOLLOW MIND INTERROGATION


Cost: 4m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK

Duration: Indefinite

Prerequisite Charms: Cerebral Probe Inquisition


Empty minds are ideal. The Infernal can direct mental questions to any inanimate object within (Lore x 20) yards with a miscellaneous action, receiving
accurate answers as flickers of raw sensory data. This interrogation normally succeeds automatically, but objects owned by hostile characters force the Infernal
to roll (Wits + Lore) at a difficulty of (owner’s Essence + object’s Artifact or Manse rating). Thinking objects add their (Integrity) to this difficulty, while
ciphers apply their usual decoding difficulty.

Objects only contain information relevant to their purposes; the least god of a rapier knows of nothing but bloodshed, steel and swordplay. Recorded
information is always relevant (whether words on a page or graffiti on a wall), and can be retrieved regardless of the format or language it is presented in, a
condensed data-burst that provides the Infernal with a minute’s worth of information per question.

A second purchase allows the Exalt to commit one mote to any object (or structure, with Structure-Seizing Intrusion Program) she owns. So long as they are in
the same realm of existence, she may act as though it were in range of this Charm. Committing an additional three motes waives the cost of Impulse Infusion
Pneumatics.

IMPULSE INFUSION PNEUMATICS


Cost: — (1m); Mins: Essence 3; Type: Permanent
Keywords: Obvious, Sorcerous
Duration: Permanent (one action)
Prerequisite Charms: Hollow Mind Interrogation
Autonomy is the ideal of any pattern. This Charm enhances its prerequisite, allowing the Exalt to reflexively spend one mote to briefly reshape the least god of
any object she could question. Her player can operate the object for the rest of that action, freely manipulating its functions with an Obvious chime. Objects
can only perform actions within their basic nature, cannot flurry, and cannot independently hover; a window can open or close, but a sword cannot wield itself.
Objects cannot be made to self-destruct, even if it is within their capabilities. The Infernal herself pays any costs for activating Artifact powers. From the
Exalt’s perspective, the object independently acts just as she would have wanted.

The Infernal’s (Wits + Lore + Essence) is used for any necessary dice pools, with tool modifiers applied as normal, though these actions are not considered her
own for the purposes of enhancing them with Charms. Thinking objects or those owned by other characters can resist as described in Hollow Mind
Interrogation, though a successful bypass lasts only for that action.

STRUCTURE-SEIZING INTRUSION PROGRAM


Cost: — ; Mins: Essence 4; Type: Permanent
Keywords: Touch

Duration: Permanent

Prerequisite Charms: Hollow Mind Interrogation


Architectural patterns and dense jungles can conduct Pyrian Essence well enough to simulate a rudimentary mind, even in this fallen Age. This Charm
enhances its prerequisite, allowing the Exalt to use it to direct questions toward any structure she is in physical contact with, as well as any object that
comprises part of it, provided the structure's largest dimension is no greater than (Essence x 50) yards. If the Infernal knows Impulse Infusion Pneumatics, she
may use that Charm to target any object that makes up part of a structure she could question. In modern settings, networked computers are considered to be
components of a single “structure”.

CRYSTAL FACET THOUGHTS


Cost: 1m, 1wp; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Stackable

Duration: Indefinite

Prerequisite Charms: Cerebral Probe Inquisition


Many thoughts think as one, and so the parts become the whole. Upon activating this Charm, the Infernal chooses a single intimacy she possesses and splits it
off into a working shard-mind. Intimacies isolated in this way do not influence the Infernal’s behaviour, and are not detectable without magic. Shard-minds can
take purely mental actions such as planning strategies, composing letters, meditating, designing artifacts, or considering gathered evidence, and do so
separately from the warlock’s primary train of thought, allowing her to focus on other matters. They function even when the Infernal is unconscious, and use
her dice pools, ignoring any penalties she might be suffering from physical considerations like wounds, poison or exhaustion.

If a shard-mind’s actions resonate with its associated intimacy, the Infernal can enhance them with Charms, spending resources as necessary. Shard-minds
cannot take actions that oppose their associated intimacies. When this Charm ends, the intimacy returns to the Infernal, inflicting a point of Limit from psychic
dissonance if she acted against it in the meantime. All instances of this Charm end when the Infernal enters Torment.

The Exalt can maintain up to (Intelligence) shard-minds at once. Choosing to dedicate multiple minds (including the Infernal’s own conscious one) to the same
project provides no teamwork bonus; instead, it reduces the project’s duration by an equivalent factor.

UNSHATTERED TONGUE PERFECTION


Cost: 4m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK, Illusion, Sorcerous, Touch

Duration: Indefinite

Prerequisite Charms: Factual Determination Analysis


The world is broken, split by barriers of language into gibbering factions. The Principle of Hierarchy remains whole, bearing the unity of comprehension like a
perfect flame. Touching a character and activating this Charm, the Infernal provides them with knowledge of any language she is fluent in, excising their
knowledge of (or ability to learn) other languages for the duration. This process does not alter any of the target’s other traits (the illiterate do not learn to read),
but they do suffer a -2 MDV penalty against mental influence supporting the Policies of organizations they belong to, and an equal bonus against mental
influence that contradicts them.
Infernals are always treated as knowing Old Realm in the Malfean dialect for this purpose, perhaps due to psychic bleedthrough from her coadjutor. This
Charm’s effect is treated as an Illusion, which can be rejected by spending (Infernal’s Linguistics – target’s Essence) Willpower, to a minimum of one and
maximum of five.

A second purchase at Essence 3+ causes targets to treat mental influence applied by their hierarchical superiors as unnatural. Further, the warlock may increase
this Charm’s cost to ten motes and a point of Willpower to target organizations with a Size no greater than her (Intelligence) by touching the leader of that
organization, affecting them and all their subordinates. Countermagic frees only those individuals it targets, not the organization as a whole, but individuals
who leave the organization also abandon its imposed unity of language.

XENOPHOBIC INDOCTRINATION DIALECT


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None

Duration: Permanent

Prerequisite Charms: Unshattered Tongue Perfection


No matter how they try to fit in, those unsuited to a given pattern will only disrupt it. This Charm alters the language imposed by its prerequisite, infusing it
with unheard syllables. Characters who can speak the language but are not under the Infernal’s Unshattered Tongue Perfection are marked as outsiders by their
lack of these cues, as though they were speaking a different dialect. These linguistic idiosyncrasies can be noticed with a difficulty 3 (Perception + Linguistics),
but cannot mimic or bypass them without magical aid.

Those who do not speak any version of that language are even more isolated, their crude attempts at communication seen as the discordant screeches of
animals. Characters under Unshattered Tongue Perfection do not need to suppress their Compassion to harm anomalies, or those they have heard speaking (or
seen writing) in a language they cannot understand. In the latter case, characters who they have heard speaking understandably are forgiven for the rest of the
scene, even if they previously babbled in mad barbarian tongues.

CAPABILITY-REDEFINING COMPARTMENTALIZATION
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Lattice, Sorcerous, Training
Duration: One day
Prerequisite Charms: Unshattered Tongue Perfection
Language shapes thought, and thought shapes action. Thus does She Who Lives in Her Name whisper proper structure into half-formed minds. This Charm
targets any character belonging to a hierarchical organization, granting one dot in any Specialty, Ability or Attribute that would be directly useful for
performing their role in that organization. This Training takes one day to come into effect, during which the Infernal spends at least an hour lecturing them on
their role. In the process, they lose one dot in any Specialty, Ability or Attribute irrelevant to their current role. The target’s player chooses which traits are
gained or lost, and is refunded the full xp value of the lost trait, which must be spent on the new trait. Characters with no irrelevant traits to lose cannot be
targeted; neither can anomalies, who have no role at all. Countermagic targeting the trainee cancels this Charm, though completed Training remains unaffected.

Once a character has been affected by this Charm a number of times equal to their Essence, future applications gain the Desecration keyword, rendering them
natives of Malfeas and creatures of darkness along with their new trait. Natives of Malfeas can be targeted even if they lack irrelevant traits, and always treat
Specialties in music and dance as relevant, as well as Appearance, which requires no instruction, but fixes blemishes and asymmetry.

A second purchase at Essence 5+ allows the Infernal to spend an additional five motes and one Willpower to target an entire organization. This takes a full
week to come into effect, and only affects those who occupy a single role chosen by the Infernal upon activation. The Infernal must spend an hour lecturing the
organization’s leader, or whoever is in charge of the targeted role. Invalid targets within the organization remain unaffected.

SOUL-OPTIMIZING SOPHONICS
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent

Prerequisite Charms: Capability-Redefining Compartmentalization, Cosmic Transcendence of (Virtue)


The philosophy of the Principle of Hierarchy raises all above their broken origins, exalting them to their proper position in the pantheon of the pattern. This
Charm permanently enhances its prerequisite, allowing it to grant natives of Malfeas dots in any Virtue the Infernal has cosmically transcended. Such Virtues
are always treated as relevant, and if they are already rated at 5, the Infernal can (instead of a trait dot) grant the target all the effects of the relevant Cosmic
Transcendence of (Virtue), as an abomination mutation with the same name. Characters choose their own greater good. Additionally, natives of Malfeas with at
least one Cosmic Virtue can be granted the Awakened Essence abomination in place of a dot in a relevant trait.

CONFORMITY-AS-VIRTUE EQUATION
Cost: 4m, 1wp; Mins: Essence 2; Type: Simple (6 long ticks)

Keywords: Combo-OK, Servitude

Duration: Instant
Prerequisite Charms: Unshattered Tongue Perfection
All it takes for order to prevail is for disruptive elements to do nothing. The Exalt rolls (Manipulation + Socialize), producing unnatural mental influence
targeting all members of an organization she has spent a few hours in the last week interacting with in a manner that enforced one of its Policies. Any members
with a Dodge MDV lower than her successes immediately acquire an intimacy of "unthinking acceptance" toward that Policy. As long as the intimacy and
Policy both remain in place, such characters consider that facet of their organization to be an unassailable cornerstone of their way of life. Though not
compelled to practice it themselves, they will furiously oppose any attempt to change or remove it, discarding arguments or appeals as necessary.

While the character remains part of the organization, this intimacy does not count toward the maximum number they can have at once, and cannot be eroded or
altered through natural mental influence, including events that might normally cause the intimacy to erode on its own, such as a character with Compassion 3+
seeing a heretic burnt at the stake.

JUST FOLLOWING ORDERS


Cost: 1m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Overdrive
Duration: One scene

Prerequisite Charms: First She Who Lives in Her Name Excellency, Unshattered Tongue Perfection (x2)
When all the world moves as one, orders will be unnecessary. Until that day, their execution remains admirable. This Charm can be activated upon rolling Join
Battle or Join War, providing the Infernal with an Overdrive pool capable of holding ten motes, to which she adds offensive motes equal to the Size of the
largest group fighting alongside her as an ally. To qualify, groups must possess a Policy that supports their participation in this battle.

In addition (and even if the Infernal is completely alone) she adds one offensive mote to this pool every time her DV refreshes, provided she is fighting under
orders from a hierarchical superior. If she disobeys a direct, explicit order from a hierarchical superior, this Charm immediately ends.

Finally, if the Infernal is in Final Ultimatum Shintai, every character within her network gains a five-mote Overdrive pool, to which they add offensive motes
using the second condition described in this Charm, disregarding any superiors other than those within the network.

FINAL ULTIMATUM SHINTAI


Cost: 15m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Form-type, Obvious
Duration: Indefinite

Prerequisite Charms: Unshattered Tongue Perfection (x2)


There is no will, there is only purpose. There is no unity, there is only pattern. There is no one, there is only all. The Infernal chooses any one organization she
could legitimately issue orders to, and from its structure intuits the form of consensus itself. Her anima erupts for a bare moment, dissolving excess matter
(including mundane clothes and equipment) into Elsewhere. When the fire settles, the Exalt is left at half her normal size, a faintly androgynous glowing figure
whose features and ethnicity have been subsumed into the soft luminescence of her anima. She floats slightly off the ground, to her usual height, surrounded by
data-displays in the form of orbiting and massless anima-constructs.

• All characters within the organization benefit from the effects of Unshattered Tongue Perfection, if they did not already, which cannot be dispelled while this
Shintai is active. The MDV modifiers applied by Unshattered Tongue Perfection increase to (Organization's Size), if that would be larger.

• The organization’s Influence increases by (Infernal’s Essence) for the Shintai's duration, at a rate of one dot per day, as the soft chant of an almost-name
percolates into conversation and thought. Additionally, its Competence becomes equal to half of the Infernal's most relevant (Attribute + Ability) rating if it
would normally be lower.

• Any project undertaken by the organization enjoys all the benefits of slave labour with none of the downsides, while the dice bonuses provided by the
organization’s Intimacies are increased by (Infernal’s Essence). The organization cannot take actions that conflict with any of its Policies.

• On a more local level, the number of dice that can be contributed by limited teamwork (Exalted, pp. 125) to an action undertaken entirely by members of the
organization is increased by (Infernal's Bureaucracy), with all fellow members treated as being skilled enough to help if even one is. Further, any roll to co-
ordinate attacks (Exalted, pp. 144) within members of the organization benefits from (Infernal's War) automatic successes.

However, the Infernal’s own reduced form is left weakened and sluggish, her thoughts spread thin across the refined pattern of her subordinates, inflicting an
internal penalty to all non-project dice pools equal to half the organization’s Size rating. Characters who belong to the organization but are not subordinate to
the Infernal are not affected by this Charm, and do not benefit from or contribute to its effects.

BROOK NO TRESPASS

Cost: — ; Mins: Essence 3; Type: Permanent


Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Obsessive Enactment Precision
Interference merits retribution. This Charm permanently enhances its prerequisite, granting the Infernal an empty ten-mote Overdrive pool, to which she can
add two offensive motes by spending a single point of Willpower from her planning pool. She can only do so in conflicts that directly contribute toward
achieving one of her plan’s steps.

She also acquires a offensive motes every time her DV refreshes while in combat with at least one enemy who has foiled or otherwise rendered impossible a
step of her current plan (or a plan that was foiled this scene). The motes acquired are equal to the total number of steps foiled by present enemies. At the end of
any scene in which she failed to kill or otherwise subjugate at least one of the enemies that granted her motes through this Cham, she loses a single point of
Willpower from any of her pools.

CIRCUMSPECT SITE ILLATION


Cost: 3m; Mins: Essence 2; Type: Simple

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: Invasive Exteroception Technique


The Principle of Hierarchy is aware of all that occurs within her perfect patterns. This Charm allows the Infernal to examine any scene (Exalted, pp. 136) that
is at least halfway encompassed by its prerequisite, but requires only a few seconds and does not disturb her surroundings at all, as she deduces all that has
happened from microscopic details and the spatial relationships between objects.

METASCOPIC TARGETING RETICULE


Cost: 2m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Overdrive
Duration: One Aim action
Prerequisite Charms: Intrusive Exteroception Technique
Those who the Principle of Hierarchy has marked as actual enemies have acquired the attention of one infinitely their greater. The cosmos itself has marked
them for deletion. This Charm enhances an Aim action, the warlock’s attention focused so utterly on a single target that it warps space. This produces light-
displays of distorted crystal haloes that link the warlock to her target and only grow more intense over time, glowing like an anima fed with a number of
peripheral motes equal to the number of ticks the warlock has spent Aiming. Every full Aim cycle the warlock completes increases the minimum damage of the
attack it enhances by one, to a maximum of (Perception).

This Charm also gives the Exalt a five-mote Overdrive pool for its duration, and grants her a single offensive mote with each full Aim cycle that passes. Motes
acquired in this way are not actually added to the warlock’s Overdrive pool until she makes her attack; if she does anything but attacking the target she is
aiming at, they are immediately lost.

ODIC REDISTRIBUTION OSMOSIS


Cost: 1m+, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Lattice, Obvious
Duration: Instant
Prerequisite Charms: Essence-Dissecting Touch
Resources go where they are most needed. This is the way of efficiency. This Charm allows the Exalt to transfer Essence to another character within (Occult x
2) yards. The target gains a number of motes equal to the number the Exalt spent, minus a number equal to the Appearance reduction they'd suffer under
Essence-Dissecting Touch, while anomalies cannot benefit at all. Transferred motes fill the target's peripheral pool before their personal, and cannot increase
any of their Essence pools past their normal maximums. This Charm’s Willpower cost is waived if it is used to target a hierarchical superior. As normal, no
character can receive more than five motes on a single action from any combination of effects that voluntarily transfer Essence between characters.

A second purchase of this Charm allows it to transfer Willpower. This version costs three motes, and transfers Willpower equal to the amount the Exalt spends,
less the usual modifiers. It can, however, only be used on hierarchical superiors.

ORBITAL IMPACT STORM


Cost: 4m; Mins: Essence 3; Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Mind-Hand Manipulation (x2)
True infinity is not the haphazard bottomlessness of Chaos. It is a deliberate cycle, designed for effect. In this case, destruction. The warlock whips up a
maelstrom of telekinetic force, dragging all unattended objects within range into a violent constellation that acts as an environmental hazard (Damage 2B/L,
Trauma 2, Evasion 10). This hazard applies everywhere within the “short range” offered by the Infernal’s Mind-Hand Manipulation attacks, allowing it to
ignore the Hardness and Soak of mundane objects, as they fuel rather than frustrate it, chunks cracking off to join the storm. Additionally, the area within the

storm is treated as unstable terrain rated at (Infernal’s Essence ÷ 2), rounded down. If the Infernal is in Crystal Dominion Rapture Shintai, she may include
parts of her crystalline body in the destructive cascade, allowing it to affect immaterial beings.

While the hazard inflicts Bashing damage by default, the Infernal may accelerate it, granting even the bluntest chunks of debris enough speed to inflict Lethal
damage. If all that is available is Lethal material (such as broken glass) the Storyteller may rule that the hazard is Lethal regardless of the warlock’s wishes.
Further, the Infernal may tighten or loosen the orbit of her field, doubling all of its traits but halving its range, or halving its traits but doubling its range,
respectively. Such changes to the disposition of the hazard are made when her DV refreshes.

This effect ends only when the Infernal reflexively deactivates it, though she may do so peacefully or violently. In the first case, she causes objects to pause
before dropping to the ground, while in the second case she spends five motes to power a one-time environmental hazard (Damage 5L, Trauma 4, Evasion 12)
across the entire radius of her Mind-Hand Manipulation.

APOTROPAIC VITRIFICATION PULSE


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Lattice, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Procrustean Chastity Coherence
Cosmic anarchy shall never reign within sight of the Principle of Hierarchy. Even before Creation anchored the universe to a polestar of emerald and sapphire,
the madness of the All-Set abhorred her, and she it. A shell of translucent Essence swells around the Exalt with a wineglass hum before violently shattering in a
scream of colourless light that calcifies the reality-signature of all it touches. All scenery (including inanimate objects that are not Artifacts or part of a Manse)
within (Essence x 2) yards of the Infernal is instantly transmuted into gently luminescent crystal, a change that incidentally shifts their shape and positioning to
be more symmetrical. All Shaping effects are negated within the area encompassed by the crystal, with the exception of those originating from the effect's
target or the Infernal herself.

Anomalies within range of this Charm when it activates must roll (Stamina + Integrity), suffering a level of unsoakable aggravated damage if they fail, as their
flesh cracks and peels into crystal. Raksha who enter this area immediately gain ten points of Stasis, and while within it lose motes as though they were
Unshaped Raksha within Creation (Scroll of Errata, pp. 103). Emerald Countermagic clears away twenty square yards of crystal in any arrangement the caster
desires, while Sapphire Countermagic clears away fifty square yards and Adamant clears one hundred. Simply destroying the crystal with physical force also
renders the effect inert; every square yard of crystal has (Essence) separate health levels.

TARGET-GROUP PRIORITIZATION ONSLAUGHT


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Principle-Negating Offensive
It is the nature of the Whispering Flame to be methodical, whether in creation or destruction. This Charm provides the Infernal with a five-mote Overdrive
pool, to which she adds a single offensive mote every time she inflicts even one level of lethal or aggravated damage using the attack granted by Anti-Variance
Deletion Beam. She gains a further two offensive motes if that attack kills her target and leaves no other hostile targets within her perception who would suffer
lethal damage from the current mode of attack.

If the warlock can perceive even one hostile target who would suffer lethal or aggravated damage from her current mode of attack, then changing modes causes
her to lose a single offensive mote. However, if she cannot perceive such a target, changing modes costs no motes whatsoever.

SUPERIOR-SECURING SAFETY STRATAGEM


Cost: 3m or 0m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisite Charms: Crystal-Fire Barrier Defence
The Whispering Flame preserves all things vital to her plans. This Charm is a reflexive Defend Other action, targeting any character or object within range of
Utility-Engine Cabochon. The Infernal does not actually move, but instead congeals the space immediately in front of the target into a short-lived crystalline
shield. This Charm’s cost is waived when used to defend one of the Infernal's hierarchical superiors in any organization she belongs to.

ENERGY-REDIRECTING DIOPTRON
Cost: 3m; Mins: Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Crystal-Fire Barrier Defence, Anti-Variance Deletion Beam
The Principle of Hierarchy abhors inefficiency; it is a simple matter to recycle the energy her enemies waste on their attacks. This Charm can be used upon
successfully parrying a ranged attack with both its prerequisites active. Ammunition fizzles and sparks against her defensive Essence-mesh, igniting into
colourless fire that fuels a counterattack against the attacker, using the attack provided by Anti-Variance Deletion Beam.

If the attack in question was purely energy-based (such as an Elemental Essence Bolt, or a shot from a plasma cannon) the conversion is more efficient,
reducing the cost of this Charm by one mote. If the Exalt knows Principle-Negating Offensive and is manifesting her counterattack as a phenomenon identical
in basic nature to the parried attack, the cost is reduced by one mote. These reductions stack.

TRANSCRIPTION BROADCAST AVARTANA


Cost: 5m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Obvious, Sorcerous

Duration: (Essence) weeks

Prerequisite Charms: Hollow Mind Interrogation


Data exists to be communicated. It is wasteful for it to sit unused, unexpressed. This Charm targets any object within (Lore x 20) yards that contains
information the Infernal has access to. The information glows with a Sorcerous light as the object begins to recite in the language used to record it. The Infernal
defines the start and end points of this recitation, as well as the number of times it repeats throughout this Charm’s duration. She can set it to start or stop in
response to pre-set conditions that occur within (Essence) yards, or any sensory range it possesses. Any mental influence contained in the recited information is
conveyed as normal, though it can affect a given character only once per scene. Social attacks encoded using Beauty-Is-Truth Memetics can also be projected
in this way, but manifest as crystalline music rather than words.

Objects with no way of projecting noise instead use motonic vibrations to create sound that can be heard up to (Essence x 5) yards away, a range that increases
by a factor of ten if the object is made mostly from crystal, resonating with a perfect hum. A second purchase of this Charm increases its duration to Indefinite.

SOCIETAL CALCIFICATION PROCEDURE


Cost: 5m; Mins: Essence 2; Type: Simple (6 long ticks)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Conformity-as-Virtue Equation
Undirected bustle disgusts the Principle of Hierarchy with its bizarre, organic surprises. Things should stay as she initially designed them. This Charm targets
any organization the Exalt has spent several hours interacting with in the past few days, in a manner (positive or negative) related to one of their Policies. She
rolls (Manipulation + Socialize) at a difficulty equal to the organization's (Size + Reach - Influence). If she succeeds, the Policy in question becomes immune
to removal or alteration, becoming a Sorcerous precept of that group that truly stands the test of time.

After a year of this societal stasis, characters with access to the appropriate information can roll (Perception + Socialize) to notice the unnaturally fixed nature
of the Policy, at a difficulty of (5 - full decades passed since activation). Countermagic targeting the spiritual representation of the calcified Policy (i.e. the
statue of a great general for a war-related Policy) removes the effects of this Charm, but does not itself affect the Policy.

CONSENSUS-SECURING PATTERN EXTENSION


Cost: 2m, 1wp; Mins: Essence 2; Type: Simple (6 long ticks)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Conformity-as-Virtue Equation
She Who Lives in Her Name finds factions and tribes to be irritating divisions at best. The world should be as one. The Infernal targets any organization she
has spent several hours interacting with in the past few days, in a manner that glorifies another group within (Essence) miles of her target's Reach. She rolls
(Manipulation + Socialize) at a difficulty equal to her target’s (Size + Influence), benefiting from automatic successes equal to the other group's Size. If she
succeeds, she may shift the target organization's Policy to better resemble that of the other group.

Normally, this consists of adding, removing, or altering a single Intimacy so that it matches an Intimacy of the other group, but if the target organization's
Intimacies are all identical to those of the other group and the Infernal acquired five threshold successes, she can instead alter their Motivation to match that of
the other group. This change takes place over a week, ideals shifting to better accomodate the superior functions of their neighbours.

COMPOSITION OF TRANSFIXING ANGLES


Cost: 10m, 1wp; Mins: Essence 4; Type: Supplemental

Keywords: Combo-OK, Compulsion, Sorcerous

Duration: Instant
Prerequisite Charms: Beauty-is-Truth Memetics
The secret heart of the Principle of Hierarchy is not to be understood with a mere glance. This Charm can be used to enhance any piece of writing (or written
social attack) the Exalt engages in, rendering mysteries within its angles. Anyone who perceives the enhanced work is automatically affected by a Sorcerous,
unnatural Compulsion to consider it in its entirety; they must study it for a full long tick or as long as it takes to finish the work, whichever would be longer. In
the case of particularly long works, the target may briefly set it aside to attend to absolutely necessary duties (such as defending themselves or sleeping), but
suffer an internal penalty to all mental rolls equal to the number of minutes they have been away from it, rounded up, as distraction nags at their mind. This
Compulsion costs one point of Willpower to ignore for a day, with targets becoming immune after spending three points.

COLD COMFORT TRANSPARENCY


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Binary Instruction Implementation
The faceless idea of authority is clear as crystal, inscrutable as a glass mural. Any attempt to read the Infernal’s motives, understand her emotional reactions or
attachments, or otherwise understand the reasoning behind one of her actions suffers an external penalty equal to her (Essence). This includes mental influence
(generally Investigation-based) aimed at making her reveal her motives, but does not include lie detection. It also applies to any attempt to directly read her
thoughts, regardless of the attempt’s intent. Characters who fail to understand the Infernal’s motives due to this Charm are left with a sense that she is simply
beyond their comprehension, a vast, cool and unsympathetic intellect. Attempts made by the Infernal’s hierarchical inferiors automatically fail, while those
made by her superiors are entirely unaffected.

With Essence 4+, the Infernal’s player can spend a point of Willpower to render any action this Charm penalizes Obvious to her, negating it in the process.

UNSEEN MANAGEMENT METHOD


Cost: 4m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Illusion

Duration: Indefinite
Prerequisite Charms: Cold Comfort Transparency
It is not for the cogs to perceive the clockface, nor for the ants to be alarmed by the presence of their queen. While using this Charm, the Infernal's hierarchical
inferiors cannot notice her. They might detect signs of her actions once she is no longer present, such as memos laid on their desk, but otherwise they simply
feel a vague sense that any slacking off will be observed by their superiors, which acts as an Emotion effect warding off laziness for as long as the Infernal is in
the same general area. Individual characters can spend three points of Willpower to reject this unnatural Illusion for a scene, or one point if the Infernal directly
interacts with another character where they can perceive her. They are automatically freed for the scene if the Infernal directly interacts with them in any way.

Alternatively or in addition, the Infernal can use this Charm to hide from her hierarchical superiors, alleviating the burden of acknowledging a lesser. The cost
to resist this version of the Charm is reduced by one point of Willpower, and the superior's belongings are treated as other characters for the purposes of this
Charm. Further, she imposes no Emotion effect.

WINEGLASS LITANY TOOLS


Cost: 5m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Compulsion, Obvious

Duration: Indefinite

Prerequisite Charms: Cerebral Probe Inquisition


All the world sang with one voice. It was perfection. This Charm targets any group of characters the Infernal can perceive with a Magnitude no larger than her
(Essence), causing a faint pressure in to well up in their throats. While this Compulsion lasts, the Infernal can conduct her voice through affected characters at
any range, carrying any mental influence in her words just as she presented it, including enhancing magic. Social attacks made with many mouths at once
benefit from automatic successes equal to the (Magnitude) of the speakers. The warlock can project her voice through all or only some of the relays within
range, and they need not understand her words or even be capable of her speech. She gains no additional control over her relays or understanding of their
locations, and while she herself need not speak, her transmitted words are marked by the same Obvious quirk as found in noises created by Mind-Hand
Manipulation.

Targets can reject this Compulsion at no Willpower cost, unless they would be valid targets for Impulse Infusion Pneumatics, in which case they must spend a
single point of Willpower to throw it off for the scene. Characters already under the effects of this Charm are immune to further applications. If the Infernal is
in Final Ultimatum Shintai, she may target any characters within her network.

At Essence 4+, if the Infernal’s anima is flaring at the 8+ level, she may use this Charm as a reflexive innate power with no mote cost on any characters within
(Essence) yards that she could target with Impulse Infusion Pneumatics. This version of the effect ends as soon as they leave its range or her anima dims; the
range increases to (Essence x 2) yards at the 11+ level and (Essence x 5) yards at 16+.

If the Infernal knows Transcription Broadcast Avartana, she may use this Charm to instead target objects she could target with that Charm, allowing her to
speak through it as it glows with colourless light. In this case, the effect can be removed with countermagic as though it were Sorcerous, and can be resisted
through Willpower expenditure by the owner of the object.
88888888888888888888888888888888888888888888

Qaf

Qaf
• Charms
• Qaf
• Yozi

Qaf, the Heaven-Violating Spear

Qaf Urge (the Urge to Enlighten)

Qaf Act of Villainy & Torment


the Demonology of Qaf
Third Circle Demons
Sokus, the Petrified Monk
Rinjve, the Bearer of Prayer
Second Circle Demons
Skupiti, the Observant Aggregator
First Circle Demons
Tarakan

Imperfection of the Heaven-Violating Spear


Qaf cannot resist the Perfection he helped define. Any attack which is normally guaranteed to hit with
at least 0 successes used by a target of equal or higher essence cannot be prevented by charms bearing
the Imperfection of the Heaven-Violating Spear.

Qaf Charm Set


First Qaf Excellency
Qaf is endless and aloof, standing beyond the dimensions of Creation. He embodies generation,
procreation, engendering and enhancing entities, objects and concepts throughout Creation. He defined
perfection, and empowers those who seek it. He is the immovable object, never to be moved or
conquered. There is nothing beyond him, but to seek is the heart of his being.
Characters may apply this charm to any action that improves spiritual, resists change, and represents
progress. Qaf defines perfection, changes to himself are unnecessary and undesired. This charm cannot
aid actions which alter oneself or prevent others from enhancing themselves. Qaf represents
enlightenment for all, and is not stingy with his blessings.
Mount Ascending Sage
Cost: −; Mins: Qaf 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
-No checks are necessary for climbing.
-Climb speed is equal to move speed.
-Recover 1 additional mote per hour when meditating.
Bodily Limit Transcendance
Cost: −; Mins: Qaf 0, Essence 3; Type: Permanent
Keyword: Native
Duration: Permanent
Prerequisites:Ascending Mountain Sage
Qaf dedicates no time to those bodily functions which limit his quest for enlightenment. Meditation
counts as sleep for all purposes, including the recovery of willpower.
Inner Self Contemplation
Cost: −; Mins: Qaf 0, Essence 3; Type: Permanent
Keyword: Native
Duration: Permanent
Prerequisites:Bodily Limit Transcendance
Qaf seeks greater enlightement through self contemplation
This charm expands the peripheral pool by 10 motes which can only be expanded by the bonus motes
granted from Ascending Mountain Sage.
Infinite Flesh Assumption
Cost: 5m; Mins: Qaf 0, Essence 2; Type: Reflexive (Step 8)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mount Ascending Sage
When one encompasses infinity, the blow of a sword feels as nothing. The infernal temporarily assumes
a small aspect of this slope, replacing her flesh with that of the endless mountain. This is a perfect soak
subject to the Imperfection of the Heaven-Violating Spear.
Collapsing Mountain Inevitablity
Cost: 6m; Mins: Qaf 0, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms:Infinite Flesh Assumtion
The fall of a single rock may cause little harm, but the fall of thousands wipes cities from the world.
The infernal replicates the death that these falling rocks create, each cut may not kill but they contribute
to felling the greater beast. The Infernal makes a number of attack rolls equal to their Essence with no
multiple action penalty and the highest DV penalty of any attack, and sums all of the extra successes
from these rolls. These successes are counted as the extra successes from a single attack and applied
against the targets soak as a single attack. For example, an Essence 3 Green Sun Prince with a strength
of 3 and a +4L damage weapon makes 3 attacks and gets 4, 3, 4 extra successes on these attacks, he
resolves them as a single attack with a pre-soak damage of 18.
Detritus Escarpment Shintai
Cost: 10m, 1wp; Mins: Qaf 0, Essence 4; Type: Simple
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisite Charms: Collapsing Mountain Inevitability
One of the greatest dangers on the slopes of Qaf are represented by the debris from those ahead of you
on their journey. The Infernal assumes the form of this scree, and her motions scatter it about the
battlefield. Anyone within essence yards takes must face an environmental hazard with damage of
(Essence + Highest of Virtue)B and a Trauma of the Infernals highest virtue. Additionally, any attack
they parry within 2x Essence yards sprays shards of rock, treated as a counter attack using Essence +
Occult for dice pool and highest virtue for damage.
Endless Distances Meet
Cost: 15m, 1wp; Mins: Qaf 0, Essence 4; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Infinite Flesh Assumtion
Qaf exists in a unique place beyond both Creation and Malfeas. Being outside both realms allows him
to more easily touch both with his nacre portals. Use of this charm opens a similar portal to a unique
pocket dimension in Elsewhere. These portals can only be created within the boundaries of Creation
and the realm of Malfeas, the streets of Yu-Shan have long since been shielded from these portals and
the Wyld doesn’t contain enough memory of Qaf’s touch to create the binding. This realm functions as
a Sanctum(2) for the Infernal who creates the portal, including the ability to banish or prevent entry
from those who possess a lower Essence score and vulnerable to the effects of charms and spells
designed to influence Sanctums such as Stone is the Gate. Up to Essence such portals may exist at a
time, and in the event that all such portals are closed, artifacts and people inside the Sanctum are cast
out at the last such portal to be countered. At Essence 6+ a second purchase of this charm may be taken.
This repurchase raises the effective level of the Sanctum to 5 and increases the Essence requirement of
the charm to 6 for purposes of counter magic. In addition spells to grant entry without permission and
entry by those of higher essence who wish to force their way in are contested with a (Willpower +
Eseence) roll against the portals creator.
Stone Flesh Forged
Cost:20m, 1wp ; Mins: Qaf 0, Essence 4; Type: Simple (Dramatic Action)
Keywords: Native
Duration: Instant
Prerequisite Charms: Endless Distances Meet
Qaf tuned his realm and the rules that apply there to his desires. This charm replicates the effect of
Wyld Shaping Technique and Wyld Cauldron Technology within the Sanctum. In addition the strong
resonance of this realm with its creator bolsters their essence flow. While within the Sanctum the
Infernal recovers essence as if he was in a level 5 manse to which he is attuned. This does not stack
with the benefit of actually creating a manse within the Sanctum using Wyld Shaping Technique. A
repurchase of this charm at Essence 5+ allows the Infernal to modify the physical laws of his Sanctum.
He can manipulate the speed at which time flows within the realm by up to Essence in either direction.
So they may either speed up time relative to the outside world to allow them to quickly craft and forge
their world, or slow time such that they may outwait short lived foes. In addition they can manipulate
the relative space within the region, defining what attribute controls speed. Speed inside the Sanctum
can be set to any attribute or virtue as opposed to dexterity for purposes of moving.
Touch of Perfect Form
Cost: 3m; Mins: Qaf 0, Essence 2; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None
Qaf has fought against the corrupting touch of the Wyld since the day Creation was born. None
understand better, save perhaps lost Adrián, how to opposed the corrupting touch of the Fair Folk. This
charm enhances any physical attack against Fair Folk or Wyld Mutants who are so malformed as to no
longer be part of Creation. Fair Folk take aggravated damage from the attack as their essence is forced
to compose to the Primordial defined order. Any Fair Folk slain through use of this charm becomes a
heroic mortal instead of dying and is bound to fate as part of Creation. Wyld Mutants who would take
damage from an attack enhanced with this charm lose points of mutation corresponding to the levels of
mutation taken instead, with unused points being held until they are able to pay for an entire mutations.
For example, a mutant with the Regeneration Abomination takes 5 levels of damage of damage from
and Infernal using this charm. This is not enough to remove the Abomination but the next time the
mutant takes damage from an attack enhanced with this charm Regeneration will be lose as the
mutation is stripped from his form. Mutants who lose mutations this way regain any exp or bonus
points spent to acquire it.
Vibrant Imagination Made Manifest
Cost: 5m, 1wp, 0g; Mins: Qaf 0, Essence 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Touch of Perfect Form
Qaf’s touch upon Creation is not seen directly in his own creations, but in the strengthening of the
constructs of those around him. He is able to convert simple dreams and thoughts into the solid and real
mass of being. This charm serves as a defense against the shaping attacks of the Fair Folk. Instead of
being resolved as a shaping attack, the imagery conjured by the attacker is converted into actual reality
modifying the scenery in a real way. These constructs are created as generic representations of
themselves and lack any loyalty to pre-existing groups or beings. For example, in the course of a Sword
Shaping Attack a Fair Folk paints the image of a barbarian horde descending upon the Infernal, and
upon his defeat retreating away with all of the Infernals goods. Instead of this, a very real horde of
barbarians will appear and will act as any group of similar beings would when stuck in the midst of a
fight between a Fair Folk and an Exalted. This charm suffers from the Imperfection of the Heaven
Violating Spear. This charm needs careful revision for the mechanics bit, but I think the concept is
there.
Bound Deity’s Dreams
Cost: 20m, 2wp; Mins: Qaf 0, Essence 5; Type: Simple(Dramatic Action)
Keywords: Blasphemy, Sorcerous, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Vibrant Imagination Made Manifest
The thoughts and dreams of the Fair Folk are but pale reflections of the glories imagine by the
Primordials. Even from their sealed prison their thoughts touch upon the objects whose existence is
bound to their rules and essence. The infernal can further this connection to the Yozi, allowing their
essence to further permeate the terrain, making it an extension of their bound selves. This charm
converts a piece of terrain of size no larger than Essence x 100 square yards into a region controled by
the Yozi most associated with it. This zone serves in all ways as if it were within Malfeas, meaning
demons may enter it from an associated location with Mafleas as if they were connected and respire
essence normally within its boundaries, it is the first step toward bringing the Yozi from their prison by
defining creation as being inside the bars with them. Multiple castings of this charm in adjacent areas
expand the region as if it was one casting, though it requires Adamant Countermagic or the equivalent
to sever this connection for regions of at least 1 square mile. First circle demons may freely leave this
region as long as they are associated with the Yozi to which the region is bound. Second Circle Demons
require 1000 square yards per dot of Essence to be bound to their Yozi master before they may freely
leave the confines of their prison. Third Circle Demons are constrained tighter still, at least their
Essence in square miles must be severed before they are able to roam freely in Creation. If by some
means this blasphemous region isn’t countered by the forces of heaven before an entire direction of
Creation is corrupted, the Yozi which possess affinity with the largest corrupted features may march
forth themselves and resume their rule. A region countered by sorcery or similar effects still maintains
an infernal taint to the flora and faunta, but is once more part of Creation and severed from Yozi
influence. This countering influence must be used from the center of the corrupted region.

Long ago Reminiscent Oasis wrote this First Qaf Excellency:

Qaf, the Heaven-Violating Spear


The Heaven-Violating Spear is distant, stoic, and immovable. He appears as both sage and
ascetic. High above worldly affairs, he spends centuries in meditation, contemplating the
mysteries of the universe and striving for perfection. He considers his fellows fools for seeking
the Shining Answer over far horizons; ultimate wisdom lies within. Such enlightenment is
earned and he only helps those who help themselves. Even then, he teaches hard lessons by
experience and speaks only in indecipherable koans and oddly applicable proverbs. He asks
penetrating questions and dispels superstitions and preconceptions. He loathes the gods and
has since their first invention (oh, how he sometimes wishes to be intemperate enough to say,
“I told you so!”), believing they allowed the Primordials to neglect the bitter work of self-
improvement.

This Charm may aid the character in any attempt to ignore distractions or endure hardships. It
may not be used to acquire or provide simple, direct assistance and it may never be used to
enhance a prayer to another being. Qaf fights his own battles and expects the same of others.
Assistance earned through considerable effort or from deciphering vague hints is permissible.
Finally, this Charm cannot enhance any action which the character must suppress his
Temperance to perform.

Well he's pretty much unwritten as a Yozi thus far. So I wrote this as a kinda lamp post for my
future endeavors:

Qaf, The Heaven Violating Spear

Once, before mortal minds grasped onto concepts of time through aged fingers, Qaf
appeared unto the Wyld. Qaf was as infinite as the Realm Unshaped and from the first sought
its beginning and end, striking out as brilliant white line against the roiling mutable madness.
In their travels, the other Primodials found him, a clear direction in an unreadable shifting
realm. They shared with him the Shining Answer, a place/concept or thing that must have
started all of this and set into motion the events of their existence. Intrigued, Qaf joined them
and offered to be their guide, foraging into the unknown for the birth of the Universe and inso
themselves. Qaf was possessed of the Shining Answer - even when the conflict with the
Unshaped had eased to a gentle wave, no longer threatening to sweep them away, as the
others lay down worn and tired and seeking peace and recuperation…Qaf sought on.
Creation was build around him, his unbending will and impossible hunger for understanding
forming the Axis Mundi, his Joten the spine of a fledgling cosmos all their own. When the
gods, who dwelt upon the pile of dirt and dust that gathered about him, what would come to
be known as Mount Maru, rebelled – he was far away still, seeking the answer.

As the Primodials became Yozi, when the king of their kin entered bondage and crawled
within himself, the gods looked upon Qaf who stood as a shimming line to pierce into the
realms of heaven and beyond. Though Qaf had not raised a hand in the grand conflict, though
he had not given council or curse, and though he had only held all of creation about him with
every rock and quake that threatened to sunder it – the victors looked upon him and sneered.
In him they saw weakness, dependance and something that would always be beyond them.
Many questioned how Creation could continue to exist without Qaf, what would it be without
the celestial pole? Others asked, how could they cast away and seal something without limits,
as even the Endless desert was only bound in half to the prison – her hands grasping and felt
in places of desolation. In the end they bent him so that his beginning and end converged,
thus and then was he banished into a realm were there were no sights and no wisdom to be
found, only still blank infinity. No longer could he seek the shining answer, no longer could he
study and learn from the infinite vistas of the Wyld – now he had only himself as the path. If
the Shining Answer were to be found, it would be within himself.

~~~

On ‘Portals of Black Nacre’:


Though Qaf knows the truth can and will only be found in himself, he still seeks perspective,
thus did the Portals of Black Nacre grow up like windows of night gazing out on his brothers
and sisters. Though they are shaped, though the world outside is a pale comparrison to the
blurred infinities of yesteryear – Qaf prizes his portals above all things he yet possess. Not
because he believes there is truth out there, but because what is outside can help one to
understand what is within. Each is a lesson, a lesson to be learned again and again, as each
grows in turn.
I don't know of any, but I'd like to see the partial one you found.

First Qaf Excellency


Qaf is endless and aloof, standing beyond the dimensions of Creation. He embodies generation, procreation,
engendering and enhancing entities, objects and concepts throughout Creation. He defined perfection, and
empowers those who seek it. He is the immovable object, never to be moved or conquered. There is nothing beyond
him, but to seek is the heart of his being.
Characters may apply this charm to any action that improves spiritual, resists change, and represents progress. Qaf
defines perfection, changes to himself are unnecessary and undesired. This charm cannot aid actions which alter
oneself or prevent others from enhancing themselves. Qaf represents enlightenment for all, and is not stingy with his
blessings.
Mount Ascending Sage
Cost: −; Mins: Qaf 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
-No checks are necessary for climbing.
-Climb speed is equal to move speed.
-Recover 1 additional mote per hour when meditating.
Bodily Limit Transcendance
Cost: −; Mins: Qaf 0, Essence 3; Type: Permanent
Keyword: Native
Duration: Permanent
Prerequisites:Ascending Mountain Sage
Qaf dedicates no time to those bodily functions which limit his quest for enlightenment. Meditation counts as sleep for
all purposes, including the recovery of willpower.
Inner Self Contemplation
Cost: −; Mins: Qaf 0, Essence 3; Type: Permanent
Keyword: Native
Duration: Permanent
Prerequisites:Bodily Limit Transcendance
Qaf seeks greater enlightement through self contemplation
This charm expands the peripheral pool by 10 motes which can only be expanded by the bonus motes granted from
Ascending Mountain Sage.
Infinite Flesh Assumption
Cost: 10m; Mins: Qaf 0, Essence 2; Type: Reflexive (Step 8)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mount Ascending Sage
When one encompasses infinity, the blow of a sword feels as nothing. The infernal temporarily assumes a small
aspect of this slope, replacing her flesh with that of the endless mountain. This is a perfect soak subject to the
Imperfection of the Heaven-Violating Spear.
Collapsing Mountain Inevitablity
Cost: 6m; Mins: Qaf 0, Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms:Infinite Flesh Assumtion
The fall of a single rock may cause little harm, but the fall of thousands wipes cities from the world. The infernal
replicates the death that these falling rocks create, each cut may not kill but they contribute to felling the greater
beast. The Infernal makes a number of attack rolls equal to their Essence with no multiple action penalty and the
highest DV penalty of any attack, and sums all of the extra successes from these rolls. These successes are counted
as the extra successes from a single attack and applied against the targets soak as a single attack. For example, an
Essence 3 Green Sun Prince with a strength of 3 and a +4L damage weapon makes 3 attacks and gets 4, 3, 4 extra
successes on these attacks, he resolves them as a single attack with a pre-soak damage of 18.
Detritus Escarpment Shintai
Cost: 10m, 1wp; Mins: Qaf 0, Essence 4; Type: Simple
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisite Charms: Collapsing Mountain Inevitability
One of the greatest dangers on the slopes of Qaf are represented by the debris from those ahead of you on their
journey. The Infernal assumes the form of this scree, and her motions scatter it about the battlefield. Anyone within
essence yards takes must face an environmental hazard with damage of (Essence + Highest of Virtue)B and a
Trauma of the Infernals highest virtue. Additionally, any attack they parry within 2x Essence yards sprays shards of
rock, treated as a counter attack using Essence + Occult for dice pool and highest virtue for damage.
Endless Distances Meet
Cost: 15m, 1wp; Mins: Qaf 0, Essence 4; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Infinite Flesh Assumtion
Qaf exists in a unique place beyond both Creation and Malfeas. Being outside both realms allows him to more easily
touch both with his nacre portals. Use of this charm opens a similar portal to a unique pocket dimension in
Elsewhere. These portals can only be created within the boundaries of Creation and the realm of Malfeas, the streets
of Yu-Shan have long since been shielded from these portals and the Wyld doesn’t contain enough memory of Qaf’s
touch to create the binding. This realm functions as a Sanctum(2) for the Infernal who creates the portal, including the
ability to banish or prevent entry from those who possess a lower Essence score and vulnerable to the effects of
charms and spells designed to influence Sanctums such as Stone is the Gate. Up to Essence such portals may exist
at a time, and in the event that all such portals are closed, artifacts and people inside the Sanctum are cast out at the
last such portal to be countered. At Essence 6+ a second purchase of this charm may be taken. This repurchase
raises the effective level of the Sanctum to 5 and increases the Essence requirement of the charm to 6 for purposes
of counter magic. In addition spells to grant entry without permission and entry by those of higher essence who wish
to force their way in are contested with a (Willpower + Eseence) roll against the portals creator. Stone Flesh Forged
Cost:20m, 1wp ; Mins: Qaf 0, Essence 4; Type: Simple (Dramatic Action)
Keywords: Native
Duration: Instant
Prerequisite Charms: Endless Distances Meet
Qaf tuned his realm and the rules that apply there to his desires. This charm replicates the effect of Wyld Shaping
Technique and Wyld Cauldron Technology within the Sanctum. In addition the strong resonance of this realm with its
creator bolsters their essence flow. While within the Sanctum the Infernal recovers essence as if he was in a level 5
manse to which he is attuned. This does not stack with the benefit of actually creating a manse within the Sanctum
using Wyld Shaping Technique. A repurchase of this charm at Essence 5+ allows the Infernal to modify the physical
laws of his Sanctum. He can manipulate the speed at which time flows within the realm by up to Essence in either
direction. So they may either speed up time relative to the outside world to allow them to quickly craft and forge their
world, or slow time such that they may outwait short lived foes. In addition they can manipulate the relative space
within the region, defining what attribute controls speed. Speed inside the Sanctum can be set to any attribute or
virtue as opposed to dexterity for purposes of moving. Touch of Perfect Form
Cost: 3m; Mins: Qaf 0, Essence 2; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: None
Qaf has fought against the corrupting touch of the Wyld since the day Creation was born. None understand better,
save perhaps lost Adrián, how to opposed the corrupting touch of the Fair Folk. This charm enhances any physical
attack against Fair Folk or Wyld Mutants who are so malformed as to no longer be part of Creation. Fair Folk take
aggravated damage from the attack as their essence is forced to compose to the Primordial defined order. Any Fair
Folk slain through use of this charm becomes a heroic mortal instead of dying and is bound to fate as part of
Creation. Wyld Mutants who would take damage from an attack enhanced with this charm lose points of mutation
corresponding to the levels of mutation taken instead, with unused points being held until they are able to pay for an
entire mutations. For example, a mutant with the Regeneration Abomination takes 5 levels of damage of damage
from and Infernal using this charm. This is not enough to remove the Abomination but the next time the mutant takes
damage from an attack enhanced with this charm Regeneration will be lose as the mutation is stripped from his form.
Mutants who lose mutations this way regain any exp or bonus points spent to acquire it. Vibrant Imagination
Made Manifest
Cost: 5m, 1wp, 0g; Mins: Qaf 0, Essence 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Touch of Perfect Form
Qaf’s touch upon Creation is not seen directly in his own creations, but in the strengthening of the constructs of those
around him. He is able to convert simple dreams and thoughts into the solid and real mass of being. This charm
serves as a defense against the shaping attacks of the Fair Folk. Instead of being resolved as a shaping attack, the
imagery conjured by the attacker is converted into actual reality modifying the scenery in a real way. These
constructs are created as generic representations of themselves and lack any loyalty to pre-existing groups or
beings. For example, in the course of a Sword Shaping Attack a Fair Folk paints the image of a barbarian horde
descending upon the Infernal, and upon his defeat retreating away with all of the Infernals goods. Instead of this, a
very real horde of barbarians will appear and will act as any group of similar beings would when stuck in the midst of
a fight between a Fair Folk and an Exalted. This charm suffers from the Imperfection of the Heaven Violating Spear.
This charm needs careful revision for the mechanics bit, but I think the concept is there.
Bound Deity’s Dreams
Cost: 20m, 2wp; Mins: Qaf 0, Essence 5; Type: Simple(Dramatic Action)
Keywords: Blasphemy, Sorcerous, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Vibrant Imagination Made Manifest
The thoughts and dreams of the Fair Folk are but pale reflections of the glories imagine by the Primordials. Even from
their sealed prison their thoughts touch upon the objects whose existence is bound to their rules and essence. The
infernal can further this connection to the Yozi, allowing their essence to further permeate the terrain, making it an
extension of their bound selves. This charm converts a piece of terrain of size no larger than Essence x 100 square
yards into a region controled by the Yozi most associated with it. This zone serves in all ways as if it were within
Malfeas, meaning demons may enter it from an associated location with Mafleas as if they were connected and
respire essence normally within its boundaries, it is the first step toward bringing the Yozi from their prison by defining
creation as being inside the bars with them. Multiple castings of this charm in adjacent areas expand the region as if
it was one casting, though it requires Adamant Countermagic or the equivalent to sever this connection for regions of
at least 1 square mile. First circle demons may freely leave this region as long as they are associated with the Yozi to
which the region is bound. Second Circle Demons require 1000 square yards per dot of Essence to be bound to their
Yozi master before they may freely leave the confines of their prison. Third Circle Demons are constrained tighter still,
at least their Essence in square miles must be severed before they are able to roam freely in Creation. If by some
means this blasphemous region isn’t countered by the forces of heaven before an entire direction of Creation is
corrupted, the Yozi which possess affinity with the largest corrupted features may march forth themselves and
resume their rule. A region countered by sorcery or similar effects still maintains an infernal taint to the flora and
faunta, but is once more part of Creation and severed from Yozi influence. This countering influence must be used
from the center of the corrupted region.

Mountain’s Clouded Peak


Cost: — ; Mins: Essence 1; Type: Permanent
Keywords: Idol
Duration: Permanent
Prerequisite Charms: None
Qaf is unconcerned with worldly matters. While meditating, the Infernal does not need sustenance (including air) or sleep, and
any ongoing afflictions internal to his body - including bleeding, sickness, and age - are suspended. His body is effectively locked
in time, only his mighty mind left free to ponder itself - or the universe that reflects it. Each hour he spends meditating, the
Infernal may roll Temperance, regaining points of Willpower equal to his successes - doing so erodes one of his personal
intimacies by a scene. Personal intimacies are those which refer to a specific individual, location or group, as opposed to an
abstract principle.

At Essence 3+, he can ignore any environmental hazards with a Trauma lower than (Essence) while meditating.

New Keyword!
Idol: Qaf knows that enlightenment only exists within. Others, too, have discovered this, and seek him out to mine wisdom
from the rich seams that run through his mountain heart. While active, Charms with this keyword automatically apply their
effects to any character with an intimacy or Motivation related to learning from or imitating the Infernal, as a Shaping effect.
This requires that the character in question meditate within (Essence x 100) yards of the Infernal, and allows them to use the
Infernal’s Essence in place of their own for the purposes of calculating the effects of these Charms.

First Qaf Excellency:


The Heaven-Violating Spear is observant, contemplative, and ever seeking. He appears as both master and pupil. A
being of many realms, he seeks ever more knowledge, contemplating the mysteries of the universe and striving for
perfection. He scorns his brothers and sisters for abandoning the Shining Answer - even if they can no longer gaze
over far horizons, that is only half the journey and wisdom yet lies within. True enlightenment is a state of being, an
endless quest, and he only helps those who walk the path. Even then, he teaches hard lessons by harsh trials and
deep contemplation over frozen moments immortalized in stone. He asks penetrating questions and dispels
superstitions and preconceptions. He loathes sloth and complacency, be they mortal or god, and has no time or
thought for such beings of spiritual poverty. Those that pursue the bitter work of self-improvement are the only beings
worthy in his gaze.

Qafian Urge (The Urge to Enlighten)


Qaf wishes his chosen to discover lost secrets, study other realms of existence, immortalize lessons, uplift the worthy
that seek them out and finally master themselves. Qaf also wills it’s chosen to eradicate distraction, throw down those
who quit the path, and find answers to impossible questions. A stone cannot know enlightenment, for it is empty and
blind, only through the accumulation of knowledge and personal growth can the path be taken further.

Qafian Acts of Villainy & Torment:

Qaf seeks enlightenment above all, above freedom, and above joy. When the chosen forces a student to overcome
harsh trials, torments and mutilation in the pursuit of enlightenment – Qaf is pleased.

To step from the path of enlightenment is to lose the light from your eyes and know only helplessness, fear and loss.
While under torment, the chosen is filled with a great dread that they have lost their way, desperate to find their path
again. Many chosen beat themselves to cleanse their bodies, others purge their systems of filth, and some isolate
themselves in dark chambers of hidden torments to attain focus at any cost. Further, those that fall under the pupil
keyword are also affected by their master’s torment through the poison welling up in their spiritual link, and seek to
reaffirm their path similarly.

Diamond Soul Honed In Torments


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: N/A
Duration: Permanent
Prerequisite Charms: None
The white featureless prison of Qaf is frigid and turbulent - no orbs of fire rise nor do cloaks of starlight fall to share
their warmth. Yet, the cold makes the body felt and hones the mind sharp as knives. The wind carries whispers that
keep one’s thoughts from running together – giving clarity and focus. The trials of the elements, of existence, learn
them and find the spring of wellbeing within yourself.

For each scene spent basking in the power of the world around you: sitting under a waterfall, whipped by frigid winds,
standing at the lip of a caldera and so on – the character may make a roll to recover willpower. In so long as the
threats are real, you may roll dice equal to the lesser of the damage or trauma of the environmental hazard and
recover willpower. The player is free to pursue other activities while drinking in the lessons of existence, but such
activities must be related to their pursuit of knowledge and enlightenment. Should it ever be impossible for an
environmental hazard to harm the character, the character has risen above what lessons it has to teach, and no rolls
may be made.

Sagacious Emulation Methodology


Cost: 10m,1WP ; Mins: Essence 2; Type: Simple
Keywords: Pupil
Duration: Permanent
Prerequisite Charms: None
Knowledge and wisdom is akin to a great magnet

Qaf knows that trials and tribulations are the root of wisdom, but wasted effort is the mark of ignorance. He allows
others to walk his path to enlightenment, following it’s beaten track, forgoing falsehoods and spiritual walls. Though
his approach might be steep, it is straight, and the lessons learned are true ones. A better way is revealed, one where
ones efforts feed the soul spiritual fruits. The act of sharing this wisdom grows and refines the will of the universe,
allowing greater heights to be attainted .
This charm allows the Infernal to tie spiritual bonds to worthy pupils. Sagacious Emulation Methodology, tentative
upon a successful trial issued by the Qufian, unblinds the pupil to his own essence. Hence forth, the charm recipient
is bound as pupil to his master, to only be broken should the student surpass his mentor on the path of
enlightenment.

A Journey is but One Step


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: Pupil
Duration: Permanent
Prerequisite Charms: Sagacious Emulation Methodology

Qaf has explored deeper and seen more than any other being in existence save the eldest Yozi, Oramus. Each
moment bearing further into uncharted horizons – always blazing forward seeking answers.

The chosen of Qaf has walked many paths and climbed many mountains; each is different, but each guides him to
the next. Any trial that the Qafian has surmounted before, any tribulation he has endured for enlightenment, yields its
wisdom to him in the face of similar obstructions. The Infernal/Akuma may apply a one die specialty, stacking to
normal limitations, to surmount any trial in which he has bested a similar such one in the past. Pupils also benefit
from the purchase of this charm.

88888888888888888888888888888888888888888888
Sacheverell

Sacheverell (Snide Dastardly)

The Sacheverellian Urge(The Urge to Dishearten)


Sacheverell is the most passive of the Yozi. His mind is trapped in the blissful dreams of his eternal
slumber, while his body labors to prevent his awakening. When he bothers to consider anything beyond
that goal, it is almost always to spread his own brand of cruel mercy, dashing the dreams of others so
that they may abandon their false hopes. Green Sun Princes who bear this Urge spread the wisdom of
despair, breaking heroes and villains alike to demonstrate how pointless it is to try to change the world.
When all Creation accepts their doom and give in to total hopelessness, then Sacheverell will emerge
from Hell and finally rest easy.
Sacheverellian Princes express their Compassion by making others accept their place in life and seek
what meager pleasure they can, rather than risk it all on a futile attempt at improvement. High-
Conviction Princes realize the inevitability of their own goals, and show the world that successfully
opposing them is a laughable fantasy. High-Temperance Princes stand exasperated as those around
them fall to temptation and corruption, denying that they are the cause of the horror surrounding them.
It is the nature of mortals to fail, after all, and hardly the fault of the prophet who foretold it. Finally,
High-Valor Princes take an active stance in suppressing hope, crushing those few champions who dare
to interfere with the Infernal's predictions.
Sacheverell often gives ironic Urges to his Infernals, the better to ingrain into their very souls that even
absolute cosmic power is not enough overcome their sorrows.
Example Urges include:
• Prevent a nation-wide rebellion against a tyrannical regime by showing the would-be rebels the
atrocities and sacrifices they would have to face before gaining freedom. (For the leader of a
similar, failed rebellion.)
• Ruin every romantic relationship in Whitewall and teach its populace that all love is a hurtful
lie.(For a begger whose heroism was inspired by her love for a nobleman.)
• Force the Perfect to abandon his hopes of making Paragon anything but a cruel, repressive
dictatorship that serves only his own selfish whims. (For a runaway slave who had dreamed of
making it to freedom in Paragon.)
• Brutally and publicly kill every person who tries to oppose the widespread introduction of child
prostitutes in Lookshy. Then everyone who refuses to partake of their services. (For a father
who Exalted after trying to rescue his daughter from Guild slavers.)
The Torment of the Abhorrent Prophet Unimagined: When an Infernal with a Sacheverellian Urge
accumulates 10 points of Limit, he suffers the Torment of the Abhorrent Prophet Unimagined. For one
full day, the Infernal acts as though his Motivation, Urge, and all his Intimacies were inverted. He
spends the day tirelessly working to bring about his own failure and alienating all those whom he cares
for. Additionally, social attacks which would normally be granted penalties for opposing his Motivation
or an Intimacy receive an equivalent bonus instead, and vice versa.
Sacheverell's own torment is different. Instead of undoing his own plans, Sacherevell temporarily feels
as though life is not as bad as he thinks it is. He spends the day in a tentatively euphoric state,
simultaneously eager to experience the world he has been denying himself and terrified that something
will return him to his previous despair. At times, he almost feels as though he could stop dreaming of
either the present or the future, open his eyes, and reclaim his rightful place as one of the most glorious
and powerful beings in existence. Given his Flaw of Invulnerability, this rarely goes well for him.
Act of Villiany
Burning Hometown Provocation
For all that he is an unstoppable force of predestination, Sacheverell secretly delights when fools
struggle against their destinies, for he sees in them a courage he will never find in himself. The Green
Sun Prince must commit some atrocity and claim responsibility for no reason other than to provoke
another to action, either to set right what the Infernal has done or simply for vengeance. If that person
ever returns to plague the Infernal in a meaningful way, he may roll Valor and remove one point of
limit per success. If the victim was a mortal who managed to Exalt as a result the Infernal's actions, his
limit track instead instantly drops to zero. For the purposes of this Act of Villainy, a mortal who dies
and whose soul serves as the catalyst for an Alchemical Exalt without reincarnating is considered to
have Exalted, as long as the resulting Alchemical learns what was done to his previous incarnation.
The Green Sun Prince may only ever benefit from this Act once for a single person, though he may
gain both the reward for a character seeking him out for revenge and the reward for that person
Exalting.

Charms
New Keyword:
Samsara- Sacheverell Charms that divine the future function by viewing samsara. Samsara always
takes the path of least resistance, and thus resolves any possible paradoxes by avoiding them. If anyone
were allowed to gaze freely into samsara, it would be trivial for them to defy it by simply choosing not
to go through with what they had seen themselves doing. Thus, before viewing samsara's predictions of
the future, a character must agree to an unbreakable vow of obedience to what he sees. A character will
not contradict or prevent a vision they have seen in samsara, nor may any force in the universe cause
them to do so, nor may they be made to divulge what they have seen. Anything they willingly say about
it is immune to truth detecting magic or mundane attempts to determine the truth, which reveal only
that what the target says is neither true nor false. This is not mental influence, and no Charm or Spell
may remove these restrictions once the character has agreed to see into the mysteries of samsara.
Unnatural mental influence Charms with this keyword are only unnatural mental influence in the
instant of their use, as their magic forces the target to agree to samsara's bargain of slavery for
knowledge. Even effects like Transcendent Hero's Meditation are ineffective, for the same reason
Transcendent Hero's Meditation cannot protect a Solar from the effects of gravity after unnatural
mental influence has convinced her to jump off a cliff.
The above also applies to the Maidens' panoply, but Sacherevell's willing enslavement to his visions
allows him even greater access. Sacherevell, and Infernals with his Charms, may see any event at all.
Samsara never hides information from him, and entities which are somehow outside of samsara's
influence are woven into its tapestry as soon as he uses a Charm to predict their future. In the event that
reality has become desynchronized from samsara, Sacherevell even has the power to update samsara,
incorporating past deviations and rewriting the now useless script of the future to account for whatever
impossible events occurred in spite of samsara's foreknowledge. Samsara Charms never cease
functioning, no matter what universe breaking actions the Exalted inflict upon the world. Only the total
destruction of samsara might be enough to stop them.
The Flaw of the Abhorrent Prophet Unimagined
Sacherevell is invulnerable because he understands the endless cycle of pain that is existence. When he
forgets this truth and naively attempts to alter the world to his desires, the world is quick to remind him
of the price of hope. Charms with this Flaw may not be used if the Infernal has attempted to improve
the world or his place within it in any way previously in the scene, by whatever criteria he uses to
determine what is "better." Reinforcing the status quo does not count as improving the world. As a
specific exception, the Infernal may better the lives of others by mercifully shredding their aspirations
and teaching them to abandon their hopes and dreams.
The Infernal is, of course, free to make the world worse

First Sacheverell Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive(Step 1 for attacker, Step 2 for defender)
Keywords: None
Duration: Instant
Prerequisite Charms: None

Sacheverell is a monstrosity who inspires fear and disgust in all who learn of him. Those fools who
dare approach him are faced with terrible prophecies of impending doom. All the universe is united in
valuing his sleep, for his wakening would entail the single worst thing imaginable. It is a blessing, then,
that he prefers the status quo of his eternal slumber, and pursues this end with grim determination and
the forbidden knowledge he has gained by studying the contours of the future.
That is what the world thinks of Sacheverell, and this is good, for the truth is far more pathetic.
Sacheverell is a helpless victim cast adrift in a cruel world which exists only to torment him and laugh
at his failures. The Abhorrent Prophet Unimagined sees the universe for the miserable place it is, and
wisely discards the false hopes it offers. The only salvation is to give up, and so Sacheverell surrenders
his will to the inevitable, abdicating the responsibilities of choice to become a blameless puppet of
destiny. He has forsaken reality, isolating himself behind walls of apathy and withdrawing into dreams
in which he is still the Lidless Eye That Sees, and knows not from whence the strange Yozi named
"Sacheverell" came. At times, He Who Sees the Shape of Things to Come thinks he spies something
which could offer hope, and for a moment he feels as though his life is worthwhile after all. However,
reality is always quick to punish such self defeating idiocy, and thus it has become his habit to lash out
at those who would drag him back into the hateful waking world.

Sacheverell Mythos Exultant


ost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Sacheverell Excellency

Unlike other variations of (Yozi) Mythos Exultant, Sacheverell Mythos Exultant requires the player to
declare its use before rolling the stunted action. The Infernal rolls his dice pool twice, taking whichever
result he prefers, but forfeits stunt rewards as normal for (Yozi) Mythos Exultant if he succeeds. If the
stunted action fails despite the use of this Charm, the Infernal loses (stunt rating x 3) motes and one
willpower, as the weight of inevitable failure begins to crush the Warlock's soul. Sacheverell Mythos
Exultant is incompatible with any First or Second Excellency.

Sorcerous Enlightenment of Sacheverell


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Sacheverell Excellency

Sacheverell focuses his consciousness on his dreams, and thus magic comes most naturally to him
when it resonates with his dreams of the present. Sacherevell receives a 10 mote, 1 willpower discount
on all spells which primarily deal with dreams, scrying, or the acquisition of information. Spells which
effect the waking world, and which do not qualify for the discount above, suffer a 1 willpower
surcharge.

Dream Vision Benefaction


Cost: 1m; Mins: Essence 2; Type: Simple
Keywords: Social
Duration: Indefinite
Prerequisite Charms: None

All the world is a dream to Sacheverell. It is simple to insert himself into the dreams of another. The
Infernal names an individual and falls asleep. The Infernal may also activate this Charm while already
slumbering. If the individual is asleep and within the same realm of existence, the Infernal appears to
them in their dreams. If the target has not gone to sleep, the Infernal will invade their dreams as soon as
they do. The dreamer becomes lucid enough to meaningfully converse with the Warlock, and they may
communicate normally for as long as the target is asleep. This can include social combat, though the
sleeper may pay 1 temporary willpower to banish the Infernal from his dreams for the night, or 3 to be
rid of him for a month.
A repurchase at Essence 4 allows the Infernal to target people in separate realms of existence.

Crawling the Web of Nightmares


Cost: 1m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Dream Vision Benefaction

Sacherevell's sleeping mind can contain whole universes, but lesser beings are more constrained. Thus,
Sacherevell must move from dreamscape to dreamscape to see the full layout of the world's dreams.
While using Dream Vision Benefaction, the Infernal may pay 1 mote to expand his awareness to
another dreamscape, effectively making them another simultaneous target of Dream Vision
Benefaction. By default, the Infernal merely moves to the dreams of the closest sleeping individual to
his original target, but he may instead narrow his search to specific types of beings. He may, for
instance, invade the dreams of the closest mortal, horse, or god. For the purposes of this Charm, all
Exalts count as humans, and the Warlock may not specify that his next target be Exalted. The new
target may pay willpower as normal to banish the Infernal. This leaves the Warlock blocked from that
person's mind, but still within the dreams of all his other targets. He may carry out different
conversations simultaneously in separate dreams and participate in multiple, separate instances of
social combat.
At Essence 3, the Infernal may instead move into the dreams of someone towards whom his current
target has an Intimacy. A repurchase at this Essence rating allows the Infernal to spread to all characters
within 5 yards of any effected character, or to every target of an Intimacy of any current target for a
cost of 5m.

Dream Defining Gaze


Cost: 2m (+3m, +1wp); Mins: Essence 3; Type: Simple
Keywords: Social
Duration: Instant
Prerequisite Charms: Crawling the Web of Nightmares

Sacherevell does not control his dreams as thoroughly as Oramus, but dreams are the one place where
he is not quite so helpless. While traveling inside another's dreams with Dream Vision Benefaction, the
Infernal may control the dream's content. The Infernal specifies something, such as a specific person,
object, event, or emotion and forces the dream to shift focus onto the given subject. The Infernal may
then watch the dream play out, as the dreamer's most recent memories of the given subject are recreated
in dream form. This may involve the last time they saw the person or object, their recollections of the
specified event, or the last time they strongly felt the specified emotion. At the storyteller's discretion,
events which were extremely emotional or important for the dreamer may come forward instead of the
most recent ones. A dockworker may dream of the drunken fight he had with a coworker over a game
of cards last week, instead of having a short conversation at the general store with him this morning,
which may or may not have been what the Infernal was hoping to discover. Terrifying or humiliating
dreams impose a -1 penalty on the roll to recover Willpower in the morning.
A repurchase at Essence 4 allows the Infernal to effect all current targets of Crawling the Web of
Nightmares simultaneously with a single use, forcing them all to dream of the same subject. A second
repurchase allows the Warlock to control the glamours of the Fair Folk. By paying 5m, 1wp, the
Infernal may target a Waypoint instead of a dream. This allows the Infernal to totally rework the the
themes of the stories told there. Any Shaping attack that does not conform to the Green Sun Prince's
dictates automatically fail. It is permissible to enforce the story of Sacherevell's power tearing down the
ephemeral fantasies of the Wyld wholesale, causing all Shaping attacks to fail and the Waypoint to
temporarily calcify into a part of Creation. These effects last one day and are Sorcerous.

Flames of Passion Dimmed


Cost: 1m(+1m); Mins: Essence 2; Type: Reflexive(Step 7)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: None

The wonders of the world can inspire Sacherevell to feel for but a heartbeat before the inevitability of
disappointment and loss snuffs out his ability to care. Whenever the Infernal is subject to an Emotion
effect, he may change the context of that effect to despair.
A repurchase at Essence 3 allows the Warlock to use this Charm's against social attacks meant to
compel behavior for a cost of 2 motes. This changes the social attack so that it makes the Infernal do
nothing, instead of whatever behavior it was intended to provoke. The Warlock moves to comply for an
instant before realizing the futility of whatever he was about to do. This obviously cannot defend
against social attacks which would force him to abstain from some course of action.
A second repurchase at Essence 5 makes the defense against Emotion effects, but not social attacks,
Permanent.

Consolation Inducing Cringe


Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Emotion
Duration: One Scene
Prerequisite Charms: Flames of Passion Dimmed

Many have been the self righteous heroes who came forth to strike down Sacherevell, only to stop
when they saw what a piteous creature he really was. The Infernal makes a (Manipulation +
Performance) roll against all onlookers' MDVs. If he succeeds, the target feels overwhelming pity for
the worthless creature before her as an Emotion that can be resisted for 2 willpower. She may harass,
ignore, or even help the Infernal in response, but must fail a Compassion check to bring herself to
actually attack him. The effect ends for any character whom the Infernal attacks. After being targeted
by this Charm, a character cannot be effected by another use by the same character again for one full
day.
At Essence 4, the Emotion effect also gives the target a positive Intimacy of pity towards the Infernal.
The Intimacy stays in place even after the Emotion effect ends.
False Hopes Torn Asunder
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Consolation Inducing Cringe

Seeing Sacheverell's misery and helplessness drives the compassionate to alleviate his suffering. These
are the Abhorrent Prophet Unimagined's most dangerous foes, for their mercy may delude him into
forgetting that life is misery. They must pay for trying to lure Sacheverell back into the sadistic waking
world. This Charm grants an Overdrive pool of 10 motes. Initially empty, the Infernal gains 10
offensive motes the first time in a scene that he initiates battle against someone who holds a positive
Intimacy towards him, and an additional mote on each action in which he attacks an enemy who holds
such an Intimacy.
At Essence 5, the Warlock's definition of acceptable enemies expands. He may now gain offensive
motes for fighting anyone who has shown him kindness earlier in the scene, regardless of whether they
hold an Intimacy towards him.

Invincible Shield of Anhedonia


Cost: Varies; Mins: Essence 2; Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Flames of Passion Dimmed

All the temptations of the world throw themselves before He Who Sees the Shape of Things to Come,
yet he is unmoved, for in his dreams he can see even the smallest and most insignificant of flaws with
ten thousand times more clarity than he can see beauty. In addition to the listed effects, each version of
this Charm replicates Keen (Sense) Technique for the appropriate sense. Upon purchasing this Charm,
the Infernal gains one of the options listed below, and may repurchase this Charm up to four times to
learn the others.
Hearing: The Infernal looses all ability to enjoy music, poetry, and the screams of his victims, as all
dissolve into a meaningless cacophony. The Warlock gains the ability to perfectly dodge vocal or
written social attacks, even undodgeable ones, by gaining a point of limit, as their worthless babble
serves only to annoy him. This version costs 4 motes.
Sight: The Infernal blinds himself to beauty. He automatically fails all rolls to evaluate the worth of
any object whose pleasing form adds to its value, and cannot even determine others' Appearance
ratings. Venus seems no more attractive to him than a decaying Abyssal. More productively, the
Warlock disregards relative Appearance modifiers when defending against social attacks. This version
costs 4 motes.
Smell: The Infernal can no longer derive pleasure from the smell of a freshly picked flower or a home
cooked meal. Even poisonous gasses and airborne diseases fail to entice a response. The Warlock is
immune to all effects that require the inhalation of a gas. This version costs 7 motes.
Taste: Even the most delectable of feasts no longer tempts the Infernal. The Warlock gains immunity to
all effects that require oral ingestion of some substance, even gaining the ability to safely swallow and
digest normally inedible objects, though he gains no sustenance from them. This version costs 4 motes.
Touch: Pain is overshadowed by the endless suffering that is life, though the caress of a lover and
gentle embrace of a friend become pleasures the Infernal will never know. The Infernal ignores all
wound penalties and becomes immune to all pain based effects. This version costs 3 motes.
At Essence 5, the duration increases to indefinite.
A single repurchase at Essence 8 reduces the cost of all versions of this Charm to 1 mote apiece.

Cruel Reality Unveiled


Cost: 15m; Mins: Essence 4; Type: Simple(Dramatic Action)
Keywords: Combo-OK, Sorcerous
Duration: Instant
Prerequisite Charms: Flames of Passion Dimmed

Adorjan cuts away the fetters of sanity and draws her victim-beneficiaries into her Pure Land world
Jouten to dwell in blissful madness. She should know better than to think something as simple as
insanity can offer escape from the torment of samsara. This Charm is an hour long dramatic action in
which the Green Sun Prince confronts his target with the unrelenting misery of the world outside of
their delusions. The paranoid are shown that no amount of distrust can really protect them from
betrayal, and those with phobias are shown how everything else is just as terrifying as the thing they
fear. Afterwords, the target loses all derangements, but is infused with a permanent sense of melancholy
and detachment. They may not repair or create positive Intimacies unless they spend a Virtue channel
for each scene spent doing so.
Depression is not an illness but instead the only sane response to a mad and terrible world. As such, this
Charm cannot cure depression or similar derangements, though it can convert them into depression,
turning Bi-Polar Disorder into unipolar depression, for instance.

Judging Eyes Blinded


Cost: 6m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Flames of Passion Dimmed

It is bad enough that Sacheverell must acknowledge his own endless string of failures. The thought that
others may see and mock him is truly unbearable. The Warlock cloaks himself in a veil of
unobtrusiveness, and all Perception rolls to notice him automatically fail. If any Charm contests this
effect, the Infernal applies (Essence) bonus successes on the Charm rolloff.
However, the Green Sun Prince is also consumed with a primal terror of being noticed. If at any point
the Infernal believes he has been spotted, that anyone in the area believes they are being spied upon, or
hears his own name spoken, he must flee the immediate area by the most expedient means possible and
not return for the rest of the scene. In the First Age, the Solars erected systems to regularly shout out
the name of Sacheverell to frighten away his roving dream-eyes from their most sensitive buildings,
including the site of the Calibration feast. The Usurpation was enough to awaken Sacheverell, but for
those installations which stopped him from dreaming of the first and greatest act of betrayal against the
Lawgivers.

Advent of the Somnambulant Oracle


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Judging Eyes Blinded

Sleep is the rightful domain of Sacheverell, but he cannot neglect the waking world lest he be
awakened. This Charm splits off a separate "personality" which is subservient to the original. This
personality has its own Motivation and set of Intimacies, which are initially defined by the Infernal
when he learns this Charm. The two personalities share memories, and the second instinctively
understands the will of the primary personality in any situation, but they are otherwise distinct. Social
attacks and mind controlling magic used on one do not effect the behavior of the other.
The second personality is normally powerless, as it is not really a part of the Infernal's conscious mind.
Rather, it is a set of goals and opinions which takes control of the Infernal whenever he is asleep,
essentially transforming his slumbering body into a philosophical zombie. The second personality is
naturally adept at aping normality. A successful Perception + Awareness check at difficulty 3 is
necessary to notice that something seems strange about the Infernal, and a threshold of 2 is required to
determine that he is in fact sleep walking(or sleep talking, sleep fighting, sleep plotting-to-escape-from-
Hell...).

World-Forsaking Dreamer Shintai


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Advent of the Somnambulant Oracle, Dream Defining Gaze

The Ebon Dragon dreams of the world as it could be, a place of hollow shadows where virtue and hope
have been crushed forever. Sacheverell dreams of the world as it is, and this is far worse. The Infernal
falls asleep permanently, and may permanently change the motivations of both his personalities when
he does so. The balance of power between the two personalities shifts. The primary, sleeping
personality looses the ability to access any memories of the sleepwalking personality which postdate
the learning of this Charm. Additionally, the sleeping personality becomes subservient to the
sleepwalking one, as the sleepwalker's desires dictate the actions of the sleeper. The Infernal recovers
Willpower with a Conviction roll as normal every day at midnight.
The sleeping personality extrudes a small piece of the Infernal's soul from his body, creating an
infinitesimally small, invisible, and immaterial "eye." Whatever the eye sees, the Infernal dreams. This
is how Sacheverell gathers the visions to form his endless dreams of the present. The eye can move at
10 yards per tick in any direction and benefits from any Charms the Infernal uses improve his own
senses, but it is otherwise powerless. The eye can be banished by the same methods that work against
an Infernal using Judging Eyes Blinded.
When buying this Charm, the Infernal must specify what has driven him to abandon reality and dwell
forever more in his own dreams. For Sacheverell, this was the unthinkable rebellion of the lesser gods
and races against the invincible Primordials who ruled the world. If, in his dreams, he ever witnesses
any event on the scale of the Usurpation which reminds the Warlock of the cause of his self imposed
exile, he immediately awakens, and can never fall asleep again. This Charm, Advent of the
Somnambulant Oracle, and any others which rely on sleep have their experience point cost refunded,
though the Infernal retains access to them for the purpose of fulfilling other Charms' prerequisites.
Initially the eye created by this Charm can stray no farther than 10 miles from the Infernal's body.
Repurchase at Essence 5 upgrades this to 100 miles. A second repurchase at Essence 6 removes this
range limitation entirely, allowing the eye to reach any location in the same realm of existence. A third
repurchase removes even this limitation, allowing the eye to travel to other realms by whatever means
it can find. A fourth repurchase at Essence 8 allows the Infernal to have one separate eye on every plane
of existence which he can reach simultaneously. A final purchase at Essence 10 gives the Infernal 54
eyes in every realm of existence he can reach.

A Private Hell
Cost: 30m, 2wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: One day
Prerequisite Charms: Judging Eyes Blinded

Sometimes, Sacheverell wishes he could just disappear, not only from the sight of others, but from the
entire universe, and trouble Creation no more. When activating this Charm, the Warlock rolls
(Manipulation + Stealth), and everyone who has any memories of him and a MDV lower than the
number of successes on the Infernal's roll suffers an unnatural Illusion that costs 4 willpower to resist
and causes them to lose all memory that the Infernal has ever existed. The Illusion abates when this
Charm ends. Meanwhile, the Infernal sends himself Elsewhere. There, he may do nothing, not even
purely mental actions, except choose to end this Charm and return himself to the spot which he
disappeared from.

Sharing the Truths of Insignificance


Cost: 3m(+4m, +1wp); Mins: Essence 3; Type: Reflexive(Step 9)
Keywords: Combo-OK, Compulsion, Counterattack, Emotion, Social
Duration: One Scene
Prerequisite Charms: Flames of Passion Dimmed

After internalizing the futility of emotion, He Who Sees the Shape of Things to Come feels compelled
to share his wisdom. This Charm is a counterattack against a social attack which carries an Emotion
effect. The counterattack in an unnatural Emotion effect that costs 3 willpower to resist, and which
causes the original attacker to fall into despair.
A repurchase at Essence 4, which requires the second purchase of Flames of Passion Dimmed, allows
the Infernal to counterattack any social attack by paying 7m, 1wp. In addition to the Emotion effect
above, the counterattack also caries a Compulsion that costs 1 willpower to resist and forces to target to
disengage from social combat and spend the rest of the scene idle, perhaps wandering off to take a nice
nap.

Ideals Broken and Discarded


Cost: 12m, 1wp; Mins: Essence 4; Type: Supplemental
Keywords: Social
Duration: Instant
Prerequisite Charms: Sharing the Truths of Insignificance

The self-righteous steadfastly cling to their beliefs, but Sacheverell knows it is only a matter of time
before they abandon them. Just as the Abhorrent Prophet Unimagined whispered to the Empyreal
Chaos to betray his nature and bow before his Exalted conquerors, the Infernal may wear away at their
enemies' strongest convictions until they crumble beneath the weight of inevitability. This Charm
supplements a social attack, which is able to issue any non-suicidal unacceptable order. Mortals offer
less resistance, and may be convinced to kill themselves.

Sleeping Horror Awakened


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Flames of Passion Dimmed

He Who Sees the Shape of Things to Come ruins the world simply by being in it. All of Heaven and
Hell would dearly love to see him die before he awakens. They will never be that lucky. If damage in
step 10 would kill the Infernal, the attack is shunted into his dreams and dissipates. He perfectly dodges
the attack, even if it was undodgeable, but the psychic strain of mixing dream and reality forces him to
awaken. If the user of this Charm is a Primordial or a Fetich Third Circle Demon, the sympathetic bond
between them also wakes the other. As a unique Flaw of Invulnerabilty, this Charm only applies while
the Warlock is asleep, and he may not fall asleep again until the end of the scene.
This Charm cannot protect against self inflicted damage. If the Infernal wants to awake, he must
convince someone else to attack him.

Inured to the World's Pains


Cost: 3m; Mins: Essence 2; Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Sleeping Horror Awakened

Life is suffering. Compared to this truth, of what significance are the slings and arrows of one's
enemies? The Infernal perfectly dodges any attack that was not unexpected, even if it was undodgeable.
This Charm bears the Imperfection of the Abhorrent Prophet Unimagined.

The Rewards of Hope


Cost: 1m; Mins: Essence 2; Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

When champions arise to fight the destinies Sacheverell has foreseen, it is not enough that they die.
The futility of resistance must be demonstrated to those they had sought to protect. If the Infernal's
attack dealt damage, everyone who holds a positive Intimacy towards the attack's target receives a
vision of what has happened to them, along with the knowledge of the Warlock's identity. Each such
vision counts as a scene spent building a negative intimacy of fear towards the Infernal.
Additionally, if the Infernal has the final repurchase of The Shape of Things to Come, the vision also
imparts the knowledge that defeating the Warlock will awaken him and damn the universe to
predestination.

Heart String Strangulation


Cost: 5m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: The Rewards of Hope

Of all the myriad forms of suffering, Sacheverell considers physical pain the crudest. To truly become
the ultimate monster, his blows must do more than merely rend his opponent's flesh. This Charm
supplements a physical attack. If the attack hits, it is repeated as a Shaping effect on all individuals
towards whom the target holds a positive intimacy and who have a lower Essence score than the target.
The target is forced to watch as his loved ones suffer for his temerity as per The Rewards of Hope.
This Charm is an implement of torture, not assassination. Magically created or enforced Intimacies do
not function as proper arcane links to the individual. It is permissible, however, for someone to form an
Intimacy naturally with the intent to use those feelings to attack them.
Death Offers No Escape
Cost: 1m; Mins: Essence 2; Type: Reflexive(Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: The Rewards of Hope

The Neverborn believe that one day Creation shall be shattered and their torment will end as they sink
into the cold embrace of Oblivion. Sacheverell can only pity their naive optimism. If this Charm is used
to enhance a fatal attack, the victim is forced into Lethe to be reborn into the cycle of eternal suffering.
Furthermore, this Charm searches the Loom of Fate for every appropriate body for the soul that is fated
to be born before the end of the next Calibration. The life which would be most distasteful to the victim
is selected, and they are guaranteed rebirth into that body. If another Charm contests either of these two
effects, the Infernal receives (Essence) bonus successes on the Charm roll-off. The target's last thoughts
are filled with visions of the indignity of his next life. In this way are potentates reborn as slaves and
devout Immaculates reincarnated as thralls to the Anathema.
If it becomes impossible for the soul to be reincarnated into that body, such as from competing magic
winning control of it or beings from outside Fate preventing the birth, the soul goes to the next most
unwanted body. If no new births of the proper species will occur before the next Calibration, the soul
will instead be reincarnated as soon as possible, regardless of what sort of life the baby is fated to have.
At Essence 5, even beings who's souls normally dissipate upon death are forced into the wheel of
metempsychosis. Spirits are prevented from reforming in their sanctums. Instead, their souls are held
together by the magic of this Charm and used by the universe as the basis of another spirit of the
appropriate type. This has all the same effects as a mortal soul passing through Lethe and being
reincarnated. The birth of beings outside of Fate are not predictable by the Loom of Fate, and so
creatures which are naturally outside of Fate will be reborn at the earliest possible opportunity.
At Essence 6, the Warlock becomes able to transmute souls as they die. Beings killed by this Charm are
reborn into the worst life inside of Fate possible, regardless of what type of being that is. The soul will
be twisted into the proper type of soul for the species it is to inhabit. Dragon Kings can be made to
become one of the humans that had served as their slaves in Ages past, and the mightiest gods forced to
live as dung beetles. If, while waiting for their fated reincarnation, a birth outside of Fate occurs which
would have been even more distasteful to the soul's former life, it instead serves as the basis of that life
instead. For example, if the Unconquered Sun is killed with this Charm and slated for reincarnation as a
mortal bandit, only for one of the Ebon Dragon's Third Circle demons to die, he will instead be rebuilt
into a properly formatted Essence pattern to gestate inside the Ebon Dragon as his new soul.

Today's Hero, Tomorrow's Monster


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Death Offers No Escape

Trusting to the vagaries of Fate to ensure that a soul's next incarnation is perfectly tailored in its horror
is foolish. Instead of returning to Yu-Shan for eventual rebirth, the newly dead soul attaches itself to the
Infernal's like a barnacle. There, the Infernal may make social attacks on it, all of which automatically
succeed. Since the soul has already passed through the process of Lethe, the results of these attacks
carry over to its next life, though it must wait until its body and mind mature to the point that it can
understand them before they have any effect. Giving the command "murder your parents" to the soul,
for example, will not be acted upon until the child is old enough to understand what "murder" and
"parents" are. Once the Warlock is finished influencing the soul, he may either release it to Yu-Shan to
be reincarnated as per Death Offers No Escape, or specify a gestating fetus which the soul will enter
once it is ready for birth. If the fetus is destroyed or otherwise prevented from being born, the Infernal
becomes aware of this fact and may change the soul's destination.
A repurchase at Essence 5 turns the Infernal's body into a Craft(Genesis) workshop in which he can
directly create bodies of the appropriate species for attached souls to inhabit. The new body forms as a
cyst inside the Warlock, which is expelled once he has accumulated enough successes to finish the new
lifeform. After specifying what he is to create and ingesting proper esoteric ingredients for a Genesis
Artifact, he needs take no other action to help the creature's progress. Each day, he reflexively makes an
appropriate Craft(Genesis) roll, and counts the successes towards the Artifact's completion as normal.
At any time after it is finished, he may expel the cyst from his body and it grows into the creature he
designed over the course of a minute, at which point he selects one of his trapped souls to bring it to
life.
Creating a new member of an existing mortal species counts as Artifact 1, while existing Essence using
species are Artifact 3. Unlike normal applications, this Charm can allow Craft(Genesis) to create
literally any form of life, as long as the Warlock has an appropriate soul on hand to use as a template.
Creating beings such as spirits or Fair Folk is possible, thought they count as Artifact 5 or even NA if
they are especially powerful.
A repurchase at Essence 6 which requires the repurchase of Death Offers No Escape allows the Green
Sun Prince to create truly new races or Behemoths, instead of merely copying preexisting species.

Inevitable Doom Foresight


Cost: 5m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Samsara
Duration: Instant
Prerequisite Charms: The Rewards of Hope

Occasionally, Sacheverell's sleeping form stirs, and three of his 324 wings briefly unfurl from one of
his 108 eyes, that he may glimpse the shape of things to come. This Charm constitutes an unblockable,
undodgeable social attack that targets a single individual, which may be used in combat time as a
simple action. This unnatural Compulsion costs 2 willpower to resist, and forces the character to gaze
into samsara. At this stage, the Infernal's visions are as limited as the Maidens' in that he may see only
tragedy. If the target does not resist, they and the Infernal experience a Storyteller created vision of a
single action the target will take some time in the current scene. The vision must be of what the
character attempts, not of what they actually do. "You will try to betray your circle to the Wyld Hunt,"
is appropriate, but "You will betray your circle to the Wyld Hunt," is not, as there is no guarantee that
the target's circle will not prevent him from making it to the local Immaculate monastery to rendezvous
with them. This action must be something the character can actually do and have consequences the
character would dislike, but beyond those restrictions, the prophecies of samsara are limited only by the
imagination and cruelty of the Storyteller.
As per the samsara keyword, the target is forced to go through with what he saw in the vision, and to
do nothing that would prevent it from coming to pass. If a Dynast foresees herself selling her mortal
husband into slavery, she cannot kill him to stop this from happening. If the actions of others make the
fulfillment of the prophecy impossible, such as if someone else kills the Dynast's husband, then she
realizes that she was misremembering what she saw, cloaking the horror of the future behind veils of
delusion, and receives a new vision from the Storyteller, which is retroactively what she had actually
seen all along. The Infernal also sees this revised vision.
The Warlock may target himself with this Charm for free as a non-Charm activation Simple action.
At Essence 3, the Warlock may specify a known Intimacy of the target, and the vision will revolve
around how the target will betray and ruin that Intimacy, if possible.
A repurchase at Essence 3 adds the Illusion keyword. The target refuses to believe that the Warlock's
prophecy was the cause of her actions, instead rationalizing them as due to her own character flaws.
For example, the Dynast above may believe that she sold her husband because she is greedy. While
under the effects of this Illusion, the character cannot behave in ways which would violate her new self
image unless she pays a point of willpower to act freely for a scene. This Illusion costs 3 willpower to
remove, and this willpower payment cannot be made until the Illusion is challenged, such as the
Dynast's friends reminding her how she would often give to charity or by acting against the Illusion's
dictates for a scene.
Another repurchase at Essence 4 allows this Charm to be used as a Performance based social attack,
and thereby effect everyone within listening range. A third repurchase at Essence 6 allows the Infernal
to make written social attacks with this Charm. The duration increases to Indefinite, and he must keep
the motes committed lest his words lose their oracular power. The Charm ends after a single person has
read the effected text.

Prime Future's History Made Radient


Cost: 15m, 1wp; Mins: Essence 3; Type: Simple(Dramatic Action)
Keywords: Compulsion, Illusion, Social, Sorcerous
Duration: Indefinite
Prerequisite Charms: Crawling the Web of Nightmares, Cruel Reality Unveiled, Inevitable Doom Foresight

To view samsara head on requires the strength to ensure that what one sees shall truly come to pass.
This is infeasible in the case of whole societies, but He Who Sees the Shape of Things to Come needn't
see anything but the silhouette of the future in order to guide the fate of organizations. After all, while
individuals may deviate from the norm, the cosmic truths of samsara inform enough of the populace's
behavior that individuals are irrelevant. Love is slavery, tomorrow shall be worse than today, hope is a
lie, the world's wonders will diminish, usurpation is inevitable, these are among the truths which
Sacheverell has gleaned from samsara and which allow him to plan the future of whole nations.
This Charm is a Manipulation + Socialize Dramatic Action requiring several hours of observing the a
social group, with a difficulty of the leader's MDV. If the roll succeeds, the Infernal may add or remove
one item from the group's Policy. The group's leader may pay 10 Loyalty, incrementally or in a lump
sum, to remove or reinstate that part of the Policy at the end of the scene in which she paid the final
point of Loyalty.
Furthermore, the Infernal is automatically alerted to events which would cause the group to change its
Policy away from what he has dictated. If he responds and successfully deals with these threats to his
plans, then his change to the Policy is reapplied if it was successfully removed, the amount of Loyalty
paid towards removing it is reset to zero, everyone in the social unit gains an intimacy towards that part
of the Policy as an unnatural Compulsion, and entirely forget whatever threat had opposed that part of
the Policy as an unnatural Illusion effect. The Compulsion and Illusion cost a cumulative 1 willpower
to resist for each threat the Warlock has dealt with, to a maximum of 5.

Forthright Prophet Stance


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Inevitable Doom Foresight

Sacheverell is not so cruel as to delude others with false hope, yet they still foolishly deny that the
truths he reveals to them. This Charm removes that luxury. Whenever the Infernal speaks the truth, this
fact becomes undeniably Obvious to everyone who hears him. Though this does not stop him from
lying, once those around him understand that everything but his lies carry with them the ring of truth, it
becomes difficult to successfully do so. Still, a clever Warlock can use this to his advantage. "The Ebon
Dragon kidnapped the Scarlet Empress using Infernal Exalts made from corrupted Solar Exaltations,"
for example, is false no matter how close to the truth it actually is.
Note that, as per the samsara keyword, any attempt to relay information gained from samsara never
seems to be true.

Merciful Shattering of Dreams


Cost: 4m; Mins: Essence 3; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Inevitable Doom Foresight

The most compassionate act imaginable is to teach someone that the best thing they can do is abandon
their aspirations, curl into a ball, and go to sleep. When activating this Charm, the Infernal specifies a
single target and something that person wishes to accomplish. Any action the Infernal takes which
directly contests the target's efforts to realize that goal enjoy a stunt bonus as if they resonated with the
Inferna's motivation. The Warlock also gains a bonus success on all rolls for such actions, which does
not count as dice gained from Charms. If the goal is represented by an Intimacy or the Motivation of
the target, the Green Sun Prince gains 2 or 3 bonus successes, respectively.

Pathetic Failure Anticipation


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Native, Samsara
Duration: Permanent
Prerequisite Charms: Inevitable Doom Foresight

Benezer the White Ram died, and it was the Lidless Eye that Sees's fault. He was too weak to stop it,
too stupid to see it coming, too hideous for the Chosen of the gods to consider sparing him, too
worthless to do anything at all. His transition into Sacheverell has made him no better, but now he can
at least predict his own failures to prepare himself for them. This Charm gives the Infernal an extra
Peripheral Essence pool that is 10 motes large.
Additionally, whenever the Infernal uses Inevitable Doom Foresight on himself, he may specify exactly
what he wishes to see. If he does so, he is granted a vision of himself failing spectacularly at whatever
action he foresaw. This ensures that he will botch the roll for that action the next time the specified
situation occurs. If the Storyteller judges the situation to have been appropriate for an Eclipse caste
oath enforced botch to have occurred(ie, not so specific that it will never actually come up in play,
something that the Warlock actually had a chance at succeeding at anyway, not something the Infernal
would actually want to fail at, etc) then he gains 10 motes for the Essence pool provided by this Charm.
This is the only way the pool may be refilled, and it may be done at most once per scene.
Note that the Samsara keyword only applies to the failure itself. If the Infernal has a vision of losing a
horse race against Regent Fokuf, he is not required to actually challenge the Regent to a race. If he
finds himself in such a race, however, he cannot do anything to prevent himself from losing.
If a character would normally be unable to take this Charm, such as due to the Native keyword or the
limit on the number of Green Sun Prince more pool expanders, they may learn it anyway, but do not
gain the mote pool until they could normally learn this Charm.

The Shape of Things to Come


Cost: 9m; Mins: Essence 5; Type: Reflexive(Step 2)
Keywords: Samsara
Duration: One Scene
Prerequisite Charms: Pathetic Failure Anticipation, World-Forsaking Dreamer Shintai

Sacheverell has traded hope for certainty. By activating this Charm, the Infernal truly sees the Shape of
Things to Come. This removes the unexpected tag from all attacks directed at him as he sees them an
instant before they occur, but this is the least of the Charm's effects.
As long as this Charm is active, the Infernal sees everything that he will do, say, or even think in the
next instant. He loses all free will, watching himself live his own life from deep inside the recesses of
his own mind. He cannot even contemplate the horror of his own situation, as samsara dictates his
thoughts. Other than a few modifications, he behaves normally:
• He will not attack or otherwise harm someone with this Charm active. Characters with the
effects of this Charm, but who do not actually know it, do not count for this purpose.
• If given the opportunity, he will attempt to convince others who are capable of it to learn this
Charm, and all its repurchases.
• Once during each scene, he will perform one act such as those caused by Inevitable Doom
Foresight. The Storyteller simply declares that the character does this action, as he only sees it
the instant before it is to happen, and thus has no time to react. He suffers the Illusion effect
from the first repurchase of Inevitable Doom Foresight as normal, unless he is already effected
by such an Illusion caused by The Shape of Things to Come.
The player remains in control of the Warlock. He now lacks free will, but in the context of the game
table, he never had any to begin with. Instead of the player deciding what the character will choose to
do, the player decides what samsara will force the character to do.
At Essence 6, the duration increases to indefinite. A repurchase at this Essence level makes this Charm
permanent.
A second repurchase allows the Infernal to share the gift of freedom from freedom. By committing 9
motes, the Warlock may grant a willing target all the effects of this Charm, until he decides to
decommit the Essence. Another repurchase at Essence 7 allows the Infernal to inflict this Charm on
unwilling victims by succeeding on a Presence or Investigation based social attack against them. Yet
another repurchase at Essence 8 allows the Warlock to use Performance based attacks instead, which
requires the commitment of 9 times the targeted Unit's Magnitude motes. A penultimate repurchase at
Essence 9 reduces this Charm's cost to 0m, and prevents the Infernal from using it unless he is awake.
The Infernal may still commit motes as normal, and, if he does not, the targets do not receive the
benefit of automatically negating unexpected attacks. The effect still ends if the Infernal dies.
One final repurchase cements the Abhorrent Prophet Unimagined's position as harbinger of a
philosophical apocalypse. This repurchase requires Essence 10 and Sacheverell Glory Incarnate. As
long as the Infernal is awake, every person in every realm of existence(including unreachable ones such
as Autocthonia while the Seal of Eight Divinities remains intact) suffers a flurry of an infinite number
of social attacks every tick. These social attacks cost 10 willpower to resist, inflict the effect of this
Charm on any who succumb to them except the immunity to unexpected attacks, and count as natural
mental influence but automatically stunt around the limitation that natural mental influence can only
drain 2 willpower per scene. The effects of this Charm do not dissipate if Sacheverell dies when they
are inflicted in this manner. Finally, all repurchases of The Shape of Things to Come have their
minimum Essence reduced to 6 and the Sacheverell Glory Incarnate prerequisite is removed from this
repurchase. These effects apply to everyone capable of learning Sacheverell Charms, not just the
Infernal himself. If a character no longer qualifies for his repurchases because everyone who knew the
final repurchase dies, he may abandon them and receive an experience point refund.

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Szoreny

The Silver Forest is long-suffering, selflessly considerate, and patient. He understands others and knows them better
than they know themselves. He idealizes and idolizes everyone who gazes into his mirrors. At first, he seeks to be
whatever they want him to be and telling them what they want to hear. He flatters them, reflecting every desire, and
keeping them coming back for more. In time, he exactly duplicates the object of his obsession and seeks to subtly
replace them. Finally, after careful consideration, he sees hidden flaws and exaggerates every failing, poisoning the
relationship. He then seeks to beat them at their own game. He does exactly what they would have done and is
always one step ahead.

Szoreny challenges others and teaches by example. He thrives on such rivalries and cycles of role reversals. This
Excellency may be used to deflect unwanted attention elsewhere as well as to exploit the vanity of others. Ultimately
reactionary, this Charm cannot be used to assist or oppose another being unless the character has first succeeded
on a Read Motivation action against that being, except in self-defense. Read Motivation actions may always benefit
from this Charm.

The Yozi Szoreny

The Yozi Szoreny is an enigmatic being. His taste in art and aesthetics is widely known throughout
Malfeas, and he is reputed to be the most sensitive and delicate of the Yozis, spending much time on
philosophy, art, and reflection. While it may be true that Szoreny is elegant in his ways, he is far from
human, and his twisted sensibilities and enigmatic reflections are nothing humans could possibly hope
to understand. Szoreny is radiant and beautiful, shining silver and reflecting tasteful twisted images and
horrendous pretty truths. When he once was a tree and not a forest, he stood beside Malfeas as an
advisor and cunning vizier, but he has since lost that role - his mirror-tree self shattered into a forest of
shards. This shattering affected his mind as well as his body, and Szoreny more than any other Yozi is...
somewhat confused as a result.
While he does not possess the cold, sterile intelligence of She Who Lives in Her Name, and he lacks
the vicious cunning of the Ebon Dragon, Szoreny possesses a kind of twisted love that they do not - the
infinite reflections contained in his mirroring surface mimic his ability to understand and reflect back
what others feel, and his nature as a forest means he constantly grows and learns from what he reflects,
and reflects upon. Unlike the other Yozi, Szoreny is taking time to learn. This is why he is patient. He
knows the value of other beings, of other intelligences, and he wishes to fully internalize these lessons
before he makes his move. Nevertheless, Szoreny has been partaking in aiding the Green Sun Princes,
and he even possesses control over a few of them.

The Szorenian Urge (The Urge to Challenge)


The Silver Forest is constantly growing, reflecting all things and bettering himself through it. No
challenger is unworthy, but will find a suitable opponent in his own twisted reflection, shining in the
chrome branches of Szoreny. Szorenian Princes seek to better themselves through challenge and strife,
finding worthy enemies, competing against difficult odds, and learning from the trials they face. High-
Compassion Szorenian Princes love their enemies, seeking to share their betterment with them. They
engage those they love in pointless dangerous challenges, provoke people into competing with them
and admire those to whom they lose, seeking a rematch again and again. They also generously torment
those against whom they win, to make them stronger and better for next time.
High-Conviction Szorenian Princes challenge themselves as much as their opponents, setting up
impossible goals and pushing themselves to the limit, ruthlessly pursuing perfection and ruthlessly
grinding their opponents into the dust after winning. When they lose, they take to more extreme
measures, sacrificing everything for victory. High-Temperance Szorenian Princes are masters of self-
control, distracting their opponents with silver tongues while keeping their own desires in check. They
tempt and lure those they meet, to teach them valuable lessons about self-restraint. High-Valor
Szorenian Princes, finally, are boastful and careless, flaunting their great skill unabashedly and calling
for ever stronger opponents. They need not necessarily fight them, just prove that they can win, no
matter the dangers involved, no matter the costs.
Possible examples of Szorenian Urges include the following:
• Strengthen the Brides of Ahlat by stalking and killing their weakest members.
• Challenge all musicians to a play-off whenever you meet, and rub your victory in their face as
much as you can. If you lose, reward them generously but try again at first opportunity to do so.
• Start a cult of ascetism in Great Forks, and have it outshine all other religions.
• Compete with the Perfect of Paragon in every way you can think of.

The Torment of Szoreny


When an Inferal with a Szorenian Urge accumulates 10 points of Limit, he suffers the Torment of
Szoreny. For the duration of one day, the character suffers complete amnesia with regard to his identity
and goals. He retains all his skills, Charms, and his identity as Exalted, and he retains factual
knowledge - he just cannot recall any details about himself. Intimacies and Motivation are both
rendered inert, and he can't remember knowing anybody or fighting for anything. If he is reminded, he
is free to believe or disregard the reminder as he sees fit. Furthermore, even if he learns something
about his personality, the knowledge does not stick but fades at the end of the scene, until the Torment
ends.
Like other Torments, Szoreny's Curse is contagious. Everyone who interacts with the Infernal, or every
Intimacy of which his Yozi patron disapproves, are also subject to the Curse if their Dodge MDV is less
than (Infernal's Essence + Primary Virtue). In this way does the Torment of Szoreny make the Infernal
the focal point of a mirror maze of empty identities.

The Imperfection of the Silver Forest


Szoreny grows through conflict and challenge, and so he must accept that on occasion, loss is
necessary; his many mirror images tell him so. Nevertheless, he knows that weakness and loss are
dangerous to display, and he constantly analyzes himself for signs of flaws that can be corrected. Since
Szoreny fell, he was turned upside-down, becoming a mass of tangled trees rather than a single,
powerful unit - and unfortunately, he has been unable to correct the flaw stemming from this. Szoreny
is shattered, a mirror smashed into countless pieces, still growing and changing, but unable to form a
cohesive whole without great effort.
Using his Perfect Defense forces Szoreny to concentrate on a single opponent, to direct all his
concentration one way - which is difficult, considering his normally shattered nature. As a result,
Szoreny may only utilize his Perfect Defense against a single opponent per tick, though he may defend
against as many of that opponent's attacks as he likes. If more opponents attack him on the same tick,
he must pay one point of Willpower per extra enemy he wishes to defend against - spreading his
attention confuses Szoreny and requires great effort so that his mind doesn't come apart.

Mind's Eye Amputation


Cost: 1m, 1lhl; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: Cracked Mind Insight

Sometimes, a garden must be pruned. The Infernal cracks his mind in half as he would with Cracked
Mind Insight, but rather than utilize the two mind-halves, he discards one of them. This allows the
Infernal to selectively forget anything he would not like to remember. The Charm furthermore acts as a
perfect dodge against any social attack, in which case both the attacker and the Infernal hear the
disturbing cracking noise as the Infernal's mind splits into two, and the part of his mind that was
convinced is tossed from his brain. In this case, the Charm is Obvious, but only to the attacker.

Floating Mirror Mind


Cost: 5m, 1WP; Mins: Essence 3; Type: Simple
Keywords: Obvious, Combo-Basic
Duration: One day
Prerequisite Charms: Cracked Mind Insight

This Charm allows the Infernal to tear out a part of his mind, to send it scouting for him. This is an
Obvious effect as shreds of silver and white light are ripped from the Exalt's head, without leaving any
wounds. The half-mind manifests as a dematerialized, silvery image of the Infernal, clearly visible and
easy to identify to those who can perceive dematerialized spirits. While the half-mind leaves the
Infernal's body, the Infernal can control it, though the half-mind is incapable of materializing and
cannot even harm other dematerialized spirits, as it's weak and flimsy like rice paper. The Infernal is
aware of the half-mind's surroundings, and can direct it like a spy. The half-mind cannot parry, only
dodge, and it does so using the Infernals DDV. It cannot use Charms. It has a soak of 0 and if it even
takes a single point of damage, it vanishes - though no harm befalls the Infernal, except that he may not
activate the Charm again for the remainder of the day.
The invisible spy is not perfect, however. It shows up in any reflective surface as readily as if the
Infernal had been standing there himself, which means it must be directed to stay away from mirrors
and clear pools of water. If only slightly reflective surfaces are around (windows, murky water, etc.)
characters are at a -4 external penalty to discover the half-mind.

Mirror Soul Gaze


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One year
Prerequisite Charms: Cracked Mind Insight

The eyes mirror the soul, and Szoreny knows much about both souls and mirrors. Gazing into the eyes
of a dying person - God, Exalt or mortal doesn't matter - the Infernal absorbs the memories of that
person. However, the absorption is imperfect at this level of mastery; rather than just obtain the
person's memories, the Infernal absorbs the entire personality as a second mind. He may then switch
back and forth between the two personalities at the cost of one mote, reflexively, though he has no
control over what the "victim" does, nor does he acquire the "victims'" knowledge - that knowledge is
accessible only to the victim's mind, now contained separately in the Infernals' body. The victim is
aware of having died and having been absorbed by the Infernal.
Note that the victim's soul still passes on as normal - he may even leave a ghost. The memories of his
personality and life are merely contained in the Infernals' second mind, believing itself to be the victim,
somehow mystically transferred to the Infernal's body. The victim is unaware of anything the Infernal
does while his own mind is in charge, experiencing this time as a mysterious unconsciousness. The
Infernal is aware of everything the victim does, and may hike along in the back seat of his own body
until time arises to take the reins once more.
A second purchase of this Charm at Essence 5 allows the Infernal to store stolen personalities
indefinitely, without the need to commit motes.

Cracked Mind Insight


Cost: 1m, 1lhl; Mins: Essence 2; Type: Simple
Keywords: -
Duration: One day
Prerequisite Charms: None

Szoreny is a genius, but his mind is no longer one entity - rather, his thoughts are a long string of
fleeting memories, glimpses and reflections of the world around him. When an Infernal activates this
Charm, his mind cracks into two separate entities with a violent noise that only the Infernal himself can
hear. Though the damage is slight, is manifests as a slight bleeding from nostrils and ears. While his
mind is thus split, the Green Sun Prince's every roll based on Intelligence is rolled twice, with the
Infernal picking the best result - his two minds compete against one another for the best solution.
At Essence 3+, the Infernal may pick this Charm again, in which case the Charm's benefits are
extended to rolls based on Wits and Perception as well; his two minds keep a lookout through his
ordinary sensory organs. At Essence 6+, he may pick it a third time, in which case it applies to
Manipulation and Charisma as well.
There is a downside to this Charm, however. The two mind-halves actually do compete with one
another. If both of them should roll the same result (that is, the same amount of successes come up on
both rolls), the Infernal may apply the result as normal, but the Charm immediately terminates and he is
bothered for the rest of the day by his schizophrenic self arguing with itself, as it couldn't come to a
conclusive decision regarding which solution was best. This manifests as an external penalty to all
social rolls equal to (Infernal's Essence), as he cannot help but mumble or even shout out the loud
arguments going on inside his head. The penalty applies for the rest of the day, during which the Charm
cannot be reactivated.

Szoreny Mythos Exultant


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Szoreny Excellency

Szoreny's shattered mind lends itself well to handling multiple issues at once, though it has a little
trouble focusing on single tasks. As a result, this Charm does not offer any reward for stunts, but rather
enhances the stunt itself - in addition to adding dice, the stunt also negates a number of penalties equal
to its rating, so long as those penalties were inflicted by the Infernal herself (i.e. they are penalties
resulting from her own actions or flurries). The character still recovers motes or willpower on a
successful stunt, but the reward is enhanced no further.

First Szoreny Excellency


Cost: 1m per die; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Szoreny reflects and internalizes. More than the other Yozi, he's ever growing and hungers for
challenges. Szoreny possesses a childlike curiousity and is greedy, hoarding reflections, trinkets,
artwork and other things that he has stolen. He takes nothing for granted. He seeks out the power of
others and makes it his own. Szoreny loves his enemies, to the point of being obsessive about them, and
seeks to become like them. Szoreny adores beautiful things and does not hesitate to take them and make
them prettier. Like Malfeas, he is vain, but he is also emotionally unstable like Adorjan. Szoreny is
elegant and artful in his actions.
An Infernal Exalt may use this Excellency to supplement any roll in which he's copying behaviour,
whether for impersonation or any other reason. He can use it on any valid roll to seek to understand
someone, whether this means interrogating them, learning their secrets by stealth, or simply trying to
become their friend. However, true friendship is alien to Szoreny, who sees only improvement and
challenges in interacting with others. Szoreny's Excellency can enhance any roll to steal someone else's
thunder or to make another person obsolete, and it is furthermore applicable when the Infernal is doing
someone's job better than him. Unlike the Ebon Dragon, Szoreny is not selfish; he does not seek to
humiliate his enemies, rather, he seeks to become them. The Szoreny Excellency can be used on any act
of pointless vanity and self-flattery, and on any action where the Infernal seeks to better himself rather
than pursue important goals.
Furthermore, the Szoreny Excellency can be used on any valid roll to steal something beautiful,
whether it's a prized possession or the heart of a lover. It can be used to teach cruel lessons intended to
make the target better in some fashion, and it can be used to cut away imperfection such as ugly
children or a misshapen piece of art. Finally, the Excellency is always applicable in situations where the
Infernal helps his enemies, because strong enemies means tougher challenges.
Szoreny's Excellency can never be used to deliberately fail, or give the impression of failure - the
Infernal must strive for obvious excellence when he uses it.
Furthermore, the First Szoreny Excellency can never be used to create something unique or original;
originality is alien to the Silver Forest, who merely internalizes and reflects that which he sees. This
limitation doesn't apply only to objects - it extends to relationships and organizations as well. Hence,
the First Szoreny Excellency can only be used to seduce someone if the seduction literally recreates
another situation which the Infernal has observed or read about. It can only be used to create an
organization if that organization follows plans copied from elsewhere, and so on.

Stolen Beauty Mask


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: None

Szoreny surrounds himself with beautiful things, and in himself reflects all things beautiful. Those who
learn his Charms share this false reflected beauty, though at a cost. From the point where the Infernal
purchases this Charm, his Appearance score is automatically set to match the Appearance score of the
most beautiful person present, to a maximum of 5. The Infernal reflects the beauty of those he
surrounds himself with. Unfortunately, this effect cannot be turned off - so if surrounded by ugly
beggars, the Infernal is as ugly as they, unless there is someone else more beautiful around that he can
copy.
It is still possible to recognize the Infernal for who he is; the change in appearance is subtle and nearly
invisible to the naked eye. Even if the Infernal is normally terrifyingly ugly, something about him just
looks just right, whenever he's in the company of someone pretty.
A second purchase of this Charm at Essence 4 removes the maximum cap, allowing the Infernal to
shine along with even the Fair Folk. A third purchase at Essence 5 allows him to add his own (natural,
unmodified) Appearance score to the Appearance provided by this Charm.

Self Strikes Self


Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Stolen Beauty Mask

Szoreny loves a challenge, but sometimes it is prudent to just win. Hence, when the Silver Forest does
not wish to suffer an attack, he hides behind his own illusions, and lets the mirror take the blow.
When activating this Charm in response to an attack, the Infernal calls up the attackers' mirror image
like a shield before her. A perfect copy of the attacker appears a fraction of a second before impact, and
then shatters into a million pieces as the blow makes contact. The Infernal perfectly parries the attack
using the mirror image as her weapon, even if the attack was unblockable. As an additional useful side
effect, the Infernal sees her enemy's mirror image up close when this Charm is activated, meaning that
even if he is shooting at her from a distant airship, she can see exactly what he looks like - but only for
a fraction of a second.
This Charm suffers the Imperfection of the Silver Forest.

Blurred Glass Mind


Cost: 6m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Mirror Soul Gaze

Having absorbed a dead victim's memories, the Infernal erases the border between his own mind and
that of the victim. The two minds fuse, but the fusion is imperfect, and the Infernal does not gather
everything he needed. First and foremost, the Infernal gains no actual information possessed by the
victim - to gather information, he must use Masochistic Mirror Reaping.
While under the effect of this Charm, the Infernal gains the following bonuses: He may choose
(Essence x 2) Abilities in which he uses the absorbed victim's rating, rather than his own. He
instinctively knows the victim's rating in all Abilities. He uses the highest of his own or the victim's
Virtues, for all four Virtues. This effect is not optional. He may choose one Mental Attribute in which
he uses the victims' rating, rather than his own. He gains (Essence) automatic successes on any attempt
to impersonate the victim.
There is a crippling drawback to this Charm, however. If the Infernal encounters any of the victims'
Intimacies while this Charm is active, he immediately gains an Intimacy towards that person or
concept. This Intimacy fades after 24 hours unless the Infernal's player wishes it to remain, but is until
that point completely real to the Infernal - and he is not automatically aware that the Charm caused the
Intimacy's appearance, even then. He just inexplicably developed an emotional attachment to
something.

Through the Looking Glass


Cost: 15m, 2wp; Mins: Essence 3; Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Floating Mirror Mind, Stolen Beauty Mask

Szoreny floats through his own mirrors effortlessly, and he expects no less of those Infernals who
pursue his teachings. This Charm allows Infernals to travel unimpeded by crass material barriers.
Gazing firmly into a reflective surface, the Infernal steps into it, and disappears in an explosion of
silvery light. He reemerges in front of it, but now in a dematerialized state. While dematerialized, he
enjoys the same bonuses as a dematerialized god does, with one exception - like his Floating Mirror
Mind spy, he shows up in reflective surfaces as readily as if he had been corporeal. Furthermore, in
order to turn back into a materialized state, he must use the Charm again; until he does so, he remains
in a dematerialized state.
To utilize this Charm, the Infernal must find a reflective surface large enough for his body to fit into -
unless he can fit his entire body through its frame, it will not work. The Infernal must actually be able
to pass through the mirror to become a reflection. This restriction applies both to becoming
dematerialized and to materializing, meaning that he can only become corporeal again if he finds a
mirror or clear pool big enough to squeeze through.

Stolen Beauty Self


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Permanent
Duration: Permanent
Prerequisite Charms: Stolen Beauty Serenade, Stolen Beauty Orchestra

Having mastered the art of stealing beautiful words, beautiful looks, and a beautiful entourage, the
Infernal takes his insane vanity one step further. Few Infernals dare learn this Charm, for its effects
cannot be reversed once learned.
After having learned this Charm, the Infernal loses his true visage. His Appearance score still counts
for purpose of Charms, but for all intents and purposes he no longer retains any static appearance,
instead always changing to show Szoreny's stolen visages. The Infernal removes the max cap imposed
by Appearance on MDV penalties, as each person who sees him in a beautiful guise beholds something
unearthly fair. He may set his Appearance score to anything between 0 and (maximum allowed by
Stolen Beauty Self, based on the people present) as a reflexive action. Furthermore, he may change his
features at will to anything within the human spectrum, even including illusory Mutations, but he may
never use the same visage more than once - Szoreny is easily bored of playing with the same reflection.
Once he has worn a particular face, it is lost forever. He is free to invent any visage on the spot,
however - Szoreny has lived for Ages, and in his library of reflections are an infinite multitude of false
identities. Szoreny sees through cheating, though, and does not allow anything too similar to a face the
Infernal has already used - in effect, the Infernal is doomed to never present a familiar face to anyone.
The Infernal may not create illusory equipment with this Charm, but he can change his attire, making
his clothes seem like anything he can imagine so long as it is purely decorative (that is, he may not
create illusory armor).
Even when Charms try to detect him, the Infernal adds his Essence score to the difficulty of identifying
his true nature - and those who manage to pierce this behold something terrible; the Infernal's true
visage is just a shapeless emptiness, gleaming silver and white.

Mirror-Breaking Sympathy Strike


Cost: 4m (1 wp); Mins: Essence 4; Type: Simple (Speed 4, DV -2)
Keywords: Combo-OK, Obvious, Blasphemy
Duration: Instant
Prerequisite Charms: Mirror's Edge, Masochistic Mirror Reaping

Images are meaningful. Szoreny knows this, and is careful not to let anything catch his true appearance,
for he knows that someone who possesses your likeness can do you terrible injury.
When the Infernal activates this Charm, he destroys the likeness of a target. This likeness may be a
mirror holding her reflection, a statue or painting, a simple doll or an actual reflection stolen by means
of Mirror's Edge. If the likeness isn't perfect (Storyteller's discretion, but actual mirror images always
qualify, and only particularly well-made works of art qualify), the Infernal must pay a point of
Willpower in addition to the four motes. The Infernal must be able to destroy the object with a feat of
strength, unless it is a reflection stolen with Mirror's Edge, which the Infernal can destroy
automatically.
If the target is within (Essence x 3) yards at the time of the Charm's activation, he suffers an attack that
automatically hits bar perfect defenses, and inflicts (Infernal's Essence/2) levels of unsoakable
aggravated damage. It is customary to supplement the Charm with maniacal laughter, but it isn't
required.
Green Sun Princes find that this Charm is especially nasty when used in a Combo with Green Sun
Nimbus Flare, and both Szoreny and Malfeas encourage this unholy union - Szoreny is closer to
Malfeas than most other Yozi, after all.

Mirror's Edge
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: One scene or until ended
Prerequisite Charms: Self Strikes Self

This Charm permanently upgrades its prerequisite. If the Infernal uses Self Strikes Self against a hand-
to-hand attack, he may choose not to have the mirror image shatter, but instead parry the blow and
remain in existence. Doing so adds four motes to the Charms' activation cost. Once the Infernal has
saved the opponent's reflection, he may wield it like a weapon. The reflection has the following
statistics:
Accuracy: Permanent Essence / Damage: (Willpower) L / Defense: Appearance / Rate: Permanent
Essence / Tags: Piercing, Martial Arts
Against everyone but the reflection's owner, the traits listed above are those of the reflection's owner.
Against the owner, however, the Infernal may use the highest of his own or the opponents' trait for each
of the weapons' values.
The Infernal chooses whether he wields the reflection like a bizarre, razor-sharp weapon, or whether it
acts on its own accord with the Infernal controlling it like a puppeteer pulling invisible strings. In either
case, attacks with the reflection are made with either Melee or Martial Arts. If the reflection is holding
a ranged weapon, the Infernal may also attack with Archery or Thrown as appropriate, with a range
equal to the weapon wielded by the reflection. The weapon occupies both his hands, whichever way he
wields it.
Finally, while the Infernal is holding the reflection, the cost of Self Strikes Self drops to 2 motes, but
only against the owner of the reflection. If the Infernal wishes to utilize Self Strikes Self against
another target, he may use the reflection he is holding to do so, and needs not summon a new one
(though he may if he wish, by reflexively discarding the current reflection before activating Self Strikes
Self). In this case, the cost of the Charm remains unchanged. If the Infernal drops the reflection, it
disappears and the Charms' effects end.

Stolen Beauty Orchestra


Cost: 15m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Social, Obvious
Duration: One scene
Prerequisite Charms: Stolen Beauty Mask

The Silver Forest knows from experience that many often persuade few, and his own fragmented mind
is only held together by this principle. Hence, he has learned to use his own multitude of selves to
persuade others.
When an Infernal activates this Charm, he glows with a silvery light, and numerous reflections appear
around him in dazzling brilliance, that then solidify into actual people. These humans are nothing but
smoke and shadows, though, illusory individuals pulled from Szoreny's exceptional memory. For the
duration of this Charm, the Infernal is treated as a social unit with a Magnitude equal to (lowest of
Infernal's Appearance or Permanent Essence). Furthermore, if the Infernal knows a persons Intimacies,
he may choose to include these Intimacies as part of his social group when he creates it; if the target is
unaware that the Intimacy is just a reflection, he is treated as having an Intimacy to the entire social
group. The group's Policy is "loyalty to the Infernal", and its Loyalty is equal to its Magnitude minus
one. The Charm is only Obvious on the tick when it is activated, and it is impossible to pierce the
illusion without use of Essence sight (in which case it is automatic, as the mirror images have
effectively Essence 0).

Stolen Beauty Serenade


Cost: 4m or 0m; Mins: Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Stolen Beauty Mask

Much like he copies the beauty around himself, reflecting it in a million facets, so does Szoreny reflect
beautiful words and convincing arguments. This Charm is a social counterattack carried out with the
same dice pool as the attackers'. It can be used regardless of whether or not the opponents' social attack
hit. Note that bonus successes are not part of a dice pool; the Infernal rolls the same amount of dice as
the attacker, but must rely on his own Charms if he wishes to add successes as well.
If the Infernal actually repeats the opponents' argument, only changing a few key words to make the
argument rebound upon the speaker, this Charm costs zero motes. Likewise, the Charm costs zero
motes if the Infernal merely repeats the opponents' argument in a mocking singsong voice, though the
effectiveness of such a counterattack is limited.

Enemy-Keening Attitude
Cost: 10m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Training
Duration: Instant
Prerequisite Charms: Triumph of Stolen Glory

To activate this Charm, the Infernal must best a person in some way - how is irrelevant, it can be
anything from winning a Gateway game to placing a particularly snide remark to the person in
question, to defeating them in combat. Using Triumph of Stolen Glory on the person also qualifies. The
Infernal spends 10 motes and one Willpower, and gloats about his victory to the target. The player of
the target then has two choices:
Resist the Charms' effects, which is automatic and costs nothing, or accept the Charms effects. If the
target accepts, he is immediately placed under a Training effect, capable of raising any one trait
involved in the Infernals' victory to match that of the Infernal. The trait can be literally anything, an
Attribute, an Ability, a Virtue, a Specialty, with the one exception being Permanent Essence - so long as
it could help the target win in a rematch against the Infernal. The training effect is instant, and occurs at
any time the Infernal wishes during the next 24 hours, at which point the target immediately becomes
aware of his newfound skill. This Charm cannot be used on the same target more than once per lunar
month.
There is, however, a price tag to excellence. To accept the training effect, the target must also accept a
Compulsion effect to immediately seek out and challenge the Infernal in a rematch, of the same kind as
the challenge that triggered the Charm. Resisting this Compulsion effect costs 1 WP per scene, and
ceases to affect the target once she has spent a total of 5 WP towards resisting it. Worse, if the target
fails to defeat the Infernal, the Compulsion remains - it does not disappear until the target successfully
bests the Infernal.
Some Infernals use this Charm to quickly teach their friends valuable lessons, engaging in pleasant
training sessions. The Charm sees far greater use in luring an opponent into a trap, however.

Romantic Self-Maiming Onslaught


Cost: 4m, 1+ lhl; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion, Obvious
Duration: Instant
Prerequisite Charms: Masochistic Mirror Reaping, Triumph of Stolen Glory

The Silver Forest knows that everything can be reflected, redirected and represented by something else.
There is not so great a difference between one man's pain and another's - both are fundamentally very
similar. Romantic Self-Maiming Onslaught is Szoreny's way of sharing beautiful suffering with others,
which he always does when he loses himself in romantic soliloquy.
When this Charm is activated, the Infernal conjures sharp shards of glass and silver out of nowhere,
and uses them to cut his flesh. Telling the world about his great pain and suffering, he proceeds to
melodramatically maim himself with a suitable explanation - as a punishment for terrible sins, to ease
the pain of love lost, or simply to feel alive.
Any social attack supplemented by Romantic Self-Maiming Onslaught becomes unnatural mental
influence, causing the target to sympathize with the suffering Infernal in some way. Furthermore, every
health level the Infernal suffers as a result of cutting himself allows him to add one automatic success
to the roll made for the social attack. The supplemented social attack also costs one more Willpower
than normal to resist, or two more Willpower if the Infernal spends 4 or more health levels on the
Charms' activation. The Infernal may not spend more health levels on activating this Charm than his
Compassion score, however.
Triumph of Stolen Glory
Cost: 1m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Stolen Beauty Mask

Szoreny thrives in challenges, and he especially loves victory and success. Szoreny is open-minded
though, and doesn't care whether the victory is his - if it isn't, he will make it so. The Infernal may
activate this Charm whenever he succeeds on a stunt that resonates with his targets motivation, so long
as the target is present when he does. The Infernal rolls (Charisma + Relevant Ability used in the stunt),
adding his Essence in extra successes. If the result exceeds the target's Dodge MDV, the target suffers
receives an immediate Intimacy of hateful envy towards the Infernal. If the result exceeds the Dodge
MDV of any witnesses, they receive an immediate Emotion effect to openly admire and flatter the
Infernal, even if they are enemies - they can't help but respect his great skill. Both of these effects are
unnatural mental influence, and cost 2 WP to resist. In this way does Szoreny win himself beloved
enemies to compete against.

Masochistic Mirror Reaping


Cost: 7m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Mirror Soul Gaze

In order to activate this Charm, the Infernal must gaze into some reflective surface, preferably a mirror.
He may then drag any mind he has kidnapped by use of Mirror Soul Gaze into view, replacing his
reflection with the image of that person. Talking to the reflection in the mirror, he may hold a
conversation with the captive. By itself, this Charm does nothing more.
However, if the Infernal inflicts harm on himself while talking to the person in the mirror, the pain and
harm is transferred to the captive, allowing the Infernal to effectively torture his captured victims,
reaping information from them as long as he can withstand the pain himself. For every health level he
inflicts on himself, the captured victim suffers a cumulative -1 penalty to MDV, and as long as he
inflicts at least one health level of damage, the mental influence is Unnatural.

Mirror Soul Gaze


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One year
Prerequisite Charms: Cracked Mind Insight

The eyes mirror the soul, and Szoreny knows much about both souls and mirrors. Gazing into the eyes
of a dying person - God, Exalt or mortal doesn't matter - the Infernal absorbs the memories of that
person. However, the absorption is imperfect at this level of mastery; rather than just obtain the
person's memories, the Infernal absorbs the entire personality as a second mind. He may then switch
back and forth between the two personalities at the cost of one mote, reflexively, though he has no
control over what the "victim" does, nor does he acquire the "victims'" knowledge - that knowledge is
accessible only to the victim's mind, now contained separately in the Infernals' body. The victim is
aware of having died and having been absorbed by the Infernal.
Note that the victim's soul still passes on as normal - he may even leave a ghost. The memories of his
personality and life are merely contained in the Infernals' second mind, believing itself to be the victim,
somehow mystically transferred to the Infernal's body. The victim is unaware of anything the Infernal
does while his own mind is in charge, experiencing this time as a mysterious unconsciousness. The
Infernal is aware of everything the victim does, and may hike along in the back seat of his own body
until time arises to take the reins once more.
A second purchase of this Charm at Essence 5 allows the Infernal to store stolen personalities
indefinitely, without the need to commit motes.

The following is a Charm set for one of Exalted's canon Yozis, namely Szoreny, the Silver Forest. Let me know what
you think.

Szoreny
Originally unassociated with the Reclamation, the time has come now that Szoreny, the Silver Forest, has chosen to
teach his Charms to the Green Sun Princes to further his own plans.

First Szoreny Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: None
This Charm functions identically to the other First (Yozi) Excellencies, except that its benefits only apply to actions
that meet Szoreny's particular set of criteria. A description of Szoreny's purview follows.
Szoreny: The Silver Forest is patient and determined. He moves slowly, but inexorably towards his goal, like a tree
root splitting a stone. He opposes sudden action unless it is necessary, instead preferring to work subtly. He plans far
in advance and plans for every contingency. He turns seeming failures into successes.
Being less than infinite, Szoreny expands his influence, growing greater with each passing day and stubbornly
refusing to give way to any. He is verdant and full of life. Where the other Yozis ignore or mistreat their lesser
progeny, the Silver Forest is relatively benevolent, providing succor to those beneath him. However, he values
conformity and seeks to impose his values on others.
The Silver Forest prefers to work by misdirection. He seeks to confuse his enemies and attacks unexpectedly. He
poisons his foes, either physically or by slowly cutting off their social and mental resources. Where possible, others
do his dirty work for him
Additionally, Szoreny's Excellency may always be used to enhance any Larceny action to create a disguise.
Szoreny's chromed branches easily reflect the images of others.

Szoreny Mythos Exultant


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Szoreny Excellency
As with other versions of (Yozi) Mythos Exultant, this Charm enhances any stunt the Infernal performs that could
benefit from the First Szoreny Excellency.
Silver Forest: Szoreny is a creature of patience, growing through failure until he reaches success. If the stunt fails,
the Infernal still receives half the motes he would have gained from succeeding. The Infernal cannot choose to
receive a point of Willpower instead.

Silver Gardener Spirit


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Szoreny Excellency
The Silver Forest grows forever, expanding to fill the wasted parts of Malfeas with vibrant, silver life. This Charm
allows the Infernal to recover a number of motes equal to his Essence for every hour he spends spying on others,
planning for the future, expanding his influence over others, or tending a garden.
Additionally, the Infernal gains an additional Peripheral Essence pool capable of holding 10 motes. Essence from this
pool cannot be committed to artifacts or spells and can only be refilled by Szoreny Charms that restore motes.

Seeds of Victory Prana


Cost: 5m per task; Mins: Essence 4; Type: Reflexive
Keywords: Combo-Ok, Stackable
Duration: Indefinite
Prerequisite Charms: Szoreny Mythos Exultant, Szoreny Inevitability Technique
The Silver Forest's victories build upon seeming losses. When the Infernal commits Essence to this Charm, he
chooses one task with a definite end, such as "Destroy Sijan," "Free myself from prison," or even "Defeat my rival in
battle." For as long as the Infernal continues to commit Essence, every roll that he makes that furthers that goal that
fails grants the Infernal a bonus success on all further rolls related to that task until he finally succeeds on a roll
related to that task.
The successes from this Charm stack with each other, up to a limit of the Infernal's Essence, so an Infernal who fails
three rolls related to his chosen task would receive three bonus successes on rolls that work towards the completion
of that task. If he then succeeded on his next roll, all the accumulated bonus successes would then be lost.
An Infernal can commit Essence to this Charm multiple times, once for each task he defines, but separate tasks do
not stack with each other and their number of accumulated bonus successes are tracked separately. If a roll would
further two tasks at the same time, only the greater number of accumulated bonus successes would apply to the roll.
However, a failure on such a roll would cause both tasks to accumulate a bonus success.
This Charm lasts until the defined task is completed or the Infernal chooses to end the Essence commitment. If the
Infernal chooses to end the commitment early, all accumulated successes are lost; Reactivating the Charm later for
the same task would start with no accumulated bonus successes.

Thousand Words Picture


Cost: 4m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: First Szoreny Excellency
Szoreny speaks with images as fluently as some speak with words. This Charm enhances a dramatic action by the
Infernal to create any sort of image. It could be a doodle, a painting, or even a sculpture, so long as it is not normal
script of any sort. As he creates the item, he encodes within it a message or a meaning which can be of any length.
As long as the image's creation is successful, this meaning is immediately apparent to anyone who views the image.
While a social attack may be encoded into the image, only one social attack may be encoded per image.
Alternatively, the Infernal can create the image in such a way that only a select few can understand its meaning. The
Infernal is free to define as many or as few individuals or groups that can understand it, such as "My Coven," "The
Scarlet Empress," or "The People of Nexus."

Mirrored Meaning Confusion


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-Ok, Illusion, Sorcerous
Duration: (Essence) days
Prerequisite Charms: Thousand Words Picture
Szoreny's mirrored surface reflects not only images, but concepts and meanings. When the Infernal invokes this
Charm, he rolls (Manipulation + Socialize) against his target's Dodge MDV, adding a number of additional successes
equal to his Essence but taking an external penalty equal to his target's Essence. The Infernal need not speak to his
target, but he must be in his target's presence.
If successful, the target has the consequences of his social attacks reversed for the duration of the Charm's effect.
His friends hear biting sarcasm behind his greetings, his closest lovers hear hatred behind his declarations of love,
and attempts to insult his enemies get taken as compliments. As long as the Charm is in effect, all attempts to create
or reinforce an Intimacy instead work to weaken that Intimacy or create a negative Intimacy, as appropriate. Attempts
to create a compulsion to follow one course of behavior instead inflict a compulsion to do the opposite course of
behavior.
This Charm is not Obvious, so the target is initially unaware of the effect it has on him, though he may become aware
of the effect by observing its results. There is no way to surpress the effect, but it can be worked around. Unlike most
sorcerous Charms, the Infernal can terminate this Charm's effect at will.
A second purchase of this Charm at Essence 5+ increases the duration to (Essence) weeks, while a third purchase at
Essence 7+ allows the Infernal to make the duration indefinite.

Mirror Matches Movement


Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Silver Forest needs no preparation to imitate another's face. Their movements are already his own. This Charm
permanently removes the difficulty increase for attempting to disguise one's self as a specific person and also
removes the difficulty increase for attempting to mimic that person without first spending several weeks observing the
target.

Meeting Mirror Deflection


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Mirror Matches Movement
No matter how fast a man strikes, he cannot outpace his own reflection. With this Charm, an Infernal perfectly
matches his foe's attack, so much so that their attacks meet and cancel each other. This is a perfect parry that suffers
from the Imperfection of the Silver Forest.

The Imperfection of the Silver Forest


The Silver Forest shows the world a twisted reflection of all that stands before it. It is his greatest
strength, yet it derives from his ability to understand his opponents' every move and duplicate them.
Accordingly, Charms noted as suffering from the Imperfection of the Silver Forest must use the same
Ability to defend against an attack as the attack was made with. Further, the Infernal must have at least
one dot in that Ability to qualify. For example, an Infernal armed with only sword could not use
Meeting Mirror Deflection to parry an Archery-based attack, nor could an Infernal who does not have
at least one dot in Archery. If the attack to be defended against is a spell, the Infernal must at least be
initiated into Terrestrial Circle Sorcery or Shadowlands Circle Necromancy. Stunts are allowed to
improvise appropriate methods of defense, so an Infernal armed with only a sword could throw the
sword as an improvised weapon to parry a Thrown-based attack using Meeting Mirror Deflection.

Mirror-Strike Counter
Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 2 & Step 9)
Keywords: Combo-Ok, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Meeting Mirror Deflection
Those that strike a mirror do so at their own peril. Those that strike the greatest of mirrors are fools
beyond measure. When an Infernal uses this Charm to defend himself, he mimics his opponent with
exacting precision until, at the very moment the attack would strike, he becomes his opponent.
This Charm supplies a perfect dodge, subject to the Imperfection of the Silver Forest, in Step 2 of
attack resolution. In Step 9, the attacker rolls his attack as a counterattack against himself. This includes
the effects of any Charms the attacker may have used to enhance the original attack.
After the opponent attacks himself, the Infernal reverts to his normal appearance.

Shifting Quicksilver Visage


Cost: - (1m); Mins: Essence 2; Type: Permanent
Keywords: Illusion
Duration: Indefinite
Prerequisite Charms: Mirror Matches Movement
Szoreny uses no makeup to mirror others. By reflexively committing a single mote, the Infernal can use
illusion to alter his appearance as though making a mundane disguise, except that it only takes a single
instant to do so and requires no makeup or props. Further, the Infernal is not restricted in how high his
effective Appearance can be.
This illusory disguise looks, feels, and even smells exactly how it should, based upon the Infernal's
(Intelligence+Larceny) roll, so it cannot be detected simply by touching the disguised Infernal. The
disguise lasts until the Infernal uncommits the mote.

Charm Concept: Szoreny and Disguises


After the Primordial War, Szoreny was turned upside down by his rough treatment at the hands of the
Exalted. In protest to this, Szoreny now refuses to show a truly perfect reflection of anyone except his
fellow Yozis upon any of his silver branches. Because of this, none of Szoreny's Charms can provide a
perfect disguise. They can eliminate penalties and speed the process, but it will always remain possible,
if only remotely so, that ordinary sense will pierce his disguises and see them for what they truly are.

Impossible Form Duplication


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Shifting Quicksilver Visage
The reflections of the Silver Forest know no limits to the forms that they may take. This Charm
removes all penalties and difficulty increases causes by attempting to impersonate someone of a
different gender, age, or body type. Further, this Charm allows the Infernal to use Shifting Quicksilver
Visage to impersonate anything of approximately the same dimensions as the Infernal, even inanimate
objects. The Infernal can just as easily impersonate a fat man as appear to be a small tree.

Mirror-Hall Misdirection
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok, Obvious, Illusion
Duration: One scene
Prerequisite Charms: Shifting Quicksilver Visage
Images step free of Szoreny's branches to walk beside their original. On activating this Charm, the
Infernal creates a number of illusory doubles of himself equal to his Essence. These doubles look
exactly like the Infernal and nothing short of a perfect detection effect (not merely Essence sight) can
tell them apart.
The Infernal can reflexively direct their actions, having them take any action he is capable of. The
illusions are not real, however, so they cannot truly interact with anything. The doubles initially occupy
the exact same position as the Infernal, but they can move at the same rate as the Infernal himself. This
gives the appearance that the Infernal just separated into multiple copies when invoked.
The Infernal can pass through his own doubles without destroying them, but any other object that
passes through them destroys them. They have the Infernal's Dodge DV, but no Parry DV.
The Infernal can only have one set of doubles at a given time. If he uses this Charm again, his existing
doubles shatter like glass as the new set forms.

Shattered Mirror Defense


Cost: - (+3m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mirror-Hall Misdirection
Making illusions takes less than a thought for the Silver Forest. This Charm improves its prerequisite,
allowing the Infernal to activate Mirror-Hall Misdirection in response to an attack as a Reflexive
Charm by paying an additional three motes.
Instead of the attack hitting the Infernal, one of his illusory doubles takes the attack instead, while he
and his remaining doubles are instantly shifted to any location within (Essence) yards he could reach by
normal movement.
This provides an automatic dodge against most attacks, but cannot be used to defend against
undodgeable attacks or unexpected attacks. If the attack affects an area and using Shatter-Mirror
Defense does not remove the Infernal from the area, he is still affected.

Same Sword Reflection


Cost: 3m per duplicate; Mins: Essence 3; Type: Supplemental
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Mirror-Hall Misdirection
The same image can reflect endlessly upon the Silver Forest's branches. This Charm duplicates the
Infernal's attack with incomplete reflections, turning one blow or one arrow into many swinging swords
or a hailstorm of shafts. Each duplicated attack costs three motes and the Infernal can duplicate his
attack a number of times equal to his Essence score. Treat the original attack and the duplicates as a
single attack for making an attack roll and applying DV, but if the attack hits, each duplicate deals
damage seperately.

Tree Amidst Forest Camoflage


Cost: 5m; Mins: Essence 2; Type: <>
Keywords: Illusion, Touch, Combo-Ok
Duration: Indefinite
Prerequisite Charms: Mirror-Hall Misdirection
Finding the Silver Forest is easy. Finding Szoreny when he does not wish to be found is impossible.
Upon activating this Charm, the Infernal causes the object or creature he touches (which could be
himself) to become impossible to find by any means as long as it is near at least (11 - Essence) objects
or creatures similar in appearance, such as a daiklave in a rack of swords, a single tree in a grove, or a
single person on a crowded street. Note that this is based on appearances, so an Infernal disguising
himself as a tree could not use this Charm to hide himself among humans. The affected creature or
object must be fairly similar to those around it to be hidden by this, so a pine tree in an oak grove or a
blood-drenched Infernal in full armor at a dinner party would be as obvious as they normally would be.
If another Charm contests this effect, add the Infernal's Essence in automatic successes to the opposed
roll to maintain the Charm.

Lost in Reflection
Cost: 8m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Sorcerous, Illusion, Combo-Ok
Duration: (Essence) days
Prerequisite Charms: Tree Amidst Forest Camoflage
Those who displease the Silver Forest find themselves caught within his boundaries, cursed to wander
lost until the Yozi chooses to spare them. When the Infernal invokes this Charm, he chooses a creature
or a group of creatures with Magnitude no more than his (Essence - 2) that is within his sight. He rolls
(Manipulation + Survival) against the highest Dodge MDV in the group, adding his Essence in
automatic successes and applying a penalty equal to the group's Magnitude. If successful, the targeted
group becomes supernaturally lost.
Any time an affected creature wanders more than 30 yards from where it was at the time it was
affected, it loses all ability to tell direction and identify landmarks. It wanders lost for about an hour
before returning to its original location. If anyone attempts to take pity on an afflicted creature and lead
them somewhere, this Charm momentarily includes the would-be good Samaritan, causing both to
wander lost before returning to their original location. This only persists for as long as they attempt to
help an afflicted creature. As soon as they abandon the creature, they regain their ability to navigate. If
another Charm contests this effect, add the Infernal's Essence in automatic successes to the opposed roll
to maintain the Charm.
An affected creature can spend one Willpower to attempt a (Intelligence + Survival) roll against a
difficulty equal to the Infernal's Essence. If successful, this Charm's effect is suspended for one hour.
Wherever the creature reaches in that time becomes the creature's new original location for the
purposes of this Charm. This Charm ends when the target has successfully navigated to a new location
three times.
An Infernal with Essence 4+ can purchase this Charm again. Doing so allows the Infernal to reflexively
renew the Charm just as it would end, if the Infernal so chooses. He need not have the original target or
targets in sight when he does so.

Mirror-Maze Navigation
Cost: 5m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-Ok
Duration: Indefinite
Prerequisite Charms: Tree Amidst Forest Camoflage
Szoreny is never lost within himself. This Charm enhances any attempt by the Infernal to find a person,
place, or object, guaranteeing success. The Infernal learns the distance and direction to the sought after
person, place, or object. If the Infernal is attempting to track the target of this Charm, he automatically
gets (his target's successes +1) successes on the opposed roll for the tracking contest. The Infernal must
know exactly what he seeks or this Charm will lead him only to the nearest person, place, or object
matching the general description he seeks. This Charm cannot read minds, so it cannot do things such
as lead the character to someone who knows the answer to a question or lead him to his nearest
unknown enemy.
If another Charm contests this effect, such as to keep a character hidden or untrackable, add the
Infernal's Essence in automatic successes to the opposed roll to maintain the Charm.

Freed From the Mirror


Cost: 3m; Mins: Essence 3; Type: Simple (Speed 5, DV -1)
Keywords: Obvious, Touch, Combo-Ok
Duration: Indefinite
Prerequisite Charms: Mirror-Hall Misdirection
Szoreny's silvered bark reflects all, not only himself. When the Infernal invokes this Charm, he lays
hand on some creature or object no bigger than himself and gently pulls its reflection away from it. The
reflection comes free in the Infernal's hand as a physical object, identical in function to the original and
almost identical in appearance. If a character is attuned to the original, it is automatically attuned to the
mirror at no additional cost. Creatures mirrored this way create a lifelike but immobile statue of
themselves. A successful (Perception + Awareness) roll against a difficulty equal to the Infernal's
Larceny reveals some flaw in the appearance of the mirrored object that marks it different from the
original.
A creature or object can only have one physical mirror in existence at a time. Attempting to use this
Charm on creature or object already so mirrored automatically fails.
An Infernal with Essence 4+ can purchase this Charm a second time. Doing so removes the touch
keyword from the Charm, allowing the Charm to be used on any creature or object within sight.

Wake the Mirror


Cost: - (+3m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Freed From the Mirror
The Silver Forest's reflections are empty shells, waiting for Szoreny to fill them with purpose. This
Charm permanently enhances its prerequisite. Whenever the Infernal uses Freed From the Mirror to
create a mirror of a creature, he can increase the cost by an additional three motes to give the mirror a
semblance of life. It can still be told apart from the original as normal for Freed From the Mirror and
has no Charms, but otherwise has all the same statistics and mannerisms as the original, including
whatever gear the original was carrying. If the original was attuned to an artifact, the animated mirror is
attuned to its duplicate.
The mirror does not know any of the original's secrets or memories, but if engaged in ordinary
conversation will attempt to respond suitably with information drawn from the Infernal's knowledge.
The animate mirror always follows the Infernal's orders without question and to the best of its ability.
Animate mirrors are considered Extras and follow all appropriate rules. An animated mirror shatters
like glass and crumbles to nothing when it dies or its duration ends.

Thousand Reflections Legion


Cost: 10m, 2wp; Mins: Essence 4; Type: Simple
Keywords: War, Sorcerous, Obvious, Combo-Ok
Duration: One scene
Prerequisite Charms: Wake the Mirror
The Silver Forest's myriad reflections are all the army Szoreny will ever need. When the Infernal
invokes this Charm, he creates dozens of mirror copies of himself, all animated and capable.
These copies form up with the original as a unit of extras with a magnitude equal to the Infernal's
Essence.
The copies are only extras and have no Charms, so they have a base Might of 1, but they are armed
identically to the Infernal himself and attuned to their weapons (if necessary), which may increase their
effective Might. The copies obey the Infernal's orders without question, so they have Drill 5 and need
no relays in order to function as a cohesive unit. The unit has perfect morale and comes into existence
in close formation.
Because so many doubles of the Infernal exist as part of the unit, all attempts to specifically target the
Infernal with an attack suffer an external penalty equal to the unit's current Magnitude.
Image of Greatness Reflection
Cost: - (+5m,+1wp); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wake the Mirror
Szoreny is the only mirror great enough to hold the image of his brother, Isidros. Lesser images are but
a paltry thing beside his visage. This Charm permanently enhances Freed From the Mirror. As with
Wake the Mirror, this Charm allows an Infernal to animate any creature he mirrors using Freed From
the Mirror at an increased cost. However, the cost is greater, an additional five motes and one
willpower instead of three, and the effect is greater. An animated mirror enhanced by Image of
Greatness Reflection is a heroic character, even if the original was not not, and so is capable of stunts
and has a full set of health levels.
As with Wake the Mirror, animate mirrors are attuned to all the gear they possess (if necessary), are
unflinchingly loyal and obedient to the Infernal, and do not know any of the original's secrets, nor do
they have the original's Charms.

One Tree Forest


Cost: 15m; Mins: Essence 5; Type: Simple
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: Image of Greatness Reflection
Though Szoreny is the Silver Forest, he is only a single tree. He is both one and many. Upon activating
this Charm, the Infernal steps out of himself, creating an additional self. Both copies of the Infernal are
the Infernal.
The new copy comes into being with copies of all the Infernal's mundane gear, but not his artifacts or
other magical gear. The copies have separate health tracks, but share Essence Pools and a Charm
activation - if one has activated a Charm and has not yet recovered from using it, the other can only
activate that Charm. As long as one copy is alive, the Infernal lives. When one copy dies, its body
shatters like glass and dissipates to nothingness, the Charm's duration ends, and the other becomes the
Infernal. If one copy is aware of something, both copies are aware.
The additional copy lasts as long as the Infernal leaves the Essence committed to this Charm or until it
is killed. If the Infernal chooses to uncommit the motes from this Charm, he chooses which copy
shatters.

Friend of My Friend (Infernal Charm)


Cost: -; Mins: Szoreny 0, Essence 1;
Type: Permanent
Keywords: Emotion, Social
Duration: Permanent
Prerequisite Charms: None

It is the nature of all sentient beings to seek the company of those who are like themselves and shun
those who are not. To look upon your brother and love him for being like you, and to look upon your
neighbor and hate him for being different. But to look upon Szoreny is to look upon your brother, your
neighbor, and yourself.
Whenever a target with an Essence equal to or lower than (Infernal’s Essence) looks at the Infernal, the
Storyteller compares the Intimacies and Motivation of the target with those of the Infernal.

Should the target and the Infernal share any of their Intimacies and/or their Motivation, the target will
immediately and instinctively know the nature of their shared spiritual bond and recognize the Infernal
as a kindred spirit, gaining a positive Intimacy towards the Infernal. The target will also realize if the
target and the Infernal have opposed Intimacies (i.e. one of them has positive Intimacy for something
which the other has a negative Intimacy) and/or Motivations and recognize the Infernal as an enemy. In
this situation the target will develop a negative Intimacy towards the Infernal.

If this Charm is triggered solely by shared/opposed Intimacies, the target may resist the unnatural
mental influence by paying pay two Willpower per shared/opposed Intimacy. If the target and the
Infernal have shared/opposed Motivations, the effect may not be resisted with Willpower alone. It may
be resisted with Charms or other magic as normal. Once a target has resisted a given Motivation or
Intimacy, he will not have to resist it again in subsequent meetings with the Infernal.

Under the right circumstances it is possible for a target to develop both a positive and a negative
Intimacy towards the Infernal at the same time, in which case the two effects are resisted separately.

Szoreny
• Yozi

The Silver Forest


The Silver Forest is always the first to consider and the last to act. According to First Age records of the
Primordial War, he struck no blows against the Exalted, instead withdrawing
behind veil after veil of illusion and folded space. Even now he has no taste for direct confrontation.
But this is not to say that he is kind. Even his reflexive love for those he reflects is tainted by a loathing
born out of five millennia of exile. His best-known form is that of a vast tree whose countless branches,
buried in the black earth of Malfeas, rise like
the trunks of a silvery woodland. But he has countless other forms, or one form with countless shapes
—who can say? It is Szoreny’s nature to imitate his environs. He has been a silver sun hanging at
zenith, shining with reflected emerald light. He has been a quicksilver sea, his burnished tides
swamping hellships and drowning demons in metallic deeps. He has been ten long-haired men and
women with mirror-bright eyes; a figure formed from snarls of fine silver thread, each thread tipped
with a faceted hematite gem; a magnificent palace of silver and black stone rising at the heart of the
Demon City; a congeries of thousands of perfectly mirrored spheres. It is said that the endless rings of
recursive reflections that
form Szoreny’s noetic heartwood contain perfect replicas of everything and everyone whose images he
has ever encompassed. If this is so, then all that he has ever witnessed persists beyond destruction or
death in the infinite vistas of his hidden mirrorworlds. Indeed, by the lights of certain scholars—both
infernal and Exalted—these facsimiles are superior to the originals, for they are the results of a
Primordial’s ratiocinations, reified and refined by his superior sapience. Whether this consoled the
millions slain by his silver simulacrum of the River of All Torments in the Time of Glory is a matter
now lost to history.

The Demonology of Szoreny


Third Circle
Kagami, the City of Mirrors, Fetich Soul of Szoreny
Bostvade, the Quicksilver Highway, Second Soul of Szoreny
Saltran shin Szoreny

The Charms of Szoreny


Non-storyteller-approved listing here.
Now for Szoreny:

Szoreny - The Sylvan Urge (The Urge to Reflect)

Szoreny, the Silver Forest, is in some ways among the least destructive of the Yozis. He rarely kills his
foes, and those of his lessers that die among his leaves often do so because they sought to take more
from him than was wise. But those who think that Szoreny cares for the well-being of others would be
gravely mistaken; Szoreny reflects greatness, and those reflections that offend him, he either destroys
or corrupts into unrecognizability.

Szoreny possesses within him an infinity of reflections of the world not as it is, but as it could be. More
to the point, these are visions of the world as he would find it pleasing, though every one is different.
Those possessed of Sylvan Urges have visions of the world that would most please them, and work
toward these visions, transforming the world around into a more perfect reflection of what is in their
minds.

Princes with Sylvan Urges may come across as having a human viewpoint, but continued interaction
with them soon makes it clear that the similarities between a human and a Sylvan Prince are an illusion,
as imperfect a reflection as any in Szoreny's silvery trunks. The appearance of an interest in community
conceals a need for unity under one vision, and Sylvan Princes are ultimately all the more unnerving
because of their seeming humanity.

High-Compassion Sylvan Princes are pleased most by that which they find beautiful and sublime,
whether artistically, emotionally or conceptually. They are driven to spread such beauty across the
world, but their aesthetics are alien and sometimes impossible, often encompassing themes of dualism
and irony. The question of whether those around them would appreciate this beauty is rarely even
considered. There is always something about their devotion that renders such beauty unnerving to
others, from the "pure love" of pedophilia to the "subtle irony" of a death rictus to the "singular
artistry" of a person's innocence shattered forever.

High-Conviction Sylvan Princes not only have a powerful belief system, but are driven to share it with
those around them, or correct those who cannot see that the Prince's vision of the world is the best of all
worlds. Some Princes pursue their visions with single-minded zeal, for as long as they have them, but
the reflections in the Silver Forest are forever changing, and these Princes can be prone to
reinterpretations of their own beliefs, either over time or in epic epiphanies. Other Princes defy that
which they most admire, drawing strength of purpose from their enemies' arguments and losing interest
as victory draws near.

High-Temperance Sylvan Princes share Szoreny's patient, thoughtful nature, but also share an endless
fascination with that which tempts them the most. That which tempts a person is a reflection of their
true, hidden nature, and these Princes recognize this. Some of these Princes choose to embrace
temptation and encourage others to do so as well, learning more about them in the process. Other
Princes enforce abstinence on personal and societal scales, repressing temptation until it boils over.

High-Valor Sylvan Princes destroy that which threatens their ideal visions and create wars for the
purpose of having opponents worth fighting. These Princes are book-burners, mob leaders and warlords
who use every conquest as a staging ground for greater conquests yet.

Possible examples of Sylvan Urges might include the following:


-Found a city where demon-blooded can live without fear of persecution.
-Teach slaves to find contentment with their enslavement.
-Hunt down and ritualistically murder murderers in Chiaroscuro.
-Lead a band of rebels to destroy all Realm presence in the Lap.

The Torment of Szoreny:

When an Infernal with a Sylvan Urge accumulates 10 points of Limit, he suffers the Torment of
Szoreny. For one full day, the Infernal and everyone he interacts with that has a DMDV of less than
(Infernal's Essence + Highest Virtue) feel a powerful urge to test themselves against overwhelming
odds. The Infernal and all other affected characters act as if under the full effects of Foolhardy
Contempt. Other affected characters can resist this Unnatural Influence by spending a number of WP
equal to the Essence of the Infernal.

Additionally, any people that represent Intimacies of the Infernal, and of whom Szoreny does not
approve, suffer the full effects of this Torment, including the contagious aspect.

Sylvan Urges and Caste:

Slayer: Sylvan Slayers use violence and intimidation to draw others into their visions as either allies or
opponents, finding as much joy in a powerful opponent as in a crushed one.

Malefactor: Sylvan Malefactors' visions of a perfect world invariably include them in command. For
the good of all, of course.

Defiler: Szoreny and She Who Lives in Her Name have in common a vision of the world as it should
be, but Sylvan Defilers wish for a world that conforms to their own whims, not impersonal perfection.

Scourge: Sylvan Scourges remove that which offends them, finding joy in a landscape free of that
which mars their mad visions.
Fiend: Sylvan Fiends find beauty in a black heart and joy in the fall of a pure one, seducing and
corrupting as much for a purpose as they do for the challenge. Their subtle battle is against all of
morality.

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GENERAL YOZI CHARMS

(Yozi) Paradigm Paragon (HioH)


Cost: — (5wp), Min Essence 7; Type: Permanent
Keywords: Shaping
Duration: Instant
Prerequisite Charms: (Yozi) Inevitability Technique

The Yozi are peerless in their focus, perfect and unmatched. When acting within this nature they are
near omnipotent.

Whenever the Yozi applies their Excellency to an action they can activate this charm to set the
difficulty of that action to 10. This effect can be applied to actions that would otherwise be impossible,
reality twisting before the primacy of the Primordial's focus. A repurchase at Essence 10 removes the
wp cost and automaticly applies this to all uses of First (Yozi) Excellency. This shaping effect applies
to Reality as a whole rather than any individual target; the improved excellency itself does not become
a shaping effect.

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HERETICAL CHARMS

Just as it says, a couple of Homebrew upgrades to Hateful Wretched Noise I was hoping someone could
tell me if they're good or not.

BY SCREAMS UNTOUCHED
Cost: None; Mins: Essence 3; Type:Permanent;
Keywords: Heretical
Duration: Permanent
Prerequisites: Hateful Wretched Noise, By Agony Empowered
The Silent Wind suffers, burdened by the pain noise brings her. Malfeas too lives in pain, but the once
King of the Primordials has learned to endure these indignities, a lesson the Heretic soon learns to
apply to a world so deafening as Creation. This Charm upgrades its prerequisites; so long as the
Warlock is under the effects of By Pain Reforged, he no longer suffers from the reflexive penalties or
Compulsion effects of Hateful Wretched Noise. Alternatively, he may allow himself to suffer the
Compulsion in exchange for gaining a bonus equal to the penalty he would normally suffer so long as
he acts in line with the Unnatural Mental Influence, his madness urging him to greater and greater
atrocities
CHILD'S FOIBLES ENDURANCE
Cost: None; Mins: Essence 4;
Type: Permanent;
Keywords: Heretical
Duration: Permanent
Prerequisites: By Screams Untouched, Fathomless Poison Haven
Kimbery is always willing to endure the weakness of her children, so that she may be even more
outraged when they "betray" her. By incorporating this into themselves, the Heretical students of the
Silent Wind might become less of a threat to those they love. This Charm upgrades Hateful Wretched
Noise; the Infernal no longer suffers a Compulsion to silence any Beloved characters or objects, and
never treats them as producing more noise than would be necessary to provide a -1 penalty to non-
reflexive actions. Yet, at the same time, Kimbery does not suffer fools gladly when she has no need.
Whenever the Infernal suffers a penalty of -2 due to noise produced by others, she treats the scene as
one building a negative Intimacy towards them.

And one that, while not a direct upgrade, is linked to the first one.

BY TRAUMA IMMORTALIZED
Cost: (+5m); Mins: Essence 4; Type:Permanent;
Keywords: None
Duration: Permanent
Prerequisites: By Agony Empowered
Malfeas lives. He lives though Theion is dead, though his kingdom is toppled, though his subjects are
mutilated, though he lives in constant torment. Pain, in the end, is meaningless to one such as him.
With this Charm, the Warlock may find such peace. This Charm upgrades By Pain Reforged; by adding
5m to the price of that Charm, he may commit the cost, turning it Indefinite. This stacks with all other
upgrades.
Whipped these up the other day. The exact numbers on mote costs and such probably need tweaking, and so I come to the forum for help.

Mother Masters Children


Cost: 3m per Magnitude or Size; Mins: Essence 3 Type: Simple
Keywords: Combo-Basic, War
Duration: Indefinite
Prerequisite Charms:Mother Sea Mastery

Oh, how blessed are Kimbery's children – provided they listen to their mother. This Charm allows the warlock to commit motes to extend the benefits of Mother Sea
Mastery to either a Mass Combat Unit they lead composed predominantly of beloved characters, or the beloved members of a social group led by the Infernal. The
commitment cost is 3 motes per Magnitude of the unit, or Size of the organisation. The Infernal may enhance a Magnitude or Size worth of characters up to a maximum
rating equal to their permanent Essence.

If the Infernal commits enough motes to enhance the entirety of a social group, any non-beloved characters within it treat any scene spent working on a Leadership Action
ordered by the warlock as a scene spent building a positive Intimacy of loyalty towards the Infernal. In addition, any reviled characters within the organisation suffer an
internal penalty to all actions enhanced by the first benefit of Mother Sea Mastery equal to the warlock's Compassion.

Soaring Scarlet Riptide


Cost: - (+3m); Mins: Essence 4; Type: Permanent
Keywords: Heretical, Obvious, Touch
Duration: Permanent
Prerequisite Charms: Acrid Slipstream Assist x2, Earth-Skimming Gale Tread x2

Kimbery is master of her own waters, but struggles to travel beyond them. Adorjan, her mad sister, shows her how she might break free of her own limitations at the
intersection between sea and storm.

This Charm permanently upgrades its prerequisites, permitting the warlock to pay a 3 mote surcharge upon activating them to bestow the benefits of Earth-Skimming Gale
Tread upon the target of her Acrid Slipstream Assist, summoning up a riptide of emerald and scarlet waters to bear her mount or vessel aloft, even over reefs or land. The
riptide is roughly equal in length and width to the vessel it carries aloft, and is as deep as is required for it to carry the vessel to the height the warlock desires, and counts as
a Sea solely for the purposes of Acrid Slipstream Assist's keyword, permitting the riptide to travel beyond the ocean that birthed it. Anything within the area of the riptide is
treated as being underwater, and is subjected to an environmental hazard (10B/action, Trauma 4) from the effects of the violent currents upon them.

If the warlock also knows Spiteful Sea Tincture, she may activate it reflexively every time the riptide damages a reviled target to imbue the currents with her poisonous
lacquer, forcing the target to also suffer the venom of Kimbery.
Finally, if the warlock also knows Pellegrina's Fury, the entire area encompassed by the riptide suffers the effects of the stone-eroding aura produced by that Charm.

Waltzing on Bloody Waters


Cost: 1m per dash; Mins: Essence 3; Type: Permanent
Keywords: Combo-OK, Heretical
Duration: Permanent
Prerequisite Charms: Death-Dealing Journey, Foam-Dancing Haste, Retributive Tsunami Force

Kimbery has many wayward children to punish, but so many of them are out of reach. Fortunate, then, that her sister Adorjan's gales might blow her waves up into a mighty
tide that can wash over the shore and the reviled alike.

This Charm permanently upgrades its Kimberian prerequisite. Whilst using Retributive Tsunami Force, the warlock may spend 1 mote in step 10 of attack resolution to
immediately move up to her dash speed towards another target, moving towards fresh victims even as her last one reels from her blow.

Tempestuous Admiralty Shintai


Cost: 25m, 1wp; Mins: Essence 5 Type:Simple
Keywords: Blasphemy, Form-type, Heretical, Obvious, Sea
Duration: One scene
Prerequisite Charms: All-Devouring Depths Shintai, Mother Masters Children, Scarlet Rapture Shintai, Soaring Scarlet Riptide

Where the sea and the sky meet, there is the storm. A force of unbridled fury, the storm is deadly enough without direction. How much deadlier must it be filtered through
the poisonous depths of Kimbery, and sent surging by Adorjan's instructional winds? How might the storm serve those beloved of the Great Mother and the Silent Wind
when given direction by them?

Upon activating this Charm, the warlock's body is transubstantiated into the sea and skies around them, creating an ocean storm with a diameter of (Essence) miles, with a
maelstrom with a diameter of (Essence x 100) yards at its exact centre. The waters in the affected area turn dark green, and the storm clouds seem stained the colour of dried
blood. This produces the following effects:
• All the warlock's worn and carried possessions are banished Elsewhere for the duration.

• As a creature of living wind and water, she is immune to mundane attacks, and reduces magical attacks against her to minimum damage. Attacks that have no

physical component or that have an area of effect bypass this protection.

• She cannot be affected by clinches or Blockade Movement actions unless they use magic that could reasonably constrain a storm, nor can she take such actions

herself. Any Poison, Sickness, or Crippling that could not reasonably affect a being whose body is living wind and water cannot affect her.

• She gains all the benefits of using Fathomless Poison Haven.

• Contact with her waters is an environmental hazard with the same statistics as that produced by Soaring Scarlet Riptide. Within the area of the maelstrom, the
damage is upgraded to 10L. Every time this hazard damages a character, the warlock may reflexively activate Spiteful Sea Tincture in order to further punish her

victim.

• The winds within her storm-body duplicate the effects of Pellegrina's Fury and Wind-Daughter's Wrath, causing 1L damage per tick to any objects and creatures

within the storm.

• The warlock may commit motes to enhance Mass Combat Units through Mother Masters Children even if she does not lead them, provided they are subordinate
to her and comprised predominantly of beloved characters. Characters currently benefiting from Mother Masters Children, and any vessel or mount of theirs, are

immune to the effects of the warlock's winds and waters, as are any of the Infernal's beloved vessels.

• Reviled characters within the storm take a penalty to all actions enhanced by the first benefit of Mother Sea Mastery equal to the warlock's Essence.

• Finally, the warlock can direct her waters, winds and lightning to directly assault targets, granting her attacks with the following profiles. The Infernal's
lightning deals lethal damage rather than bashing, but she cannot enhance such attacks with Spiteful Sea Tincture. Any target within the area of the warlock's

storm-body is considered within range of these attacks, and is a valid target if she is aware of them. The Rate of all these attacks are capped at 5.

Battering Waves: Speed 5; Accuracy (Resistance + Compassion); Damage (Essence + Compassion)B; Defence (Resistance + Compassion); Rate (Essence); Range special
(see above); Tags O3
Pounding Gale: Speed 3; Accuracy (Athletics + Temperance); Damage (Essence)B; Defence (Athletics + Temperance); Rate; Range special (see above); Tags O2, P
Scarlet Lightning: Speed 6; Accuracy (Essence + Conviction); Damage (Essence + # of beloved characters)L; Defence (Essence + Conviction); Rate (Essence); Range

special (see above); Tags O3, P

Sorcerous Avatar Delegation


Cost: 5+wp; Mins: Essence 6; Type: Simple (Dramatic Action)
Keywords: Heretical
Duration: Instant
Prerequisite Charms: Triumphant Howl of the Devil-Tiger, Sorcerous Enlightenment of (Yozi)
Using this Charm requires that the warlock spend a dramatic action of one month (or five days during
Calibration) in isolation with her target, who she must have a positive intimacy toward (and vice-
versa). The intimacy produced by a Third Circle Deva created through The Path of a Thousand
Whispers is treated as an intimacy toward them for this purpose (as are similar intimacies). Upon
completing this hermetic hermitage, she empties her Willpower pool and forges a link to her target that
runs below the strata of existence, an umbilical cord through which sorcerous precepts flow and
mingle, turning them into a sorcerous avatar.
The avatar may now learn spells from a Circle of Sorcery one higher than they normally would be able
to, with no need to learn the Charm that would grant them access to that Circle. However, the only
spells they can learn are those that resonate (thematically or mechanically) with the warlock's own
Sorcerous Initiation, or "general" spells such as Countermagic and Banishment. Using such a spell
requires a successful prayer to the warlock (if he can hear prayers, he is free to reject it, causing the roll
to fail) as part of the first Shape Sorcery action the avatar takes for that spell. Otherwise, the borrowed
spell catastrophically fails, as though the avatar botched a concentration roll in the face of distraction.
Spells cast in this way do not benefit (or suffer) from the effects of the warlock's Sorcerous Initiation,
but are subject to the usual cosmetic warping.
The warlock's intimacy toward their avatar cannot be eroded or removed by natural mental influence,
and the cost to resist any unnatural mental influence that would do so is reduced by (avatar's Essence ÷
2), rounded down. If the intimacy is removed, the warlock treats any scene in which he casts or learns a
spell as a scene spent rebuilding it.
The warlock may only possess one such avatar at a time, and can only sever their connection to an
avatar on Calibration; doing so also removes the positive intimacy they have toward them.

The Bridge of a Crimson Orbit


Cost: —; Mins: Essence 8; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Sorcerous Avatar Delegation, The Path of a Thousand Whispers
This Charm functions exactly like The Song of the Shadow, with the exception that the instance of the
Investiture of Infernal Glory that it grants to a Third Circle Soul can only be applied to the warlock's
Lunar Mate, and markedly alters the process, leaving her with her heart and mind intact. The vitriol that
floods into his mate’s very soul is not the usual burnt green acid, but a mix of mercurial silver and
bloody red. Its touch is just as painful as normal for the Investiture, but it is a deep, sore pain, like
burning muscles after a marathon, rather than the normal gratuitous agony.
Mechanically, the Investiture functions as normal. It is a mark of the trust necessary between a warlock
and his soulmate that the Lunar’s Intimacies, Willpower, and Virtues can be changed. Regardless of
whether the warlock decides to meddle with his partner's mind, her tastes in music, food or aesthetics
may shift slightly, similar to someone who has undergone brain surgery (albeit likely with rather more
alien preferences).
However, the Lunar does not gain access to Sidereal Martial Arts, and learns the warlock's personal
Charms at a cost of 16xp each. Further, the Infernal does not choose the Urge the Lunar is granted – it
is exactly the same as his own Urge, and will shift to match it if it should ever change. As a trade-off
for this reduced power, the Urge does not replace the Lunar’s Motivation, but is applied alongside it, in
the same manner as a Green Sun Prince. She no longer suffers Limit Break upon reaching ten points of
Limit, but instead undergoes the Torment defined by The Face of the Titans (this, incidentally, removes
any hope of the Lunar completely ridding herself of the Great Curse and its Limit Track – it is now
inherent to her nature). The Lunar may not lose Limit through Acts of Villainy, except for the Infernal’s
own Precipitous Fiat, granted by The Dance of the Thrashing Dragon.
This enlightened transformation comes at an increased cost, however – it completely consumes the
Third Circle Soul who applied the Investiture, dissolving them into the crimson of the Lunar’s soul.
The dissolved deva still counts against the maximum number that the Infernal can maintain at any one
time, for his bond to it lives on within his mate; the Lunar may purchase dots in the Unwoven
Coadjutor background, up to her Solar Bond rating, with the consciousness of the sacrificed Third
Circle Soul acting as her coadjutor. She adds the form of that deva, their dispersed Second Circle Souls,
and any First Circle Demons descended from them to her Heart’s Blood Library, though she may only
access them with the appropriate Knacks, as normal.
The intimacy the Infernal once had toward the Motivation of the sacrificed Third Circle Soul now
switches to an intimacy toward the Motivation of his mate. Upon learning The Way of the Resplendent
Crane, the Infernal and the Lunar may use this connection to communicate with each other as
described. The Infernal may possess his mate, as well, but this requires her consent - she may resist the
possession at a cost of zero points of Willpower.
It should also be noted that, if the Infernal’s dissolved deva was not a creature of darkness at the time of
the Investiture, his mate does not become one upon undergoing the Investiture.

A bit more sane in the sense that it doesn't force you to write a full goddamn Charmset.

Echoes of Myths Unspoken


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Any (Yozi) Excellency

The Yozi are myth-made-flesh-and-geography; it is a Warlock's given right to sing these myths from
Yu-Shan to Deep Chaos. However, they are not the only myths that can be sung, and myths change in
the telling...

Upon first taking this charm, define a set of Yozi General charms, an aesthetic, and an Imperfection
based of off a First (Yozi) Excellency of your design; this is referred to as your Myth. You gain the
ability to learn these charms for the normal costs for Favored charms; these are the sole charms in your
Myth, barring any that you adapt.

However, that is not the key benefit of this charm; much like the Yozis themselves, you gain the ability
to adapt charms from other Yozis to match your Myth. You may adapt any Favored or Caste Yozi
charms that you know to match your Myth, paying for them as Favored charms. If you already know
the charms you wish to adapt, you may adapt them for 1xp, replacing them in an Obvious upwelling of
Essence. You may 'adapt' General charms in this way, replacing them with the corresponding charm
from your Myth.

As part of adapting Charms to your Myth, you may tweak the mechanical nature of the Charm as well;
this mechanical alteration should not be much larger than changing an Attribute or Ability, altering
what kind of intimacy is inflicted, or other minor, mostly stylistic differences.

Child-Tale Instruction
Cost: --; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Echoes of Myths Unspoken

Myths are simultaneously potent and fragile; if they can spread, they survive. And once they survive,
they live on for far longer than it was ever thought they would.

Upon taking this charm, any and all Heretical charms that specifically have charms you have adapted to
your Myth as their only prerequisites may be learned as if they were charms in your Myth, costing the
standard 1xp to convert if you already know them. Heretical charms adapted in this way lose the
Heretical keyword.

In addition, you gain the ability to develop completely new charms for your Myth; this follows all the
normal rules for developing a new charm.

Finally, you may teach other Green Sun Princes charms from your Myth; they must pay non-Favored
costs for those charms, and this does not allow them to further innovate charms along that path. Your
Myth, at least at this point, is yours to guide.

I-Am-Here Declaration
Cost: -- (30m, 10 Limit; 5wp, 5AHL); Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Echoes of Myths Unspoken

Legends aren't supposed to be secrets; myths weren't made to be whispered. It is time to shout your
declaration to the world.

Upon taking this charm, define a Caste Mark, Urge, Torment, and Act of Villainy along the lines of
your Myth. Upon creating this panoply, it lies hidden until you are ready to declare it.

As a Dramatic action taking a full day, you may reveal your Myth to the whole world; by committing
30m for this period of time, you immediately enter Torment, your Anima Banner flaring totemic. At
any point during this enforced Torment, you may spend 5wp and take 5 Unsoakable levels of
Aggravated damage to take control of your madness; the nature of your Torment immediately alters to
match the Torment you defined through this charm, your Caste Mark likewise changes, your Anima
Banner's aesthetic alters to match that of your Myth, and your Urge is replaced by one in keeping with
your Myth.

This Charm may serve as the sole prerequisite for Swallowing the Scorpion; upon taking that Charm,
you may immediately activate this charm, waiving the willpower and health level costs of completing
your conversion.

I'll write up the Charms that let you redefine your Caste and such fun stuff later. Including one that
would let you hack prerequisites, and so on and so forth.

A fun note is that a valid Myth is taking, say, the Malfeas General Charms, and start adapting Adorjan
and Ebon Dragon charms to fit. With enough time (and the Caste-definition Charm, and so on and so
forth), you could have a second, perfectly valid interpretation of Malfeas running around.

As for "why would you do this", I ran across an interesting thread on rpg.net where they adapted a few
iconic charms from one Yozi over to another Yozi. You do much the same thing here.

88888888888888888888888888888888888888888888

SOULS?

The Fourth Soul - A Rewrite of the Unwoven Coadjutor


The Fourth Soul
A rewrite of the Unwoven Coadjutor
The Unwoven Coadjutor
A Search For A Failed Champion
The Chain of the Soul
On the Heroism of Demons
"Two's Company", or, "There Ain't Room In This Head for the Two of Us"
Changes to the Unwoven Coadjutor background
CHARMS
New Keyword: Unwoven
(Coadjutor) Flesh Extravagance
Fourth Soul Externalisation
Serf-King Embodiment Shintai
Unweave Into Hollowness
Corrupting the Inner Devil
Inner Devil's Outer Voice
Fourth-Soul Devil Domain
Blossoms of the Tiger Empire
Self-Within-Self Inversion
Omphalic Reverence Receptacle
Charms by Revlid
Two Is Company
Anchor of One-Hundred Hands

The Unwoven Coadjutor


Within each Green Sun Prince, lies a demon. This is not a metaphorical statement of some inner
wickedness, some darkness within their hearts which will lead them inevitably to sin. No, it’s actually a
demon. What remains of the First Circle which bore their Exaltation dwells within them, a voice in
their head providing information, assistance, and (sometimes) what it perceives to be amusing
comments or a backing track.
But details on the precise nature of these half-beings are somewhat sparse. Any chapter which would
shed light on them has been purged from the libraries of Orabilis as a secret known only to the Yozis.
Wild and groundless speculation from Sidereal conspiracy theorists talks of complete brainwashing, of
green-burning Solars passed as playthings between Unquestionable, and other such silliness, even as
they luridly describe imagined details of the transformation.
The truth, as it happens, is both stranger and more complex than any of those ideas. Yes, the demon is a
method of control, a conveyance for power intended to leash the Exalted of hell. But it is also a sign of
the way that the Green Sun Princes are other, a prosthetic fourth soul, which is the first harbinger of the
terrifying possibilities within them. It is a nascent internal soul hierarchy, and from within, it is the
onlooker that shall chronicle the ascent of some of the replacements for their makers. To a mature
Infernal, they may be councillor, ally, hated chain or lover in dreams.
And to a Supernal Exalt, they may be the firstborn of their pantheon, or their hidden fetich within their
own flesh.
A Search For A Failed Champion
Before an Exaltation can be sent into the world, a suitable vessel must be found. After some
experimentation, it has been found that simply grabbing the nearest demon off the street does not work,
even if the nearest street is a demon in its own right. Most demons who have a supermote implanted
into them detonate or fry, the raw Primordial power melting it from within much like how a demon
possessed by the Yozis for too long dies. Only demons with a heroic edge, the scale of ambition and
drive and sense of self that if they were human would make them candidates for Exaltation can contain
it, and even then, they are living on borrowed time. A prospective coadjutor, called an alembic for it has
become a transmutative vessel of power, will fuse with an Infernal, or it will die; there is no other way.
As a result, the various Yozis use a number of methods for finding suitable First Circles. "Grabbing the
nearest one of the street" and finding one which survives is always a valid option, but there are more
subtle ways. The lists of citizens alone is a much more useful way of finding a candidate, and might
result in only a few hundred failures before one is found, sometimes even fewer.
Demons used for the coadjutor must belong to either the patron of the caste, or to the Yozi whose Urge
will be implanted. As a result, when the Sea Who Marched Against the Flame wishes to make a Defiler
with one of her Urges, she must either use a Pyrian demon, or one of her own choices. It has been
noticed that the failure rate with the caste-aligned demons is notably lower, the resonant essence
slowing unfortunate detonations, so it tends that if the new Infernal is needed quickly, a caste-aligned
one will be needed, while if the Yozi is willing to wait they will likely try using their own demons - at
least until they grow impatient.
The alembic is completely immune to sorcerous and thaumaturgical binding and warding, drawn by the
shinmaic machinery of the Exaltation to wherever it needs be. It is not even that it resists binding and
warding; no, it is an invalid target for such things. The transcendental power of the Exaltation can pass
through the thickest wards against the natives of Malfeas as if they were no more than air, and any fool
who thinks to try to bind the alembic will find that their spell fails as if they had botched the roll to
keep concentration when distracted during casting. Only the chains of the Yozis can leash it, and only
something of a level that could contain an Exaltation can prevent its passage - in Creation as it stands,
the sole barrier that can withstand it is the Seal of Eight Divinities. If that falls, Green Sun Princes will
Exalt among the population of Autocthonia too, causing mixed concern and opportunity for the Yozis.
Once released, the Exaltation takes the lead. That is but one of the challenges for the alembic, for
through strength of will they must stop the burning shard from tearing its way out of them as it pulls
this way and that, travelling for five days across Cecelyne. This is the hardest part, where the most
failures occur, for boredom or a slip in focus here is so very easy. Once in Creation, there is the
distraction of life and the light of the yellow sun – which seems to lull the supermote – but under the
black sky of the Endless Desert there is no such relief. Once those five days have passed, the alembic is
pulled from site to site in the blink of an eye, towards each momentous event of possible heroism.
Immaterial, unseen, the demon watches, waiting, and sometimes the hero succeeds. Often, they die.
That is not what it is looking for, though something in the supermote gives a lurch when it sees a
success. No, what it looks for are the failures. Specifically, they are the failures in Virtues, the ones
who, as humans do, crumpled rather than rise to the challenge. The ex-slave caught and thrown in jail,
beaten and with knowledge that they have worse things in plan for her running through her head,
cursing her lack of bravery that had her freeze up in her grand planned robbery. The failed summoner,
who gave up when the ritual didn’t work, and stews in the bitterness of ignominy. The baker’s son,
staring in horror at the ruins of his village and his mother who he did not defend from the monster
released by a meddling scavenger lord. All these are the ones that an alembic may look for.
Moreover, the lens of the Yozis and the dictates of the Urge bleed into the supermote and what it
searches for. While a Dawn Exaltation might look for a mighty warrior, a Slayer one may be more
likely to search for someone who fights and endures everything that life throws at her much as the
Demon City does, even though some of that might be considered more akin to what a Zenith Exaltation
might look for. If the Urge bound is a Cecelynian one, there will be an extra bias directing it towards
people who want or look for power, or who think in terms of law. While the other altered Solars, the
Abyssals and their Black Exaltation have a direct transference of function, there are added complexities
in the searching of the green sun princes which were not necessarily even intentional. Some things
must be, and one cannot make something resonant with a cosmic principle without certain things
coming to pass.
And so the alembic will find a suitable failure and begin tempting them, or it will die, consumed by the
fires within, and will head back for five days across Cecleyne, back to Lilun. There is no other way.

The Chain of the Soul


The Yozis intended for the coadjutor to be yet another manacle that chained their princes and princesses
of the green sun to them. Oh, the coadjutor may provide them with some help, insofar as such a lesser
being can do such a thing. Oh, it may watch out for them, teach them how to speak Old Realm, make
them suitably scared of the Chosen of the Stars, and other such petty things. But it is fundamentally a
method of control.
One of the important roles that the coadjutor does is to moderate the Urge. Left on its own, the neo-
Primordial psyche of a Green Sun Prince would create one, yes, but there would be no control over it.
The coadjutor, as part of the mind of the Infernal, serves to influence it within the parameters of the
overall Urge, as well as avoiding the problems of the akuma by introducing necessary flexibility. When
an Infernal completes their Urge, for five days, they are left Urge-less; unlike an akuma, the fact that
they possess a Motivation keeps them going. On the fifth day, a new Urge arises, based on their
subconscious desires and the presence of the coadjutor, which warps the Urge into Yozi-favourable
terms.
The evolution of an Urge is a complicated thing, more an art than a science. The desires of the Infernal
are taken into account – how could they not be, for it is within such a mind that it will embed?
However, without self-modification – which is, of course, impossible for such a gilded reflection of
Yozi glory – the strictures of the Yozis will have prominence. Fed through the moderating influence of
the coadjutor, any desires expressed by the Urge Yozi will be reflected in the new Urge. The directness
of Resonance is not for the crippled titans to know; no, they must give orders to the Green Sun Princes,
and hope that the demon-guide is enough of a pathway. Should an Infernal defect and not receive new
orders from her Urge Yozi or its Unquestionable, it is likely that the out-of-date information will result
in her own desires being expressed more and more in new Urges assigned. In this, both the Ebon
Dragon and Adorjan tend to be ineffectual, although Adorjan would not view the randomness of her
fleeting whims as a sign of ineffectuality, while the tendency for Ophidian Urges to be petty is rather
more of a problem for the Ebon Dragon whose lack of Conviction means his orders tend to be
invalidated quickly. The direct orders of other Yozi are rather more concrete.
Unknown as yet to the Yozis is the fact that the Green Sun Princes can, at cost, reject the strictures of
Urge. Should, when the new Urge is assigned, the Infernal Exalt choose instead to spend 3wp, and
undergo Torment, the new Urge is rejected outright. After another five days, a new Urge is generated,
which must be qualitatively different to the previous one – the Infernal chose to fracture her own
psyche rather than accept it, and so “nagging” will not work; her mind will not accept it.
In addition, the coadjutor can invalidate an Urge which becomes impossible, whereupon the same five
day reassignment begins. The Green Sun Prince must subconsciously believe it to be impossible to the
best of their knowledge, as must the coadjutor; if they are in disagreement, the reassignment cannot
occur. This is the only method by which an Urge can be certainly revoked; in a very real sense, though
they would prefer otherwise the Yozis are manipulating their juniors, rather than commanding slaves.
In addition, once per Calibration, the coadjutor may attempt to change the Urge, which resolves
instantly rather than having a waiting period. The Green Sun Prince may take a point of Limit to resist
this change, asserting the primacy of self – as a result, the coadjutor is well advised to get their Infernal
on-side with changes.

On the Heroism of Demons


Every single Unwoven Coadjutor is a hero. This may come as some surprise to the average creation-
born, for whom demons are monsters in the dark, terrifying things to worship or for the Immaculate
Order to slay. But the Yozis found that the first circles they tried to embed the Exaltations in needed the
edge of inner strength, of willpower, of the willingness to exceed their intended purpose. This stood as
almost an insult to the Endless Desert, for such demons challenge her law by their attempts, wittingly
or not, to rise above their station. No other way could be seen to convey the Exaltations to their hosts,
though, and in the end it was Malfeas who overrode her. Why should their champions be weakened by
inferior raw materials, he stated as the Demon City shook, and through lack of an alternative she
agreed, though she continues to search for another way. Some may have expected the Whispering
Flame to have her objections too, but she was in full agreement with her king. To the Primordial,
another soul as close to one as one’s heart is the natural state of being, and she counselled that it would
be best that a First Circle be provided which could be controlled, rather than the Yozi magic that runs
through the Green Sun Princes condense into its own fetich. And since the coadjutor would be working
as a prosthetic fetich, by her definitive logic inadequacy in it would render the Green Sun Princes
similarly limited.
As a result, every last unwoven coadjutor is an exceptional example of its species. The angylaka who
calls herself Dulmea was her master’s assassin, with Yozi-envenomed needles worn in her prehensile
hair and razorwires attached to her fingers, a killer who few noticed because they did not look for the
musician in the background. Marisalon, a neomah coadjutor of a young noblewoman Slayer, built
herself a trading empire in the outer layer of Malfeas, her cults in Creation merely a way of obtaining
trade goods and human slaves to sell to others in the Demon City. The luminata coadjutor of the Defiler
who calls himself Deveh terrorised areas of the Scavenger Lands for almost half a century before being
banished, and had escaped from Malfeas within three weeks of its banishment, obtaining a cult of
terrified peasants which would rival some gods. A blood ape may have been a gang leader who lounged
on his throne in superheavy plate forged from the proceeds of his dominion; a tomescu may have been
one of Octavian’s lieutenants, administering a region of the lands of the Quarter Prince and dodging
ambitious underlings and the demands of his master.
Indeed, it could be said that every single coadjutor could have earned a Solar Exaltation had they not be
been born of the wrong species. And that is both true and necessary, for though the thin layer of
protection woven into the Exaltation by the Yozis may prevent the once-Solar supermote from burning
the First Circle demon to ash, it is a constant struggle and risk and takes exceptional drive, will, and
self possession. A potential coadjutor who bears an Exaltation too long will inevitably die, burned to
ashes within by the cosmic power. Even those who find a host in time are often left damaged, which
explains some of the less coherent or silent coadjutors – of course, some just aren’t very talkative or
sane in the first place.
Mechanically speaking, all suitable demons to be Unwoven Coadjutors must have personalised their
motivations beyond the default for their species, and have all the stat benefits of a demon taken as
Familiar (Demonic) 5. The Infernal’s player and the Storyteller may wish to flesh them out further;
subject to Storyteller approval; to this end, up to five extra dots of abilities and three specialities may
be given to customise them further.

"Two's Company", or, "There Ain't Room In This Head for the Two of Us"
Past the Exaltation, for many - some might say most - of the Infernal Exalted, the Unwoven Coadjutor
is a constant presence in their lives. There are those who are too damaged or not sapient enough to
contribute, but for the others, they are always there for their nascent prince. Some may be laconic,
interjecting only once in a while, while others may be positively chatty, but they are always there. The
coadjutor is aware of the internal monologue and all the sensory inputs of their Exalt. They are not able
to access their memories, but humans think of things and recall the past, and so an experienced
coadjutor who is not asleep on the job will probably have a fairly good idea of most of the pre-
Exaltation past of their host. They are just as susceptible to forgetfulness as their species normally is, so
they are not an infallible recording device of events, but, certainly, another to watch events means that
many Green Sun Princes - or at least the ones who trust the demon in their head - use their coadjutor in
such a manner, and for many other purposes as well. The Malefactor responsible for operations in the
South-West has her agata-coadjutor apply the alien logic of the bejewelled wasps to her plans, to look
for weak spots and problems. Kit Firewander, a Nexan Scourge treats the harpist in her head as the
closest thing to a mother she can recall - and if the mother is a trained assassin who killed for her
master in the Demon City, well, like mother, like daughter. To those who interact with the demon, it can
be an ally and aide which only foreshadows how the Primordials have their soul hierarchies.
However, cooperation is not always as smooth. Some Infernals simply do not appreciate having a
demon in their heads, and try to lock it out, ignore it. Some demons are uncooperative, champions and
warriors reduced to a useless voice in the head of a spoilt failure - for it is an irony that the coadjutor, as
a heroic demon possessing impressive will and drive may well be a more successful hero than a newly
Exalted Infernal. Some Infernals will have to earn their coadjutor's respect, rather than just grudging
obedience. Of course, others will simply have to psychically and socially beat down the blood ape in
their mind until it stops trying to persuade them to drink the blood of their foes, but instead move to
less human-scaring indulgences. It is possible to lock one's coadjutor down, hammer its psyche until it
is only a thin reedy whisper, but that precludes the benefits of the Unwoven Coadjutor background,
which presume some degree of cooperation. Bickering with the coadjutor actually fuses it with the
Infernal's psyche in a way that a pure master-servant relationship does not, because for the higher levels
there must be a sign that the Infernal cares what the demon thinks. The Infernal does not need to like
the demon to receive the benefits of it - indeed, it is quite possible to reach even the highest levels in
the Background through a mix of annoyance and needing its help, but they cannot simply ignore it.
Most Infernals will end up with some level of accommodation; it is in the coadjutor's interests to help,
and in the Infernal's interests to receive help - compromises are usually reached.
The body of the coadjutor has gone. It has no way to interact with the outside world, barring Heretical
Charms which are as yet unknown to both the Exalted and the Yozis. But it still has one recourse to
possess a body - of sorts - and that is within the dreams of the Infernal (and, in the future when such a
Charm is invented, it will exist within the Inner World created by Spirit of the Living World). While the
Infernal sleeps, their coadjutor may freely manifest within the dreamscape. This is a choice up to the
demon itself; a Green Sun Prince who is suffering nightmares is probably not the most pleasant
environment to exist in, especially if memories are bleeding through from the Past Lives and so there is
a gold-armoured titan in there willing to beat up a helpless Demon of the First Circle. Others, though,
are frequent visitors, and there are at least three known cases of relationships between the coadjutor and
its host - and one of a successful conception. The coadjutor was the mother. Details beyond that are
somewhat sparse, even if the libraries of Orabilis cry out for details.
Notably, the coadjutor has no access to the thoughts or memories involved in the Infernal's interactions
with the collection of smeared memories, instincts, and urges woven into the Exaltation and
represented by the Past Lives background, save in how the Infernal manifests them in dreams. When
the Green Sun Prince references those memories, the coadjutor sees nothing of them until the Infernal
internalises them personally; from its point of view the knowledge is coming from nowhere. When the
psyche of an Infernal who has seen sixteen summers is overwhelmed by the remnants of a luminary of
the First Age such as Merela or Salina, the coadjutor sees no thought at all from the youngster, merely a
hollow void in place of a mind, which it cannot even communicate with. An intelligent demon may
well be able to draw conclusions from the Old Realm dialects that such a figure uses when
communicating with the outside world, but they cannot speak with them, cannot do anything save rage
impotently when locked in by the loss of control.
There is another thing that will scare the coadjutor, and that is the fact that the souls and mind that they
are now a part of will grow less and less human with the power they imbue. With every bit of
Primordial metabiology that they staple onto themselves - called by some 'learning new Charms' - the
princes and princesses of the green sun march away from the affairs of beings such as men and first
circle demons, and into the lofty, terrible towers of neo-Primordialhood. Those who partake of the gifts
of Adorjan are the most immediately alarming for the coadjutor, for in the Demon City there is no
silence without death, and an Infernal who has swallowed her own voice forever, and calls upon the
killing of the Silent Wind is not too different from Adorjan herself. If it is terrifying for a little demon
to encounter such an Infernal, how much more terrifying is it to share a mind with one? The personality
altering Charms taken by the Infernal do not affect their coadjutor, and so they are in a perfect place to
observe the march away from mankind. To find that your host will no longer take orders because she
learned Impervious Primacy Mantle, that he now sees through your ploys thanks to Witness to
Darkness, to be hammered by the burning words of Crowned By Fury and have them crush your will
under the force of Cecelyne's Charms, will be a sign that the relationship has completely changed, and
a loss of the power and status that the coadjutor implicitly can enjoy at first.
Or perhaps they will not care so much. For to exist as part of the souls of an Exalt is power undiluted,
and left to the coadjutor is the capacity to think and interact with their new greater self. And as the
Primordial War showed - and as the very fact that such a demon could have become heroic in the first
place shows - once a being can interact and think for itself, it can change. Coupled to the power of an
Exaltation and shackled to a prince of the green sun who knows failure, it is all too possible that the
demons of the first circle will be compromised by their hosts. The Yozis may well have miscalculated
how strong their bonds will be. The silvery tongues of the Malefactors will erode their loyalties, the
majesty of the Slayers will subordinate them, the ophidian cynicism of the Fiends will corrupt them, the
clarity of the Defilers will... clarify them, and as for the Scourges? Well, would not you prefer to be on
the side of a newborn Adorjan, rather than her foe? It would be best not to rely on the fact that you are
inside her head, yes? A coadjutor who plays its cards right could become so, so much more than a
Demon of the First Circle, and if the Yozis rage... well, they are trapped in Malfeas, and the green sun
princes are not... and so neither is the demon within them.

Changes to the Unwoven Coadjutor background


With thanks to Revlid;
Unwoven Coadjutor X: Your coadjutor was damaged by holding the Demon Spark for too long, and
remains silent, gurgling into your dreams only once in a while. Alternatively, your relationship with
your inner demon is so bad that you simply cannot stand them, and ignore or silence them entirely. The
only active services the coadjutor provides are as detailed in the Urge mechanics, though you
automatically gain access to their species for the purposes of demon-creating Charms such as From
Desolation, Life or Inner Devils Unchained, and may choose to bear mutations appropriate to them,
purchased with bp in character creation as normal.
Unwoven Coadjutor 1: Your coadjutor exists within you, cogent and willing to talk to you of Hell and
what it sees. This functions as per the Mentor 1 background; what the demon lacks in ability to affect
the outside world, it adds in willingness to communicate – its half-life is dependent on yours, after all,
and so it is in its interests that you survive – and always being available. You and your Storyteller
should stat up the demon suitably, as per Demonic Familiar 5; and assign an extra 5 Ability points and
3 specialities over that. The coadjutor always counts as a valid trainer for Attributes, Abilities and
Virtues it has, up to its own limits. If your demon possessed worshipers, contacts, an army, magical
treasures or other external benefits, it may choose to direct its Infernal to these, but they must be
purchased as separate backgrounds.
Unwoven Coadjutor 2: Your coadjutor provides a number of "free" speciality dots equal to your
Essence, which must be appropriate to the coadjutor's species or personal capabilities. These dots do
not count toward the maximum number of specialities a character can have in a single ability –
nevertheless, you still cannot benefit from more than three dice from specialities on any given roll. If
you learn actual specialities that would invalidate one of these "free" specialities, you may replace the
useless specialities with new ones the next time you sleep.
Unwoven Coadjutor 3: You are intermingled enough with your coadjutor that its presence in your soul
lulls the creatures of the Demon City, their suspicions dulled by your kindred nature. Your social
attacks against natives of Malfeas always count as playing off an Intimacy of theirs, lowering their
MDV as normal. However, your coadjutor also provides you with a single intimacy, which counts
toward your normal (Willpower + Compassion) limit. This intimacy is always appropriate to the demon
realm and the coadjutor; a marotte coadjutor might provide a positive intimacy toward demonic craft,
greasy hair, bezoars, Malfean architecture, human babies, Gumela, Jacint or Adorjan, or a negative
intimacy toward idleness. This intimacy can be eroded as normal, but you effectively spend a scene
renewing it whenever you regain Willpower from sleeping or increase a trait with the help of your
coadjutor. Should the coadjutor's nature undergo a significant shift, so can this intimacy, though it must
remain appropriate.
Unwoven Coadjutor 4: Your coadjutor is aware enough that it can apply its own alien attentions to your
surroundings, providing you with a sixth sense. You benefit from two bonus dice to all Perception or
Awareness rolls, including Join Battle, which do not count as dice added by Charms. This does not add
four dice when making a (Perception + Awareness) roll.
Unwoven Coadjutor 5: So woven are you and your coadjutor’s minds that playing to the mad impulses
of the demon can soothe the madness of the Exalted mind. You acquire a unique Act of
Villainy/Precipitous Fiat identical to the default Motivation of your coadjutor's species; spending a
scene working toward that Motivation allows you lose a single point of Limit. If this Motivation would
be impossible for a human, it is adapted to a more usable version that is similar in spirit; a decanthrope
coadjutor, for example, would allow you to lose a single point of Limit at the end of any scene in which
you acquired a useful underling, while a firmin coadjutor would reduce Limit at the end of any scene in
which you built or improved your current dwelling.
CHARMS
New Keyword: Unwoven
Charms with this keyword require the character to have a number of points in the Unwoven Coadjutor
background equal to the number listed in brackets beside it. All such Charms are Heretical in nature,
and follow the same rules for costs and training times as normal Heretical Charms. The presence of the
Unwoven Keyword allows Heretical Charms to be made with prerequisites from only one Yozi; the
requirement of connection to a demon in essence working as a second Yozi prerequisite. Should the
character’s rating in the Unwoven Coadjutor background fall below the minimum value, she loses
access to it until her rating returns to that minimum value again.

(Coadjutor) Flesh Extravagance


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Unwoven 1
Duration: Permanent
Prerequisites: None
The fourth soul of the Infernal Exalted always leaves a mark on its bearer. Some Infernals choose to
take this fusion further, expressing the nature of the demon within them in their flesh.
Mechanically, this Charm is a framework for something which manifests uniquely for each Infernal and
their coadjutor. The Infernal must take (Unwoven Coadjutor) points of mutations thematically
appropriate to their coadjutor and may optionally take up to 8 more. All children sired or mothered by
the Infernal are born as demon-blooded of of the coadjutor, unless this would be overridden by another
effect (such as certain other Infernal Charms, or by them being a half-caste). A child of an Infernal
with this Charm inherits it, using their parent’s coadjutor rating at the time of conception.
In addition, the Infernal acquires one of the signature powers of their coadjutor. These should be
balanced appropriately, and should be chosen for their thematic resonance rather than their direct
utility. The following entries are suggestions for these demon breeds, and may manifest differently for
different Infernals. This is not an exhaustive list.
Angylaka: The Infernal gains the capacity to play the strings of time with her fingers. She gains a +3
Performance speciality in “Harps”, and always counts as having the necessary equipment for her harp
performances.
Decanthrope: As a simple, unflurryable action, the Infernal may touch a deceased body, spend 5m,
1wp, and Sorcerously animate it. Up to ten bodies may be animated in this style at once. They have
the statistics of a zombie from the Exalted core, though they are not Creatures of Death, and obey her
as a sorcerously bound demon would.
Firmin: By spending 1m, the Exalt may solidify a firmin-needle from her hair (forcing it from her scalp
if she lacks hair). These may be used as a mundane stabbing sword, and in addition may be used in all
the other way that such needles can be used.
Hopping Puppeteer: Earth now flows in his grasp and he knows precisely what to do. The Infernal
gains a +3 Craft: Earth speciality in “Landscaping” and in addition is always treated as if he had the
necessary mundane equipment for a project.
Neomah: Just as her now-adopted sisters in the neomah, the Infernal may produce one of their towers.
Within the tower, she may forge life, following the same rules as the neomah - though she may not
increase the rate of Dragonblooded Exaltation, and all creatures she creates are Creatures of Darkness.

Fourth Soul Externalisation


Cost: - ; Mins: Essence 2; Type: Permanent
Keywords: Unwoven (1), Desecration
Duration: Permanent
Prerequisite Charms: By Rage Recast, Loom Snarling Deception
Within each Green Sun Prince lies a demon of the First Circle. Why would something empowered by
their own Charms draw upon a pathetic servitor race, the Yozis may ask? In that, they show their lack
of comprehension of mankind. This Charm enhances its prerequisites. Firstly, the Infernal may always
choose to disguise herself as the demon who became their coadjutor using Loom Snarling Deception,
and enjoys the benefits of Eldritch Secrets Mastery when indulging in that disguise, even if she does
not know that Charm already. When so disguised, she gains any innate powers the species may have
(such as an agata’s ability to fly), but may not use its Charms. Secondly, the Infernal may choose to,
either instead of, or as well as gaining mutations when her anima flares at the 11-15 mote level,
reflexively and at no cost activate Loom Snarling Deception to disguise herself as her coadjutor. This
deactivates if the anima banner falls below that level.
In addition, as a Desecration Effect, upon meditating or communing with their coadjutor for 8 hours,
the Infernal may gain a mutation which is thematically appropriate for their coadjutor. The mutation
appears as it would have for the demon; for example, armoured skin from a teodozija will make the
skin jade and leonine. A similar meditation allows the Infernal to remove a mutation gained this way.
With at Essence 3, this Charm gains an additional power. When assuming that form through a normal
use of Loom Snarling Deception, the Infernal may choose to take a point of Limit and seal off her
normal Yozi Charms, losing access to all non-General Charms. In return for this, she instead gains
access to all the Spirit Charms that the coadjutor knew, although may only use them if her Essence
score is sufficient. The Infernal retains full access to her Martial Arts Charms and her sorcery, though
one who flaunts this in the Demon City may have unproductive misunderstandings. Shedding the
disguise restores access to her Yozi Charms, and instantly ends any Spirit Charms activated.

Serf-King Embodiment Shintai


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Unwoven (3)
Duration: Permanent
Prerequisite Charms: Devil Tyrant Avatar Shintai, Fourth Soul Externalisation
The serfs of the First Circle who swell and throng through the streets of Malfeas are no threat at all, the
Unquestionable know. Even those rare ones who exceed their limits are as dust before the very souls of
the Yozis. But the same was thought of mankind before the Primordial War, and the power of
Exaltation can do many things. This Charm permanently enhances By Rage Recast and Devil Tiger
Avatar Shintai. Upon learning this Charm, the Infernal selects a new package of mutations for By Rage
Recast, themed around her coadjutor as both a species and a concept. One with a teodozija coadjutor
may select feline mutations, as well as one linked to freedom or opposition to holiness, to become some
horrific jade-skinned sphinx with a human face and burning eyes. This pool is maintained separately,
and the Infernal may not mix and match selections between the two sets when using either Charm.
In addition, any example of the same species who sees the Infernal when either of the modified By
Rage Recast or Devil Tyrant Avatar Shintai Charms are active must spend 4wp, or gain an Intimacy of
“Idolised Awe” towards the Infernal as an Emotion effect. Spending the willpower renders them
immune to the effect for five days. Demons with an intimacy given by this Charm consider any order to
attack, harm, or work against the Infernal to be an Unacceptable Order.

Unweave Into Hollowness


Cost: 1m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Unwoven (2), Total Control, Desecration, Touch
Duration: Indefinite
Prerequisite Charms: Hollow Mind Possession
The secrets of the Whispering Flame can take the hollow within herself, filling them with her greater
purpose. That the Green Sun Princes might give instead the purpose of a mere first circle demon
authority over such things is nothing less than blasphemy against her sacred order. That will not stop
the Infernal Exalted. This Charm enhances Hollow Mind Possession. When the Heretic would normally
use the sorcerous backdoor granted by Hollow Mind Possession to take control of a suitable vessel, she
may instead use this Charm. This, as a Total Control effect, downloads a duplicate of the Infernal's
Coadjutor into the target, rendering them a Creature of Darkness and Native of Malfeas as a
Desecration effect. The Desecration effect warps the target physically; a dream-eaten human will look
like a demon-blood, while a manse or a warstrider may take a more esoteric cast hinting at the presence
of the demon within it. The copy of the coadjutor takes the place of their mind, using the Physical
Attributes and Appearance of the body (if applicable), but retaining all their other characteristics,
including their Essence and all Charms they knew in life, and may use whatever Charms are
appropriate for their Vessel. After a week of being possessed, a dream-eaten target gains (Infernal's
Essence + their Stamina) points of positive mutations, which must be spent on mutations thematically
appropriate to the coadjutor's species.
As an unrolled Miscellaneous action, the Infernal may touch the vessel and withdraw the mind, fusing
the branch back into the main coadjutor. Alternatively, she may reflexively withdraw her committed
mote from any distance, but any memories are lost, rather than reintegrated into the coadjutor. The
demon-possessed target is autonomous and free willed, but obeys the Infernal as a bound demon
would. The Infernal may not use this Charm on more than (Unwoven Coadjutor) targets at once.
Dream-eaten who have this used will recover as with Hollow Mind Possession, but their new
personalities will match the demon, not the Infernal.

Corrupting the Inner Devil


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Unwoven (1)
Duration: Permanent
Prerequisite Charms: Cracked Cell Circumvention, one of Kimbery Mythos Exultant or Cecelyne
Mythos Exultant
The Shadow of All Things is a corruptive, antinomian influence, who cannot abide his own constraint.
That such a being gave his Charms to the Green Sun Princes and simultaneously tried to leash them
with chains of Urge was, in retrospect, from certain points of view a heinous mistake. With the
dominant mythoses of the Endless Desert or the Demon Sea to provide the Primordial leverage into
their bonds and knowledge of the weaknesses of others, was there any surprise that the Infernal Exalted
might find a way to twist their Urges towards their own ends? Through the bonds of familiarity that
form between the coadjutor and their host, the Infernals will learn to coax their Urges towards their
own ends. This Charm permanently enhances the Infernal's native capacities. Whenever a new Urge is
assigned for whatever reason, she may spend 1wp, and roll her rating in the Unwoven Coadjutor
background against Difficulty 2. Only stunts which attempt to appeal to the coadjutor's proclivities or
Intimacies or nature, or events in the past when she obliged the coadjutor may be used to enhance this
roll. Success allows the new Urge to be twisted slightly, within the general spirit of the orders. For
example, a Cecelynian Urge to "Convert Paragon to the worship of the Yozis" may be twisted to "Gain
control over the Perfect of Paragon". With a threshold of three successes, she may interpret her orders...
"loosely". An Malfean Urge to "Destroy Nexus, salting the earth with the tears of weeping women"
may be twisted into being an Urge to "Destroy Lookshy, salting the earth with the tears of weeping
women"; although the cities are in the same general area and she is destroying the place as ordered,
Nexus is decidedly not Lookshy. With a threshold of five successes, the Infernal may freely set her own
Urge within the general constraints of the Urge Type. One with the Urge of the Sea That Marched
Against The Flame may give herself whatever valid Kimberyian Urge she feels like, for example.
Upon learning this Charm, the Infernal may immediately roll to try to twist her current Urge, should
she choose to. If the Infernal learns any other Charms which would permanently modify her Urge or
the method by which it is chosen, she may choose to convert this Charm back into XP.

Inner Devil's Outer Voice


Cost: 1m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Unwoven (3)
Duration: One scene
Prerequisite Charms: Factual Determination Analysis, Cracked Cell Circumvention
Before one can understand a situation, one must know the truth of it. All things can be escaped from,
given time. These are two of the most basic principles of the Whispering Flame and the Shadow of All
Things. This Charm might be devised as a way to bypass those who look for truth in words, or as a way
to permit their fourth soul to speak to the outer world. When this Charm is active, the coadjutor
controls the Infernal's voice (or voices, or telepathy, or any other means granted of communicating with
the world). The Infernal may only communicate with the demon internally; she has no control over
what the demon says save what she can badger it into speaking from her locked-away position. By
default, she retains control over the capacity to write, but that may also be granted to the demon. As this
is the product of a metaphysical fusion and of the fourth soul overriding the hun, the demon uses the
Infernal's Attributes and Abilities for all social attacks made. The Infernal may choose to activate
Charms and spend Willpower and Virtue channels to aid them, the force of the greater self buoying the
lesser part.
When used as a way of foiling lie-detecting Charms, all statements made by the Infernal are judged as
if the unwoven coadjutor had spoken them. For example, if the Infernal has recently murdered the
satrap of Cherak, "Did you kill the satrap?" is truthfully answered with "No"; the coadjutor did not.
However, the question "Do you know who murdered the satrap?" is rather harder to answer, because
the demon does know; it was the Infernal. Hell forbid that any Infernal set up a complicated double-
blind routine to fool even their own coadjutor as to the truth of an action. Any character with a Parry
MDV (using Linguistics as the Ability in the calculation) higher than the Infernal's (Essence +
Unwoven Coadjutor) will notice the slightly odd phrasing, and (if they can speak Old Realm) hint of a
Malfean dialect Old Realm accent in their voice when the demon speaks.
If the Infernal knows Voice Like Crystal Facets, they may choose to give the demon control of only one
of their voices, rather than all of them.

Fourth-Soul Devil Domain


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Unwoven (1)
Duration: Permanent
Prerequisite Charms: One Yozi Pantheon-keyworded Charm, one Yozi geomantic Charm
The Sun-Heart Furnace Soul stirs a new soul to life inside the Infernal. But the princes of the green sun
already have a fourth soul, and so, with this new realisation of one's own metabiology and knowledge
of terrain and how it can be manipulated, a sanctum akin to those possessed by gods may be forged
within the Infernal for the coadjutor. This Charm creates a sanctum within the Infernal. This unreal
place, called a Devil Domain, has a rating which is equal to and tracks the current rating in the
Unwoven Coadjutor background - which gives the demon a reason to cooperate, as a disagreement can
radically decrease the living space available to the coadjutor. The coadjutor is permanently materialised
within the sanctum, recovering its body, and has full access to its own Charms and Essence while in it -
it still fulfils all the normal tasks of a coadjutor. Unlike normal sanctums, there is no entrance to it; the
Infernal controls passage exclusively. No entity or object may exit or enter it, save by methods
described in this or later expansion Charms; this is resolved as if it was a defence again any effect
which would contest this.
The Devil Domain lacks the grandeur and splendour of the later Spirit of the Living World; it is a
strange un-place, a product of the coadjutor and the arcane spiritual machinery of the Yozi Charms
known by the Heretic. Its geography and territory is produced by a fusion between the nature of the
demon, and Charms known by the Infernal. For example, a neomah coadjutor may live in a great tower
shaped like a nautilus, as might be expected from its kind, but Holy Land Infliction will introduce
silver sands to the walls and floors, Mother Sea Mastery will make the walls drowned and wet, or
Witness to Darkness may make thick dark clouds which obscure the tiny sun of Sun-Heart Furnace
Soul. Even this Charm exists within the Devil Domain; a tiny model of the sanctum which exists at its
heart... and to touch it will see a giant finger come down from above, for space is folded up in this
oroborus-world. The world exists as long as the Infernal possesses the necessary rating in the Unwoven
Coadjutor background, and expands and contracts when the background rating changes, destroying
and/or making new terrain as it does so. As a result of this bribery and incentive, the Infernal may
choose to render all of her social attacks against her coadjutor undodgeable unnatural mental influence;
it is now fully aware of how its comfort depends on its good relationship with its greater self, and
though it may argue against her, it cannot ignore her.
The rating in the Unwoven Coadjutor defines the maximum size of the Devil Domain; there is no way
to expand it beyond the size limits of that background. The Infernal may visit the Devil Domain by
meditating as per Spirit of the Living World. In addition, the coadjutor may invite the Infernal in
whenever she sleeps; she is free to reject this invitation, and dream normally. The Infernal's Charms are
represented as features of the world, and the coadjutor may reconfigure the world within those
parameters and themes as if it knew Creative Convergence of Principles, spending its own motes and
willpower to do so, save any sentient beings it would produce are hollow shells as produced by Will-
Crushing Force. The Devil Domain counts as Bordermarches for the purposes of any Wyld Shaping
Charms used within, and may not be used to create demesnes or magical things by such methods.
Changes which violate the established thematics of the Devil Domain revert over the course of one
tick. Many coadjutors will change the appearance of larger Devil Domains radically; some may delight
in surprising their Infernal each time they visit.
As a Miscellaneous Obvious action which may not be flurried, the Infernal may send any smaller-than-
man-sized object that she owns and is touching into the Devil Domain, whether by forcing it into her
own chest, tearing a hole in reality to lay it to rest, tossing the object into the air whereupon a demonic
hand snatches it and it vanishes, or any other way. Objects may be recovered by taking another
unflurryable Miscellaneous Obvious action, and require that the coadjutor, in the sanctum, be touching
the object too. At least one Slayer with a heranhal coadjutor has put his demon to work making objects
using raw materials he sends it, for which it thanks him for the appreciation of its craft and the joys of
having flesh once more. Any artifacts within the Devil Domain are sent spinning into Elsewhere with
the death of the Exalt, whereupon they wash up on the shores of Creation five days later. Anything else
within the Devil Domain is destroyed if the Infernal dies.
Should the Infernal later learn Spirit of the Living World, she may chose to keep this place separate
from her Inner World, or alternative expand it from this sanctum, which forms the omphalous of the
new reality. The XP cost of this Charm is refunded if the Infernal merges the Devil Domain into the
Living World.

Blossoms of the Tiger Empire


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Unwoven (1)
Duration: Permanent
Prerequisites: Fourth-Soul Devil Domain, Sorcerous Enlightenment of (Yozi)
Once, in the long ago, the spire of Yu Shan was surrounded by the unbounded firmament and upon this
blank canvas the Primordials built their play-worlds. Now within their own souls the Green Sun
Princes repeat such deeds. The inner world granted by Fourth Soul Devil Domain unfolds, expanding
within Elsewhere. From the borders of the world defined by the Devil Domain, it now extends for an
extra (Coadjutor rating) kilometres. This terrain will take on a general theme and appearance similar to
the core Devil Domain, but is not composed of representations of the Infernal’s Charms. Any
additional Pantheon souls the character possesses will likely claim areas of the Tiger Empire for
themselves, much as the Unquestionable do in Malfeas - they may reshape it as the coadjutor may
reshape the Devil Domain.
The borders of this unreal place brush up against reality where the Infernal’s essence pools and swirls,
much as Cecelyne touches all places of desolation. When the character is within land affected by one
of their Infernal geomantic charms or which has undergone significant modification via their sorcerous
effects, they may carry out a personalised Sorcerous ritual to transfer larger objects or structures to or
from their Tiger Empire. The ritual costs 20 motes and 1 willpower, and takes four hours in which
omen weather flares, the earth shakes, and the aesthetics of their Tiger Empire intrude upon the world
as an Essence 1 Blasphemy. They must own the object or structure, and its largest dimension may
measure no more than (Essence + Coadjutor) times ten metres across. This charm may not affect
objects or structures anchored into the geomancy of another realm of existence, such as manses or the
Devil Domain representations of their charms.
At Essence 4 this Charm automatically upgrades, increasing the radius of the Tiger Empire by
(Essence) kilometres. At Essence 5 it further upgrades by multiplying its radius by ten.
Self-Within-Self Inversion
Cost: 5m, 1wp; Mins: Essence 4; Type: Simple (Speed 7, -3DV)
Keywords: Unwoven (1), Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fourth-Soul Devil Domain
To enter a spirit's sanctum is a special thing, and yet comes naturally to its owner. How much more
special is it to enter the very soul of an Exalt; so wondrous is it, in fact, that only its greater self may
enter this special place. As she raises one hand, the Infernal's anima flares totemic, in blinding
brightness. Then it collapses in on itself, folding down in a way which gives the horrifying feeling that
the Infernal is retreating at an incredible velocity. When the light clears, the green sun prince has gone
from this world (only actually vanishing at the end of the speed 7 action). She now exists physically
within her Devil Domain. Nothing else, living or animate-dead, may follow her through, apart from
attuned living artifacts - this is also a convenient way of getting rid of parasites.
Within the Devil Domain, the Exalt is physical and material, existing within herself. In this state, use of
her own Charms warps the landscape of the Devil Domain, the aspects representing her Charms
swelling in importance, pulsing with cosmic power. As a result, the coadjutor may well request that the
Infernal not destroy or warp too much of the landscape through her use of Charms, as it does live in
this place. There is no way to see in or out of the Devil Domain, so characters can only guess whether
or not it is safe to leave.
To leave, the Infernal activates this Charm again. She appears in the same place she departed. However,
this time she appears instantly in the real world, in an explosion of anima-light, and must wait seven
ticks before acting again.

Omphalic Reverence Receptacle


Cost: - ; Mins: Essence 3; Type: Permanent
Keywords: Training, Unwoven (2)
Duration: Permanent
Prerequisite Charms: Fourth-Soul Devil Domain, Wayward Divinity Oversight, Penitents Like
Scattered Grains
In Yu-Shan, the gods lounge in unearned splendour, usurper-dogs sprawled about the manor-house built
by their masters. It was not they who built the Heaven in which they live, nor they who constructed the
mechanisms that direct the Quintessence and Ambrosia upon which they sup. The Heretics of Malfeas
have likewise tugged free of Primordial chains, and likewise seek the sweet taste of faith, hoarded by
the gods. Taking the immaterial flows of prayer in a titanic fist, the Green Sun Prince gives a mighty
yank, tearing them loose from the conduits of Heaven until they flow toward her alone. This triggers an
Essence 5 Blasphemy effect, physically centred in the offices of Heaven that handle the accounting of
prayers, as all records of any Cult currently or previously directed towards the Infernal ignite, burning
in cold flame the colour of her anima until only ash is left, which is carried away on an impossible gale.
From this point on, the prayer to the Infernal is exclusively her concern.
Within the Devil Domain, this Charm manifests as a receptacle akin to the fountains in Yu Shan where
prayer manifests. From this point on, all the Quintessence and Ambrosia she would have gained, had
she been a god, comes into being in this vessel when her mote pool is full, rather than finding its way to
Yu Shan. Both the Infernal and her coadjutor immediately learn the Spirit Charm "Creation of
Perfection" at no additional xp cost, though it is limited to manipulating the Quintessence and
Ambrosia provided by this Charm. The coadjutor also gains the First Craft Excellency, and may replace
her rating in Lore, Occult, or any Craft ability with (Essence) for the purposes of working Quintessence
and Ambrosia within the Devil Domain. While Ambrosia can normally be made into any mundane
substance (or jade), Ambrosia generated within the Infernal's Devil Domain can also be made into any
magical substance that resonates with a First (Primordial) Excellency known to her.
The Infernal may learn to draw upon the varieties and rarities of mortal prayer to enrich herself. This
Charm permits the Infernal, as a Training effect, to instantly pay 3XP per dot and gain the Salary
background up to a limit of her rating in Cult, just as gods in Heaven benefit from the riches of Cult.
This income is not dependent on Heaven, but instead comes from within. Withdrawals of wealth must
be performed using the capacity of Fourth-Soul Devil Domain to remove things from the soul-world,
and raw Ambrosia and Quintessence may not be extracted in Creation without it sublimating into
nothingness - though it may still be a most useful option for bribery in a Terrestrial God's sanctum.
An alternate version of this Charm exists, with the same prerequisites, but Fourth-Soul Devil Domain
replaced with Spirit of the Living World. This Charm in addition also diverts any flow of prayer to the
devas of the Infernal towards the Living World rather than Heaven. The deva chooses the form in
which they receive their Quintessence and Ambrosia. The Blasphemy Effect generated by that Charm is
Essence 10, and fills the archives of the prayer registries of Yu Shan with mocking laugher for a year
and a day as a Sorcerous effect.

Charms by Revlid
Two Is Company
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Unwoven (3)
Duration: Permanent
Prerequisite Charms: Sun-Heart Furnace Soul
The coadjutor interacts with the magic of the Yozis in ways yet unknown to them, considered a
necessary evil by the Lords of Hell. Fusing her mental advisor with the embryonic heart-soul created in
mimicry of Ligier, the Infernal invigorates herself through indulgent whispers. This Charm
permanently enhances the ten-mote Peripheral Essence pool granted by its prerequisite; the Infernal
may add one mote to that pool for each hour she spends acting in a manner that affirms the intimacy
granted by her Unwoven Coadjutor; a Green Sun Prince with a teakettle courtier as a coadjutor might
be able to gain these motes by dealing in secrets, silencing laughter, or aiding Gumela, for example.
The Infernal must actually possess this intimacy for the Charm to function.
With Unwoven (5), this Charm can also fill the ten-mote Peripheral Essence pool granted by Flames Lit
Within, though doing so instead requires that the warlock work toward the Motivation (or rough
analogue) of the coadjutor, as described in Unwoven Coadjutor 5, fooling the strictures of the
Whispering Flame with a pseudo-Urge.

Anchor of One-Hundred Hands


Cost: — ; Mins: Essence 5; Type: Permanent
Keywords: Unwoven (3)
Duration: Permanent
Prerequisite Charms: Ultimate Darkness Internalization, Sorcerous Enlightenment of (Yozi) x3
The warlock's demon-vizier is glutted on the power of her Emerald Spark, like a leech grown fat and
celestial atop an endless vein of divine blood. Always loathe to let its charge sink out of the world, the
coadjutor now has the power to back up its urgings, and sinks its sorcerous hooks deep into her soul,
keeping it from the abyss as best it can. This Charm grants the warlock additional Dying Health Levels
equal to her Unwoven Coadjutor rating.
Further, if the warlock dies, this strange union continues on its desperate spiral of continued existence.
She leaves no hungry ghost. Instead, her soul emerges into the Labyrinth five days after her death, still
fully conjoined by the sinewy energies of the coadjutor. This provokes a roll-off against any effect that
would permanently destroy the warlock's soul upon death, with the warlock rolling (Unwoven
Coadjutor) against his killer's (Essence).
This strange entity is the Infernal's ghost. As normal, it retains the Infernal's Attribute, Ability, and
Virtue ratings at the time of his death, as well as his Specialties and memories. It bears Passions, which
are determined as normal, though its Primary Passion is always the Infernal's former Urge. There are
exceptions to the normal rules for ghosts that the Infernal's spirit benefits from, as described below:
• The ghost retains the Infernal's full Essence rating, rather than losing a dot upon her death.
• The ghost retains the Infernal's Unwoven Coadjutor rating. Note that a level-3 Unwoven Coadjutor
creates a Passion, rather than an intimacy, as described in the Passion rules. Whenever the ghost would
lose Limit thanks to the Unwoven Coadjutor, it instead regains a single channel for each of its Passions.
Further, the ghost begins play with a Whispers rating equal to its Unwoven Coadjutor rating.
• While the ghost retains any Martial Arts Charm the Infernal knew as normal, it also retains any
Infernal Monster Expansion Charms she knew. The ghost still cannot use non-Terrestrial Martial Arts
Charms it knows without learning the Arcanos Charm Echoes of Enlightened Violence.
• The ghost bears (and is, by default, attuned to) soulsteel or jade copies of any artifacts the Infernal
was attuned to at the time of her death, though it does not also receive grave goods stemming from such
artifacts. At the Storyteller's discretion, tools created by Yozi Charms may be converted into actual
artifacts for this purpose, with a rating equal to the minimum Essence rating of the Charm that created
them and an attunement cost equal to that Charm's cost.
• The ghost starts with ([Essence x 2] + highest two Virtues + Unwoven Coadjutor) Arcanos Charms
that it meets the requirements of, and may learn further ones as normal. It also has access to all the
Spirit Charms known to the Infernal's coadjutor (though it can only use them if it meets the given
requirements), and bears (Essence + Willpower) points of permanent physical mutations themed around
the coadjutor. It can learn further Spirit Charms at a cost of 20xp each, with the same training times as
Arcanoi.
• The ghost can benefit from the Hungry keyword as though it were a yidak, but remains unrestricted
by the Hungry-No keyword.
• The ghost retains access to any General Primordial Charms the Infernal knew at the time of his death.
All of these Charms function normally, except for the Sorcerous Enlightenment of (Yozi), which the
ghost can use to learn and cast Emerald Circle Sorcery and Iron or Onyx Circle Necromancy, with the
usual warping and mechanical effects.
• The ghost also retains access to any Primordial Charms that granted it additional (non-Overdrive)
mote pools, ignoring any necessary prerequisites. These mote pools can be filled and used as normal,
and remain Peripheral.
• The ghost retains its anima banner and anima power, though the former is warped to a more deathly
manifestation appropriate to the Underworld. It may treat any Personal motes it spends as Peripheral
for the purposes of flaring its anima.
• The ghost cannot be summoned or bound as though they were a ghost. They can be summoned
through the Summon Hekatonkhire spell from resist being bound through this spell.
• If the ghost has Essence 7+, the Storyteller and player should work together to generate
approximately (Essence - 6) unique panoply Spirit Charms for their usage, based off their Passions,
coadjutor, known Yozi Excellencies, and general nature.
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Titanic Spawn Uncountable (EarthScorpion?)


Cost: —; Min Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Any (Yozi) Mythos Exultant

The demonic races of Malfeas are beyond number, and throng the streets of the city. From their
internalised mythos, the Warlock takes such fecundity for themselves. The character gains the capacity
to spawn weak deva by performing a thematically appropriate birthing ritual, which may take no fewer
than four hours. The player and the GM should design the new species based on the birthing ritual, the
Infernal’s intent, and her personality, and it should be balanced based on the examples of extant First
Circle Demons. The Infernal gains one free species with this charm, and may spend 1xp per additional
breeding ritual to create further new species.

The newborn deva is mechanically a First Circle Demon who descends from the Infernal and may not
be bound by any other sorcerer without her express permission. It is created with an empty motepool. If
the Warlock possesses an appropriate realm which resonates with her essence, such as the inner worlds
created by Spirit of the Living World or Fourth-Soul Devil Domain, the deva returns there if banished.
Otherwise, it is destroyed as if it was an Emerald Circle spell dispelled by Emerald Circle
Countermagic.

The scars of the Surrender Oaths are burned into the Mythoi of the Yozis, and certain of these
restrictions bind the Warlock. When within Creation, the Infernal may make use of this charm no more
than once per day, and may not summon a demon on a day she uses it and vice versa.

Titanic Heart Overweening (EarthScorpion?)


Cost: —; Min Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Titanic Spawn Uncountable

The thoughts of the Primordials are not those of mortal men. They are mighty spirits in their own
rights, overflowing from the hearts of titans to form pantheons and landscapes. This Charm
permanently enhances the Infernal’s capacities. On the night of the new moon, when Luna turns her
face from Creation, the feelings in the form of an Intimacy of the character may slip from his heart and
take on independent form as a puissant spirit. This occurs when the Infernal would regain willpower
from sleep -- or another activity which substitutes for it -- and may only occur once per new moon.

The newborn spirit is mechanically treated as a deva of the Second Circle [of low Essence] who
descends from the Infernal, and who may not be bound by any other sorcerer. They should be given
statistics as if they were a newly created Demon of the Second Circle whose Motivation is derived
from the Intimacy they formed from, and whose themes derive from the Intimacy filtered through all
the First (Yozi) Excellencies that the character knows. The Motivation of the deva and the Intimacy of
the Infernal are irrevocably linked; should the Intimacy change -- such as from admiration to love --
then so will the Motivation, and likewise should the Motivation of the deva shift so will the Intimacy.
Should the Infernal lose her Intimacy, the deva dies as if slain by a spirit-killing Charm.

If the deva is banished, they return to the mind of their creator, and may escape again at the next new
moon. The Infernal may also choose to willingly “banish” the deva by Touching them, and absorbing
them back into her psyche. If they are slain, they may not escape again until a year and a day has
passed. However, if they are slain with a spirit-killing Charm, they die permanently and Infernal loses
the Intimacy. If he regains it -- for example, by falling back in love with his wife -- the spirit born from
the regained Intimacy shares no continuity with the deceased deva.

The character retains an unconscious veto over whether a given Intimacy is permitted to take
independent form; some hearts are so jealous as to cling so closely to certain feelings that they cannot
escape. The Infernal may maintain no more than (Willpower + Compassion) extant Intimacies as deva
at this level of development. Due to the sympathetic resonance of the bonds of titanic power, on any
day where such a deva has formed any spell the Infernal casts to summon a deva who descends from
another titan fails, and vice versa.

Infernal and Yozi Pantheon charms (EarthScorpion)


New Keyword: Pantheon
Primordials are not merely singular beings, in the manner of lesser creatures. Even lessened as they are,
the Yozis are nations, civilisations, worlds in their own right. They are legion. And from the moment of
their Exaltation, the Infernal Exalted have taken their first steps onto a similar path. All other Exalted
have three souls -- the hun, the po, and the keter soul of the Exaltation. The Green Sun Princes have in
addition the fourth soul of their coadjutor, the once-demon fused into a synthetic soul hierarchy. Within
them, however, they have the potential to expand beyond that.

Charms with this keyword develop an additional nascent soul within the Infernal. Other Charms can
synergise with and play off this, and certain heretical Charms may ask for them as prerequisites (for
example, Fourth-Soul Devil Domain requires that the Infernal has learned a Pantheon-keyworded
Charm before they can build a small world within their soul). [in Earthscorpion’s Coadjutor rewrite]

The following Charms have the Pantheon Charm retroactively applied to them; Sun-Heart Furnace
Soul, Silence in Her Wake, Darkling Grace Complete, Carmine Mantled Emissary, Empyreal
Invincibility Declaration. Pantheon-keyworded Charms should in general be Essence 3 or higher, and
three to four Charms deep in a tree.

Erinys' comment: Supernumerary Soul Extrusion and Titanic Heart Overweening should also get
Pantheon.

New Keyword: Pantheon-Anchored


As their souls bud and multiply like nascent Primordials, an Infernal may delve into Heresy and
develop Charm trees associated with the lesser parts of themselves. Charms with this Keyword are
Heretical, and tied to a soul in the Infernal’s Pantheon. They are costed as Unfavoured Charms, and
should the soul they are tied to die, they collapse and are converted back into xp.

(With the Pantheon-Anchored keyword, you can still make up your own Charms, too, as long as they’re
thematic trees linked to one of your souls.)

88888888888888888888888888888888888888888888

Assorted Charms (Unsorted, Multi-Yozi, Heretical, etc)

Dropping Dead Weight


Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Unbound Freedom Infiltration
Adorjan doesn’t need legs, and nor do you; they’ll only slow you down. The Infernal may activate this
Charm in response to suffering a Crippling amputation effect of any variety. The blood from the
severed limb evaporates, forming a crimson mist that shapes itself into a swirling replacement of the
lost body-part, which is immune to further Crippling effects and causes lethal damage if used to attack.
Once this Charm ends, the limb dissipates, and the Infernal is left with a stump as normal. The cost of
activating this Charm is halved once for each iteration of it the Infernal already has active, to a
minimum of one mote.
This Charm can also be activated in response to Crippling effects that act like amputations but do not
actually remove a body-part, or whenever the Infernal uses its prerequisite (targeting even healthy
body-parts if she wishes); doing so applies a full amputation to the body-part in question, as useless
flesh sloughs from the warlock's body.
A second purchase of this Charm allows the Infernal to use it to target any character she loves and can
perceive who is suffering an amputation effect (or Crippling effect that acts like an amputation but does
not actually remove a body-part, as described above). If the Infernal was the one who inflicted the
amputation effect in question, this version of the Charm is Sorcerous.

Lord of the Dance


Cost: — (+1wp); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Beauty Without Malice
The Brass Dancer danced through a young Creation’s first morning, when Ligier deigned to look upon
what his master had wrought. He danced through the mad gates of the Silver Chair, astonishing Luna
with his grace, and danced atop the stars that marked the movements of the Loom of Fate; the Maidens
could not help but weave whole new destinies in blinking constellational patterns, in order to watch
him effortlessly leap from one star to the next. He danced with the Daystar itself, a mad waltz of gold
and emerald that both blinded and blessed those Alaun who craned their necks to watch it. He still
dances, even caged as he is, and all the world dances with him.
This Charm permanently enhances its prerequisite. When performing his fascinating dance, the Infernal
may pay an additional point of temporary Willpower in order to make his movements infectious rather
than hypnotic. Anyone who is influenced by the Infernal’s dance is compelled to dance alongside him,
working any other action they wish to take into their manic dance. For the purposes of calculating
physical dice pools or static values, such dancers use the lower of Performance or the appropriate
Ability. Note that some actions will require a stunt to be attempted at all; it is difficult to paint or load a
trebuchet while dancing.

Through Fire and Flames


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Beauty Without Malice
The bitterly cold North, the darkness of the Labyrinth, the flames of the Pole of Fire, the blackest plains
of the Underworld, the crashing mad thunderstorms of the Western Elemental Courts; through these
things and more the warlock dances on. While the Infernal is dancing, he may ignore all environmental
external penalties to his actions. He is also rendered immune to non-directed environmental damage,
and adds (Performance) successes to any attempt to resist directed environmental damage (he ignores
minimum damage from any type of environmental damage).
At Essence 3+, the Infernal may purchase this Charm a second time, granting it the Leader keyword.
While the Infernal is dancing, any natives of Malfeas dancing with him also benefit from this Charm’s
effects.

Impossible Freedoms Imagined


Cost: — (+1wp); Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance
Malfeas suffers through his night-terrors, remembering with vivid bias the cruelty and petty treachery
of gods and Exalts alike. He recalls the butchering of his siblings; Mardukth’s last trumpeting bellow,
Ta’akozoka’s shattered tendrils. He recalls the mutilation of his subjects; the flippant inversion of
Szoreny, the threefold amputation of the Whispering Flame. He recalls his own vivisection in
surrender, the execution of his beloved soul Ruvelia, his creaking and torturous inversion into a brass
prison for the righteous. At times, however, he may escape these dreams, and instead forge into new
vistas of emancipation, where the Primordials find some impossible way out; Isidoros bursts through
the walls of his body, or Oramus wiggles himself free, or the Ebon Dragon devises some cunning ploy
to see them through, or Cecelyne discovers some lost wisdom or loophole by which their escape could
be legitimatized, or Autochthon or Gaia realise their folly and return with the keys to their prison. His
heart lifts with joy, for he knew that they would triumph, as they always have. And then he awakes, and
his prison has only become greater.
The Infernal may choose to forgo rolling to regain Willpower when sleeping, choosing to instead pay a
single point of Willpower (effectively suppressing his Conviction, though he gains no Limit for doing
so). If he does so, he instead rolls (Essence), and, as he sleeps, an area with a radius of no more than
(rolled successes x 5) yards around him is Shaped into an area deliberately designed for habitation or
use, as per the Imperfection of the Demon City. If he is already in such an area, this radius is measured
from that area’s outermost borders.
This area is formed from whatever raw materials are available; in the North, an unnatural wind carves
ice into bleak trenches and cyclopean igloos, while in the South the sand boils into smooth, glassy
domes of silicate. The East sees plantlife weave itself together into stout treehouses with boughs
marked by blasphemous carvings, and in the Centre of Creation the earth is moulded into semi-
subterranean huts of terracotta and stone. The West is a less obvious prospect; ocean weed and assorted
wreckage can knot together to form a serviceable floating platform, while on the sea floor bedrock
long-buried by silt rises up to form blocky and submerged cottages. This conversion is complete,
reaching even to the lowest microcosms of the world; ants find their hives expanded and reordered,
while trees open up new holes for nesting birds, and hermit crabs are provided with a surplus of
artificial shells.
The Infernal may exert some personal influence on the design of this habitable zone, whether in the
form of aesthetics, avoiding the conversion of a particular area, or dictating a certain design choice
(such as keeping all buildings beneath ground, or multi-story). This influence reflects itself in his
dreams of freedom; if he decided to build a city specifically out of the available ice, he might dream of
cutting his way out of a freezing crystal prison. Malfeas eternally dreams of escape, and thus eternally
builds an appropriate jail out of his own form.
The structures that fill this area cannot be damaged by mundane weather, and have a soak of 10L/10B,
with ten health levels. Sheltering in them allows a character to ignore mundane hostile environmental
conditions, though the Infernal can revoke this protection as he sees fit, rendering one or all of the
buildings within his city vulnerable to exposure. Areas converted in this manner are avoided by
mundane animals that are not natives of Malfeas, and explicitly count as being infused with Yozi
Essence for the purposes of effects like Sovereign Harmony of the Spheres. The Infernal may treat an
area created by him as having been blighted by Sun-Salted Fields for the purposes of Geomantic
Redistricting Oblation, though demesnes created in this way are aspected to Malfeas rather than Vitriol.
If the Infernal is landscape-sized, this area is converted from his own body; only once his own form is
entirely designed for habitation do the borders of this Charm begin to extend beyond his body. The
Infernal can use his own landscape-scale habitat-body to ignore the Imperfection of the Demon City,
but doing so instead applies the Greater Imperfection of the Demon City to any perfect defense that
would normally suffer from the lesser imperfection.
A second purchase of this Charm allows the Infernal to spread his dreams through the prison-shelter
they built. While he is sleeping within a habitable area created by this Charm, any characters within
that area who have been marked by his Magnanimous Warning Glyph benefit from the full effects of
Nightmare Fugue Vigilance, as hissing phantasms echo through the corridors of his city while
flickering emerald shadows scrawl self-loathing graffiti on its walls.

Silent Vocalization Network


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Disembodied Voice Tintinnabula
When the Wyld Hunt invaded the province of the akuma Yohani during the Shogunate, they found
strange wispy things floating through the air, an eerie symmetricism in the landscape, and silence that
grated on the ears. Interrogating natives did little; they simply stared blankly, as though they found the
crudity of physical speech to be foreign and incomprehensible. It was not until the cultist's dreams were
invaded by Four Black Dice, then-master of the Hunt and a Lunar Exalt, that Yohani’s location could be
determined.
This Charm permanently enhances the Infernal’s Unshattered Tongue Perfection, allowing characters
affected by that Charm to telepathically communicate with other characters affected by that Charm,
provided they are within (Infernal’s [Essence + Linguistics] + character’s Essence) yards. The
character’s “voice” cannot be disguised in any way, and the receiver is automatically able to identify
the direction from which they are “talking”. The Infernal is aware of all such conversations, as though
they were prayers relayed through Penitents Like Scattered Grains (Manual of Exalted Power:
Infernals, pp. 120). A mass combat unit comprised entirely of such characters do not require any
relays.
At Essence 5+ this Charm’s range expands when applied to members of the cult created by Chirality
Prohibition Index, allowing members of the same cult affected by Unshattered Tongue Perfection to
telepathically communicate with each other within the borders of their sacred land, regardless of the
distance between them.
A second purchase of this Charm at any level allows characters under the effects of Unshattered Tongue
Perfection to lend mental aid to their brethren. They may use the intimacies of other characters within
telepathic range to help increase their MDV against contradictory mental influence (they are not made
aware of the subject or context of the intimacy used, feeling only a bolstering of will). This effect
stacks to a maximum of +(Infernal's Essence) MDV, and is fully compatible with any bonus or penalty
granted by their own intimacies (even identical ones, such as loyalty toward the Infernal’s cult), Virtues
and Motivation. This effect is Obvious to the contributing character, who experiences a sudden flash of
memory regarding the intimacy in question, and can deliberately suppress it to deny her comrade the
bonus.
In addition, character within telepathic range can offer each other limited teamwork bonus to mental
rolls without actually spending any effort on the action in question, their own spare mental capacity
whirring and pulsing in aid of the greater whole.

World-Spanning Consensus Devisement


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unshattered Tongue Perfection (x2), Chirality Prohibition Index
And all of the world spoke with one tongue. This Charm permanently enhances Unshattered Tongue
Perfection, reducing its cost to one mote when using it to target an individual that holds the magical
intimacy of loyalty created by Chirality Prohibition Index. It also removes the upper limit on
Magnitude when using it to target a group comprised entirely of such individuals.
At Essence 4+, this effect can also be applied when targeting demons created by the Infernal or
descended from She Who Lives in Her Name, or characters that use automaton virtues (such as those
broken by Will-Crushing Force or infected by Mind Spider Curse, or, indeed, actual automatons).
If the Infernal knows Will-Crushing Force, she may indoctrinate mortals whose will she breaks within
the borders of a sacred land created by Chirality Prohibition Index. The broken mortal’s Motivation is
replaced by that cult’s Policy, and they gain an intimacy of loyalty to the cult, which places them under
the same Servitude effect as every other cult member.
At Essence 4+, this effect can be used outside of the borders of a sacred land, provided the Infernal is
within (Essence x 25) miles of the sacred land he wishes to indoctrinate the drone into.

Refined Eidolon Conversion


Cost: — (+1wp); Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Will-Crushing Force
Every year, at Calibration, Octavian procures (through means both violent and financial) ninety-seven
of the finest human slaves he can, before tossing them into the cavernous maw of his progenitor,
Munaxes. They fall, and fall, and fall, and rather coming to a terminal halt, they each find themselves
surrounded by a corona of white fire, one that sears and remakes them. Then they are released into the
bordermarches, wandering out from a place of desolation to patrol the edges of Creation. None save
Cecelyne and the Whispering Flame herself know from where this tradition originates.
This Charm permanently enhances its prerequisite. Whenever a character would be broken and reborn
as a soulless (but otherwise identical) creature of darkness, the Infernal may reflexively pay one point
of Willpower to instead transform them into a unique variety of demon, referred to as a Convert by the
adherents of the Whispering Flame.
• The mortal is rendered hairless, with perfectly smooth, unmarred alabaster skin, and a spherical,
featureless head. Their toes and fingers are standardised in length, and become seemingly jointless,
shifting around the hands and feet as necessary. Their navel vanishes, along with their genitalia and
other secondary sexual characteristics.
• They no longer need to eat, sleep, or breathe, and are a demon in every respect (naturally
dematerialized, Essence-pool, native to Malfeas, etc).
• All their traits remain the same as before, save their Virtues and Motivation, which are altered as
normal. They gain an intimacy of loyalty toward any one organisation to which the Infernal belongs,
and she may excise any other intimacies she disapproves of. For this purpose, the Infernal is considered
to belong to any cult she created through Chirality Prohibition Index; inflicting such an intimacy of
loyalty ensures that the cult's Policy will become the demon's Motivation.
• They gain access to the following Spirit Charms: Materialize, Plague of Menaces (visible only to the
Infernal, and anyone under the effects of her Unshattered Tongue Perfection), Bane Weapon (Wyld
Entities), and (Infernal’s Essence) Excellencies appropriate to their Ability ratings.
• All Converts benefit from the effects of Unshattered Tongue Perfection, as though it was applied by
the Infernal that created them. This requires no actual mote expenditure on her part.
If the Infernal knows Principle-Invoking Onslaught, she may instead create other varieties of demon by
using that Charm to introduce some new and exotic element into the otherwise pure white fire that
consumes the victim, such as a scream of pain for a blood ape or an electrolyzed prophecy for a
tomescu. The Infernal must pay 1xp for each new demon template she wishes to incorporate into this
Charm, which cannot be used to create new breeds of demon. Demons created in this manner have the
normal Virtues and Motivation for their breed, though they do bear an intimacy of loyalty toward an
organisation to which the Infernal belongs, as described above.
As a general ruling, if the Infernal has already purchased demon templates for one demon-creating
Charm, such as From Desolation, Life or Inner Devils Unchained, then she may use them with every
other such Charm at no additional experience cost.

Infinite Co-operative Harmony


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Silent Vocalization Network (x2)
There is no one; there is only all, working in harmonious unison. If the abominations who locked away
their creators cannot understand this, they must be made to. This Charm permanently enhances the
Infernal’s use of bonus dice acquired through limited teamwork (Exalted, pp. 125). If the character
granting these dice is currently affected by Unshattered Tongue Perfection, the bonus dice they would
grant are converted to an equal number of automatic successes.
A second purchase of this Charm increases the number of dice that the Infernal can gain through
limited teamwork by (lower of Bureaucracy or Essence), provided that all characters aiding her in this
fashion are affected by Unshattered Tongue Perfection.
At Essence 4+, this Charm may be purchased a third and final time. At this level, any character affected
by Unshattered Tongue Perfection who aids the Infernal is treated as having the minimum necessary
abilities to attempt the task on their own (provided the Infernal herself meets these requirements). In
addition, Unshattered Tongue Perfection is permanently enhanced, granting all the effects of this
Charm to those affected by it.
Enrapturing Landscape Meditation
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Desecration, Enlightening
Duration: Permanent
Prerequisite Charms: Chirality Prohibition Index
The perfected symmetries of She Who Lives in Her Name are reflected in the world around her. Those
who meditate upon them long enough may gain some fleeting insight into her wonders, and thereby
transcend their flawed nature. This Charm permanently enhances its prerequisite, allowing it to affect
enlightened mortals. Further, any character who is part of the cult created by Chirality Prohibition
Index may treat the compulsory hour spent considering the region’s geometry as a dramatic action,
rolling (Intelligence + [Occult or Lore]) against a difficulty of 5. If they succeed, their Essence awakens
to the alien aesthetics of their home, and they immediately gain the Enlightened Essence blight as a
Desecration effect (note that, since they will also gain the Creature of Darkness deformity, this will not
normally cost them any xp).
If they fail, however, they immediately gain a pox-level derangement (or increase a pre-existing
derangement by one level), which cannot interfere with the intimacy or Servitude effect applied by
Chirality Prohibition Index. All such derangements are removed if the character later succeeds on the
roll. In any case, they may only attempt this dramatic action once per day; only during the hour’s
meditation prescribed by their hierarchical superior can they begin to reach enlightenment.
In addition, enlightened mortals who are part of the cult (or the Infernal herself)may treat time spent
trying to puzzle out the sacred geometry of the region as time spent training to increase their Essence
rating.

Calibrative Collaboration Cantata


Cost: 25m, 2wp; Mins: Essence 5; Type: Simple (Speed 10)
Keywords: Combo-OK, Servitude, Obvious
Duration: Instant
Prerequisite Charms: Chirality Prohibition Index, Infinite Co-operative Harmony (x3), Broadcast
Announcement Prana
This Charm can be activated a maximum of once a month, while the Infernal is using Broadcast
Announcement Prana to project her voice from at least one source within the sacred region created by
Chirality Prohibition Index. She defines one project, which can be as complex or simple as she desires;
it could range from “prepare for war on Paragon” to “clear away the debris and mutants left by a Wyld
Storm in order to build new roads and develop greater trade links with Paragon” to “bake a massive
cake for the Perfect of Paragon”. However, it cannot deliberately exclude any members of the cult,
cannot require the cultists to leave the borders of the sacred region, and cannot directly deal with any
knowledge or behaviour proscribed by the cult in question.
Whatever it is, the project is translated into music and broadcast across the entirety of the sacred
region; this music can range from a simple, hummable set of notes to a full ballad describing the
project in question. Within moments, the song worms its way into the intimacy of loyalty borne by all
members of the cult, resonating within the symmetry of the landscape to lead its adherents to work
toward the project it exults. As the sacred music of purpose spreads, every mortal within the sacred
region’s borders is immediately subjected to the social attack described in Chirality Prohibition Index.
Should it beat their MDVs, they immediately gain the full intimacy of loyalty described in that Charm,
regardless of how many scenes it would normally have required. During Calibration, this social attack
extends (Infernal’s Essence) miles out beyond the borders of the sacred region.
All non-mortal natives of Malfeas within the sacred region’s borders are also subjected to this social
attack, though it only applies a mundane intimacy of loyalty toward the cult, and does not incorporate
the usual Servitude effect. This intimacy lasts for the project’s duration, unless it takes place during
Calibration, in which case the intimacy is as durable as any other.
Once those two effects have been resolved, every character with an intimacy of loyalty toward the cult
is immediately affected by Unshattered Tongue Perfection, if they were not already. This application of
the Charm costs the Infernal no motes, but only lasts for the project’s duration, unless it takes place
during Calibration, in which case the Charm lasts for its normal duration.
Every character with an intimacy of loyalty toward the cult then suffers from an unblockable,
undodgeable Servitude effect, leading them to work together to accomplish the goals of the project as
best they can over the next five days. This desire overrides other obligations to the cult if necessary
(including the compulsory hour-per-day spent puzzling over the landscape). All but the simplest of
projects will be split up into a number of different roles; for example, preparing for war on Paragon
would require some cultists to build the tools of war, while others map out the route their army would
take, and others train to be soldiers.
Each character will gravitate toward the role their own skills are best suited to, unless the Infernal
deliberately directs them (or a class of individuals to which they belong) towards another role. Either
way, they completely understand their own role in the project, and are made aware enough of the other
roles (though the full scope is beyond any individual worker to understand; it inhabits the same blind
spot in their awareness that the Infernal does).
Those under this Servitude effect are divided amongst the various roles of the project as efficiently as
possible, but all of them feel the compulsion to work; if the limits on how many dice can be added by
teamwork to a given task have already been met, then they must find another role to aid in. If there is
no valid role that they can grant even the slightest mechanical aid in, they will spend the project’s
duration wandering the sacred landscape, lost and aimless, contemplating its perfected geometry until a
spot opens up in one of the project’s roles.
Those under this Servitude effect increase the total number of dice they can be granted by limited
teamwork by a further (Infernal’s Essence), stacking with the increase granted by Infinite Co-operative
Harmony. They also ignore any mundane external penalties to rolls directly pertaining to their role in
the project, and treat any mental influence that would damage or contradict the project as an
unacceptable order.
If a roll necessary to the project is completed with excess successes, those additional successes are not
lost. Instead, they are applied as automatic successes (added by a Charm) to any other roll necessary to
the project that would otherwise fail. If no rolls remain to be enhanced at the end of the project’s
duration, total up all excess successes; one demon descended from She Who Lives in Her Name enters
Creation unbound but with an intimacy of loyalty toward the cult for every five excess successes.
During Calibration, the radius of the sacred region also expands by one mile for every ten excess
successes.
For the rest of the month after this project ends, every character who was under the Servitude effect
benefits from one automatic success on all rolls to regain Willpower by sleeping; the fruits of a job well
done.
After activating this Charm, the Infernal is free to leave; her song will continue to echo around the alien
mysteries of her sacred landscape even in her absence. It will be whistled by cultists as they work,
screeched by labouring demons in perfect harmony, and find expression in the hum and clatter of
purpose and pattern.

Evident Falsification Rejection


Cost: 4m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Factual Determination Analysis
The Principle of Hierachy has no need for false or incomplete data in her calculations; attempts to force
such nonsense upon her is met with cold, logical rejection. This Charm can activated in response to any
mental influence (unnatural or otherwise) that is predicated on a statement that the Infernal knows to be
false (or at least, that she knows the speaker believes is false), providing her with a perfect dodge
against it. The Infernal's knowledge of falsehood can be a result of her own independent knowledge, or
the findings of this Charm's prerequisite. If this Charm has already been used to defend against that
false statement (or a near-identical variant of it) earlier in the scene, its cost drops to one mote;
repetition does not avail the enemies of truth.
As a unique Flaw of Invulnerability, this Charm automatically fails if employed against a hierarchical
superior in an organization to which the Infernal belongs (such as if the Whispering Flame attempted to
reject a claim of Malfeas').

Quixotic Benefactor Shintai


Cost: 10m, 1wp; Mins: Essence 5; Type: Simple (Six Long Ticks)
Keywords: Combo-Basic, Form-type, Obvious, Shaping, Messianic (3)
Duration: Indefinite
Prerequisite Charms: Miracle Gift Mastery, Draught of Sweet Infinity, Sand-Slip Trick
In the depths of Cecelyne, lost souls die. They waste away, bereft of water or food, stranded in a barren
silver infinity, and their bleached bones are left to lie under a black sky.
But sometimes, salvation comes. It takes the form of something innocuous, innocent; a fair desert
maiden with iridescent lips, a curious desert fox with silver-white fur and rubies for eyes, or a god the
benighted fool prayed to, all its colour washed away, left in a spectrum of grey. This benefactor appears
unto them, and offers them salvation. Sometimes they refuse, and then they die; the Endless Desert is
not kind to idealists. Often, however, they accept, and are spared and healed, empowered, and guided
from the wastes.
And then they see their benefactor again. And they will never be rid of it.
To become the Quixotic Benefactor, the Infernal must be in a place of desolation. Upon activating this
Charm, she melts away into the shinmaic substrate of Nirupadhika, becoming scattered grains speckled
in the hollows of that which is nowhere. For this Charm’s duration, the Infernal dreams quixotic and
separate, immersed in her own infinite existence. Only a few scattered locations are worthy enough to
draw her attention back to the world of the material, but such places see wonders and becomings unlike
any other.
In this state, the Infernal effectively does not exist; she cannot be targeted by any effects short of a
Miracle Shell, and similarly cannot affect the world in any way other than that dictated below. She
respires motes as if sleeping, and recovers one point of Willpower for each eight hours she does not
gaze upon Creation. However, spread thin as she is, she cannot heal any wounds (whether she received
them before activating this Shintai, or through its duration).
The Infernal can only interact with the world in holy lands she has created, or within (Essence x 100)
yards of an individual who is subject to a magically-enforced debt toward her (this includes characters
who have yet to completely exhaust the supply of botches caused by breaking their word toward her).
She can only focus on one of these areas at a time, requiring a miscellaneous action with a Speed of
five long ticks to change her area of focus (or stop focusing entirely). Focusing on an area allows her to
perceive anything within it as though she were there, watching from any angle she desires; she benefits
from the effects of All-Encompassing Sorcerer's Sight (Exalted pp. 222) while doing so. Overlapping
areas of focus can be switched to reflexively. The Infernal cannot focus on an area outside of the realm
of existence in which she activated this Charm. Focusing on an area leaves her no more material than
before.
In order to actually interact with the world, the Infernal must create an avatar body from the desert
winds that blow through nonexistence, though such a form cannot hold any more than the faintest
trickle of her numinous benevolence. • Creating this avatar costs a point of temporary Willpower and a
number of motes equal to the total sum of its Attributes (therefore, it costs a minimum of nine motes).
• Each of the avatar’s Attributes are capped at the Infernal’s own rating in that Attribute, or her Essence,
whichever is lower. As such, Cecelyne can potentially build her emissaries with Attributes rated at 10;
she seldom does, preferring to give them only what she feels is sufficient.
• The avatar is effectively a puppet-body, limited only by its Attributes in how much of the Infernal’s
infinitude can be reflected in it. It is directed by the Infernal in all things, as though it were her own
body (she remains aware of the entire area she is focused on while doing so, however).
• The avatar has the same Ability ratings and Health Levels as the Infernal (Cecelyne is treated as
having a rating of 10 in every Ability for this purpose). It shares her effective Essence rating, but has no
Essence pool and cannot itself use Charms; the Infernal may, however, use her own Charms through it.
Permanent Charms such as Transcendent Desert Creature always affect the avatar, as though it were the
Infernal herself. The Infernal cannot use Charms that facilitate a perfect defense, and all Charms used
in this way suffer a surcharge of one point of temporary Willpower, with the exceptions of Verdant
Emptiness Endowment and any Charm stemming from it, and Cecelyne’s Excellency. Sorcery cannot
be used through the avatar.
• The avatar’s form is defined by the Infernal, but always appears fairly harmless-looking, as defined
by the local society of the area being focused upon. This harmless appearance is enforced by a
Compulsion that prohibits violence against it, similar to those that sometimes protect merchant gods on
business. Mortals must spend a point of temporary Willpower whenever they attempt to make an attack
against it. Essence-users suffer from the same restriction, but after spending five points of Willpower in
this way, they are free to attack it without further cost for a year and a day.
• If a character who attacks the avatar owes a debt to the Infernal, she may choose to treat this attack as
a breach of their agreement, or (if she is feeling lenient) may simply remind them of their debt by
inflicting a single point of Limit upon them (she may do this a maximum number of times per scene
equal to the number of separate debts they owe her). Those who lack a Limit track do not gain Limit;
they instead lose (separate debts owed x 2) motes, which are immediately transferred to the Infernal.
This is not a Shaping effect.
• However, this restriction of peace works both ways; the avatar body cannot make attacks itself, nor
can offensive Charms be used through it. It is a saviour, not an assassin.
• Should the avatar be killed, the Infernal immediately suffers one level of unsoakable bashing damage,
while its body decays into silver sand over the course of one minute, after which even those paltry
remains blow away into nonexistence. If the avatar is killed by an attack which can permanently kill
spirits, its decay is instant and the Infernal instead suffers one level of unsoakable aggravated damage
and gains a point of Limit. This Charm is forcibly deactivated unless she immediately spends
(attacker’s Essence) Willpower. In addition, the attacker and any character toward whom they have a
positive intimacy immediately count as having fulfilled any debts they might have owed the Infernal; if
the history of Creation proves anything, it is that violence has long been deemed an acceptable
substitute for honest service.
• The mote cost of the avatar remains committed for as long it exists. The Infernal may withdraw these
motes as a miscellaneous action, causing it to immediately collapse and die (this does not provoke any
damage to herself).
Upon deactivating this Charm, the Infernal reforms somewhere of her choosing within the same place
of desolation that she activated it.
A second purchase of this Charm at Essence 6+ allows the Infernal to instead reform within (Essence)
yards of anyone who owes her a debt in the same plane of existence. This variety of reconstitution
takes five long ticks, and the Infernal cannot be targeted until she has fully reformed. This also counts
as repayment for the debt; therefore, the individual may reflexively refuse to act as the locus of the
Infernal’s reformation (this causes them to suffer the usual consequences for refusal of payment).
A third purchase of this Charm at Essence 8+ allows the Infernal to use it to exist in all realm of
existence. She may switch focus between (and reform in) valid areas as she wishes, no matter if they
are in Creation, Yu-Shan, the Underworld, Malfeas, or even Autochthonia, if the Seal of Eight
Divinities is lifted. This takes the usual amount of time, except when switching focus to (or reforming
in) Malfeas from another realm, or vice versa, which takes five days rather than five long ticks.
Due to the bindings of her surrender oaths, Cecelyne cannot project an avatar into Creation for no more
than one minute per month, or one hour per day during Calibration. Some claim that she could have
been bound completely, but managed to acquire this small window by goading the Sun’s Valor,
questioning his faith in the integrity of those he had championed. Whatever the case, Infernals are not
bound in this way.

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.

Rejection of Rebellious Fools


Cost: 3m, 1wp (+5m); 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, while 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 such Compulsions are lifted if the Infernal interacts with the target in any significant
manner. This Charm cannot be activated while the Infernal is undergoing Torment, 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 anything else 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
Sorcerous effect no longer dissipates naturally. 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.

Unbroken By Unacknowledged Blows


Cost: 9m (+2m, 1wp); 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 unexpected
attack, social or physical, providing a perfect dodge against it. 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. 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 does not function against expected attacks, bears the Imperfection of the Demon City, and
cannot be activated while the Infernal is undergoing Torment. 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.
A second purchase of this Charm at Essence 5+ allows the Infernal to increase its cost by two motes
and one point of Willpower in order to increase its duration to one action; the Infernal is rendered
immune to all unexpected attacks until his DV next refreshes. 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 scientists involved, who found the Demon City to be inconsiderate in not
providing a proper test-dummy.

Impossibility of Base Treachery


Cost: — (+1m); Mins: Essence 3; Type: Permanent
Keywords: Illusion
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; any evidence that a blow was ever struck (or unkind words ever spoken)
against the Infernal is covered up, obscured by his 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. Despite the fact that it
should be true, this unnatural mental influence can be ignored by non-Extras at a cost of one point of
Willpower.
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. At this level, the Infernal may also active Rejection of
Rebellious Fools in response to attacks they defended against with Unbroken By Unacknowledged
Blows.
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.
Desolate Monument Scheme
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Verdant Emptiness Endowment
Like grains of sand trickling through an hourglass, an endless stream of the desperate and foolish fall
through Cecelyne’s fingers. She is not without mercy, however; at times she will allow one of her
debtors to pull themselves free, provided they drag others down in their place, their broken hopes
forming a desolate monument to her generosity. This Charm permanently enhances its prerequisite,
giving the Infernal another option when requesting payment from a character with awakened Essence;
she may ask that her debtor seek out further beneficiaries.
For the next (Infernal’s Essence + Bureaucracy) days, the debtor becomes an advocate, gaining access
to the Charm Verdant Emptiness Endowment, as well as any of the Infernal's Charms that enhance it,
regardless of whether or not they meet the requisite minimum Essence. The advocate may use this
Charm to grant other’s wishes, as normal, but doing so results in their target becoming indebted to the
Infernal, not them; the Infernal is instantly made aware of new debtors acquired by the advocate,
though not what they wished for. The advocate must acquire at least (Infernal’s Essence/2) new debtors
in this way before they lose access to the Charm, or they are considered to have failed to uphold their
end of the bargain.
At Essence 7+, the Infernal may increase the number of days the advocate retains access to Verdant
Emptiness Endowment to (Infernal’s Essence + Bureaucracy + Occult). Cecelyne is considered to have
a rating of 10 in all relevant abilities for the purposes of this Charm, allowing her to loan out her power
for a full month if she so desires.

Covetous King Summons


Cost: 3m or 1m (+5m); Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Magnanimous Warning Glyph
What belongs to Malfeas is his alone, and can be called to him like a sniveling courtier. The Infernal
may use this Charm to summon any object into the Infernal's hands that he owns and has marked with
Magnanimous Warning Glyph, as it vanishes in a burst of emerald light to reappear at his side.
Weapons summoned in this way can be reflexively readied. This Charm costs three motes normally, or
one mote if the object is within the Infernal's immediate presence. Objects cannot be summoned from
another realm of existence until Essence 6+, though doing so increases this Charm's cost by five motes.
As a final benefit, objects that the Infernal owns and has marked with Magnanimous Warning Glyph
cannot be stolen from him without larcenous magic, which provokes a roll-off.
A second purchase of this Charm expands it, alerting the Infernal whenever larcenous magic would
contest his ownership of a given glyph-marked object. Further, if a glyph-marked object is ever used to
make an attack against him or has his ownership of it contested, the Infernal may reflexively activate
Rebuking Impudent Arms or Ember Gift Revocation, targeting the marked object in question at no cost
and any range. This requires that the Infernal know the Charm in question, and does not broaden either
of the applicability of either one.

Chains of Eager Debt


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Verdant Emptiness Endowment, Soul Crack Exploitation
Cecelyne is content to let debt pile up; as the Endless Desert, she is inured to time, and enjoys the slow
sensation of building obligation. The Ultimate Darkness, on the other hand, enjoys rattling the chains
that others were so eager to clamp about their ankles. This Charm permanently enhances Soul Crack
Exploitation. The Infernal may use that Charm to enhance attempts at mental influence against any
character who owes him a favour through Verdant Emptiness Endowment, just as though they were
being mirrored by Nemesis Self Imagined Anew. This extends even to those characters who are in the
course of paying off their debt; only those who have cleared their debt or provoked botches through
petulant refusal are immune to this Charm’s effects.
If the Infernal actually is mirroring the target with Nemesis Self Imagined Anew, he may prey on his
target’s debt as though it were an intimacy when using Soul Crack Exploitation, helpfully reminding
him of favours owed.

Oasis of Bartered Passion


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Heretical, Emotion
Duration: Permanent
Prerequisite Charms: Verdant Emptiness Endowment, Wind-Carried Passion
Cecelyne does not understand love. She grants others power, in order to force their lovers to stay with
them, or beauty and riches, to entice the object of their affection. This shallow conception of attraction
is why she is unable to draw Szoreny’s eye; for all the Princess of Judgement strips the colour from her
sands and bids silvery trees grow in the scattered oases of her world-body, she cannot truly grasp the
ideal of intimacy. Adorjan, on the other hand, knows the workings of love inside-and-out, and would be
willing to share them if her sister would but listen.
This Charm permanently enhances Verdant Emptiness Endowment, allowing the Infernal to grant a
new kind of wish; a wish for intimacy. Upon hearing a target express a desire for an intimacy of some
kind with another character, the Infernal may use Verdant Emptiness Endowment to inflict the
appropriate intimacy upon that character, as an Emotion effect costing two points of temporary
Willpower to resist (or three points for mortals); if the target does resist, the wish is considered
ungranted. After a character has resisted this effect (in any form), he is rendered completely immune to
it for a year and a day.
Although love is the most common wish, the Infernal can inflict any kind of requested intimacy,
ranging from lust to curiosity to envy. Whatever its context, this intimacy is treated as one granted by
Tragic Love Amusement for the purposes of the Infernal’s other Charms.
The Infernal can also use this Charm to remove an intimacy, should the target wish it (“if only I could
stop loving him” or “I wish that bitch would just leave me alone” being examples of how this wish
might be phrased). This is an Emotion effect that can be resisted in the same way.

Infinite Futility Infection


Cost: (Essence x 4)m; Mins: Essence 5; Type: Simple
Keywords: Heretical, Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Hollow Mind Possession, Shadow Spite Curse
She Who Lives in Her Name knows that free will is an aberration, and finds it personally offensive that
the Exalts of the First Age dared to employ it to even a limited extent in their own creations. Uniting
her stark fidelity with the hollow spite of the Ebon Dragon reveals a truth to those material
intelligences; free will is simply pointless. The Infernal may activate this Charm whenever he is in
direct control of an MI, spending (Essence x 4) motes to form a recursively futile philosophy in the MI;
failure is inevitable, each action undermined by everything that ever preceded it, all the way back to the
MI’s own misguided inception. This idea is sealed away, like a canister of toxic waste dumped into the
oceans of the MI’s awareness, and only erupts into a spat of fully-fledged nihilism once the MI is asked
to take action.
The next time any character other than the Infernal gives an order to (or otherwise attempts to operate)
the infected MI, this Sorcerous package of misfortune is triggered, as oozing shadows erupt from the
machine, flailing in despair before vanishing in an instant. The manse immediately suffers Power
Failure as a Sorcerous effect lasting one day. For the duration of this Power Failure, the victim who
gave the order suffers from an external penalty of –(Infernal’s Essence) on any action that could be
subverted by the Infernal’s Shadow Spite Curse. This penalty lasts one day, and does not stack with
actual applications of Shadow Spite Curse. Every character the victim has a positive intimacy toward
also suffers from this penalty, though in their case it is a Shaping effect and can be defended against as
such.
At Essence 5+, the Infernal may remove the Obvious display of shadowy tendrils when this Charm’s
effects are triggered.
If the Infernal knows Selfishness Is Power, he may replace the effects of Shadow Spite Curse with the
effects of that Charm, using his metaphysical virus to spread self-interest rather than tragic and
inevitable failure.
If the Infernal knows Noumena-Seizing Assimilation, he may purchase this Charm a second time. If he
does so, he is automatically notified whenever one of his Sorcerous packages are triggered. He
instinctively knows which MI the package was placed within, but not who actually triggered it. He is
not notified if a package is dispelled.
In addition, he may increase the cost of this Charm by one aggravated health level, imbuing his
Sorcerous package of misfortune with a chunk of his own vital spite. Whenever that package is
triggered, any and all MIs that could be targeted from the original MI with Noumena-Seizing
Assimilation immediately receive a copy of the same Sorcerous package, provided the Infernal has
already established a backdoor to their systems. These new Sorcerous packages do not similarly spread
when activated, until the Infernal reaches Essence 7+.

Vice-and-Virtue Equation
Cost: — (1wp); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Demonic Primacy of Essence
The world’s moral structure is topsy-turvy, inverted and broken from the moment the weak and
shortsighted usurped their less-numerous betters. Cecelyne acquired this Charm when she came to
recognise this fact and even indulge in it; after the vivisection of her fetich, a deliberate and explorative
insult by the Exalted Host who had exploited her rules of engagement throughout their selfish rebellion.
The Infernal may reflexively spend a single point of Willpower in order to invert her Virtues, gaining
the ability to sneer at the rules they impose on her character, reinterpreting them in an ironic and
deliberately hypocritical fashion, expressing Compassion with cruelty and Valor with self-preservation.
For the rest of the scene, she may channel any of her Virtues to enhance actions that would normally
require her to suppress them, and must suppress her Virtues in order to take actions that they could
normally enhance. The Infernal’s Virtues return to normal at the end of the scene; alternatively, she may
reflexively re-invert them back to normal by gaining a single point of Limit; Cecelyne’s hypocrisy is a
bitter luxury, not something her ego permits her to use as a tool of convenience.

Between You and I


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Knowing the Desolate Heart
The heat of the Green Sun beats down constantly on the silver sands of Cecelyne, a pressure that
alleviates only when she wills it so. It is not so different from the pressures of social expectation and
disapproval; a similarity reflected by the sapphire-tinted eyes that wink into brief existence across the
Endless Desert when she wishes others to know that she is watching them, and that no secret of theirs is
hidden from her archives. This Charm permanently enhances its prerequisite. If the Infernal
successfully divines her target's greatest failure with that Charm, she may choose (at any point) to
wordlessly make her knowledge Obvious to the target. If she does so, then any mental influence she
applies against the target that plays off the divined failure, no matter how subtly, applies a -2 penalty to
their MDV.
At Essence 4+, the warlock may costlessly add a psychic threat of exposure to any mental influence
that benefits from this effect, a threat which is Obvious to the target alone. If the target successfully
defends himself against the mental influence in question, the failure that is being exploited will become
Obvious to every character who can perceive the target or the Infernal at that moment. The target can
only defend himself by braving an admittance of his failings, thereby making the warlock's knowledge
worthless.

Divination of Endless Inadequacies


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Knowing the Desolate Heart
None who walk Cecelyne's sands escape without their hearts being laid bare. The Endless Desert
seldom cares for what she finds within. This Charm permanently enhances its prerequisite. Whenever
the Infernal uses Knowing the Desolate Heart and learns her target's greatest failure, she provokes a
trickle of insights into her target's pathetic life, like grains of sand falling through an hourglass. For the
rest of the scene, whenever the Infernal makes a successful social attack against the target, or the target
makes a social attack against the Infernal (successful or otherwise), the warlock immediately learns
their next greatest failure, scaling down from the last one she learned.
In this manner, the Infernal might first learn of a father's failure to save his daughter, then his failure to
keep his job, then his disappointment over his artistic skills, and finally his frustration over having
forgotten to buy milk; no failing, however petty, is beyond the grasp of Cecelyne. This benefit is not
optional; sufficient social interaction can force an Infernal to learn each and every one of her target's
failures.
If the Infernal is landscape-scale or larger, and the target of Knowing the Desolate Heart is within her
body, the duration of this effect is extended to last for as long as they remain within her. In addition, she
counts every hour they spend in her form and every prayer roll they make to her (or one of her souls) as
a failed social attack for the purposes of this Charm. If the concurrent divinations of failure pile up to
the extent that they would interfere with the Infernal's own thoughts, she begins to treat them as
prayers, and can listen to them (or ignore them) as per Penitents Like Scattered Grains. To her
irritation, Cecelyne has yet to find a traveller on her sands whose sense of failure matches her own.

Mean Streets Curriculum


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Urban Legend Agyiopathy
A city's lessons are scribed into its very streets, and those who walk them can learn harsh truths all the
green day. This Charm allows the Infernal to treat areas deliberately designed for habitation or use as
tutors in any resonant Attribute, Ability or Specialty. He might treat an old dockyard as a tutor for Sail
or Craft, or receive training in Charisma, Intelligence, Performance, Occult or Medicine by the funeral-
city of Sijan. Linguistics is generally an option, provided the new dot would allow the Infernal to learn
the dominant language of that city or town. The resonant abilities for the Brass City itself are
considered to be Strength, Stamina, Charisma, Resistance, Survival, Performance, Occult, and Craft.
"Urban" specialties are always considered to be resonant, such as city-planning (Bureaucracy), urban
warfare (War), parkour (Athletics), or street-dance (Performance). To be trained in this manner, the
Infernal wanders the streets and halls of that area, suffering its lessons and drinking in its wisdom.
At Essence 3+, the warlock halves the training time for any trait trained in this manner, and can convey
the full effects of this Charm on any character he wishes by tutoring them for an hour in the lessons of
a single valid area; for the rest of the week, they benefit from this Charm while training in that area.
The Infernal may tutor a maximum Magnitude up to (Essence ÷ 2) characters at once in this way,
rounded down. It is unknown just how the demons in question coaxed the Devil-Tyrant into training
them, but the Tarnished Thorn still dominates sections of Malfeas to this day, their leaders reaping the
benefits of the most nightmarish week of their lives.

Urban Legend Agyiopathy


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance
Malfeas is the Demon City, and his halls echo with the clamour and conspiracy of his subjects. To hide
from him is to hide from the very walls of your house. The Infernal adds three automatic successes to
any attempt to navigate a place deliberately designed for habitation or use. These successes also apply
to rolls to uncover information about the place itself (including ongoing events within it). None of these
rolls require the usual sources; rather than looking up the history of Nexus in a library, or shaking down
contacts in a shady bar, or even looking for a map, the warlock simply listens to the world. Snatches of
distant conversation are channeled to his ears by impossible acoustics, graffiti and street-signs line up
to present him with clues, and omens intuit themselves from brick and mortar.
If the Infernal has Viridian Legend Exoskeleton active, characters who can read the glowing Old Realm
etched into the brass benefit from a three-die bonus on any roll this Charm would enhance (which does
not stack with this Charm's main bonus); Malfeas knows all cities are but lesser reflections of himself,
their legends subordinated into his own.

Necessary Appendage Retrieval


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ego-Infused Pattern Primacy (x2), Wholeness Rightly Assumed (Crippling),
Mind-Hand Manipulation
In the Primordial War, a Night Caste went to great lengths to steal one of the perfect spheres of She
Who Lives in Her Name. Having escaped with his prize, he found his larceny was for naught, as she
simply recalled the pilfered body-part from a distance. Perhaps it is coincidence that the sphere in
question was one of the three shattered in her great Torment at the end of the war. This Charm
permanently enhances Ego-Infused Pattern Primacy; so long as Mind-Hand Manipulation is active, the
mote cost to instantly heal a Crippling effect is removed. Amputated limbs are distantly retrieved and
reapplied to the body, while crushed organs are discretely re-assembled within the body by
subconscious telekinetic surgery.
A second purchase of this Charm expands Ego-Infused Pattern Primacy, allowing it to counter theft of
artifacts that the Infernal owns and is attuned to. The artifact in question vanishes after the usual
amount of time in a crackle of pure white light, returning to the Infernal through Elsewhere. This
ability only functions if the artifact remains attuned to the Infernal for the entire duration of the theft.

Loss Leads Onward


Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Desecration, Training, Touch
Duration: Instant
Prerequisite Charms: Broken Soul Wisdom
Absence diminishes little passions and increases great ones, just as wind extinguishes candles and fans
a fire. Adrián lost more than most will ever have, but in the losing discovered new truths. This Charm
can be purchased twice, each time granting the Infernal access to two methods of activating it, called
Losses. She may use this Charm to target any character she touches, provided they have suffered at
least one Loss in the past day that she has access to. This Charm cannot target the same character more
than once in a day (though multiple valid Losses can be applied in a single activation, at no additional
cost), and its effects vary depending on the Loss in question, as described below.
• Loss of Capability: If the target suffered a Crippling amputation effect or physical negative mutation,
this is a loss of capability. The Infernal immediately applies any one positive physical mutation to the
target as a permanent Desecration effect. This mutation cannot directly counteract the initial loss of
capability suffered by the target, but it can work around it; a soldier who lost his arms could not receive
the Additional Limbs mutation, but might receive the Tentacles mutation, while a blinded child might
receive the Third Eye mutation. Mutations granted in this manner always bear the aesthetics of the
Silent Wind; the aforementioned Tentacles might appear to be prehensile ribbons of crimson-and-white
silk, while the Third Eye might be a swirling red vortex similar to the Scourge Caste Mark.
• Loss of Sanity: If the target acquired a new derangement, this is a loss of sanity. The Infernal chooses
one Ability, and immediately grants them a +3 Specialty in "Madness" in that Ability as a Training
effect. These new specialty dots must be paid for as normal, and replace any pre-existing specialties the
target might have held (granting an xp refund). The target gains the benefits of these specialty dots
when acting in a manner that suggests (or overtly displays) their insanity, however enlightened it may
be.
• Loss of Love: If the subject of the target’s positive intimacy was destroyed or killed, or deliberately
eroded the intimacy the target held for them, this is a loss of love. The Infernal can immediately allow
the target to learn any one Charm or Spell they could normally learn without a tutor or with the Infernal
as their tutor, as a Training effect. This particular Loss is incompatible with any character who knows
even one Adorjan Charm, as her own teachings seep through to show them it is not a loss at all.
• Loss of Purpose: If the target’s Motivation was invalidated, this is a loss of purpose. The Infernal
immediately chooses a new Motivation for them as an Emotion effect. This new Motivation must make
sense for the target (even if only in a twisted manner), and must be heroic. The target can reject this
new Motivation by spending three points of temporary Willpower, or one if they were already heroic,
or zero if they are Exalted. Extras given a new Motivation in this manner become heroic (note that
most Extras are likely to have a standard Motivation along the lines of “Live a peaceful life”).
There is another loss that Adorjan is not yet totally aware of; Loss of Life. She has skirted close to its
edge, but never fully experienced it herself; it was Lilike that felt that blow for her. Yet the Underworld
grows ever-darker, and twisted ghosts clad in crimson and red gather in its depths, beating muffled
cobweb drums and plucking at silent stings,

Blackest Temptation Beckons


Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Compulsion, Sorcerous, Stackable, Touch
Duration: Indefinite
Prerequisite Charms: Our Little Secret
All the world is an oyster; a helpless creature with a delicious squirming centre, protected only by a
thin shell of propriety. To use this Charm, the Infernal must touch his target, and specify (out loud or
otherwise) a single act of depravity (as defined in Our Little Secret). This applies a Sorcerous
Compulsion effect which can only be removed through countermagic, and activates whenever the
target would have the opportunity to commit the act of depravity in question, compelling them to do so
regardless of the consequences. This unnatural mental influence can be resisted for one scene at a cost
of two points of temporary Willpower, or one point of Willpower if the character would have to
suppress one of their Virtues to commit the act in question.
The chosen act can be as specific or broad as the Infernal desires; “murder” is as valid an act of
depravity as “murder Nara-O in sight of Luxana”. Multiple activations of this Charm can be placed on
the same target, to tempt them with multiple transgressions against the moral order of the world. This
Charm becomes Obvious to Essence-sight whenever its Compulsion is triggered and for the duration of
the act, as a shadowy blot-thing wisps into existence over the victim's left shoulder.
At Essence 3+, mortals afflicted by this Charm are compelled to actively seek out opportunities to
commit the specified act of depravity, unless committing the act in question would force them to
suppress one of their Virtues.
At Essence 6+, the Infernal may purchase this Charm a second time, allowing him to use it at an
increased cost of ten motes to target any object, person or structure that could be subject to the act of
depravity he specifies. This version of the Charm is constantly Obvious to Essence-sight, as the object
is coated in an immaterial swarm of the Things That Lurk in Corners, drifting around anyone nearby.
Anyone who witnesses the target and would not have to suppress one of their Virtues in order to
commit the act in question is immediately affected by a Compulsion to commit it, costing only one
point of temporary Willpower to resist for the rest of the day. If a character commits the act in question,
they become relieved, and the Compulsion no longer affects them.

Hated Sobriquet Memeticism


Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Emotion, Sorcerous, Touch
Duration: Indefinite
Prerequisite Charms: Spite Honing Curses
Kimbery is a master of insults, her skills ranging from personalized needling to generic curses. One of
her favoured tools is that of the name, as she dredges her depths for the perfect cognomen to insult and
cajole; many a time she has threatened to build a new home for the Principle of Hierarchy. To use this
Charm, the Infernal must touch any character, and address them by a nickname. This nickname can be
entirely innocuous, blatantly insulting, or anything in-between; it can even be the target’s actual name,
mispronounced or slightly altered in some way. The target immediately acquires a Sorcerous negative
intimacy toward that nickname, as an unnatural Emotion effect costing two points of Willpower to
resist. This intimacy does not count toward the target’s maximum number of intimacies and cannot be
eroded by mundane means. For as long as this intimacy exists, the target can and must use it to increase
her MDV by one against any social attack (or other mental influence) that includes that nickname, and
must spend Willpower to resist such mental influence if possible.
This nickname is Obvious to any character who perceives the target; perhaps they seem to remember
hearing it before, or it just seems appropriate to the target. In any case, should they ever address the
target, they must refer to them by that nickname; this Compulsion costs one point of Willpower to resist
for the rest of the scene. The Infernal herself is immune to this unnatural mental influence.
If the target is beloved, the Infernal’s nickname is less a hated moniker and more a playful pet name.
The target’s intimacy toward it is positive, rather than negative, resulting in a decrease in their MDV
when they are addressed in that manner, and an increase when they are not. Such a nickname is not
made Obvious to other characters; Kimbery’s love is hers alone.
At Essence 3+, the Infernal may use this Charm without the Touch keyword, so long as her target can
hear the nickname she gifts her with. At Essence 6+, this nickname becomes a valid name for the
purposes of magic that targets a character based on their name, for as long as the intimacy created by
this Charm remains in place.

Rising Tide Persistence


Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Intolerable Burning Truths (Mother Before Daughter)
Those who Kimbery loves are worthy of it always; she is certain of this, and will pursue what is best
for them until her love is turned bitter by their inevitable betrayal. This Charm may be used to enhance
any social attack the Infernal makes against a beloved character, applying a direct penalty to her
target’s MDV equal to the number of previous similar social attacks she has made against that target
this scene, to a maximum of –(Infernal’s Essence). If this would result in a penalty greater than the
target’s own Essence rating, the social attack exerts unnatural mental influence, and the Infernal may
increase the cost of this Charm by two motes to make it undodgeable.
For a previous social attack to be considered “similar”, it must have used the same social Ability
(though social Attributes can be different), and had the same desired effect (such as compelling the
same behaviour, provoking the same emotion, or building or eroding the same intimacy). Social stunts
describing the attacks can vary, but must follow the same general gist, while different intimacies or
Virtues can be exploited as the Infernal wishes; the ocean eats away at the shore from every angle it
can.
At Essence 4+, this Charm automatically upgrades, increasing the duration over which similar social
attacks are tracked to one full day.
Banquet of Cobwebs
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Heretical, Shaping, Sickness
Duration: Permanent
Prerequisite Charms: By Hunger Nourished, Corrosive Pattern Infliction
This Charm permanently enhances By Hunger Nourished, adding another option when targeting
another character; the Infernal may curse his target to suffer from a total frustration of the palette. For
the duration of that Charm, whenever the character attempts to consume any substance, it transforms in
his mouth into one of the abhorrent cast-offs created by Corrosive Pattern Infliction, forcing an
immediate (Stamina + Resistance) roll at difficulty 6.
If he fails, he immediately vomits, and the time remaining before he starves is reduced by a number of
days equal to the original Resources cost of the meal, as the furred, wormlike shadows of Things That
Lurk in Corners squirm through his gorge. If he succeeds, the “food” offers barely any sustenance; it
only counts as half a meal for the purposes of avoiding starving. Successfully consuming more than
(Essence) such meals in a day inflicts a pox-level derangement on the character in question as a
Sickness effect.
If the Infernal desires, he can specify exactly what manner of horrible and useless substance the target’s
food will transmogrify into, ranging from gravedirt to soiled fruit juice to a perfect replica of their
child’s corpse. Otherwise, the transformations are random and awful, as normal for Corrosive Pattern
Infliction.

Horror-Honed Sympathy Evocation


Cost: — (+1m); Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Our Little Secret, Intolerable Burning Truths (Trust is Naive)
Kimbery will forgive her children for any crime committed against beings other than herself, while the
Ebon Dragon is a master at exploiting sympathy. This Charm permanently enhances the four-mote
version of Our Little Secret, allowing the warlock to increase its cost by one mote to imbue a witness to
an act of depravity with gushing sympathy rather than paralyzing shame. This would be a natural
response, except that the induced sympathy lies not with the victim, but with the perpetrator. If the
Emotion effect takes hold, the target refuses to admit that the perpetrator might be in the wrong, instead
placing the blame on society, the victim, or random misfortune. If necessary, they will even help the
perpetrator in hiding their involvement in the act, though this reduces the base Willpower cost to resist
the effect to one.
If there were multiple perpetrators involved in the single specified act of depravity, the Infernal may
distribute the target’s sympathy however she wishes, directing it to a single villain (in which case the
target will often blame the other perpetrators as deliberate bad influences) or spreading it about the
entire group, painting terrorists as freedom fighters and vandals as street artists.

Elegant Knife-Juggling Soul


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Dread Panoply of the Silent Wind
See the juggler! She carries a dozen objects at once, but bears the weight of only one at a time. Throw
her some knives, and see what further art she might perform. This Charm permanently enhances its
prerequisite in two ways. Firstly, the Infernal may reflexively attune to any artifact weapon that she
stores within her panoply at the moment she activates the Charm.
Secondly, if the Infernal has more than one weapon in her panoply that requires attunement, she only
needs to commit Essence to the weapon with the highest attunement cost; all other artifact weapons can
be attuned for free. Paired weapons treat their attunement cost as a single total, not two separate
commitments. If the committed weapon is later ejected from the panoply, the Infernal’s committed
motes are lost, and she must either reflexively attune to the next-most-expensive weapon, or lose her
attunement to all her stored weapons. If the panoply is ended through countermagic, the Infernal retains
her highest-cost attunement, but her other weapons fall unattuned.

Children of (Yozi)
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First (Yozi) Excellency
The children of giants stride the earth, inherited might strumming through their very bones. This Charm
permanently enhances the Infernal's capabilities, allowing their immediate and direct blood-
descendants to learn and use the relevant First and Second (Yozi) Excellency, with a dice-cap of
(Ability), at the usual xp cost and training time. Learning and using these Charms still requires that the
descendant become enlightened, and they cannot use Combos.
At Essence 6+, this Charm automatically upgrades. The Infernal's immediate and direct blood-
descendants are now Demonbloods, as though the Infernal were their own coadjutor. They still use the
(Yozi) Excellency granted above, rather than Spirit Excellencies.

Demon King's Behemoth Get


Cost: –; Mins: Essence 4; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Children of (Yozi), Devil-Tyrant Avatar Shintai
The fruit of Malfeas' titanic loins are terrible indeed. This Charm permanently enhances Children of
Malfeas. Any child of the Infernal is a Creature of Darkness, and native of Malfeas, born with eight
points of permanent mutations chosen from the By Rage Recast library of mutations (as it exists at the
time of conception). As the child grows, so does its monstrous nature comes further to the fore; each
year, on Calibration, the child acquires another mutation point, which must be spent as soon as possible
on mutations from the library. This process only ends once the child has manifested every available
mutation.
At Essence 6+, children who manifest every available mutation may train their Essence up to 4 on their
own, becoming demons without the need for Endowment. They maintain their former mutations as part
of their standard spiritual body, requiring the Shapeshift Charm to temporarily suppress them.
At Essence 8+, children who ascend on their own do not become demons, but instead are transformed
into inhuman behemoths. They retain their current mutations and Charms, but cannot die from old age,
and are no longer considered human. In addition, they gain a unique Spirit Charm called Demon King's
Grandchildren, with the same effects as this Charm, but using their own mutations rather than the
Infernal's library. Finally, they continue to acquire mutations each Calibration, ignoring the need to
adhere to the Infernal's library.
At Essence 10, the Infernal's behemoth children become partially unkillable. Upon their ascension, the
Infernal's player chooses one Imperfection that applies to a Charm he knows. The behemoth-child will
return to life with half its health-levels healed one week after being killed by any attack that would not
permanently kill a Primordial or exploit that Imperfection.

Fear Itself Embodiment


Cost: — (+1wp); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Black Mirror Shintai
The wise fear themselves; only the petty and foolish think to posit another as their nemesis. The Ebon
Dragon learned pettiness in his Torment, and will lower himself to such childish scare-tactics if he
must. This Charm permanently enhances its prerequisite, allowing the Infernal to increase its activation
cost by one point of temporary Willpower to transform himself into an exact copy of any character that
his target has an intimacy of fear toward, rather than the target themselves. This version of the Charm
still suffers from the usual restrictions on the power of the character the Infernal transforms into, but
does not provide an inverted Motivation and intimacies.
Contraband Elimination Field
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Crystal-Fire Barrier Technique
Everything has its place. The Principle of Hierarchy ensures that it stays there. This Charm
permanently enhances its prerequisite, allowing the Infernal to declare up to (Bureaucracy) categories
of objects to be contraband upon activating it. These categories can be as broad or specific as she
desires; “weapons” is a valid category, as is “swords”, “slashing swords”, “scimitars” or “scimitars
made in Nexus with an blue-dyed leather grip”. Such categories must describe the physical properties
of the object, not the character who owns it, or any other factor that could not be determined by direct
material observation of the object in question.
To everything except the declared contraband, the created barrier is without substance, allowing
characters and objects to pass through as normal (because of this, it is not vulnerable to physical attack,
only countermagic). However, it solidifies around any contraband that attempts to pass through it,
preventing passage. This obstruction is Obvious to characters bearing such objects, allowing them to
back off and find another way around, or discard the contraband in question.
Alternatively, they can force their way through as a miscellaneous action, which inflicts (Infernal’s
Essence x 10) unsoakable health levels of damage to the object in question, as an Obvious Shaping
effect accompanied by colourless sparks. Contraband artifacts cannot be destroyed in this manner,
though they may suffer cosmetic searing, and at Essence 5+ they are automatically deattuned as a
Shaping effect.

Banned in the King's Hall


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Contraband Elimination Field
The Infernal's barriers shimmer with unfelt heat, hissing with emerald sparks as others pass through
them. This Charm permanently enhances the selective barrier produced by Contraband Elimination
Field. Any contraband object (or Artifact) that survives passing through the barrier is immediately
superheated, as described in Rebuking Impudent Arms.

Careless Directive Insertion


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Counter-Pronouncement of Enthymemic Law, Hollow Mind Possession
The integration of whim and law exhibited by the Endless Desert frustrates She Who Lives in Her
Name beyond belief; even belligerent Isidoros simply rejects the hierarchy, rather than nonchalantly
mocking it through its own structure. Nevertheless, Cecelyne is the judge and lawmaker of the
Primordials, so the Principle of Hierarchy must tolerate her groundless decisions and integrate them
into her worldview as best she can. Others are not so capable.
This Charm permanently enhances any Cecelynian Charms that inflict an intimacy (or some other form
of loyalty) toward a law as a Servitude effect. These effects can now be applied against characters the
Infernal could target with Hollow Mind Possession (such as automatons, the dream-eaten, material
intelligences, etc), if they could not before. Such targets acquire this intimacy even if they would not
normally be capable of maintaining intimacies, and cannot erode it through mundane means. As
normal, they treat this intimacy as being subordinate to their Motivation, but will generally try to
accommodate both simultaneously, if possible.
In addition, such targets gain a Limit track, which they add one point to every time they take an action
that contradicts this intimacy. Upon acquiring ten points of Limit, they suffer the uncontrolled version
of the Deliberate Cruelty Limit Break for a single scene (regaining no Willpower from doing so),
before removing all points of acquired Limit. If they undergo this insanity more than (Artifact or
Manse or Essence rating) times, they replace their Motivation with the intimacy that triggered their last
Limit gain, and constantly suffer from the controlled version of the Deliberate Cruelty Limit Break.
There is no known cure for this state, but it is not yet believed to be contagious. Targets who already
possess a Limit track are immune to this effect.

Stilled Tongue Reinvigoration


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Analytical Modeling Intuition (x2), Wickedness Beyond Life
The Ebon Dragon delves into the depths of mad necromancy, seeking an ever-greater darkness. In his
lack of temperance, he has missed the minor tales that flit through the night like bats, instead focusing
on the juiciest and most Primordial morsels of death he can find. The Whispering Flame, by contrast,
misses nothing in her micromanagement; no matter how much she might desire to. This Charm
permanently enhances the second purchase of Analytical Modelling Intuition, allowing the Infernal to
use it to target a corpse (inanimate or otherwise). This produces the same limited, myopic information
that would normally be produced for a least god, but can extend to events that occurred in the corpse’s
life, as though seen through their then-living eyes. It is unknown precisely which murky force supplies
this information; by all rights, the least god of a lifeless carcass should not have access to it, and this
Charm remains effective long after any souls have departed.
Adorjan

Nothing Stops The Wind Or I'm The JUGGERNAUT Understanding

Cost: 10m, 1wp, Mins: Essence 4, Type: Simple (Speed (Stamina), DV -0)

Keywords: Combo-OK

Duration: (Stamina) ticks.

Prerequisite Charms: Wind Born Stride

The wind is fast, and graceful, yes. But the wind is also mighty, unstoppable. You cannot harm it; you cannot touch it.
While this charm is used, the Infernal may not take any other actions except to dash reflexively. However, while it lasts, he has the effects of a
perfect soak. It bears the imperfection of the Silent Wind, and ceases working if they drop their speed.
A second purchase at Essence 6 allows the charm to be reactivated at the end of its duration for an additional 8m.
This charm is treated as Who Strikes the Wind? for the purposes of prerequisites.

Shredding Gale Instinct


Cost: 1m, Mins: Essence 3, Type: Supplemental
Keywords: Combo-Ok
Duration: One action
Prerequisites: Unbound Freedom Infiltration

With this charm, the user emulates Adorjan as a terrific cutting gale. This charm supplements a dash action, and allows you to move through a
space occupied by an enemy. It also allows you to make an attack with any weapon you possess whenever you pass through an opponent or
object using this charm or a similar one. (Although they suffer normal Multiple Action Penalties.) Despite appearing to be a gale of slashing wind
for as long as they keep activating this charm, they continue to suffer daamge from attacks normally.

At Essence 4+, a surcharge of three motes and one willpower allows this charm to remove Multiple Action Penalties incurred by striking multiple
enemies using the effects of this charm.

Cecelyne
Lacerating Desert Assault
Cost: -, Mins: Cult 2, Essence 3, Type: Permanent
Keywords: Messianic
Duration: Permanent
Prerequisites: Sandstrike Blast

An Infernal who knows this charm can direct the sands with ease.
This charm's prerequisite may now be flurried, as an explicit exception to the normal rules on flurrying simple charms. The rate of the attack is
equal to half the Infernal's Essence. All other effects remain identical.

Malfeas
Searing Emerald Bombardment
Cost: -, Mins: Essence 4, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Kissed By Hellish Noon

Malfeas is furious, and despises asking for help. He will take his light and fashion weapons from it before seeking them from others-and so he
does.

As an innate ability, the Infernal may create ammunition or thrown weapons with a resource cost of no more than one, at a cost of one mote
each. These weapons are treated identically to a normal example of their type.
Finally, ammunition and weapons created by this charm are already attuned to Malfeas’ green fire. Using them as part of a Green Sun Nimbus
Flare attack costs only one mote.

Weapons not inted for use on a personal scale, such as essence cannons and siege weaponry, aren’t compatible with Searing Emerald

Bombardment by default, but an Essence 5 purchase of this charm enables this. At Essence 6+, ammunition
created deals an additional two dice of damage, and thrown weapons are considered exceptional.

First King's Demand or MALFEAS DEMANDS (COOKIES)!

Cost: 4m, Mins: Essence 4

Type: Supplemental

Keywords: Obvious, Social

Duration: Instant

Prerequisite Charms: Crowned With Fury

The first king is not easily denied. Even those who hate him sometimes find themselves granting his demands.

This charm enhances a social attack phrased as a demand. Leave this place, Bring me aid, and Bring me his head with a side salad are all valid uses
of this charm. It makes the attack an unblockable social attack, causing unnatural mental influence that costs willpower to resist equal to half the
user's essence. Servants of the Incarnae or the free Primordials (Such as Solars, Sidereals, Lunars, Alchemicals, elementals to name but a few)
reduce this willpower cost by one, due to the ancient surrender oaths. This demand is often phrased oddly, and the powerful quality of their voice
is utterly inhuman, providing the Obvious nature of the charm.

Fury of the Betrayed


Cost: 5m, Mins: Essence 3, Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Pathetic Distraction Rebuke

Malfeas was betrayed once, and he finds himself mad, locked in a prison of his own flesh. Those who have the temerity to betray him again, to
strike their master, soon regret it.

This charm is invoked in response to any enemy attack, regardless of whether it struck the user successfully or not. It allows the Infernal to make a
counterattack at her full dice pool, moving up to a full dash action’s distance before doing so. (If she cannot reach the target to make the attack,
she may not use this charm.)

The tremendous force of the attack means that the foe must abandon her treacherous offence, or else suffer the consequences. (Obviously,
Malfeas has more respect for the latter - as far as he understands the concept.)
If the foe parries or dodges this attack, even with a perfect effect, they lose any other actions they were taking this tick, such as further attacks in a
flurry.
If the foe takes damage from the attack, they are thrown backwards by Malfeas’ fury, travelling (Essence) yards, plus one yard for each dice of
post-soak damage rolled. If they strike a solid object before their flight is complete, they suffer one dice of bashing damage for each yard they did
not travel. If they strike a particularly deadly surface, such as electrical wires, a giant, angry porcupine, or the First and Forsaken Lion, this is
instead lethal damage.

Glaring Sun’s Subtlety


Cost: -, Mins: Essence 2, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Malfeas’ fetich is the blinding green sun, Ligier, and no lesser light can faze him. He ignores any penalties and sensory impairment caused by bright
light, treating it as a clear day. This attunement to light has a cost, increasing the penalty caused by shadowy illumination or darkness by one.

Should the Infernal suffer a Crippling effect that blinds her, she may perfectly ignore the effect as a defense to see clearly. However, for as long as
this benefit is used, Primordial Essence leaks from the eye (or socket), making this Charm Obvious. The player defines how the leakage manifests.

Finally, no lesser force than her own can penetrate the Infernal’s will. She adds her essence rating to her MDVs against Charisma based social
attacks and as bonus successes to recognise or study such passions. Her forceful nature makes it harder to deceive, however, imposing an internal
penalty of her essence rating to any Manipulation based social attack.

A character who possesses both this charm and Witness to Darkness gains neither benefit nor penalty from either in respect to social attacks –
understanding both force and guile, she receives a single bonus die on either, and to her MDV pools, but otherwise uses Charisma and
Manipulation as normal.

The Ebon Dragon


Walking The Dragon’s Path

Cost: 5m+, Mins Ebon Dragon, Essence 4, Type: Supplemental


Keywords: Combo-Ok, Obvious, Shaping
Duration: Instant
Prerequisites: Bloodless Murk Evasion

The Ebon Dragon cheats all things, and time and distance are no exceptions. This charm supplements a move action begun in an area of shadow.
As long as the target location is also in shadow, the user immediately teleports there, regardless of intermediary objects and dangers. It must be
an area the user is aware of, and cannot be further than Essencex10 yards away, or in another realm of existence.
If an Infernal attempts to teleport to a shadow and finds that none is nearby the target area, he does not move from his original position, loses his
move action, and takes a number of unsoakable bashing levels of damage equal to his Permanent Essence.

A repurchase of this charm requiring Essence 5 and a surcharge of one willpower improves its range to Essencex100 yards. A third charm at
Essence 6, for 1wp and +5m, improves to Essence miles, and a fourth and final charm at Essence 8, costing 1wp, 20m total, grants a range of
Essencex10 miles. A separate purchase requiring Essence 6 removes the restriction of realms of existence, although you must still know of a valid
shadow.

Obviously, this last repurchase is useless to the Ebon Dragon, who is trapped within Malfeas.

Darkness Strikes From Darkness

Cost: 10m, 1wp, Mins Ebon Dragon, Essence 5, Type: Simple


Keywords: Combo-Ok, Shaping
Duration: One Scene
Prerequisites: Walking The Dragon’s Path

A true master of shadows is more at home there than she is in the light. She can flit from shadow to shadow with ease.
While this charm is active, its prerequisite can be activated as a reflexive action, even multiple times a tick, as long as she is within an area of
shadow. All normal costs must be paid. With a stunt, the payment of a single teleport allows for multiple shorter teleports of the same maximum
total distance.
In addition, whenever the Infernal takes a normal move action that begins and ends in a shadow, she may pay one mote to treat it as a teleport,

identically to the use of its prerequisite charm.

Heretical
Mind and Body Storm (Adorjan+Hegra)
Cost: 5m, 1wp, Mins: Essence 5, Type: Simple (Speed 6, DV -0)
Keywords: Heretical, Shaping
Duration: One scene
Prerequisites: Wind-Daughter’s Wrathx2, Sky-Crisis Strike

The Infernal embraces the tearing winds of Adorjan and the psychedelic rains of Hegra, taking them into herself. With but a thought, she can will
her essence to take the form of howling, tearing wind, and rain of many colours, that tears at the minds and bodies of all those around until they
belong to her-or die.
This charm creates an environmental hazard in an area of Essencex5 yards around the Infernal, with the following traits: Damage (Essence-
4)L/action, Trauma (Essence/2)L. However, a character with an intimacy of Love for the Infernal, or any other character possessing this charm,
treats the damage from this charm as Bashing damage, and it cannot roll over into lethal.
Any being harmed by the wind and rain of this charm is subject to an unblockable social attack with the following dice pool: Infernal’s
Essence+Presence+Victim’s Wound Penalty. If the attack succeeds, the victim loses a single dot of temporary willpower as a shaping effect. If the
attack succeeds on a victim with no willpower remaining, they treat every single successful social attack from this charm as a scene spent building
an intimacy of love to the Infernal, as well as suffering the effects of the controlled Overindulgence limit flaw for one hour. (The time stacks for
each attack).
At Essence 7, this charm upgrades. A surcharge of 15m on activation extends the area of the effect to Essence miles. Using the charm in this way is
a Blasphemy effect.
At Essence 8, a Surcharge of 25m extends the area to Essence x10 miles.
An additional purchase of the charm, requiring Essence 10, extends the area to Essencex1000 miles.

A second purchase of this charm removes the willpower cost of this charm and allows it to be activated as a reflexive action, but only if activated
while the Warlock’s anima is at at least the 11-15 mote level. However, the charm MUST be activated immediately when the Warlock reaches the
11-15 mote level.

Midday’s Deepest Shadows (Malfeas+Ebon Dragon)


Cost: 1wp, Mins: Essence 3, Type: Simple (Speed 6, DV -0)
Keywords: Heretical, Shaping
Duration: One scene
Prerequisites: Witness to Darkness, Green Sun Nimbus Flare

The Ebon Dragon knows that the brightest lights cause the deepest shadows - why else would he have worked upon the Unconquered Sun?
But alone, he cannot shine.
Ligier’s Emerald glory is a harsh light, but a skilled Infernal can throw an orb of verdant essence into the air that illuminates the area, yet somehow
only makes it darker. For the scene, all allies have three bonus dice to hiding in shadows, as if from specialties, while foes have a -1 external
penalty. As a side benefit, this charm is almost guaranteed to create shadows.

At Essence 3, this charm lights only a small area - a small house, a courtyard, perhaps a town square. At Essence 5, it can light a street.

An E6 repurchase allows a 10m surcharge to extend it to cover an average sized city, although this renders it a blasphemy effect. At E8, this
upgrades to a truly massive area, covering a large proportion of the Blessed Isle. An E10 Infernal could cover creation in a deceitful imitation of the
Green Sun.

Through Joy, Freedom (Malfeas+Adorjan)


Cost: 41m, 3wp, Mins: Essence 4, Type: Simple
Keywords: Heretical, Social
Duration: Dramatic Action
Prerequisite Charms: Freedom Lets Go, Beauty Without Malice

Created by an aspiring Infernal who wished to make Malfeas happier, this charm combines the joyful skill of Malfeas’ dancing with the pure
freedom of Adorjan.

This charm is a dramatic action to lead a group in dance. The cleansing movements and utter joy of the dance are relaxing, causing anyone
participating to be freed from hatred, fear, and control. Unnatural Mental Influence on them is shattered (meaning participation must be solicited
with natural means), and any intimacies they hold based on fear or hatred are removed immediately. A participant can attempt to hold on to
some or all of those feelings, but must succeed on a Wits+Integrity roll at a difficulty of 8-Conviction. If they fail, they may pay willpower equal to
half the Infernal’s Essence instead.
Sadly, Malfeas’s hatred, harmful as it is, is too core to him to be removed so easily, and no attempt so far has found him willing to accept it.

Core Self Reimagined (Any)


Cost: -, Mins: Essence 1, Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: None
The Infernal, realising the folly of her past decisions, retreats into meditation and thought. She chooses one of her favoured Yozi, and chooses a
second titanic charmset she has access to for which she possesses more charms. The former is no longer considered favoured, and the second
now is. Exp is refunded for now-favoured charms, but must be spent on paying the excess for now-unfavoured charms before being added to her
pool.

This charm may be purchased more than once, but each purchase is a one-use change. This charm costs two bonus points or 5exp to learn.

Undeniable Identity Affirmation (Any)


Cost: -, Mins: Essence 5, Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisites: Any two charms from different yozi, and possession of no iteration of (Yozi) Cosmic Principle, unless created by the Infernal himself
using Triumphant Howl of the Devil Tiger.

Within each Green Sun Prince lies the potential for a new titanic entity. Some are wildly different from the Primordials that grant the Princes their
patronage, while others only diverge from the template of a given Yozi by a small fraction. But the individuality is there, and with this Charm, it
may be made apparent to all.

Upon taking this Charm, the Prince identifies their titanic persona on a purely superficial, visual level. In the same way that Malfeas identifies with
the colors Green and Brass, with imagery of fire, metal, flesh, and municipal structures, and the Ebon Dragon identifies with the color Black and
the imagery of shadows, darkness, serpents, and emptiness, so too must the prospective titan now be defined.

Once this decision has been made, the Charms of the Yozi are visually warped by the Prince's identity. Viridian Legend Exoskeleton might appear
as a layer of diamond-hard crystal around the Warlock, and their Green Sun Nimbus Flare might become a ball of blue lightning. Regardless of the
alteration, the mechanical functions of a Charm are not altered to a great extent - to drift a cosmic concept that far requires greater delving into
the depths of Heresy. However, small mostly-incidental changes are permissible, such as a version of Life-Blighting Emptiness Attack made of black
fire being used to ignite flammable materials, or the magical snow created by an altered Holy Land Infliction lowering the temperature of the
areas afflicted with it rather than raising it to hellish degrees.

A character that has never seen the non-warped version of a Charm before has no reason to believe that the altered version is anything unusual,
while those that have witnessed a warped Charm used before, in an unadulterated state, might be able to notice some minor imperfections in the
transformation, and recognize it for what it truly is.

This is a (Perception + Occult) roll with a difficulty equal to the Prince's Essence. If a character personally possesses the warped Charm, the
difficulty is halved. The use of a Shintai, as a pure expression of a Primordial's legend, always has a difficult of 1 to detect.

This Charm may be used in place of a 'Sorcerous Initiation of (Yozi)' for the prerequisites of 'Triumphant Howl of the Devil Tiger'.
Hegra (Based on this charmset. See also the Typhoon caste, for settings where Hegra has her own caste)
Rainbow’s Blessing
Cost: 15m, 1wp, Mins: Essence 3, Type: Simple (Speed 6)
Keywords: Shaping, Sorcerous
Duration: One week
Prerequisites: None (If using this charm, use it as the prerequisite for Sky-Crisis Strike)
Hegra is the patron of storms, as much as she is the queen of kaleidoscopic emotions. This charm is the use of the former. When an Infernal
activates this charm, she seeds the area with Hegran essence, which slowly rises into the air as multihued vapour. Starting within a few minutes,
the area will receive regular rainfall for a week - enough water to sate the thirst of a group with magnitude equal to the Infernal’s essence. This
water can be used for any other purpose water could be used for, and keeps indefinitely with proper storage. It tastes good to all palates, slightly
tinted with a drinker’s favourite tastes.

However, the water’s Infernal origin affects those who drink too much. Whenever a character drinks the rainbow water, the scene counts as one
scene spent building a positive Intimacy towards the concept of thoughtless joy, and a scene toward a second Intimacy of adoration toward the
Infernal provider. Characters who have conflicting Intimacies that would interfere with this process find those feelings weakened by their drinks
until nothing stands in the way of forming the new attachments.

While the characters continue to drink this water at least once a day, any Intimacy built or
attacked by the Charm can’t be lessened or rebuilt, respectively. After a day, the Intimacies may be affected normally. Once a character drinks only
rainbow water for a full week, she
gains the Lacking Temperance mutation, along with the cosmetic side effect of bright, often rainbow coloured features, often hair and eyes. If the
Infernal knows Extravagant Revelry Carnival, a second week of drinking nothing but rainbow water provides the Passion Kaleidoscope abomination
to those lacking its effects. After a decade of drinking primarily rainbow water, these mutations become hereditary and breed true. Mating with
normal humans only has a 10 percent chance of yielding mutated offspring.
Natural unintelligent animals who drink rainbow water gain all the standard effects from doing so. Such beasts still become adoringly worshipful
to the Infernal who fed them,
though. If the Exalt drinks her own water, the Intimacy she gains toward herself is one of cheerful pride.

Passion Kaleidoscope Abomination


This abomination has similar effects to a triple purchase of Ecstatic Passion Kaleidoscope. The character does not gain the ability to change their
own mood. Rather, any emotion they feel bears the full force of an Emotion effect enhanced by this charm, giving Essence/2 bonus dice to actions
that resonate with that emotion, and a -1 internal penalty to actions not fitting that emotion, as well as a -3 internal penalty to actions directly
opposing their emotion. They may not negate the effects of this mutation by spending willpower.

Creation-Denying Imagination
Cost: 1-6m, Mins: Essence 3, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Ersatz Adventure Imagination
If Hegra says she can fly, who will persuade her she is wrong? Certainly nothing so unimportant as the truth.
This charm enhances its prerequisite in two ways. Firstly, whenever they would suffer a random mutation, they may spend a number of motes
equal to the mutation’s rank to choose the mutation they acquire instead, which may be any mutation of up to that rank.
Secondly, by committing these motes (A negative mutation may be kept for a 1m commitment, regardless of cost), they may retain these
mutations indefinitely, her belief and essence insulating them from Creation’s reality.
A repurchase of this charm, requiring Essence 4, allows the Infernal to sustain a number of mutation points equal to her Essence with the
commitment of two motes. She may not commit more motes than her temporary willpower, and loses mutations if her willpower falls below the
number of motes she has committed.

Waking Dreams Shintai


Cost: 10m, 1wp, Mins: Essence 5, Type: Simple (Speed 6, DV -0)
Keywords: Form-Type, Shaping
Duration: One scene
Prerequisites: Brood of Nightmares, Epic Saga Playground

Hegra lives a thousand lives, a thousand worlds lay bare before her. From her perspective, every one is as true as the others, every one merely a
dream subject to her every whim. Nothing that happens here matters to her real self-she can wash away suffering and resist the temptations of a
false world.

By realising this truth that reality is just another dream, the Infernal shapes it to better fit her desire.

· Whenever the Infernal would pay one willpower, she may instead pay two gossamer.
· She may create gossamer by committing five motes for each piece, and may not have more pieces at one time than her permanent essence.
· She may create beings and items from gossamer, paying one gossamer for each dot of resources they would cost. Beings, creatures, and items
with no resource cost cannot be created, and magical beings and items may never be created. The Infernal chooses the statistics of creatures and
beings where they differ, including motivation and intimacies. Where it matters, beings are mundane or even extras. Creatures and objects
created last as long as five motes are kept committed to them per point of gossamer used for their creation. If they are kept real for long enough,
they can begin to sustain themselves. Objects take one month of existence per dot of resources to become real and return their motes to their
creator. Beasts and creatures take one year per dot of essence. Sentient creatures and beings take five years.
· She may wash away the false pain of the world at a rate of one bashing level for a single mote, one lethal level for three motes, or one
aggravated level for ten motes. She may substitute one gossamer for five motes, or one willpower for ten.

These effects may only be used while the Shintai is active, except for creations which she retains commitment for.

Infernal Monster

See also Marcia and Revlid’s charms


War-Fuelled Fury
Cost: -, Mins: Martial Arts 5, Essence 3, Type: Permanent
Keywords: Form-Enhancing
Duration: Permanent
Prerequisite Charms: Infernal Monster Form

The Infernal Monster lives for battle-to strike her is to spur on the mightiest beast in all of Creation.

This Charm grants an Overdrive pool with a capacity of five motes. Initially empty, it gains motes under the following circumstances: Whenever
the Infernal is in a rage-state, such as that caused by Retribution Will Follow, and suffers any circumstance that would allow her to activate that
charm under normal conditions, she gains a single overdrive mote.

Survival Is Fury
Cost: -, Mins: Martial Arts 5, Essence 4, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Infernal Monster Form

The Infernal Monster, as much as it hates to accept it, is not unstoppable. It can be put down, defeated-but slaying it is a herculean task.

The Infernal Monster gains additional dying health levels equal to the number of Infernal Monster charms she knows.

Unstoppable Demon-Monster
Cost: (+3m), Mins: Martial Arts 5, Essence 4, Type: Permanent
Keywords: Form-Enhancing
Duration: Permanent
Prerequisite Charms: Infernal Monster Form

The Infernal Monster is destructive, and escaping his fury only makes him angrier, as any who face him soon know. But they soon find that his skin
turns aside their blades and resists their mauls-striking the Monster merely serves to make him tougher.

While in Infernal Monster form, the martial artist gains a single cumulative bonus dot of Stamina in any action where a foe attempts to strike him.
This stamina does provide soak for the attack that triggers it. No combination of charms including Infernal Monster form can provide more than
(Essence) additional dots, and this bonus is treated as a dice bonus from charms. This Stamina gain occurs regardless of whether the triggering
attack misses, but can occur only once per action.
As an additional benefit, the Monster soaks Lethal damage with his full stamina.

An Essence 5 repurchase of this charm, requiring One Hand Fury, improves that charm as well. Whenever the martial artist would gain an
additional Stamina dot, but doesn’t due to already having hit the cap, he gains a single extra point of Bashing and Lethal soak.

Foes Like Gnats


Cost: 1m, Mins: Martial Arts 5, Essence 4, Type: Reflexive
Keywords: Combo-Ok
Duration: One scene
Prerequisite Charms: War Fuelled Fury, Survival Is Fury

The Infernal Monster cannot be slain without massive effort. Only the greatest foes can hope to do so-but only a great hero could hope to even
harm her.
Whenever the Infernal gains a mote from War Fuelled Fury, she also gains a single ablative temporary health level. If not used, these health levels
dissipate at the end of the scene. The Infernal may not have more temporary health levels from this charm than his resistance.
An Essence Five repurchase enhances this charm. If damage is only dealt because of minimum damage, then all deleterious effects caused by that
strike are, if dependent on striking the Infernal, negated as if it had missed.

He Is Already Here
Cost: 10m, 2wp, Mins: Martial Arts 5, Essence 6, Type: Reflexive
Keywords: Blasphemy, Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Any one Infernal Monster Shintai, Nowhere to Run

The Infernal Monster is nightmares made real, destruction in not-quite-human form. It is best not to speak of him at all, lest you draw his
attention to you.

The Infernal Monster is aware whenever anyone speaks his name or any pseudonym or title that the Infernal Monster is aware of within (Essence)
miles. Reflexively, he may spend 10m, 2wp to teleport to within ten yards of that location as a Blasphemy effect-typically appearing behind the
speaker or anywhere out of sight, but anywhere in range is permissible. If he does not do so, he must wait for a second use of his name. This

charm only triggers if the name used is referring to him-if his name is common, he only knows when someone uses it to mean him.
Elloge Charms-The Charmset of Elloge, the Sphere of Speech. Narrative, authorial, shipping. Here.

Seasonal Charms-The Devil-Tiger Charmset of Radia, the Five Seasons. Found here.
Ophelian Charms-The Devil-Tiger Charmset of Ophelia, the Dreamer Manifest. Found here.
Marshall Charms-The Devil-Tiger Charmset of Karis, the Hand of Ligier, the Cold Star, the Dread Marshall. Found here.
Marcia Charms-The Charmset of Marcia, the Monster Chained, who took into herself the legend and titanic story of the Infernal Monster, and
slowly twisted it to safety. Here.
Ishta Charms-The Devil-Tiger Charmset of Ishta, the Heroine’s Quest. Found here.

See also:

Hegra (TheDementedOne)

Mardukth (Reminiscient Oasis)

Coadjutor Rewrite (EarthScorpion)

<== Return to Exalted Homebrew

Happy Genocide Accomplishment


Cost: – (3m); Mins: Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Joy in Violence Approach
Adorjan is not able to resist her murderous urges. How could she relent, when it's so fun? This Charm
upgrades Joy in Violence Approach. The Infernal may activate it for a cost of three motes to guarantee
that any contested Join Battle action will roll at least one more success than any other character does. If
the Infernal uses it to supplement a Join Battle action to join an ongoing combat, she may pay three
motes in order to guarantee herself a number of successes equal to the reaction count. However, using
this Charm imposes an unnatural mental influence on the Infernal, compelling them to remain in the
fight until they have killed every foe. If the Infernal wishes to flee from combat, or to end it without
killing her foes, she must pay two points of Willpower to resist this influence. If she is currently
suffering a penalty of -2 or more to her actions due to loud sound or noises, she need only pay a single
point of Willpower instead.

World-Swallowing Wasteland Invocation


Cost: –; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Dune-Drowned Oasis Ritual
Wherever starvation and drought blight the world, wherever blasphemous prayers are sung, wherever
blood is unjustly spilt upon the ground, there is Cecelyne. This Charm upgrades Dune-Drowned Oasis
Ritual. The Infernal's cult may hasten the creation or improvement of demesnes by offering blood
sacrifices. Every one hundred mortals ritually slaughtered within the nascent place of power reduce the
time required to create it by a single day. Dragon-Blooded and terrestrial gods each count as (Essence x
20) mortals themselves, while Celestial Exalted or deities count as (Essence x 100). Sacrifices made to
expedite the creation of demesnes also count towards expanding the desolation created by Holy Land
Infliction.
While there is no limit to the number of sacrifices that may be made, the amount of time required to
create a demesne can never be reduced below a single season, nor the process of increasing a demesne
to less than a single season per dot of its rating. Furthermore, the Infernal no longer needs to create new
liturgies for his cultists to improve a demesne once they have established it. At Essence 7, sacrifices of
enlightened beings are capable of reducing the time required to create the demesne to a single day, or
one day per dot of rating for improving demesnes. However, mortal sacrifices still cannot reduce this
time below a season, or a season per dot.

Blighted Dream Desiccation


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Holy Land Infliction
The withered husks of countless dreams lie buried beneath the dunes of Cecelyne, gossamer-bled
corpses ancient as her own sands. This Charm is a dramatic action to corrupt a waypoint, hollowing it
of all potential. This action has an interval of eight hours, as the Infernal rolls (Charisma + Occult) to
maim the essence flows of the waypoint. The difficulty of the roll depends on the depth of the Wyld: 1
in the Bordermarches, 3 in the Middlemarches, 5 in the Deep Wyld, and 10 in Pure Chaos. If the
Infernal succeeds, he empties the waypoint of the inchoate potential and chaos that defines the Wyld. It
becomes an area of desolation, and also counts as Creation to the raksha for purposes of risking
calcification. The Unshaped cannot be affected unless the blight encompasses all of the waypoints that
make up their body. Raksha who are calcified within this unholy blight crumble away, leaving behind
only a skeleton of salt surrounded by grains of silver sand. Shaping actions made within the waypoint,
whether through the native magic of the raksha or through Charms that shape the Wyld into form,
suffer an external penalty equal to the Infernal's (Essence/2).
A second purchase of this Charm at Essence 5 upgrades this Charm further. Raksha within the tainted
waypoint increase the number of motes they lose at each interval due to calcification by the Infernal's
Essence. Furthermore, simply bearing a pennant can no longer protect against Cecelyne's spite, and
such trinkets do not allow a raksha to avoid losing essence, even if he wears an Assumption. The
penalty on shaping actions rises to the Infernal's Essence. A third purchase of this Charm at Essence 8
lets the Infernal create an aura of desolation that is almost instantly lethal to raksha. In addition to the
normal effects of calcification, any raksha that spends more than (Essence) actions within the aura is
immediately calcified unless it wears an Assumption Charm.

Unassailable Conflagration Spirit


Cost: – (3m); Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Sun-Heart Furnace Soul
The soul of Malfeas burns with cold flames. Who thrusts his hand into such a cosmic inferno invites his
own destruction. Whenever an effect would drain motes from the Infernal's essence pools, he may
spend three motes to negate it. The character who used the effect suffers unsoakable dice of lethal
damage equal to the number of motes he would have drained, to a maximum of (Essence)L, as the
radiant power of the Green Sun Prince sets him ablaze.

Grace in Haste Method


Cost: –; Mins: Essence 2; Type: Permanent
Keywords: Velocity
Duration: Permanent
Prerequisite Charms: Wind-Born Stride
Adorjan does not think to rush through the skies, does not think to cut down those who fall before her.
To fly is her nature. To kill is her nature. She simply does. The Infernal reduces the DV penalty of all
actions she takes by one, to a minimum of zero, as long as she dashes at her maximum possible speed.
If the Infernal does not dash on an action, she increases the DV penalty of all actions that she does take
by one.

Gluttonous Cruelty Gourmet


Cost: – (+1wp); Mins: Essence 3; Type: Permanent
Keywords: Shaping, Sorcerous
Duration: Permanent
Prerequisite Charms: Life-Blighting Emptiness Attack
Once the Ebon Dragon has discovered the pleasure of tormenting another, he cannot stop until he has
taken his fill. Whenever the Infernal activates Life-Blighting Emptiness Attack, he may pay a surcharge
of one point of Willpower. If the enhanced attack is successful, the warlock’s shadow rends and tears
that of his victim, sinking its claws deep into his shadow. For the rest of the scene, the Infernal may
waive the base mote cost of activating Life-Blighting Emptiness Attack to enhance attacks targeting
that character. He must still pay any surcharges to enhance it with other Charms, and activating it still
counts as his Charm activation for the action. If the Infernal’s victim has no shadow, then this Charm
instead fuses his own shadow to his victim, forging an umbral tether between the two of them. In
addition to the base effects of this Charm, the Infernal instead gains a single additional mote with each
successful activation of Life-Blighting Emptiness Attack against such a victim. The benefits of this
Charm are lost if the Infernal attacks a different character.

Mocking Zealous Fools


Cost: –; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Kill Feint Cleverness
The Ebon Dragon playfully pretends that he cannot overwhelm his foe’s defenses, letting them think
that they stand a chance against the Shadow of All Things. Whenever an attack made by the Infernal is
successfully defended against by any Charm that has a Flaw of Invulnerability, the Infernal may
activate Kill Feint Cleverness to recover the mote cost of all Infernal Charms used to enhance the
attack, not just one.

Craven Cowardice Retreat


Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Witness to Darkness
The Ebon Dragon may be a coward, but his cowardice has kept him alive. So long as he keeps his allies
close, he has no need to defend himself. The Infernal may activate this Charm in response to any attack
which he is aware of, in an attempt to trick that character into interposing himself between the attacker
and the Infernal. He may choose any character who is within valid range to perform a Defend Other
action to ward him, rolling (Manipulation + Dodge) against his target's Dodge DV if he is unwilling to
protect the Infernal. Charms that allow an automatic defense can negate this effect normally. Should the
Infernal’s roll succeed, his target is treated as having taken a reflexive Defend Other action to defend
the warlock, and must apply his Parry DV against all attacks made against the Infernal. The Infernal
cannot affect a character who is already using a Defend Other action.
A second purchase of this Charm at Essence 3 allows the Infernal to pay a surcharge of four motes and
a point of Willpower when activating it to extend its duration to one scene. So long as the Infernal stays
within range of his target, he gains the benefits of being defended by them. This benefit recedes if the
Infernal moves out of range, or if the target of this Charm takes a Defend Other action, but this does not
cancel the Charm’s duration. Once the Infernal is back in range, or his target ceases his Defend Other
action, he regains its normal benefits.

Broken Messiah Benediction


Cost: –; Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Endless Torment Emanation
It amuses Cecelyne to curse those who earn her spite with the same blessing she bestows upon her
favored priests. This Charm upgrades Endless Torment Emanation. The Infernal may activate it to
target a character, requiring that they touch them to bestow Cecelyne's favor upon them. The spiritual
aura created by Endless Torment Emanation is centered on the target, although the Infernal may choose
whether or not he is affected by it, carving out a spiritual niche at the center of the blight if she wishes
to bestow a blessing, rather than a curse. At Essence 5, the Infernal may re-activate this Charm to
maintain her curse on a character whenever its duration ends naturally (but not when dispelled). Her
target must be within the same realm of existence as her, and she must succeed on a (Charisma +
Occult) roll at a difficulty of the target's Essence in order to maintain it. This counts as an entirely new
effect, allowing the target another chance to using relevant defenses against it.

World-Enslaving Greed
Cost: 5m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Fealty-Acknowledging Audience
Malfeas rules the world, and thus it belongs to him. Gazing greedily at anything he owns, the Infernal
may activate this Charm, unleashing a smoldering blaze of green flame that marks it as his. This
sorcerous claiming lays an invisible mark upon the treasure, the Old Realm rune for "Mine." So long as
the object or structure remains under this Charm's effects, the Infernal's ownership of it cannot be lost
or usurped by any other character. If it is an artifact, then no effect can break the Infernal's attunement
to it against his will so long as the brand remains. In addition, this Charm upgrades Fealty-
Acknowledging Audience, Magnanimous Warning Glyph, and any other Yozi Charm the Infernal
knows that can sorcerously brand a character. He gains ownership of all mortals and demons that he has
marked, and cannot lose it so long as the mark remains.

Flame-Swallowing Glory
Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Emotion, Obvious
Duration: Instant
Prerequisite Charms: Scar-Writ Saga Shield (x3)
The meager fires of Creation mean nothing to Malfeas, for his glory subsumes and consumes any lesser
danger that would pit its feeble strength against him. His invincible majesty shatters the will of armies
and breaks the spirit of heroes. The Infernal may activate this Charm whenever an attack or harmful
effect fails to damage or otherwise impede him. He may reflexively roll (Charisma + Resistance),
cowing all characters who see him with his inhuman resilience. Characters whose Dodge MDV's are
exceeded by the Infernal's rolled successes suffer a -2 internal penalty on all attacks against the Infernal
for the rest of the scene, filled with the dread certainty that he is invincible. Extras instead flee, as if
they had botched a Morale roll. Resisting this unnatural mental influence costs two points of
Willpower, and a character who does so cannot be affected for the rest of the scene. A second purchase
of this Charm at Essence 4 allows the Infernal to activate this Charm as an innate ability, which does
not count as Charm activation, in response to an attack failing to overcome his Hardness. In addition,
this mental influence automatically affects characters with a permanent Essence at least four dots less
than the Infernal’s, regardless of their Dodge MDV.

Motonic Force Control


Cost: – (+2m per penalty, 1wp); Mins: Essence 3; Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Principle-Invoking Onslaught
She Who Lives In Her Name carefully controls every variable of her experiments. No possibility is
permitted to arise without her planning for it; those that do are quickly excised from reality. This
Charm upgrades Principle-Invoking Onslaught. Whenever the Infernal activates it to enhance a
telekinetic clench, she may spend up to (Essence + Occult) motes and a point of Wllpower. The clinch
suffocates its victim, brutally choking them. For every two motes spent, the victim suffers a -1 external
penalty on rolls to resist the clinch, until it is released. Whenever the Infernal successfully controls the
clinch and crushes the victim, she may choose to deal lethal damage.
Component Drone Overmind
Cost: –; Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Collective Pattern Integration
Language is an inefficient method for the representation of higher-order concepts and principles. It is
much more efficient to simply unite all consciousness as a single gestalt mind, eliminating the barriers
of individuality and communication. This Charm upgrades Unshattered Tongue Perfection. Any
character that the Infernal blesses with it is integrated into a mass hive-mind. The Infernal, and all
characters under the effect of the Charm, may communicate telepathically with each other so long as
they are within one hundred yards. A mass combat unit made up entirely of such characters has no need
for relays, as the shared hive-mind allows for instant communication. This telepathy cannot be
overheard without magic dedicated to the purpose. A character may spend one point of Willpower to
break away from the hive-mind for a day, blocking all telepathic communication facilitated by this
Charm. Mortals must pay three Willpower to do so.

Unified Function Directive


Cost: 1m per target, 1wp; Mins: Essence 4; Type: Simple (Speed 3)
Keywords: Combo-Basic, Servitude, Shaping
Duration: One scene
Prerequisite Charms: Component Drone Overmind
Individual entities are lesser components of a greater whole. The Infernal sends out a telepathic pattern,
uniting her hive-mind in a synergistic gestalt. This Charm exerts unnatural mental influence on any or
all members of the hive-mind created by the Infernal that she can perceive, causing them to instantly
gain a secondary Motivation. The Infernal may dictate the terms of this new Motivation, but it must be
a concrete, attainable objective.
Whenever a drone that is subject to this programmed Motivation receives the benefits of limited aid on
any action that works towards the goal, the dice added are converted to automatic successes, so long as
the assisting character is also subject to this Charm's influence. Any attempt to coordinate an attack
among multiple characters that are all united by this Motivation receives (Essence x 2) automatic
successes. In addition, targets of this Charm may parry to defend other targets as if they had taken a
Defend Other action to protect them. This unnatural mental influence cannot be resisted by spending
Willpower, although a character who spends Willpower to resist the effects of Component Drone
Overmind is also freed of this Servitude effect.
A second purchase of this Charm at Essence 5 allows the Infernal to use it on mass units made up
entirely of drones, paying a cost of one mote per dot of Magnitude possessed by the unit. Such armies
move in mechanical unison like that of perfectly calibrated clockworks, coordinated by a single
collective will. They add the Infernal's (Essence) to their Drill rating, to a maximum Drill of the unit
leader's (War + Essence). The leader of a unified unit automatically succeeds on any roll made to
change formation or turn, or to merge with any unit that is also subject to this Charm.

Clockwork Mind Mechanism


Cost: –; Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Will-Crushing Force
Under the cold absolutism of She Who Lives In Her Name, organic forms are programmed sensory
automata, their actions directed by imprinted stimulus-response protocols. Such cannot be called life.
This Charm upgrades Will-Crushing Force. Any mortal or animal broken by it becomes little more than
an organic machine, benefitting from the traits of automaton Virtues. They never fail Valor rolls, nor do
they make rolls for any other Virtue. Mass units made up entirely of such units are treated as having
perfect Morale.

Everyone's Enemy Understanding


Cost: –; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Nemesis Self Imagined Anew
The Ebon Dragon's hatred is a cosmological constant. There is nothing that he does not despise,
nothing that he does not revile, nothing that he does not ever plan to corrupt and consume. The Infernal
gains a magical Intimacy of spite towards everything. This Intimacy is all-inclusive, ranging from the
least crawling insects that burrow through soil to the titanic Yozis themselves. It also happens to
include the Infernal. This Intimacy is utterly inviolable, incapable of being eroded, broken, or changed
by any means, and it does not count towards the maximum number of Intimacies the Infernal may
sustain. In addition, the spite of the Ebon Dragon is much more than any mean passion. The Infernal
receives a +3 bonus to his MDV against any influence that opposes this Intimacy, but suffers a -3
penalty against any influence that preys on his spite. At the end of any scene that would normally count
towards building or repairing this Intimacy of spite, the Infernal may recover a single point of
Willpower. The Willpower recovery of this Charm does not stack with other sources, such as the
Willpower reward for pursuing one’s Motivation.

Enslaved by Spite
Cost: – (+3m or +8m, 1wp); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cracked Cell Circumvention
The Ebon Dragon is nothing if not reliable in his spite. He can always be counted on to refuse any
order made of him, to shirk all responsibilities that might obligate him. This Charm upgrades Cracked
Cell Circumvention. If any character forbids the Infernal from taking an action, or else asks him to
refrain from it, then the Infernal may use Cracked Cell Circumvention to enhance that action for the
rest of the scene, paying a surcharge of three motes to do so. Likewise, if he is commanded or
beseeched to take some action, he may use Cracked Cell Circumvention to enhance any action that
achieves the opposite effect. If the command is enforced on the Infernal by successful unnatural mental
influence, he may waive the surcharge when using Cracked Cell Circumvention to enhance actions that
defy it, should he somehow subvert or circumvent the influence.
This Charm can be used to even in response to commands that are made insincerely, but doing so is
more difficult. If a character makes a demand or request of the Infernal that they do not sincerely intend
or desire him to obey–for instance, should his allies mockingly beg him not to slaughter their foes in
battle–the Infernal may still use Cracked Cell Circumvention to benefit actions that disobey this hollow
order. However, to do so, he must pay a hefty surcharge of eight motes and a point of Willpower, a
decidedly undesirable cost. Note that this surcharge may not be waived, even if the command is
enforced on the Infernal with unnatural mental influence. The Infernal is not made aware of the added
cost he must pay until he activates Cracked Cell Circumvention. If he cannot or does not wish to pay
this added cost, he may choose to cancel his activation of the Charm, paying nothing, although it still
counts as his Charm activation for the action.
However, this predictable contrariness runs both ways. The Ebon Dragon can always be relied on to
defy all orders, but so too can he be trusted to never accept a command. Whenever the Infernal
willingly obeys any command or request made of him, he gains a single point of Limit. This only
applies to commands that are made sincerely–in order for the Infernal to gain Limit from obeying an
order, the character who issued it must have sincerely wished for the Infernal to comply. Note that the
Infernal never gains Limit from actions compelled of him by unnatural mental influence, as such acts
cannot truly be considered willing. Characters who are aware that the Infernal possesses this Charm,
and know its limitations, can try to use this as a leash to control his actions, but they must still make
sincere requests, even knowing that the Infernal will most likely disobey. Devising a cunning plan to
exploit this vulnerability by coming up with the perfect command to give the Infernal is an epic and
heroic task; arbitrarily penalizing the Infernal by shouting out farcical requests is not.

Endless Horizons Unfolding


Cost: – (+1m); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Swallowed in Eternity
Cecelyne's eternal deserts spread ever outward to the ends of the universe. Within her silver sands,
there is no direction one can turn, and not see only Cecelyne. This Charm upgrades Swallowed in
Eternity. The Infernal may pay a surcharge of one mote to trap a foe completely, caught between the
endless horizons. If she successfully uses it to halt an enemy's movement, he is incapable of moving at
all in any direction–space seems to stretch outward to infinity no matter which way he turns. At
Essence 4, the Infernal's understanding of Cecelyne's infinitude lets him wield this space-distorting
magic even beyond her sands. She may pay an additional surcharge of two motes to active Swallowed
in Eternity even if she is not in a place of desolation.

Manifold Mind-Storm Onslaught


Cost: –; Mins: Essence 3; Type: Permanent
Keywords: War
Duration: Permanent
Prerequisite Charms: Vectored Force Repulsion
She Who Lives In Her Name understands all systems completely, regardless of their scope or
complexity. Be it the orbit of a single mote or the position of every single mote in the universe, she
understands them all. It is no more difficult for her to engage and destroy an entire army than it is to do
so to a single mortal. This Charm upgrades Mind-Hand Manipulation. If the Infernal makes a
telekinetic attack against a mass unit, she may ignore up to her (Essence/2) in external penalties to her
attack roll due to the opposing unit's Magnitude. Similarly, if she telekinetically defends against a
attack made by a mass unit using the Parry DV, the attacking unit loses up to (Essence/2) automatic
successes on the attack roll from its Magnitude.
A second purchase of this Charm at Essence 4 allows the Infernal to cut down armies arrayed against
her, engaging mass units with scientific precision and emotionless efficiency. If the damage she inflicts
on an enemy unit with a telekinetic attack causes them to suffer Magnitude loss, the Infernal adds her
(Essence/2) to the difficulty of the Morale roll that unit must make to avoid suffering rout. Only the
most battle-hardened and steadfast of soldiers can hold the line while their allies are systematically
disassembled and dismembered all around them by an invisible menace.

Labyrinth Built With Lies


Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion, Emotion, Illusion, Social
Duration: Instant
Prerequisite Charms: Crooked Words Deceit
The Infernal tells lies within lies, spinning deceptions that have no end. As he weaves more and more
mistruths into his masquerade, the world itself seems to become his very own realm of misrule. This
Charm can supplement any Manipulation-based social attack that targets a single character. If enhanced
attack overcomes its target's MDVs, they gain an Intimacy of belief for the Infernal's lie. Should the
Infernal subsequently make a social attack that exploits this Intimacy, it is rendered undodgeable.
Manipulation-based social attacks that exploit the Intimacy are also considered to be unnatural mental
influence. If a character successfully defends against a social attack enhanced by this Charm, they are
immune to any further uses that would cause them to believe the same lie for the rest of the scene,
although the Infernal can attempt to use new deceptions.
Furthermore, the character strives their best to justify the Infernal's lie to themselves, and will interpret
events they witness in a way that supports the deception. If the Infernal told a nobleman that a rival had
set an assassin on him, the duped aristocrat would suspect strangers of being the killer in disguise, and
see any danger that befalls him as being part of the assassin's schemes. As a result, any scene in which
events seem to support the Infernal's lie counts as a scene of building the Intimacy of belief in the lie,
as well as a scene spent building an Intimacy of trust for the Infernal. The character can spend a point
of Willpower to negate this Emotion effect, but it does not count towards resisting this influence. If the
noble's servants were to present him an unsatisfactory meal, he might think it a poisoning attempt by
the assassin, strengthening his trust in the Infernal and his lie.
This unnatural mental influence costs two Willpower to resist, preventing the Intimacy from forming at
all. Once this Illusion has taken hold of a character's mind, they can only be freed of it by eroding the
Intimacy of belief created by this Charm. In order for their actions in a scene to count towards eroding
the Intimacy, they must spend a single point of Willpower. The same magical resilience is not extended
to Intimacies of trust toward the Infernal that are created by this Charm. With Essence 3, the Infernal
can use this Charm to enhance social attacks that target multiple characters for a surcharge of one
Willpower.

Conceptual Context Expansion


Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Factual Determination Analysis
The Principle of Hierarchy coldly sorts all that she perceives and comprehends into ordered patterns,
devising theories and laws to logically explain the world around her. Should she lack sufficient
information to reach such conclusions, she can respond only with frustrated anger and boundless
curiosity, probing and analyzing until she understands all. The Infernal may activate this Charm
whenever they hear another character verbally make any statement. She reflexively rolls (Perception +
Investigation) as a social attack against that character's Dodge MDV. She need not speak, instead
telepathically implanting a replicated thought-form of her own curiosity in the target's mind–a
command to explain.
If she succeeds, that character must completely state all information necessary to understand the
targeted statement. This includes contextual details, background information, the meanings of any
unclear phrases or idioms, and all other data needed to understand everything that he meant in making
the statement. If the targeted statement was a lie of omission or a half-truth, the character must supply
any information he willingly withheld, spoiling his deception. However, if he outright lied, he only
need supply details necessary to understand the false statement–outright errors in data lead to corrupted
understanding. The target may resist this unnatural mental influence for a cost of two Willpower. He
intuitively understands that his mind is being controlled, although he must successfully resist the
Charm, either by successfully exerting his MDV or by paying Willpower, and be able to perceive the
Infernal in order to understand that she was responsible.
A second purchase of this Charm at Essence 3 allows the Infernal to discreetly probe minds. Instead of
compelling her target to verbally state all clarifying information needed to fully understand the
statement with this Charm, the Infernal may choose to instead rip the knowledge from his mind,
instantly understanding all information he would have supplied through a telepathic bond. The target
may still resist this mental influence normally. However, even if he successfully resists the influence
exerted by this subtler mode of the Charm, he does not recognize the Infernal as being responsible for
his psychic violation. While he knows that some unknown force has attempted to control his mind, he
does not know who or what exerted the influence on him unless he uses Charms designed for that
purpose. In addition, the Infernal may now use this Charm to target statements that are made
telepathically, in addition to those that are spoken.

Error-Detecting Mode
Cost: –; Mins: Essence 2; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Conceptual Context Expansion
She Who Lives In Her Name cannot comprehend the concept of deception. Accurate data is correct.
Inaccurate data is an error to be corrected. There are no other possibilities. This Charm upgrades
Conceptual Context Expansion. If the Infernal uses it to target any statement that is an intentional lie or
deception, it compels the speaker to elaborate the truth of the matter, rather than simply clarifying his
own lie. In addition, if the Infernal activates Conceptual Context Expansion to target any statement that
she knows is a lie, either by making a roll to read the motivations of a character or through magic, its
cost is reduced to one mote.

Faithless Infidel Flagellation


Cost: –; Mins: Essence 3; Type: Permanent
Keywords: Compulsion, Emotion, Servitude
Duration: Permanent
Prerequisite Charms: Mandates of the Demon-Prophet
Cecelyne alone among the Yozis is familiar with the concepts of justice, equality, and freedom. Her
hypocrisy allows her to understand the ideals her laws should enforce, and it amuses her to make a
mockery of them. The only law of Hell is oppression, and the only justice is Cecelyne. This Charm
upgrades Mandates of the Demon-Prophet. Any Intimacy created by it is upgraded in the following
ways:
• Any character who bears an Intimacy created by this Charm suffers an internal penalty of the
Infernal’s (Essence) on any action that violates the law. They may pay a point of Willpower to resist
this Compulsion effect for a scene.
• Characters must pay a point of Willpower to have their actions in a scene count towards eroding the
Intimacy, resisting the Emotion and Servitude effects this Charm enforces. Demons of the first circle
are incapable of resisting it at all.
• Any scene in which a character could violate the enforced law, but either chooses not to or fails to do
so, counts as a scene of building that Intimacy. The character’s reasons for obeying are irrelevant–to
acquiesce to Cecelyne’s laws is to obey them.

Brazen City Shell


Cost: –; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2)
Ligier's light sears the brazen towers and basalt monuments of the Demon City into the flesh of
Malfeas, a burning shell of cracked stone and tarnished metal that he can never escape from. This
Charm upgrades Viridian Legend Exoskeleton. If the Infernal fuses the exoskeleton with artifact armor
to create a composite, he may release his commitment to the artifact armor without breaking
attunement to it. It remains attuned to him for as long as Viridian Legend Exoskeleton is active. Once
the Charm's duration elapses, the Infernal may reflexively commit the attunement cost of the armor to
maintain his attunement. In addition, if the armor requires hearthstones to provide power for it, the
Infernal may ignore a single dot worth of hearthstones needed to do so while it is fused into a
composite. A second purchase of this Charm allows him to instead ignore up to (Essence) dots of
hearthstones needed to power the fused artifact armor.

Rage Burns Bright


Cost: – (+3m or +6m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
Malfeas's hatred burns brighter than the sun who betrayed him, burning with a green so vibrant that all
colors seem dim and faded in comparison. None can look upon the flame of his hatred, and not see
their own destruction. This Charm upgrades Green Sun Nimbus Flare. Whenever the Infernal activates
it to enhance an attack that aligns with any Intimacy of hatred he possess, or a Motivation or Urge that
is centered on hatred, he may pay a surcharge of three motes to render the attack unblockable, a
blinding nimbus wreathing his weapon, so bright that none can see it to parry. Alternatively, he may
pay six motes to render it both unblockable and undodgeable, but only if the attack aligns with his
Motivation or Urge.

Cautious Observation Procedure


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Essence-Dissecting Stare
She Who Lives In Her Name prioritizes her actions to achieve optimal efficiency, calculating the
immediate urgency of each one and ordering them appropriately. Only one thing can upset her
obsessively-designed schedule–a direct and imminent threat to herself. Such threats override all other
concerns, becoming the object of thorough and absolute scrutiny. Activating this Charm, the Infernal
chooses a single character she can see, obsessively analyzing his every action. Any attack or social
attack the target makes against the Infernal becomes Obvious to her senses, stripping it of the
unexpected quality if it has it. In addition, the Infernal is able to analyze and bypass her subject's
defenses. Any attack made against the target benefits as if the Infernal had spent three ticks taking the
Aim action. Likewise, any social attack that targets only the subject of this Charm gains three dice
benefits as the Infernal had spent three ticks taking the Study action. These bonuses do not count as
dice added by Charms. The Infernal may stack multiple activations of this Charm in order to target
multiple characters, but doing so is stressful. She gains a single point of Limit each time she activates
this Charm while another instance of it is already active.

Extensive Experimentation Method


Cost: 8m, 1wp; Mins: Essence 2; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Cautious Observation Procedure
The only logical approach to unknown or anomalous subjects is complete scientific examination,
testing every variable and analyzing every detail of their existence. This Charm is a magical flurry of
up to (Essence + 1) actions. The Infernal may take any kind of action she wishes with this flurry, but all
actions must target a single character, or else be actions that do not have any target. This magical flurry
ignores Rate and multiple actions penalties, and imposes a DV penalty on the Infernal equal to the
highest penalty for any one action in the flurry. If the Infernal uses any actions in the flurry to target a
character that is the subject of Cautious Observation Procedure, she recovers a two mote for each such
action that succeeds.
Scoffing at Impotent Foes
Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Dim Irrelevancies Unveiled
Malfeas finds out the fools who think that they could ever wound him, so they he might deal out their
well-deserved reward of infinite agony. This Charm upgrades Dim Irrelevancies Unveiled. Whenever
the Infernal uses it to make any supernatural power that enhances an unexpected attack against himself
Obvious, the attack is stripped of the unexpected quality, allowing him to defend against it normally.

Endless Spinning Whirlwind


Cost: 5m, 1wp; Mins: Essence 2; Type: Extra Action
Keywords: Combo-OK, Obvious, Velocity
Duration: Instant
Prerequisite Charms: Racing Vitaris
It is the nature of Adorjan to destroy. Even in her happy flights she causes heedless devastation, leaving
behind a hurricane wake that devastates all those who her headlong rushing does not kill. This Charm is
a magical flurry of up to (Essence + 1) Dash actions, which ignores multiple action penalties and the
normal limitations of the Dash action. The Infernal must Dash up to her maximum speed for each
action, taking them all consecutively. This applies only to her movement on her action tick; on
subsequent ticks, she may only Dash normally.
Because each Dash is a separate action, the Infernal may circumvent one of the limitations of the
Velocity keyword–while each action must still cover at least the Infernal's Move speed in distance
between its beginning and end points, the Infernal may use the entire flurry of Dashes to move in a
circle, and doing so does not violate the limitations of the Velocity keyword, so long as no given Dash
in the flurry does. If the Infernal does end at her movement at the same point she began it, the sheer
speed of her motion causes a whirlwind to form. This is an environmental hazard, affecting all
characters within the area inside the perimeter of the Infernal's movement, causing them to
automatically fall prone, swept from their feet by the winds.

Friends Become Foes


Cost: 6m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Craven Cowardice Retreat
The Ebon Dragon invented betrayal, and it amuses him to see it put to good use. But sometimes, when
noble heroes unite against him, he must give them a little nudge to set treachery in motion. The Infernal
may activate this Charm in response to any attack that they successfully dodge. They may redirect the
missed attack to any valid target within (Manipulation) yards of them, applying the initial attack roll
against the new target as if the attack had been against them all along. If the new target of the attack is
currently protecting the Infernal with a Defend Other action, this Charm costs only three motes to
activate.

Shadow Amid Shadows


Cost: – (+1m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Bloodless Murk Evasion
None match the Ebon Dragon when it comes to fleeing from danger. Wherever darkness falls, the
Shadow of All Things will find a way out. This Charm upgrades Bloodless Murk Evasion. The Infernal
may pay an additional mote when activating it to increase the distance he may travel to (points of
temporary Willpower remaining x 10) yards. So long as both the Infernal and his destination are not in
direct sunlight, this distance increases to ([Manipulation + points of temporary Willpower remaining] x
10). The latter value may be enhanced by the Excellencies of the Ebon Dragon as though the dice pool
were a combination of (Attribute + Ability).

Hell Messiah Dictum


Cost: –; Mins: Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Mandates of the Demon-Prophet
The law of Hell embodies countless codes and taboos, a labyrinthine system of criminalization and
punishment. And yet, these numberless thousands of laws all enforce a single core tenet: the weak obey
the strong. This Charm upgrades Mandates of the Demon-Prophet. If the Infernal uses it to successfully
inflict unnatural mental influence on any character that her Demonic Primacy of Essence would impose
an MDV penalty on, she may also append a Compulsion effect to it. This compels its victims to obey
the Infernal's proclaimed law, fulfilling it to the letter. Characters may pay two points of Willpower to
resist this influence for a single scene. Once they have spent a total of (Essence x 2) Willpower
resisting it, this secondary influence is broken, although the initial Emotion effect remains in place.

Gospel of Oppression
Cost: –; Mins: Essence 3; Type: Permanent
Keywords: Obvious, Sorcerous
Duration: Permanent
Prerequisite Charms: Mandates of the Demon-Prophet
Hell’s bible is the only right doctrine of the world. All other holy scriptures and sacred texts are in gross
error, written by those blind misguided fools who fail to realize that only strength can justify authority.
This Charm upgrades Mandates of the Demon-Prophet. The Infernal may make written social attacks
with it, composing holy texts to spread her demonic dogma. Anyone who reads from the gospel of
Cecelyne understands that the scripture is one of the legalisms of Hell. Those who do not respect such
laws can erase or destroy the text, and countermagic is capable of breaking this sorcerous scripture.

Lowly Pebbles in Their Place


Cost: –; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Demonic Primacy of Essence
Can any thing question its creator? Does it have the authority? Does it have the right? Of course not. It
is Cecelyne who first formulated this truth, and who put it forth to legitimize the reign of the titans.
This Charm upgrades Demonic Primacy of Essence. Its effects now extend to mortals, natural animals,
and magical beings with Essence 1. However, only the MDV reduction on social attacks is applied
against such targets–other benefits and drawbacks of this Charms do not apply.

Seeping Black Stain


Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Bloodless Murk Evasion
The Ebon Dragon despises nothing more than being cornered or caged. It riles him, not being free to
spread his wickedness wherever he pleases, and so he tries his utmost to worm his way out of whatever
prison he might be caught in. This Charm upgrades Bloodless Murk Evasion. The Infernal may activate
it reflexively at any time, without needing to do so in response to an attack, so long as any of the
following conditions are met. He may do so no more than once per tick.
• No character is capable of seeing the Infernal.
• The Infernal is using Bloodless Murk Evasion to travel to a destination that he otherwise could not
reach due to any obstacle or restraint deliberately put in place to prevent him from doing so.
• The Infernal is using Bloodless Murk Evasion to travel a destination that he has been sincerely
commanded or instructed not to go to by any other character in the same scene.
• It is Calibration.
Outrunning Every Torment
Cost: 6m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious, Sorcerous, Velocity
Duration: Indefinite
Prerequisite Charms: Racing Vitaris
No matter what chases after him, no matter what follows him, the Infernal need not fear. He can
always, always run faster. The Infernal becomes impossible to outrun. If any character actively and
intentionally pursues the Infernal with the intent of causing her harm or otherwise impeding her, then
the Infernal's maximum dashing speed becomes at least one yard greater than the maximum speed of
her pursuer, or one mile per hour greater in extended movement. She automatically succeeds on all
contested rolls to determine relative speed by one success greater than any opposing character. If this
effect is opposed by another Charm, the Infernal adds (Essence) automatic successes to the (Strength +
Athletics) roll to oppose the contesting effect. This Charm deactivates at speeds less than dashing at
maximum rate.

Endless Sands Exceed Mere Grains


Cost: – (+3m); Mins: Essence 2; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Untouchable Infinitude Reflection
The Endless Desert knows nothing of the meek grains of sand that make up her dunes. It is not the
place of the small and lowly to have any sway on the vast and infinite. This Charm upgrades
Untouchable Infinitude Reflection. The Infernal may pay a surcharge of two motes when activating it
to drown out any meaningless prattle that assails her senses. If she does, the Infernal may ignore all
onslaught penalties and coordinated attack penalties to her Dodge MDV. In addition, the MDV penalty
of any social attack the Infernal makes is reduced by one, to a minimum of zero, before being applied
to her Dodge MDV. As with Untouchable Infinitude Reflection, social attacks that exploit the
Imperfection of the Endless Desert ignore these benefits.

Greatest Villain Prestige


Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Bloodless Murk Evasion
The Ebon Dragon's ultimate enemy is Virtue. Even an elderly grandmother could beat back the Shadow
of All Things with her trusty straw broom, if her heart was steeled with compassion for her
grandchildren. But the Ebon Dragon knows that all things have their opposite. Virtue may always
trump his darkness, but against a hollow heart, empty of all virtue, the Dragon must be invulnerable.
This Charm upgrades Bloodless Murk Evasion. Whenever the Infernal activates it to dodge an attack,
its cost is reduced by three motes, to a minimum of zero, if his attacker has suppressed any of his
Virtues in that scene, or if he has taken any action that would require suppressing a Virtue that he does
not have rated at 3 or above.

Wickedness Given Voice


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Inner Devils Unchained
The Ebon Dragon's nature is in all things. Every man has wickedness in his heart, a darkness as black
as the Shadow of All Things. All they need is a little help listening to their inner darkness, a friendly
voice to whisper encouragements in their ear. The Infernal may activate this Charm to grant any
character he can see five dots of the Unwoven Coadjutor background. This sorcerous corruption does
not grant a true demonic coadjutor, not the bound and fused companion that Infernals possess, but
instead gives voice to the inner darkness of its victims, letting their base and wicked nature speak to
them. It helpfully guides them in wickedness, whispering bits of infernal trivia or pointing out
opportunities for crime and villainy. While their inner darkness can aid them, as per the normal benefits
of Unwoven Coadjutor, it has no potential to corrupt them or force them into evil action. If they choose
to follow its suggestions, then they do so of their own free will.
However, while this Charm grants five dots of the background, characters do not benefit from all of
them normally. A target of this Charm only benefits from the effects of a single dot of Demonic
Coadjutor, plus an additional dot for each Virtue he has rated at 1. If he pays a point of Willpower to
suppress a Virtue, he gains access to an additional dot for as long as it remains suppressed. This
background does not stack with any existing dots; characters who already possess a Unwoven
Coadjutor use the higher of their two ratings. Targets of this Charm experience no Obvious effects, but
they can feel a sudden wash of negative emotion as their suppressed passions and dark thoughts burst
forth. If they choose to embrace this, they may accept the granted background dots permanently as a
Training effect, taking on a commensurate experience point debt. They still may only access as many
dots as this Charm normally allows, and does not give access to the effects of any Charms that upgrade
Wickedness Given Voice if it is dispelled or otherwise cancelled.

Nothing is Forbidden
Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wickedness Given Voice
Virtuous men are slaves, fettered by conscience and ideology. Only the wicked are free. This Charm
upgrades Wickedness Given Voice. If a character under its sorcerous effects suppresses one of his
Virtues, he may choose to keep it suppressed indefinitely, rather than merely until the end of the scene.
However, if a character does suppress a Virtue for longer than a scene thanks to this Charm's effects, he
must pay a point of Willpower in order to reassert it. In addition, if the character knows the corruption
of the Great Curse, he no longer gains Limit for suppressing his primary Virtue. It is easier to ignore
the voice of righteousness, now that he has the Ebon Dragon to show him the way. On the other hand,
paying Willpower to reassert his primary Virtue does cause him to gain a point of Limit, as he suddenly
realizes the full extent of what he has done.

Sin is Satisfaction
Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wickedness Given Voice
The Ebon Dragon need not waste his time corrupting the mortals beneath him. Simply pointing out the
opportunity to do evil is all that it takes to debase their pathetic souls. This Charm upgrades
Wickedness Given Voice. As the Infernal curses a character with it, he may name any act of depravity
that amuses him. In this case, acts of depravity include any act that would cause shock, outrage, or
scandal according to the common mores of Creation's dominant culture, namely the Realm, or the
standards of the culture that the target belongs to. The character's inner darkness is especially eager in
encouraging him to commit the chosen act, pointing out the chance to indulge in it at every opportunity.
That character may regain a single point of Willpower at the end of any scene in which he commits the
chosen act of depravity. If he accepts the Willpower, the scene counts as one spent building an Intimacy
of selfish indulgence towards the chosen act.

Fundamental Principle Manipulation


Cost: – (+0m or +2m); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Principle-Invoking Onslaught
Cosmic principles and phenomena are all encoded onto the shinmaic substrata of existence, engraved in
the foundations of reality as the titans brought forth being from nothingness. Ultimate command of
these is immanent to the Primordials, an aspect of their being as much as their essence or souls. This
Charm upgrades Principle-Invoking Onslaught. The Infernal may activate it to supplement a telekinetic
attack as an innate power, which does not count as Charm activation. In addition, if she uses a stunt to
attack a character with a substance of form of energy that is antithetical to their nature, at the
Storyteller's discretion, her attacks deal aggravated damage. Potential examples include incinerating a
wood elemental with a wave of fire, corroding the innards of an Alchemical Exalt with thaumaturgic
rust, or discharging a focused beam of ultraviolet light on the Ebon Dragon. The Infernal may also
extend these benefits to telekinetic clinches supplemented by Principle-Invoking Onslaught, but must
pay a surcharge of two motes to do so. If she wishes to deal aggravated damage with her clinch, she
must pay two motes at each interval to do so.

Wicked Hearts Beat No More


Cost: 2m, 1wp; Mins: Essence 4; Type: Reflexive (Step 7)
Keywords: Combo-OK, Poison
Duration: Instant
Prerequisite Charms: Hollowing Echo Venom
The Ebon Dragon darkens all of existence with his hatred, poisoning and corroding everything that is.
Only the light of righteousness can rebuke his venomous presence, and where it wanes, his corruption
cannot be stopped. If any attack enhanced by this Charm deals any levels of damage, the Infernal
poisons his victim with a venom brewed of his own wickedness. The poison has traits of Damage 20L
(4/tick), Toxicity (Manipulation), Tolerance –/–, Penalty -1. Rather than inflicting a single die of
damage at each interval, the poison actually inflicts four dice of lethal damage each tick. However, for
each Virtue the target has rated at 5, one die of damage is prevented at each interval. Dice that are
negated this way still count towards the total damage of the poison. For this reason, characters who
have every Virtue rated at 5 cannot be harmed by this poison. However, if the victim has suppressed
such a Virtue, it does not count against the damage of this Charm.

Soul-Scouring Devil Sandstorm


Cost: – (+1wp); Mins: Essence 3; Type: Permanent
Keywords: Shaping, Sorcerous
Duration: Permanent
Prerequisite Charms: Dune-Burst Onslaught
Cecelyne's wrath is no fleeting menace. She is content to brood and sulk, nursing her lingering hatred
until it has become a raging sandstorm, spilling over and swallowing whosoever provoked it. This
Charm upgrades Dune-Burst Onslaught. If the Infernal uses it to evoke an environmental hazard when
activating Sandstrike Blast, she may pay a point of Willpower to have the sandstorm persist for the rest
of the scene, as a sorcerous effect. After its initial activation, it inflicts the same amount of damage five
ticks later, and every five ticks thereafter. The sandstorm remains within the radius chosen by the
Infernal, but she may choose to reflexively move the hazard up to (Essence) yards on each tick. The
Infernal may maintain no more than (Essence) sandstorms at a time. Each one inflicts damage and can
be moved separately, although the Infernal may not overlap multiple sandstorms to stack their damage.
A second purchase of this Charm at Essence 4 allows the Infernal to maintain up to (Essence + 2)
sandstorms at a time. In addition, he may treat the sorcerous sandstorms created by this Charm as areas
of desolation.
World Architect Prerogative
Cost: 8m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious, Sorcerous
Duration: One scene
Prerequisite Charms: Counter-Conceptual Interposition
Glowing with harsh white radiance, the Infernal shapes the shinmaic substrata of existence,
crystallizing reality in accordance with Yozi precepts. This Charm creates a sorcerous ward against
shaping that extends (Essence x 10) yards from the Infernal, negating any Shaping effects used within
that area. Any existing Shaping effects that enter the range of the ward are terminated. This ward is an
invisible pattern of essence and is not Obvious in any way, but any character whose Shaping is negated
immediately realizes or intuits the ward's presence. Shaping effects created by Yozi Charms, as well as
those effected by sorcerous spells cast through a Yozi Initiation, are not affected by this ward, as this
Charm calibrates reality to align with Primordial essence. Unfortunately, not every variable can be
accounted for. This Charm cannot suppress Shaping effects that exploit the Imperfection of the
Principle of Hierarchy.
At Essence 7, the Infernal may choose to impose the natural order of the Demon Realm upon the area
targeted by this Charm, causing it to obey the physical laws of Malfeas. He must choose whether or not
to do so upon activating the Charm. This does not cause the area to emulate any properties of Hell that
exist due to the Yozis's own influence, such as the poisonous spite of Malfeas, or the danger posed by
Adorjan. Hellscapes created by this Charm slowly change over time to resemble the Demon City and
the geography of other Yozis, especially if it is used multiple times on the same area. Silver sand seems
to slowly trickle into the soil, while veins of silver riddle the bark of trees watered with strangely acidic
water. Such transformations have no immediate mechanical ramifications, but is of great aesthetic
satisfaction to the Infernal Exalted and to their titanic masters. Using this Charm to impose the natural
law of Malfeas on Creation is a Blasphemy effect.

Embedded Logic-Pattern Fortress


Cost: –; Mins: Essence 4; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: World Architect Prerogative
The Principle of Hierarchy reinforces the bulwarks of existence and reality that the Primordials set
against the Wyld, embedding patterns of order and meaning into everything that it defines. This Charm
upgrades World Architect Prerogative. The Infernal may use it to sear his sorcerous will into the
foundations of reality itself, creating a sorcerous ward centered within (Willpower x 10) yards of
himself. This ward is identical to the one created by World Architect Prerogative, but it remains in the
location designated by the Infernal, rather than moving with him. If the Infernal does so, the duration of
the effect is extended to one week.
Never Maimed Again
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Velocity
Duration: Five ticks
Prerequisite Charms: Wind-Born Stride
Adorjan allows nothing to change her nature against her will. She once was mutilated at the hands of
the Exalted, castrated and shaped into what she is now. It is a torment she cannot bear to suffer, even as
she embraces her broken nature, and so she flees headlong from anything that threatens to do it to her
again. So long as this Charm is active, any unwanted Shaping that would affect the Infernal is
suspended, and does not take immediate effect. This does not cancel or defend against the Shaping
effects, nor does it count towards their duration, but it does prevent them from taking effect. If a
suspended Shaping effect has any visual or Obvious signs, they trail behind the Infernal as he runs
away. Once the duration of this Charm has elapsed, all suspended Shaping effects are negated, unable
to affect the Infernal as she has successfully outrun them.
However, the Infernal must maintain maximum dashing speed, or this Charm terminates. If it does, all
suspended Shaping effects resume, affecting the Infernal normally. The same occurs if the Charm is
cancelled or terminated for any reason before its full duration elapses normally. Against ongoing
Shaping effects, this Charm negates their effects for its duration, but offers no protection once it lapses.
This Charm cannot remove Shaping effects that have already taken hold of the Infernal. A second
purchase of this Charm allows the Infernal to extend its duration to one scene by paying a surcharge of
one mote and one Willpower. If she does, then suspended Shaping effects are terminated after they
have been delayed for five ticks, assuming the Infernal maintains maximum dashing speed for all of
them. In addition, all suspended Shaping effects are still negated once the Charm's duration ends.

Love's Crimson Leash


Cost: 1m (+2m); Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Freedom Lets Go
Fools who weigh down their hearts with the burdens of hate or love have no hope of outrunning
Adorjan. The Infernal chooses a single character within (Willpower) yards, and learns a single Intimacy
that they possess, feeling it as an intangible sensation of weight and pressure. The targeted character's
player chooses which Intimacy is revealed. In addition, if the Infernal successfully activates this Charm
in response to a character moving away from her, she may pay an additional two motes to shape the
Intimacy into being, creating a tether line of scarlet essence that ties the target to her. This is Obvious,
although the other elements of this Charm are not. The tether is considered a reflexive Blockade
Motion action that succeeds with one threshold success more than that received by the opposing
character after all penalties, automatically preventing their attempt at fleeing the Infernal. If the target
wishes, he may pay a point of Willpower to immediately erode the revealed Intimacy, snapping the
tether and allowing him to move freely away. This tether lasts long enough to stop a single attempt at
movement before fading away. If the targeted character has no Intimacies, this Charm reveals only the
emptiness of their soul, and the Infernal cannot use it to snare her victim, no matter how much his
enlightenment arouses her romantic affections.

Merciless Radiative Therapy


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cold Fire Desolation Brand, Blight Internalization 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 Internalization 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.

Merciless Radiative Therapy


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 Internalization 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.

No-Shadow Sun
Cost: - (+3m); Mins: Essence 3; Type: Permanent
Keywords: None
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: First Malfeas Excellency, Crowned With Fury
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 With 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.
Altruism Mocking Dessication
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Verdant Emptiness Endowment
The concept of pure altruism is alien to the Endless Desert, but this does not put a hole in her
understanding of Creation. Even when people do not speak of an act of 'generosity', they are rewarded
with their own feelings of self-satisfaction. And in the meantime, she is more than willing to let her
sands into the hearts of those who would come before her asking for a gift for another. This Charm
expands the scope of its prerequisite, allowing the individual who benefits from the wish to be a
separate person to the one who asks for it. The possibly-unknowing supplicant must express a dislike
for the condition or state of another individual, who they must have a positive Intimacy towards, but
who need not be present. If the Infernal grants the wish, the Training effect is applied to the other
individual, including the XP debt, while the favour is now owed by the supplicant. The target may
reject the gift, for the usual cost, but if they do so, the supplicant still owes a favour, and furthermore
loses any positive Intimacies they might have had towards the target, as the sands of Cecelyne scour
away at their now-hollow heart. This Emotion effect can be resisted by spending 3 willpower.
Cecelyne may not understand pure altruism, but she certainly understands the use of foolish saps in her
plans. This Charm only functions if the target for the wish does not know that the supplicant will
express such a wish to the Infernal, and has not instructed them to do so. If they would knowingly want
something from her, they should entreat with her and accept the costs of doing so. One exception
exists; if the target has prepared a prayer strip towards the Infernal, and has another present her with the
strip on his behalf, the wish will be granted, as a conventional one would, with the favour and the gift
both falling on the head of the target. Cecelyne admits all into her wastes, no matter the path they take.

Sins Born In Blood


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Counter-Pronouncement of Enthymemic Law
In the Age of Glory, it was found very soon that the many spirits they had made or which descended
from them would mix their Essence with mortal races, creating hybrids with some of the powers of
their forefathers. After considering the question carefully, the Endless Desert declared that such hybrids
would be classed with the source of their power in the eyes of the Primordials, and so was the question
resolved. This Charm permanently upgrades Cecelyne Charms. When it would benefit the Infernal who
knows this Charm, they may treat members of Primordial-created races (which includes beings with a
human soul structure) with Enlightened Essence which comes from an inhuman parent, and who know
at least one such Charm, as an example of that inhuman parent. For example, god-blooded with
Enlightened Essence who know at least one Spirit Charm may be treated as gods for the purposes of
Cecelyne Charms such as Sublimation of Ordained Purpose, and must carry out the same purpose as
their divine parent would. The same applies for deva-blooded, elemental-blooded, demon-blooded, and
so on, for the relevant Cecelynian Charms. Such individuals without Enlightened Essence, or who have
not learned any non-Martial Arts or Sorcerous Initiation Charms (or in the case of empowered races
like the pureblooded Lintha, their own Native Charms), may not be treated as such.
The existence of this Charm is the reason for the fact that Exaltations prefer pure human hosts. Exalts
with inhuman heritage who know the Charms of their forefathers are subject to this effect, too; a
compromised link in the Exalted Host in the case of demon-blooded or god-blooded who now find
themselves subject to the Geas. However, they may reflexively roll (Essence), and take a number of
points of Limit equal to the number of successes rolled, to be exempted for a scene. The first time they
take Limit in this manner, they may choose to burn out their spirit-heritage Charms, converting them to
XP, and flaring their anima to totemic as their Exaltation refuses to be so-bound. Spirit-blooded Exalts
who retain no such Charms are not vulnerable in this manner, as mentioned previously.

Erosion-Of-Freedom Patience
Cost: -; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sublimation of Ordained Purpose
Oh, how the mighty have fallen. The creators of the universe are ensnared within their king, and their
broken toys sit on thrones not made for them. And yet things can change. This is the secret hope that
lies in Cecelyne's barren heart. She has eternity, and she is eternity, and the drop of one grain of sand
every hundred years onto a stolen throne can grind it down to nothingness. The gods would believe
themselves beyond her law? Her law is the strong over the weak, and if they are weaker than her, the
old chains of law can come down again. This Charm upgrades its prerequisite, allowing the Infernal to
treat any god or deva under the effects of Sublimation of Ordained Purpose as a demon and a native of
Malfeas for the purposes of all her Infernal Charms and Spells. This lasts until the spirit in question
fully resists the Servitude effect of Sublimation of Ordained Purpose, and functions regardless of
whether or not the Infernal was the one who applied the effect.
Gods of Essence 7 or less are treated as First Circle Demons; gods with higher Essence are treated as
Second Circle Demons. Devas are treated as if they are a demon of the corresponding rank; the spiritual
castration of the ex machinae means that all the devas of Autocthon count as First Circles, regardless of
their Essence, with the exception of the Divine Ministers (and the Core) who count as Third Circles.
Sorcerously bound gods and deva cannot spend Willpower to resist Sublimation of Ordained Purpose;
however, they benefit from the same conditions as bound demons do under that Charm.
Pneuma-Moulding Marvelous Muneration
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Miracle Gift Mastery, Scoured Perfection of Form
All things come to Cecelyne, in time. Those who wander in her depths draw themselves in deeper with
each gift they take. And those who ask for the wrong - or right - things, or who draw her attention, can
never, ever escape, for she will give them immortality and potency beyond mortal might, all a mortal
could ever wish for. And they will forever be hers, as she remoulds their hearts into silver glass. These
demons are referred to as varazslany in certain Shogunate texts which talk of the blasphemous deals
offered by the Anathema, and the need for an honourable soldier to be wary of even innocuous gifts;
they are the holy warriors of Cecelyne, her missionary-champions. This Charm expands the scope of
Verdant Emptiness Endowment, and allows the following option to be taken, either to grant the wishes
of mortal, Enlightened Mortals, or other Primordial-created sentient races who ask for immortality or
power, or as a task, which may be rejected normally with the usual consequences. The Infernal
compresses the souls of the target, rendering them down into raw Essence before remaking them in the
form of a wind-smoothed crystal about the size of a chicken's egg, which sits where their heart used to
sit. This metamorphosis is tantamount to the death of the original, and so may not be undone as it
would be akin to resurrection.
The body of the target remains as a Willpower 0 husk, akin to one of the dream-eaten. The egg-sized
crystal is now the entire body and the repository of the mind of the target, who is now a special kind of
First Circle Demon, which is naturally material, but a First Circle Demon in all other regards. The new
varazslany sets their Essence to 4, and retains all their old Attributes and Abilities. They retain their old
Intimacies and Motivation, but gain a new Intimacy of Reverence towards the Infernal which may not
be removed by any means.
A varazslany created by this Charm gains the Charms Principle of Motion, Possession (usable only on
Willpower 0 targets, but they may do so at a range of 2 yards rather than Touch, and they may possess
their former body for no cost), and Measure the Wind. They have an innate ability to heal a single level
of damage at a time in a body they possess, as a Miscellaneous action which costs 1m to repair a level
of bashing damage, 3m for a level of lethal, and 10m, 1wp per level of aggravated or per Crippling
injury. In addition, they gain a number of spirit Charms equal to (Infernal's Cult + their Highest Virtue
+ their Destiny), which should be thematically appropriate to their own personality fed through the lens
of Cecelyne.
However, the varazslany is sessile and insensate when not using the Possession Charm on a Willpower
0 target (or any other appropirate Inhabiting Charm it learns later), which it does automatically on its
former body upon its creation, with no apparent gap in continuity of self. A varazslany may always use
such a Charm if a valid target comes within range as long as they can pay the activation cost and are
not Inactive. When using such a Charm on a target, the varazslany physically replaces the heart (or
equivalent), and is naturally material; a called shot at a -3 External penalty allows the demon to be
damaged directly, rather than its host. The varazslany, as part of their existence, never count as being
fully relaxed for the purposes of Essence respiration, and do not regain Willpower from rest. However,
they regain one point of Willpower per scene they work towards an order given to them by their creator
or an individual who knows the First Cecelyne Excellency. If reduced to 0wp, their Possession of a
body automatically terminates, and they fall Inactive for a year and a day, regaining a single point of
Willpower at the end of that time period.

Womb Darkness Retention


Cost: 7m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Corrosive Pattern Infliction
The Immaculate Order says "Give me a child for the first seven years, and you may do what you like
with him afterwards." The Ebon Dragon disagrees. Within the tenebral darkness of the womb, the
parasitic unborn is kin to him, and with but one touch they express that fully. The Order may do what
they like with the child once it has been born; they are his forever. To use this Charm, the Infernal must
make skin contact with a pregnant being; mortal, animal, god, demon, elemental or Exalt - all are
susceptible. The Charm does nothing to the mother; it targets the unborn child. Prior to their First
Breath, though, the unborn infant is protected by any defences that the mother may have against this.
The child, when born, will be a Creature of Darkness, which is an innate property, and may not be
removed as a mutation, but will require the personal intercession of the Unconquered Sun to resolve.
The child receives bonus points equal to those given by the Creature of Darkness negative mutation, to
be spent on likewise-innate mutations which fit within the thematics of the Ebon Dragon. The touch of
the Ebon Dragon flays away the restraining bonds of kinship; the child will not metaphysically descend
from their parents, but will instead count as being descended from the Infernal, but only in
circumstances which benefit the Infernal. When it does not benefit them, the child is left alone in the
darkness unbonded to anything.
In addition, the Shadow of All Things is a creature of antagonistic anti-Virtue, and so are the children
who have seen his darkness while still unformed. The Infernal chooses one Virtue of the child, which
may never be raised above 1. This grants the child a free dot of Willpower, and increases the cap on
Willpower by 1.
This Charm is not Obvious, but the mother may, with a successful (Perception + Stamina) roll at a
difficulty of the Infernal's Essence, detect the nauseating tingle of Ophidian Essence, and if she does so,
she may spend 3wp to resist the alteration. Infernals who are themselves pregnant (who will usually be
female) may use this on their own pregnancies for free, and it does not count as a Charm activation to
do so. If the child ever Exalts, all the consequences of this Charm, save their status of a Creature of
Darkness and the permanent lost of the metaphysical bonds of descent, are removed, though no free
dots of Virtue are granted.
At Essence 5, the Touch keyword is removed from this Charm, and the Infernal may limit any number
of Virtues to a maximum of 1; each one so limited gives them an extra dot of Willpower. With a
repurchase at Essence 5, it may be used on women who are not pregnant and men, as a Sorcerous
effect, which affects any child they conceive.

The Little Beast


Cost: - (+2m); Mins: Essence 5; Type: Permanent
Keywords: Combo-OK, Compulsion, Counterattack, Social, Sorcerous
Duration: Permanent
Prerequisite Charms: Womb Darkness Retention, Inner Devils Unchained
The Ebon Dragon has transcended all propriety and all laws of decency. That one's child is the same
species as their parents is but one of those laws. This Charm permanently enhances Womb Darkness
Retention for an extra 2 motes. Instead of altering the child as described, the Infernal may instead
transmute the child into a demon that they could create using Inner Devils Unchained.
The demon-child is not a normal example of their species. Although they are born with all the traits and
virtues of a typical demon of that kind, they appear to be a demon-blooded of their parent species,
despite their inhumanity, and grow and mature as a normal child would until they reach an age chosen
by the Infernal, whereupon they no longer age. They are a First Circle Demon of their species in all
other aspects, and so can be summoned, bound, banished and so on. An agata-in-the-shape-of-a-man
will still be heartbreakingly attractive, and possess in some form the wings and stinger of his kind,
though they will be able to be hidden under clothing. The Ebon Dragon takes much pleasure in granting
such... gifts to the self-righteous.
A mother pregnant with a demon is wracked by nightmares, suffering a -1 to their Conviction roll to
regain Willpower after sleep. Each time they fail this roll counts as a scene of building an Intimacy of
Paranoia towards anything that they are slightly suspicious of or which they are concerned about,
whether that is the funny taste of the well water ("Is it poisoned?"), the behaviour of their neighbour
("They're demon-cultists, yes, spying for their vile masters?"), or, indeed, anything save their unborn
child.

Monstrous Manse-Mother Fountainhead


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Great Mother's Wame
Kimbery wants only the best for her children, but the hungers of her offspring can be so demanding,
always wanting. Sometimes she must pass them off to other nursemaids, so that their desires can be
assuaged. Though she weeps bitter acidic tears to see this, the way they grow so big and strong, with
hides of toughened flesh and shining carapace and sea-drenched stone makes her so proud! This Charm
permanently improves its prerequisite, adding the capacity to create manse-children. When beginning a
project with Great Mothers Wame, the Infernal may instead choose to “design” a manse-child, which
takes the same amount of time as they would take to design a more conventional one, save that the
“design” process actually gestates a grotesquely enlarged zygote which grows at an incredibly rate,
until it is the size of a full-term human infant at the end of the “design” process. Any manse designed
via this process automatically has the “Living” manse power (Lords of Creation, p120), and a 1 dot
Vulnerability; the manse-child dies if the living heart where the hearthstone forms is destroyed with
fire. This brewing of hellish geomancy is a natural act, so a warlock may replace her (Craft: [Genesis])
and/or (Lore) ratings with (Essence-1), if she so desires. Provided the manse she is crafting has a manse
rating equal to or less than her (Essence), she may also use (Stamina) in place of (Intelligence). The
requirements to design a manse with Sentient, Living Manse, or any manse power that has Living
Manse as a prerequisite are waived; the Sea Who Marched Against the Flame need not teach her
children how to live or face the horrors of a cruel world.
The manse-child, as a living child of the waters of Kimbery, is explicitly is not designed for a single
demesne, and may be born into any demesne of a rating equal to the level of its manse-rating. The birth
will not occur, until the Infernal is within the grounds of such a demesne. Once that happens, labour is
induced, which is, as per Great Mother’s Wame, painless. However, the umbilical cord remains
attached to the manse-child, and lashes out as it passes from its “mother’s” body, plunging deep into the
ground, to attach itself to the essence flows of the demesne.
The manse-child grows and matures with shocking speed; each day that passes counts as one man-year
on the manse. No other labour is required, and even things like Integrated Magitech Artillery can be
emulated with grotesque weapon systems of spines and toxic crystals. Killing the manse-child is as
hard as destroying any other partially completed manse. Once complete, its mother is automatically
attuned to it, and this attunement may not be broken as long as the manse remains; in addition, it counts
as one of her descendants for the purposes of Kimbery Charms. Its aesthetics are designed, in general
terms, in the design process, and must conform to both the aesthetics of Kimbery and the aesthetics of
the underlying demesne. Although they are living, and born of flesh, that does not prevent the secretion
of twisted silicate shells which resemble cyclopean geometries, and other such things. It may not cap
Fire, Solar, or Cytherea-aspected demesnes, unless the Exotic Aspect (Kimbery) power has been taken,
and in such cases, a mandatory 2-point Fragility Flaw must be taken (overriding the normal rules on the
incompatibility of those Flaws), for which no points are received, as the manse-child grows up sickly
and weak, trying to contain the agonising fire that burns at its Essence flows. Sentient manse-children
who suffer through this will likely suffer psychological problems and trauma, and may well be driven
insane. However, once the aspect of the underlying demesne has been converted, that Flaw is removed,
as the manse-child can strengthen its flesh-architecture properly without the toxic burning Essence
running through it.
At Essence 4 this Charm permanently upgrades, such that the manse-child grows at a rate of (mother's
Essence) man-years per day.
My Pretty Baby
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Kimbery Excellency, Unbroken By Unacknowledged Blows
Kimbery feels terrible guilt for fostering her babies upon other teats. In her benevolence, she tries to
make it up to them, and showers her gifts upon them to make up for such tragic abandonment. This
Charm permanently upgrades all manses made via Monstrous Manse-Mother Fountainhead, with the
following features:
• All such manses count as having a Network Node, connecting to all other manses made by the
same Infernal, which does not count towards their total number of points. All the inlets of
Kimbery are the same ocean, after all. These Nodes may not communicate with any non-manse-
children, however.
• All such manses are treated as if they are Beloved by the Infernal, unless this is overridden by
them becoming Reviled.
• The “Sentient” power in Chapter 2 of Oedenal’s Codex is treated as if it is italicised and is
favoured regardless of the aspect of the Demesne, allowing it to be taken by any manse for 4
Creation Points.
• As long as the Infernal ingests an appropriate exotic component for the aspect of the manse to
be built and the nature of the manse-child, one extra Creation point is granted. For example, the
sexual fluids of a Sidereal would be perfect for a Sidereal-aspected manse. This is increased to
two extra Creation points as long as the manse is Kimbery or Vitriol aspected. These extra
points may only be spent on features favoured by that aspect, or on manse powers that have
Living Manse as a prerequisite. Traces appropriate to the source of the exotic component will be
left in the manse, especially if it has been given the Sentient quality; the eyes that wriggle in the
walls, and the colour of the fleshy walls might be all too familiar to the "father", for example.
At Essence 4, this power improves further. When creating the manse-child, as long as the Infernal
ingests or obtains an appropriate exotic component for the aspect of the manse, rather than receive the
aforementioned bonus they may instead cap a demesne with a manse one dot higher rated than the
manse. For example, the Infernal could cap a 3-dot demesne with a 4-dot manse. The difficulty of all
design rolls and the required construction time would be that of a 3-dot manse, but the resultant
structure would be a 4-dot manse in all regards (producing a 4-dot hearthstone, having creation points
equivalent to a 4-dot manse [see The Books of Sorcery, vol. III—Oadenol’s Codex], and so forth).
Kimbery does not play fair with her children, and so the Infernal may still deliberately weaken her
designs to produce one-dot manses, if desired. If used to design a 5-dot manse, My Pretty Baby does
not raise it to N/A level, instead providing six additional creation points with which to design its
features, gives it the Sentient quality for free, and it makes the manse a potential geomantic channel to
sustain a N/A level manse elsewhere.

Geomancy-Suckling Little Darling


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Seared Fruits of Union, Monstrous Manse-Mother Fountainhead
The children of Kimbery need not content themselves with just the paltry fare of Creation. No, she has
taught them to always demand the best, and so they shall have it, like ticks upon the dragonlines of
Creation, warping the local geometry to feed their beautiful growth. With her corrosive waters, she
impregnates those things which come within her reach and catch her eye infusing them with her
progenitive Essence. This Charm permanently upgrades Monstrous Manse-Mother Fountainhead.
When the Infernal designs a Kimbery or Vitriol-aspected manse for a level 1 demesne, she need not
place it on a pre-existing demesne. Instead, using Seared Fruits of Union, the Infernal may impregnate
a suitable building, barren mountain, river, lake, bog, seaside, collection of limpid pools high in the
mountains, or otherwise geomantically auspicious place with the manse-child, which latches onto the
structure or feature with its umbilical cord.
Its growth is rather more convoluted and complicated than one of its siblings permitted a demesne to
grow on, however. First, it, as it fuses with the pre-existing geography, squamous tendrils sinking into
rock to burrow out a lair into the mountainside or tumourous coral growths enveloping a building. The
manse-child grows into a pseudo-manse, taking as long as it would if it were a level-1 manse produced
by Monstrous Manse-Mother Fountainhead, which produces no hearthstone and may not be used to
regenerate motes. Once this is done, the pseudo-manse has the Living Manse, Dangerous Traps, and
two points of Essence Vents powers, as the corrosive power of Kimbery arcs within it. These are paid
for by 2 points of Habitability and a 2-point Vulnerability; any naked flame (including a Fire Aspected
anima banner) bought into the undeveloped hearthstone chamber destroys the manse.
The pseudo-manse requires, above all, motes. It respires motes at a rate of 2m per hour, and each mote
counts as one man-day of labour towards building a level 1 manse, meaning that each day, 50 man-days
are contributed towards the manse. As a result, assuming uninterrupted Essence flow, the manse is built
in two years. In places which resonate with the manse-aspect, this rate is doubled. As it draws on the
surrounding area, the essence of Kimbery bleeds slowly into the area, affecting everything within a one
mile radius of the pseudo-manse as if were a Kimbery demesne, mutating mortals as normal, and
warping the landscape. Rain falls often and pools, water keeps its chill in even the heat of summer, fish
and other water-dwellers grow big and vicious, and anything born within this area takes, as a
Desecration Effect, a Pox thematically appropriate for aquatic life. This even affects the dreams of the
locals; they dream of deep seas, squirming life, and the Infernal who mothered the manse-child, which
causes bad sleep. Mortals in the affected area lose one dice to rolls to recover Willpower, as a fear-
based Emotion effect. Once the pseudo-manse has “built” itself by feeding off Essence, it manifests as
the designed manse, with a Level 1 Demesne underneath it. The effect on the landscape and area
ceases, although the landscape and its inhabitants will be scarred by their experiences.
However, if there is an uncapped Demesne within (Demesne’s Rating squared) miles of the pseudo-
manse, the manse-child will, in addition, draw the rich, concentrated Essence from the nearest
demesne, sending questing tendrils underground to suckle from it. The demesne generates no motes
while the pseudo-manse is draining it, but for each day that it drains it, it counts as 10 man-years
towards the manse, rather than 50 man-days. The draining tendrils have the statistics of Ichor Flux
Tendrils, and “grapple” the geomancy of the area, attacking anyone who attacks them. If destroyed,
they take a number of days equal to (the distance in miles +1) from the pseudo-manse to the demesne
to regenerate, and will attempt to drain again. Once the manse and demesne are complete, the rating of
any targeted demesne which has provided more than (demense-rating x 10) man years is permanently
reduced by 1 point. The pseudo-manse may not feed off Fire, Solar, or Cytherea-aspected demesnes.
As an as-yet-unknown, innate Heretical feature of this Charm, Green Sun Princes who have developed
and learned their own Excellency via Triumphant Howl of the Devil-Tiger may also create manse-
children aspected towards themselves via this method, even if they have no other way to create
demesnes aspected towards themselves. The product of one’s loins know who their mother is, after all.

Potential-Drowning Depths Dweller


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Geomancy-Suckling Little Darling
Once in the time before Creation, there was an Ishvara, mighty and proud, and she bore the title of
Queen Glimmerheart. Cold was she, and beautiful; all who saw her fell in love with her. But she had
sworn to the shinma and to the Wyld itself that she would cleanse the infinite possibilities of the Wyld
of every last trace of love, and so flensed their hearts of every last trace of it, while keeping their
subservience. Her slave-army was beyond number, and like an uncounted plague, they spread through
waypoint after waypoint. And then they encountered the children of Kimbery, who loved their mother
like no other, and they drowned in corrosive love, calcified by the depths of the Sea Who Marched
Against The Flame and her progeny. To Kimbery, the Wyld is but a transient thing, to be replaced by
her artistic vision, and her children shall bring it to completion.
This Charm permanently improves Monstrous Manse-Mother Fountainhead, allowing it to be used on a
single waypoint in the Wyld. The Infernal may design any Kimbery-aspected manse with a manse
rating of (Essence/2) or less, following the normal rules for manses designed using that Charm, and
give birth to it in a Wyld Zone. The newborn manse-child draws upon the changing energies of the
Wyld, drowning it in the cold depths of Kimbery. In the bordermaches, each day counts as 5 man-years
towards completion, in the Middlemarches, each day counts as 10 man years towards completion, and
in the Deep Wyld and in Pure Chaos each day counts as 20 man years towards completion. To be used
in the Deep Wyld or Pure Chaos, the manse must be designed with the "Traveling" Feature, as it will
drift free on the tides of the Wyld; ones in the bordermarches or middlemarches are sufficiently
anchored to Creation to stay static.
However, such manse-children do not act like normal manses. They do not produce a hearthstone and
receive no bonus Creation points for that, instead flooding the entire waypoint with Kimberyian
Essence, reshaping it, as they lock it into shape. The entire waypoint is made part of Creation, for as
long as the manse-child remains in place; its death allows the Wyld to attempt to unmake the land
again. The manse-child expands over the entire waypoint, although there is a central body which will
appear as a normal manse, and so manse powers can be used over the entire area without needing to
purchase Zone of Influence. The Essence of Kimbery fills the entire place, making any child born or
made within it a Creature of Darkness, and count as one of the Infernal's descendents as a Desecration
Effect, and granting 6 mutation points to be spent on appropriately themed positive mutations, which
may be either set by the Infernal whenever they stand in the empty hearthstone chamber, or permitted
to vary based on the manse's aesthetics. Moreover, each day spent within such a place count as one
scene towards building an Intimacy of "Unconditional Love and Obedience" towards the Infernal who
gave birth to the manse-child.
The tendrils of the manse-child suffuse the land, making it like wet clay in the hands of its mother.
While standing in the vacant hearthstone chamber, the Infernal may reshape anywhere within the
waypoint as if they knew Wyld-Shaping Technique, treating the land as Middlemarches. All such
changes must be compatible with the aesthetics of Kimbery and her Excellency, and the Infernal may
only create (or modify) Land, People, or Wealth. In addition, it also calcifies any Unshaped Fair Folk
who enters it after a number of ticks equal to (11 - Infernal's Essence), rendering them down into
vitriolic sludge which screams eternally in drowning agony in an amusing similarity to Chalcanth (and
has some interesting, little-known properties in crafting).

Unhallowed Dreaming World-Progeny


Cost: -; Mins: Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Kimbery Excellency, Potential-Drowning Depths Dweller
Kimbery would have crafted Creation, had she been given the chance. From her loins would have
sprung all that is, and all would have known the generosity of the Great Mother. But she was not
chosen, and she has nursed the bitter agony as she heard the shinma-shaking acts of the Emerald
Mother and the Mother of Creation as they blazed solidity into the Wyld. If it had been her to do it...
well, things would not have gone as they did. Instead, she nurses her own children, and waits for her
freedom until she can let them loose into the Wyld, where they will spread out, each one a world unto
itself, and she can undo the injustice done to her by Cytherea once and for all.
This Charm enhances Kimbery-aspected manse-children made by its prerequisite. Once built, as long
as the original manse was rated level 2 or higher, they attempt to spread and grow, producing subsidiary
manses. If the manse has the Sentient feature, it can design its own subsidiary-manses with a rank no
greater than (own rating – 1); otherwise, the subsidiaries may only have manse powers which the
original has. Alternatively, the Infernal who originally produced the manse-child may design the
subsidiary manses for the manse-child, giving birth to them inside the empty hearthstone chamber,
where they are consumed and internalised by their sibling. These subsidiary-manses are subject to all
the constraints of manses made by Monstrous Manse-Mother Fountainhead and any applicable
upgrades, and may not have the Sentient feature; the original manse-child is the mind, and these
subsidiary-manses are its body. In addition, no subsidiary manse may exceed (rating – 1) of the manse
it comes from, even if designed by the Infernal.
Once a manse has been designed, the manse-child will attempt to colonise an adjoining waypoint,
extruding tentacles and flesh from its occupied waypoint. It produces a number of separate incursions
equal to its manse rating, and each incursion has the same statistics as the tentacles produced by Ichor
Flux Tendrils, using the Infernal’s Essence. If all the incursions are destroyed, the manse-child will
regrow them after one day; the only way to stop the attack is to destroy the manse-child. The
subsidiary-manse grows at the same rate as manses made by Potential-Drowning Depths Dweller, and
retains progress even if all the intrusions are destroyed. Manse powers may be used in a (manse rating
x 10) yard radius around an intrusion, allowing the manse-child to defend its new acquisition. The
primary manse-child may create a number of subsidiary manse-children equal to its manse-rating, and
warps the geometry of the Wyld such that its subsidiary manses surround it, like some great and terrible
starfish... and that is what, indeed, it resembles, for the manse-child is now a single, massive behemoth-
organism occupying multiple waypoints.
Subsidiary-manses and the manse-child are assumed to have the Network Node power for free, and the
manse-child, if it is Sentient, may control any manse-features in the subsidiary-manses. Guardians and
Bound Servants may be moved between sub-manses freely; other powers may affect other “manses”
within the behemoth-organism at the discretion of the Storyteller. If the central manse-child is killed,
the subsidiary manses go into Power Failure instantly. Skilled treatment may save them as separate
manses, but the greater unity is lost.
This Charm may be repurchased at Essence 8. With this repurchase, the manse-child may create extra
subsidiary manses budding off from the subsidiary manses. Each subsidiary-manse may support a
number of subsidiary-manses equal to its (manse-rating – 1), down to level 1 manses, which may not
produce them. The design must still be carried out by the central manse-child, for they are extensions
of its body. This is recursive; for example, a level 3 manse-child may produce 3 level 2 subsidiary-
manses, each of which may produce 2 level-1 subsidiary-manses, for a total of one level 3 manses,
three level 2 manses, and six level 1 ones. The destruction of a subsidiary-manse sends the lesser
manses it has produced into Power Failure, but does not affect other manses in the organism (though
the manse-child will suffer pain comparable to a limb amputation). In addition, if the primary manse-
child took the “Inside Fate” power, the entire behemoth-organism disassociates from Creation. The Fate
it runs off is not the Fate of the Loom; it is the Mythos of Kimbery, created and generated by the manse
child; as a result, they are not inside Fate in a conventional sense, but instead enjoy a status akin to that
of people inside the Design of Autocthon. One automatic success is applied to all actions taken within
the occupied waypoints to which Kimbery’s Excellency could apply; a -1 external penalty is applied to
all actions which are not permitted by it. So will the world-children of Kimbery swim through endless
seas of chaos.

Rocking-Cradle Envelopment
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Geomancy-Suckling Little Darling
There is a story told by Lintha mothers to their children, of older and better times. Once (or so it is
said), the Great Mother was gravid with child, and so, in celebration of such news, they crafted a gift
for their sibling. Tens of thousands were worked to death, their bones polished to a nacreous shine by
the finest artisans, and the gift was so vast that foolish Dragon Kings mistook it for an island. The love
and devotion of the Lintha to their mother was so great that it was completed in four-and-twenty-days,
and the Sea Who Marched Against The Flame was so proud of their love that she gave birth into the
gift, for (as she said), she could conceive of no better birthing gift for her child than the work of their
siblings. In this fallen age, there is not the love and devotion, but generous Kimbery will still give her
children birthing-gifts even if their owners might prefer otherwise. This Charm upgrades Monstrous
Manse-Mother Fountainhead, adding a new capacity to it. If the Infernal has carried out a geomantic
survey of a manse which was not made by that Charm, she can design a parasitic manse-child which
will take over and supplant the previous manse.
Once the geomantic survey has occurred, the manse-child is designed as a normal manse-child built on
the target demesne would be, save that it begins with manse features equal to that of the initial manse.
Pre-existing manse features which the Infernal wishes to remove must be "un-designed" as if the
feature was being designed, save that the Infernal always counts as having sufficient skills to do so. The
manse designed in this way can benefit from other charms that enhance Monstrous Manse-Mother
Fountainhead, such as My Little Darling.
Once the manse-child has been designed, the Infernal must give birth within the manse, specifically
targeting one of the manse-powers, which the umbilical cord of the infant latches onto, subverting over
the course of five long ticks as a Shaping Effect. This is Obvious, as nacreous growths of marble and
coral fronds of human flesh integrate with the manse feature and warp wards and defences to its own
service, locking into it and controlling it. Sensible mothers target features of manses which can fight
back, such as a Guardian, for the Infernal counts as a pseudo-hearthstone bearer, and so can control
manse-features which are subverted. From this point in, the manse-child will attempt to grow and take
full control of the manse. The Infernal can pick targets for the manse-child to target; otherwise, it is
decided by the structure of the manse, as tendrils and creeping coral target sweep out to sink like roots
into the building.
Mechanically, once per man-week, the manse-child rolls the Infernal's (Stamina + Resistance +
Essence), at a Difficulty equal to the level of the manse. Successes count towards subverting a manse-
feature; once a number of successes equal to the rating of the manse feature are reached, the feature is
now under the control of the manse-child. Features not included in the manse-child are disassembled
and stored within it as raw materials; ones which need to be built can only be "subverted" once
sufficient Creation Points have been freed up to support them. Once all the manse features are
subverted, the manse-child may target the hearthstone chamber, which counts as a manse feature with a
rating equal to twice the manse rating. Successful subversion stabilises the manse child, which now
encompasses the entire manse, and forms a hearthstone as normal. N/A-rated Manses can have an
effective value from anywhere from 6 to 10+, decided by the Storyteller. The encroaching manse-child
may be combated as if it was a manse. Destroying the features it controls removes its control, but also
damages the underlying manse feature. A geomantic survey, and the use of fire or Holy attacks allows it
to be combated without damaging the main manse. Features destroyed by the manse-child must be
rebuilt even if the manse-child is purged.
The bearer of the hearthstone does not lose attunement until the entire manse is subverted, although the
effective rating of the hearthstone is reduced by one level until that point. However, any features
controlled by the manse-child are beyond his control, which can be a problem when the Ultra Deadly
Trap turns out to flood the room with a tiny inlet of Kimbery. Moreover, they suffer nightmares, of
slick organic growth, of the bloated shadowy maternal form of the Infernal, and the cries of a child
(which are especially tortured if the manse if Fire, Solar or Cytherea-aspected), suffering a -1 to all
rolls to regain Willpower upon waking as a Fear-based Emotion effect.
Many First Age manses were built with safety features against this kind of subversion, especially for
critical parts of the defence infrastructure of the Realm. Most only inflict a -2 external penalty to rolls
related to subversion, but some critical systems, such as the Imperial Manse, are immune to this... at
least, as long as enough of the geomantic grid that powers it remains intact enough to fuel the power-
hungry defence systems. Fire, Solar and Cytherea-aspected manses add a further -2 external penalty to
the subversion rolls, and require the manse design to take the constraints of Monstrous Manse-Mother
Fountainhead for those aspects into account. Manses who have a manse connected to them by a
Network Node subverted reduce the difficulty of subversion by 1, for one should expect the children of
Kimbery to aid themselves in their mother's service, should they not?

Allele Alteration Implementation


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Shaping, Desecration
Duration: Permanent
Prerequisite Charms: Principle-Invoking Onslaught
The Whispering Flame sung to the shinma, and they contorted to create the first frameworks of
Creation. How easy therefore must it be for her, with a touch, to shape generations yet to come into
forms more fitting for her hierarchy? Whenever a character would inflict damage with Mind-Hand
Manipulation, she may choose to forgo the damage, and instead twist the generative forces of Essence
inside the character, boosting them with newly determined correct functionality. This is a Shaping
effect which heals instantly any Crippling, Poison or Sickness effect which would prevent reproduction
(to the extent of undoing castration), and makes the target a Creature of Darkness and native of
Malfeas. This, however, is merely a side effect. The Infernal receives a number of bonus points equal to
the damage the attack would have inflicted to create a package of mutations, which will be conveyed to
any offspring the character produces. Negative Mutations provide extra points which may be spent.
These altered children must be Creatures of Darkness, which provides extra bonus points as normal.
Use of this Charm on an individual already affected overwrites the old mutation package with a new
one. Mutations such as Pyrian Attunement (See Void Attunement, Compass of Celestial Directions 6:
Autocthonia, p126, replacing references to the Engine of Extinction with the Principle of Hierachy) are
near ubiquitous with the variant species that She Who Lives In Her Name produces, but the Green Sun
Princes are more flexible in what they can and will use.
This Charm receives the same benefits as Will-Crushing Force while Heuristic Logos Shintai is active,
namely that targeting a complimentary unit affects all members. The Whispering Flame is nothing if
not efficient, after all.
At Essence 4, the Charm automatically improves. If the overall bonus-point cost of the mutations
conveyed to the target's offspring is zero or less, the offspring will breed true.
A repurchase at Essence 4 means that the bonus points in the mutation package can also be spent on
Attributes, Skills, and Virtues. Neither Attributes nor Abilities may be raised above 4 using these
points. Moreover, while the flesh may be sculpted with ease, inborn knowledge requires knowledge,
and so none of these modified children may be given more inborn points in an Ability than the Infernal
themselves has. Those so blessed by the Principle are born superior, suited for their role in life, flesh
sculpted, and inhuman amounts of knowledge forced into their unborn minds. Before the Primordial
War, the Principle of Hierarchy created variants of all the sapient species appropriate for their role in
her hierarchy, and the slaughter of her designed species pains her transcendental compassion almost as
much as her betrayal by some of her modified humans, who Exalted.

Retroactive Impregnation Actualisation


Cost: - (6m); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Allele Alteration Implementation
The Whispering Flame watches the actions of lesser lifeforms, and their responses to stimuli which
were built into them when the very first of them were created. In her detached brilliance, she may be
curious as to the inefficiencies of many matings, but she can help bring them to full functionality, and
in return, the children she stirs into life will fulfil their designated place in her hierarchy. This is a
perfectly equitable arrangement, in her opinion. Whenever using this Charm's prerequisite on an
individual capable of bearing children (in most cases, they will be female), the Infernal may spend 6m.
In addition to the other effects of the Charm, the target is impregnated with a a child, bearing the
mutation package designed using Allele Alteration Implementation. Biologically, the child is descended
from the mother, and the last individual they had sexual contact with. This need not have been activity
which, strictly biologically, could have conceived a child; indeed, the "father" need not have been male.
The Principle of Hierarchy extracts the information that creates the child from the traces of generative
Essence left by such contacts, and counts as little as a passionate kiss as 'sexual contact'. Spiritually, the
child descends from their mother, their "father" and the Infernal in equal parts. If the Infernal knows
Analytical Modeling Intuition, they can also use this Charm to identify the "father", and the nature of
the sexual contact - information provided in a clinical, emotionless manner.
If, and only if, the target lacks even these traces of Essence left by a partner, it is possible to impregnate
the target with a clone of themselves, identical save for the mutation package, but this adds 1wp to the
cost of the Charm.

Localised Speciation Induction


Cost: -; Mins: Essence 5; Type: Permanent
Keywords: Shaping, Desecration
Duration: Permanent
Prerequisite Charms: Allele Alteration Implementation, Chirality Prohibition Index
Within her test enclaves, the Principle of Hierarchy will oft-times experiment with new variants of
species, testing for hidden weaknesses in their psyches and physiques before implementing them on a
larger scale or eradicating them completely. This Charm improves Chirality Prohibition Index, by
giving the Infernal a pool of (Occult + Willpower) bonus points, to assign at the time that the Policy of
the cult is created to create a mutation package as if the character was using Allele Alteration
Implementation. Any child conceived within the area altered by Chirality Prohibition Index will have
the package applied to them, as a Desecration effect, and furthermore will be born as a member of the
cult, with the appropriate Intimacy, even if they are born outside the area affected.
The mother must roll (Stamina + Resistance) every new moon while she remains pregnant at a
difficulty of the Infernal's Essence; failure renders her a Creature of Darkness and Native of Malfeas, as
the Pyrian Essence leaches out from the child to her. If she is Exalted, she adds her own Essence in
automatic successes to the roll. This is a Shaping effect. If at least one of the parents is a cult member,
however, an additional bonus applies; the birth will be easy and painless as the mother adds (Infernal's
Essence) automatic successes to the (Stamina + Resistance) roll to give birth, and the traces of Pyrian
Essence that remain prevent mundane infection after the birth.
Laughing Joker Fission
Cost: 10m, 1 lhl; Mins: Essence 4; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Splintered Gale Shintai (x2)
Sometimes, despite her madness, Adorjan is struck. She shrugs. She is free, after all, and so she runs on
without what she has lost, which is meaningless to her. She will let the gales she sheds be free, too. The
Infernal invokes this Charm immediately before the damage of an attack is rolled. This charm is a
perfect defence against the raw damage of the effect, reducing it to zero after all other effects. The
blade passes through their body, and gore and flesh paints a grim sketch in the air. However, on closer
examination, the the flesh for the Infernal is untouched, and the sourceless wind-carried blood and flesh
merges into a Sorcerous clone, identical to the ones created with Splintered Gale Shintai. Due to the
odd fission of this process, the Infernal and attacker roll (Essence). The one with more successes
decides whether the Infernal or the clone are affected by any effects of the attack which do not come
from raw damage. In case of a draw, the Infernal may choose. The health level cost of this Charm
counts as a unique Flaw of Invulnerability.
Clones created via this method who survive the initial attack last for a scene, and then die just as
messily as normal Adorjani clones deprived of their committed motes. The Infernal may choose to
extend their pseudo-lives by committing the motes that Splintered Gale Shintai demands, and they can
also absorb clones to recover their memories.
A second purchase of the Charm at Essence 5+ allows the newly created clone to, as a Counterattack in
Step 10, make a single attack against the attacker. Often-times, Adorjan will play with those who she
loves by permitting them to strike her, each of their blows bringing more of her into existence, thus
allowing her to show them even more of her unique brand of instructive affection.

Axis of the World Obsession


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tragic Love Amusement
When Adorjan loves, it is like a great cyclone of amorous, obsessive devotion swirling around and
around one lonely soul. All can see it, and compared to the terrible force of her passion, all of her other
breezes are as nothing. For as long as the warlock has even one Intimacy created by Tragic Love
Amusement, she distorts any effect that would reveal her Intimacies, emotional state, motives,
Motivation or Urge (such as Sagacious Reading of Intent, or a mundane attempt at deciphering her
motives). Her only Intimacies that can be revealed are those created by Tragic Love Amusement. Her
dominant emotion and motive is always revealed to be "Sincere Love", regardless of her actual state.
Her Motivation or Urge is always revealed to be one of the Intimacies created by Tragic Love
Amusement, rephrased as a Motivation.
Against any Charm which would contest this effect, the Infernal adds her (Essence + Compassion)
successes to the roll-off. This effect comes at at a price, for Adorjan is nothing but honest in the affairs
of her heart. Intimacies created by Tragic Love Amusement act as temporary Urges, for as long as they
exist, following all the same mechanics as a normal Urge. Acting against them results in Limit as usual,
for one must indeed be mad to work against a love so pure and passionate.

Other Woman Identification


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tragic Love Amusement
The breezes of Adorjan tie her heart to others with blood-red strings, and those breezes wordlessly
whisper many things to her. They tell her of the infidelities of attachment committed by those she
loves, and how she can free them from those ties. This charm permanently enhances its prerequisite.
Whenever the Infernal succeeds on a roll to read the motive or intent of a target who she has a Tragic
Love Amusement intimacy towards, or discerns his Motivation or any of his Intimacies, she
automatically learns all of his Intimacies, and their emotional contexts. In addition, she now gains the
capacity to channel her Compassion towards any attempt to hurt any of those Intimacies; after all, she
is doing it out of the maelstrom of her bountiful love. This enhanced capacity lasts as long as the Tragic
Love Amusement Intimacy is maintained.

Infidelity Scourging Heartwind


Cost: 5m, 1wp; Mins: Essence 4; Type: Simple (Speed 5)
Keywords: Sorcerous, Touch, Combo-OK
Duration: Indefinite
Prerequisite Charms: Other Woman Identification
Adorjan loves an imperfect world, too tied with its attachment to material things. They hold it down,
prevent it from running free, and no matter how hard she tries, people still manage to tie themselves
down. Still, she cannot but help her paramours, blessing them with her favours such that they shall run
wild and free, and the token of her love that they carry with her will help remind them of her teachings.
To use this Charm, the Infernal must kiss an individual who they have a Tragic Love Amusement-
generated Intimacy towards. This can be chaste or passionate, and even non-consensual, requiring a
grapple in such a case. The warlock's lips leave a sudden red blush where they touch, which inflicts a
moment of cutting pain, and then fades. From there-on in, the target is now a paramour. This Charm
may be used on an individual a number of times equal to their Compassion, but will only activate once
per Intimacy per scene, and once per target if they have multiple Intimacies towards the same target.
From there-on in, the next time that the paramour moves within (Infernal's Compassion) yards of a
thing they have an Intimacy, whether positive or negative, towards, the gales of Adorjan erupt forth
from them. This is an unblockable attack, with a dicepool of (Infernal's Perception + paramour's
Willpower). It inflicts piercing damage equal to (Infernal's Essence + Infernal's Compassion + number
of intimacies possessed by the paramour) which ignores Hardness, and inflicts Knockback on the
target, hurling them back a number of yards equal to the number of Intimacies the paramour has. The
number of Intimacies counted for the purpose of this Charm are capped at the mundane limit of
(Willpower + Compassion); any above that limit are not counted. The silent red winds tear out of the
kiss and from the heart of the paramour, and remove the offending Intimacy as an Emotion effect. If the
paramour has a Limit Track, they can choose to gain 1 Limit, take 1 lhl, and spend 2wp to retain the
Intimacy, their attachment tearing out a slither of their soul in the gale. Whether they do this or not, the
winds are spent, and the Charm ends.
If the offending Intimacy is towards a social group, the first individual who the paramour views as
representing that social group who comes within range is the one affected. A patriotic peasant with The
Realm (Loyalty) will not affect other peasants, despite the fact that they are members of the Realm, but
would hit the tax-collector or any Realm Dragonblood they encounter, as they are what represent "The
Realm" to him. One with The Lintha (Hate) would affect any clearly-Lintha individuals they encounter.
This effect will not trigger for the Infernal who used this Charm, unless they are the only Intimacy that
the character has left. If the character ever has no Intimacies left, then they have learned all that
Adorjan could teach them, and the effect likewise ends.
As a peculiar note, Adorjan views leaving a ghost to be an act of infidelity and unfetching attachment
to the world. As a result, any paramour who died with this Charm active on them never leaves a ghost,
instead heading straight to Lethe, as any metaphysical potential to form Fetters is scourged from them
at the moment of death, in a flicker of pain-coloured light which escapes the corpse's mouth.
This Charm can be repurchased at Essence 6. The cutting winds do not exhaust themselves with a
single use; instead, they activate once a scene, the first time they move within (Infernal's Compassion)
yards of a thing they have an Intimacy towards, and they are, in addition, now undodgeable. A third
repurchase at Essence 8 makes the winds a constant gale; they activate once an action. Those kissed by
Adorjan learn to give up attachment, or face the silence of the grave in short measure.

Love Begets Love


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Splintered Gale Shintai, Sacred Kamilla's Inhalation
It has long been said that Adorjan’s love is worse that her hate. And, indeed, those who she loves are
freed from many things; possessions, hate, life. The bond between parent and child is a beautiful thing,
but Adorjan knows it to be just another yoke around the necks of Creation's inhabitants, weighing them
down, holding them back from her enlightenment of speed. It pleases her to subvert this lie, mocking
the ties of family with her immaculately conceived knife-children. The tale is still told of a Dragon-
Blooded yojimbo hounded across Creation and beyond by the ice-clear voice of the daughter Adorjan
birthed from her Solar lord-lover's dying breath. In the Demon City, sometimes newborn human infants
are found in alleyways, dark of hair and pale-skinned with hints of any of the disparate demon species
of the City in their features. Those of the First and Second Circle who are wise adopt and care for these
children, for their voices have the same properties as the songs of the demjen and the katalinae and the
angyalka in warding away the Silent Wind. Oftentimes, wars have been fought over their bonded
service.
When the Infernal uses Sacred Kamilla’s Inhalation to inhale a corpse who she holds a positive
Intimacy towards, and is pregnant with a clone due to Splintered Gale Shintai, she may feed the
Essence-rich breath to the foetus rather than enjoy the normal benefit. The corpse becomes the child’s
father, at both a spiritual and physical level, with no regards to gender. They are no longer a
parthenogenic clone, and so their Inheritance value is recalculated, with the Infernal as mother and the
victim as father. The Infernal can choose to ignore the normal rules for which parent's blood is
supernaturally dominant; Adorjan has given birth to Celestial half-castes, despite her higher Essence
rating. This means that, for example, if the deceased was a Dragonblooded, the child has a chance of
Exalting as a Dragonblood.
If the Infernal knows Voice-Drinking Kiss and is Essence 4+, they may instead gift the stolen voice to
the child. This has all the same effects as the above, but does not (necessarily) kill the father.

Red and White Ribbons


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Obvious, Native
Duration: Permanent
Prerequisite Charms: First Adorjan Excellency, Splintered Gale Shintai
Adorjan is not Kimbery. She is not grotesque and fecund, spilling countless children from toxic wombs
as a driven compulsion. No, children are an expression of affection, and Adorjan is both compassionate
and loving. Those born of her are an expression of love or madness, and so it becomes her to equip
them with the knowledge of the truths of the cosmos that she has learned.
This Charm enhances Splintered Gale Shintai, by allowing parthenogenic pregnancies created by that
charm to occur within the character’s anima banner. This allows characters who lack female generative
organs to utilise that option. The presence of a foetus makes the character's anima banner flare to the 8
mote level, as the dissolute form swirls in ribbons, red for a girl and white for a boy, around the
character. Normal expenditure of Essence adds to this conventionally, but it does not diminish below
this level for as long as the foetus exists in the anima. Characters with female generative organs may
conceal the pregnancy as a conventional one, as with its prerequisite Charm. If an Infernal who knows
this Charm is undergoing a conventional pregnancy, they may at any point reflexively, as an innate
power, spend 1 WP and 1 Compassion channel, and transfer the child to their anima; this may be done
to prevent a Crippling attack which would abort the baby. From that point on, it may be modified as a
child created with Splintered Gale Shintai can be. As a side effect, giving birth from the anima is
painless and instantaneous; the flesh of the child knits itself together from light and ribbons. Sometimes
traces of their origin are left in their eyes.
In addition, the Infernal may grant the Adorjani truths of the cosmos to their children, whispering
silently to their unformed flesh within the anima banner. She may apply permanent mutations to the
unborn child as a Desecration effect. This is treated as a Craft: (Genesis) action, and the anima banner-
womb is treated as a fully stocked master’s Craft(Genesis) lab that supplies all the tools needed for its
functions. Adorjan merely conveys the truths she knows; the character may replace her Craft (Genesis)
rating with her (Linguistics), and her (Manipulation) in place of (Perception or Intelligence), as she
coaxes truth into unborn flesh. The rolls to develop the project may be made independent of anything
else the Infernal is doing (indeed, they need not even be conscious), and may be done even while
engaging in strenuous activity. The pregnancy still takes the normal length of time for the character’s
species, failing any other Charms; it is possible for the crafting to be complete before the pregnancy is
done, and, likewise, any work will be cut short by the end of the pregnancy. At this level, the children
remain human at a soul level.
This follows the same rules and intervals for crafting a Genesis artefact, but once the crafting is
complete, the subject gains mutations equal in points value to the total number of rolled successes. All
mutations must be in line with an Adorjani theme; Tentacles, for example, might be red-tinted gusts
that blow permanently around the child, which they can control. Negative mutations reduce the points
value of mutations given. Adorjan would not cripple her children so they could not run, but instead will
free their minds, and so only mental derangement-based negative mutations may be given. Examples
include Mood Swings, Delusions and Wyld Addiction (see Exalted, pp. 288-289), the last of which
should be modified to represent a dependence on something more appropriate than the Wyld, like the
need to kill someone once a week.
The following may be given to the child as separate Abominations with the same name as the Charms;
Wind-Born Stride, Running to Forever, Unimpeded Perfection of Exertion, Foam-Dancing Haste,
Gravity-Rebuking Grace and Hateful Wretched Noise. In addition, Freedom Lets Go, Tragic Love
Amusement and Eloquence in Unspoken Words may also be given as separate Abominations, although
they are innate abilities of the child, activated with the expenditure of 1WP, rather than Charms. If the
Charm-versions of these mutations have prerequisites, they must be taken too. The Infernal must know
the Charm in order to grant the mutation version of it; one cannot teach truths one has not learned.
These mutations add the Infernal's (Essence) in successes to contest any attempts to remove them.
Adorjan loves it when her children internalise the lessons she has taught, and will fight to protect the
truth.
Sevenfold Adoration Progenation
Cost: - (2m); Mins: Essence 5; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Red and White Ribbons
Adorjan bore seven daughters to a Solar, and although four become the lesser winds of Malfeas, they
were once all creatures of flesh and blood, conceived over seven nights and borne within her. This
Charm expands Red and White Ribbons, by increasing the number of children that may exist within the
character’s anima. Up to (Essence - 3) children may gestate within the anima at once, although each
one beyond the first requires 2 motes of committed Essence, and adds another point of Peripheral
Essence to the fixed level of the anima banner. For example with four children, the inauspicious
number of Adorjan's truth's, the character's anima banner is at the 11-15 mote level for the duration of
the pregnancy. Each child is a separate project, and need not be given the same set of mutations.

Hurricane Spawns Gales


Cost: 40m, 7wp; Mins: Essence 6; Type: Simple (one night)
Keywords: Obvious, Blasphemy, Combo-OK
Duration: Special (one conventional pregnancy)
Prerequisite Charms: Red and White Ribbons
Within the dreams of a Solar Exalted, Adorjan consummated her passions and her transient lust for
seven nights, a pale-skinned woman with teeth of jade and dark hair writhing in silent passion. Then
came the pregnancy, and there are those in Malfeas who can remember the time of horrors that was, for
Adorjan would not flee from sound, but instead reaped her way through the furthest environs of the
Demon City and the landscapes within it, claiming countless lives to feed her children. It is said that
even seven of the Unquestionable fell before her, although the name of only one is recorded;
Kaemeena, fifth soul of Cytherea, flensed by razor-sharp winds despite his protests of status. And then,
when all was said and done, she bore seven children of human flesh and blood and of her essence. Of
three of them, none more is known in the libraries of Orabilis, for they went to Creation to be with their
father, but their sisters who stayed shucked their human form and became the Four Winds of Malfeas.
While pregnant with a child within the anima-womb granted by Red and White Ribbons, the Infernal
may begin a more radical transformation of the unborn life than mere mutations would permit. While
resting at night, when the Unconquered Sun has his face turned from the world, the character may
begin the transcendental process of enlightenment that uplifts the child beyond the merely human, to a
behemoth. Adorjan is not Kimbery, is not a self-proclaimed artist of the flesh. In her own way, she
loves her children more than that. Rather than be given free rein to design the Behemoth, the Infernal
instead chooses a Shintai charm to “theme” it around, and has no more control over how it develops
(although the behemoth should be developed cooperatively by the Storyteller and the player). A
behemoth themed around Splintered Gale Shintai may appear as triplets, sharing one mind, or maybe
possess the ability to internalise the mind of anyone it touches and add it to its mental gestalt, while one
from Scarlet Rapture Shintai may be a hurricane-infant of flensing breezes. As an innate Heretical
property of this Charm (which does not increase the training time), Green Sun Princes may use any
Shintai they know to create the Behemoth. When this peculiarity is discovered, Adorjan will most
probably find it highly amusing.
The mother may feed the unborn behemoth up to five motes, per day’s worth of development. If the
character can bear multiple children, as permitted by Sevenfold Affection Progenation, each behemoth
child is treated separately. The end Essence of the child is equal to the number of motes it has been fed,
divided by 100, and is limited to mother’s (Essence – 3), with a further maximum cap of Essence 5. If
the child is not provided with enough motes to raise it to Essence 2, it is stillborn; a few pathetic scraps
of incomplete flesh. In addition, the mother must consume or imbibe one exotic component suitable for
a Level 5 Artefact for each point of Essence the child will have. Adorjan’s terrible passage throughout
the Demon City and the environs around it during her pregnancy made her seven children possible.
The behemoth may be given up to (Essence) Yozi Charms which are thematically appropriate for it, but
it should use Spirit Charms and appropriate Panoply Charms of a power level suitable for its Essence
for all other abilities. The father, if there is one, may also have an influence; it is said that the Brilliant
Wind bears the touch of her father more than her sisters.
Behemoth children born via this Charm are not human at a soul level, and cannot Exalt. However, they
are mentally human insofar as their natural capacities permit them to develop that way. By default, they
are born with the mental and physical capacities of a newborn infant, with all the abilities to learn and
develop that such a child would have. Moreover, they possess the capacity to assume a human-
facsimile form, which exists within the range of variance of the inhabitants of Creation. Nevertheless,
these behemoths always bear some taint of their origin in their appearance; crimson eyes, hair the
colour of the midday sky in Creation, or unnaturally pale skin might all be possibilities. Though they
may have inhuman toughness, they will still likely cry if not fed, unless their nature means they do not
require food. They may still cry. Adorjan has often found the capricious innocence of infants to be
faintly pleasing to her.
These behemoths lack the capacity to increase their Essence beyond the level they are created with,
without internalising Adorjan’s truths, and truly choosing to let go. They may discard their human-
facsimile form, a Miscellaneous action, which may not be compelled via supernatural methods, and
embrace their nature. Their Essence automatically increases by 1, and they lose the ability to take on a
form which suppresses their behemoth nature and the restrictions of a human-esque mindset. In the
case of the Four Winds, they are no longer sapient; a child born of Black Mirror Shintai may only exist
as that which they mirror, and no longer possess their own form or desires. Whether this state can ever
be reversed is not yet known.
At Essence 10, the cap on the Essence that the behemoth child may be born with increases to 6.
(Yozi) Arts Externalised
Cost: —; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of (Yozi) (x3), (Yozi) Mythos Exultant
The Primordials are masters over their own mythos. How could they not be? And so that all-
encompassing existence, scribed against the shinma, exists within them and without. Even if sorcery
may tap those aspects, it will never compare to their own mastery. This Charm permanently enhances
Sorcerous Enlightenment of (Yozi) and its repurchases. Spells cast which directly invoke the Yozi or
their souls by their very nature, such as a Malfean use of Total Annihilation, or a use of Narrative
Shredding Bolt by the Dragon Beyond the World, receive a 5m, 1wp discount, to a minimum of 5m,
1wp. This explicitly stacks with any discounts which may be granted by the Sorcerous Initiation of
(Yozi) to the spell in question. Use of Slave-Spawn Summons, Fiend-Vassal Conscription, and All-
Commanding Oversoul Beckoning only provides the discount when summoning a demon from the soul
hierarchy of the appropriate Yozi.

The Book of Ten Thousand Scorpions


The Book of Ten Thousand Scorpions
Being a catalogue of the fell powers of the Yozis, the dread arts of sorcery and necromancy, the
terrifying wonders of the Solar Exalted, the unnatural ways of the Lunar Exalted, the elemental powers
of the Terrestrial Exalted and the entropic powers of the Abyssal Exalted.
There is a book, or so it is said. The Book of Ten Thousand Scorpions, the Book-Which-Is-A-
Behemoth, penned (if that is indeed the term) by He Who Bleeds the Unknown Word in the early days
of the Primordial War. From what can be told, the Book was intended to be a tool to catalogue the
strange new empowered humans who were attacking the Primordials, a way of categorising and
studying them, to trap them within narratives where they could be vivisected. Some see the hand of the
Principle of Hierarchy in this work, but she of all beings would surely not engage in something so
circuitous.
Whatever it was meant to be, that is not what happened.
The book-behemoth studied the Exalted, yes, but it also studied the Primordials, and indeed felt more
affinity for them than it did its intended targets. It studied their arts of sorcery.
And then, rather than entrap the Exalted within its self, it invented new Charms. New Charms,
possible, yet uncreated, Charms which could be learned by any of the right beings that found it.
Primordials and Exalted alike have learned from it. And as soon as the first Primordial died, on the
carapace pages of the Ten Thousand Scorpions began to form strange words, which would only be
understood much later to be the glossolalia of the Neverborn, teaching necromancy over a thousand
years before its discovery.
Many would kill to read it. Others would kill to destroy it. It speaks of strange things, of witch-Lunars
who caress the Beyond, of the strange fecundities of the Yozis, of the healing-ways of Malfeas and the
varazslany of Cecelyne. It denies the existence of the way that Solars can steal the powers of the Yozis,
and presents another way. In it can be read of the manse-children of Kimbery, and the terrible power of
sorcery and necromancy, pushing developments in that neglected art.

And it is said that the suggestions of its readers can lead to it budding new wonders within...
Infernal Charms
GENERAL
(Yozi) Arts Externalised
MALFEAS
Merciless Radiative Therapy
Corpus-Building Fever Dreams
Weakness Purging Scar Tissue
Unbroken By Unacknowledged Blows
Impossibility of Base Treachery
Rejection of Rebellious Fools
Crippled Imperator Shintai
Gnostic Immanence Shintai
No-Shadow Sun
By Tyranny Crowned
Lord-Over-Beasts Dominion
By Madness Darkened
Chartreuse Coronary Ignition
CECELYNE
Altruism Mocking Desiccation
Quixotic Benefactor Shintai
Sins Born in Blood
Erosion-Of-Freedom Patience
Pneuma-Moulding Marvellous Muneration
Faithful Follower Discernment
Endless Famine Apotheosis
SHE WHO LIVES IN HER NAME
Allele Alteration Implementation
Retroactive Impregnation Actualisation
Localised Speciation Induction
Binary Instruction Implementation
Efficient Indoctrination Logograms
Memetic Implantation Practice
Eusocial Organism Optimisation
ADORJAN
Existence-Liberating Caress
Laughing Joker Fission
Axis of the World Obsession
Other Woman Identification
Infidelity Scourging Heartwind
Love Begets Love
Red and White Ribbons
Sevenfold Adoration Progenation
Umbilical Noose Escape
Hurricane Spawns Gales
Gluttony of the Innocent
EBON DRAGON
Womb Darkness Retention
The Little Beast
KIMBERY
Price-of-Everything Undercurrents
Hidden Depths Temptress
Rising Tide Gratuity
Kindness Expects Repayment
Monstrous Manse-Mother Fountainhead
My Pretty Baby
Geomancy-Suckling Little Darling
Potential-Drowning Depths Dweller
Unhallowed Dreaming World-Progeny
Rocking-Cradle Envelopment
Rapturous Leech Rupture
Toxic Love Indulgence
Great Mother's Blessed Waters
HERESY
To Sup With Dead Titans
Paradoxical Death Acceptance
Embodied Kata Birth
Scion Genesis Pantheon
Child-Of-My-Child Dominion
SORCERY
Terrestrial Circle
The Kiss of Mela
That Which Rises Must Fall
Static Preservation Area
Water Dragon's Arrow Cascade
Celestial Circle
Butterflies to Chrysalides Bombardment
The Word of Blood-to-Elements
Narrative Shredding Bolt
Adamant Circle
Dragon Breaks Reality
Rune of Singular Hate
NECROMANCY
Iron Circle Necromancy
Tree of the Butcher Birds
Tilting the Scales of Destruction
Architectural Remembrance Recovery
The Claws of Blood and Iron
Labyrinth Circle Necromancy
Frozen Mirror Depths
The Rune of the Broken Charge
Plague Blossom Dispersal
Void Circle Necromancy
Neoplasmic Tomb Cyst
The Nemesis Conundrum
SOLARS
Integrity
Blood Will Out
Investigation
Twenty-Fifth Hour Scenario
Occult
World Knows Its Master
Primordial Principle Emulation
Primordial Principle Internalisation
LUNARS
General
Hidden (Attribute) Manifestation
Shining (Attribute) Witchery
Dexterity
Discarding Argent Glory
Not-Quite-There Shot
Could-Have-Been Barrage
Waiting-Foe Shrapnel Sneak
Horrifying Silver Insurgent Strike
Murder-not-War
Second Shooter Suspicion
Charisma
PERSUASIVE WORLD-WHISPER (modified version by Revlid)
Shining Witch’s Twistings
Eminent Domain Sacrifice
The Interceding World
Manipulation
Madness Deceived By Blood
Intelligence
Many-Minds Genius Prism
Perception
Mythic Outsider Extrusion
Witch-Fire Soul-Pyre
Walking Argent Impossibility
Reality-Flaying Stalker
Unwoven Weaver's Art
Unreal Illumination Escape
Observation-Negates-Possibility
ABYSSALS
Melee
Blade of Years Strike
Hungry Time's Reaping
Medicine
Black Genius Innovation
Hungry Innovator's Reward
DRAGONBLOODED
Lore
Elements Bend to Will
Integrity
Ten Thousand Claw Empowerment
Investigation
Appropriate Punishment Aid
Melee
Warding Fire Grows
Archery
Awaiting Falling Leaves

Infernal Charms
GENERAL
(Yozi) Arts Externalised
Cost: - ; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of (Yozi) x 3, (Yozi) Mythos Exultant
The Primordials are masters over their own mythos. How could they not be? And so that all-
encompassing existence, scribed against the shinma, exists within them and without. Even if sorcery
may tap those aspects, it will never compare to their own mastery. This Charm permanently enhances
Sorcerous Enlightenment of (Yozi) and its repurchases. Spells cast which directly invoke the Yozi or
their souls by their very nature, such as a Malfean use of Total Annihilation, or a use of Narrative
Shredding Bolt by the Dragon Beyond the World, receive a 5m, 1wp discount, to a minimum of 5m,
1wp. This explicitly stacks with any discounts which may be granted by the Sorcerous Initiation of
(Yozi) to the spell in question. Use of Slave-Spawn Summons, Fiend-Vassal Conscription, and All-
Commanding Oversoul Beckoning only provides the discount when summoning a demon from the soul
hierarchy of the appropriate Yozi.

MALFEAS

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: Malfeas 0, 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: Malfeas 0, 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: Malfeas 0, 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.

Crippled Imperator Shintai


Cost: 10m, 1wp, 1lhl; Mins: Malfeas 0, Essence 4; Type: Simple
Keywords: Combo-Basic, Form-type, Obvious, Shaping
Duration: One scene
Prerequisite Charms: Rejection of Rebellious Fools, Impossibility of Base Treachery (x2), Viridian
Legend Exoskeleton
The Demon Emperor, the Brass Dancer, the Devil-Tyrant Avatar; all these are the faces that Malfeas
shows to the world. They know him as the mighty lord, as the beautiful prince, as the terrible tyrant. He
permits none to see the Crippled Imperator, who lurks, cast from black Malfean lead, in the utter
darkness between layers, hidden away from a world that it cannot and will not understand. When the
Infernal activates this Charm, he takes on some of this maimed nature, as his flesh sloughs away from
his body, leaving only naked bones of black lead and cancerous growths of basalt. Though there are
Old Realm characters carved into the bones, they are nothing but an endless, mad repetition, over and
over the words "I AM I". Over the hollow skull of the Infernal grows an animate mask of white-painted
Malfean iron, tinged with rust.
Adopting this Shintai blinds the Infernal, imposing the normal -4 external penalty to all his actions.
However, his blindness goes deeper than the eyes. He becomes unable to perceive other sapient beings
as being anything more than inanimate terrain, even through his other senses. This makes him an
invalid target for any and all social attacks, and automatically invalidates and rejects any mental
influence (natural or otherwise) that would affect him. However, all physical attacks against him are
automatically unexpected. He cannot make any social attacks in this form; subterranean gurglings and
mad ululating pleas for company are all that can leave his lips. Though he can blindly lash out at the
meaningless, unreal world around him, allowing him to make attacks at the normal penalty for
blindness, the destruction caused by these blows mean no more to him than the destruction caused to
one's dreams by waking and so his Compassion is suppressed for no cost.
He does not have to eat, breathe or sleep while in this form, and all Crippling, Shaping, Poison and
Sickness are automatically rejected at no cost. Finally, the infinite mass of the Infernal's self-enclosed
ego grants him immunity to Knockback effects (including knockdown), and increases his natural soak
by +15B/+15L, as well as granting him Hardness equal to his natural soak.

Gnostic Immanence Shintai


Cost: 20m, 1wp; Mins: Malfeas 0, 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: Malfeas 0, 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.
In addition, 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.

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.

CECELYNE

Altruism Mocking Desiccation


Cost: - ; Mins: Cecelyne 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Verdant Emptiness Endowment
The concept of pure altruism is alien to the Endless Desert, but this does not put a hole in her
understanding of Creation. Even when people do not speak of an act of 'generosity', they are rewarded
with their own feelings of self-satisfaction. And in the meantime, she is more than willing to let her
sands into the hearts of those who would come before her asking for a gift for another. This Charm
expands the scope of its prerequisite, allowing the individual who benefits from the wish to be a
separate person to the one who asks for it. The possibly-unknowing supplicant must express a dislike
for the condition or state of another individual, who they must have a positive Intimacy towards, but
who need not be present. If the Infernal grants the wish, the Training effect is applied to the other
individual, including the XP debt, while the favour is now owed by the supplicant. The target may
reject the gift, for the usual cost, but if they do so, the supplicant still owes a favour, and furthermore
loses any positive Intimacies they might have had towards the target, as the sands of Cecelyne scour
away at their now-hollow heart. This Emotion effect can be resisted by spending 3 willpower.
Cecelyne may not understand pure altruism, but she certainly understands the use of foolish saps in her
plans. This Charm only functions if the target for the wish does not know that the supplicant will
express such a wish to the Infernal, and has not instructed them to do so. If they would knowingly want
something from her, they should entreat with her and accept the costs of doing so. One exception
exists; if the target has prepared a prayer strip towards the Infernal, and has another present her with the
strip on his behalf, the wish will be granted, as a conventional one would, with the favour and the gift
both falling on the head of the target. Cecelyne admits all into her wastes, no matter the path they take.

Quixotic Benefactor Shintai


Cost: 10m, 1wp; Mins: Cecelyne 0, Essence 5; Type: Simple (Speed 6)
Keywords: Combo-Basic, Form-type, Obvious, Shaping, Messianic (3)
Duration: Indefinite
Prerequisite Charms: Miracle Gift Mastery, Draught of Sweet Infinity, Sand-Slip Trick
In the depths of Cecelyne, lost souls die. They waste away, bereft of water or food, stranded in a barren
silver infinity, and their bleached bones are left to lie under a black sky. But sometimes, salvation
comes. It takes the form of something innocuous, innocent; a fair desert maiden with iridescent lips, a
curious desert fox with silver-white fur and rubies for eyes, or a god the benighted fool prayed to, all its
colour washed away, left in a spectrum of grey. This benefactor appears unto them, and offers them
salvation. Sometimes they refuse, and then they die; the Endless Desert is not kind to idealists. Often,
however, they accept, and are spared and healed, empowered, and guided from the wastes. And then
they see their benefactor again. And they will never be rid of it.
To become the Quixotic Benefactor, the Infernal must be in a place of desolation. Upon activating this
Charm, she melts away into the shinmaic substrate of Nirupadhika, becoming scattered grains speckled
in the hollows of that which is nowhere. For this Charm’s duration, the Infernal dreams quixotic and
separate, immersed in her own infinite existence. Only a few scattered locations are worthy enough to
draw her attention back to the world of the material, but such places see wonders and becomings unlike
any other.
In this state, the Infernal effectively does not exist; she cannot be targeted by any effects short of a
Miracle Shell, and similarly cannot affect the world in any way other than that dictated below. She
respires motes as if sleeping, and recovers one point of Willpower for each eight hours she does not
gaze upon Creation. However, spread thin as she is, she cannot heal any wounds (whether she received
them before activating this Shintai, or through its duration).
The Infernal can only interact with the world in holy lands she has created, or within (Essence x 100)
yards of an individual who is subject to a magically-enforced debt toward her (this includes characters
who have yet to completely exhaust the supply of botches caused by breaking their word toward her).
She can only focus on one of these areas at a time, requiring a miscellaneous action with a Speed of
five long ticks to change her area of focus (or stop focusing entirely). Focusing on an area allows her to
perceive anything within it as though she were there, watching from any angle she desires; she benefits
from the effects of All-Encompassing Sorcerer's Sight (Exalted pp. 222) while doing so. Overlapping
areas of focus can be switched to reflexively. The Infernal cannot focus on an area outside of the realm
of existence in which she activated this Charm. Focusing on an area leaves her no more material than
before.
In order to actually interact with the world, the Infernal must create an avatar body from the desert
winds that blow through nonexistence, though such a form cannot hold any more than the faintest
trickle of her numinous benevolence.
• Creating this avatar costs a point of temporary Willpower and a number of motes equal to the
total sum of its Attributes (therefore, it costs a minimum of nine motes).
• Each of the avatar’s Attributes are capped at the Infernal’s own rating in that Attribute, or her
Essence, whichever is lower. As such, Cecelyne can potentially build her emissaries with
Attributes rated at 10; she seldom does, preferring to give them only what she feels is sufficient.
• The avatar is effectively a puppet-body, limited only by its Attributes in how much of the
Infernal’s infinitude can be reflected in it. It is directed by the Infernal in all things, as though it
were her own body (she remains aware of the entire area she is focused on while doing so,
however).
• The avatar has the same Ability ratings and Health Levels as the Infernal (Cecelyne is treated as
having a rating of 10 in every Ability for this purpose). It shares her effective Essence rating,
but has no Essence pool and cannot itself use Charms; the Infernal may, however, use her own
Charms through it. Permanent Charms such as Transcendent Desert Creature always affect the
avatar, as though it were the Infernal herself. The Infernal cannot use Charms that facilitate a
perfect defense, and all Charms used in this way suffer a surcharge of one point of temporary
Willpower, with the exceptions of Verdant Emptiness Endowment and any Charm stemming
from it, and Cecelyne’s Excellency. Sorcery cannot be used through the avatar.
• The avatar’s form is defined by the Infernal, but always appears fairly harmless-looking, as
defined by the local society of the area being focused upon. This harmless appearance is
enforced by a Compulsion that prohibits violence against it, similar to those that sometimes
protect merchant gods on business. Mortals must spend a point of temporary Willpower
whenever they attempt to make an attack against it. Essence-users suffer from the same
restriction, but after spending five points of Willpower in this way, they are free to attack it
without further cost for a year and a day.
• If a character who attacks the avatar owes a debt to the Infernal, she may choose to treat this
attack as a breach of their agreement, or (if she is feeling lenient) may simply remind them of
their debt by inflicting a single point of Limit upon them (she may do this a maximum number
of times per scene equal to the number of separate debts they owe her). Those who lack a Limit
track do not gain Limit; they instead lose (separate debts owed x 2) motes, which are
immediately transferred to the Infernal. This is not a Shaping effect.
• However, this restriction of peace works both ways; the avatar body cannot make attacks itself,
nor can offensive Charms be used through it. It is a saviour, not an assassin.
• Should the avatar be killed, the Infernal immediately suffers one level of unsoakable bashing
damage, while its body decays into silver sand over the course of one minute, after which even
those paltry remains blow away into nonexistence. If the avatar is killed by an attack which can
permanently kill spirits, its decay is instant and the Infernal instead suffers one level of
unsoakable aggravated damage and gains a point of Limit. This Charm is forcibly deactivated
unless she immediately spends (attacker’s Essence) Willpower. In addition, the attacker and any
character toward whom they have a positive intimacy immediately count as having fulfilled any
debts they might have owed the Infernal; if the history of Creation proves anything, it is that
violence has long been deemed an acceptable substitute for honest service.
• The mote cost of the avatar remains committed for as long it exists. The Infernal may withdraw
these motes as a miscellaneous action, causing it to immediately collapse and die (this does not
provoke any damage to herself).
Upon deactivating this Charm, the Infernal reforms somewhere of her choosing within the same place
of desolation that she activated it.
A second purchase of this Charm at Essence 6+ allows the Infernal to instead reform within (Essence)
yards of anyone who owes her a debt in the same plane of existence. This variety of reconstitution
takes five long ticks, and the Infernal cannot be targeted until she has fully reformed. This also counts
as repayment for the debt; therefore, the individual may reflexively refuse to act as the locus of the
Infernal’s reformation (this causes them to suffer the usual consequences for refusal of payment).
A third purchase of this Charm at Essence 8+ allows the Infernal to use it to exist in all realm of
existence. She may switch focus between (and reform in) valid areas as she wishes, no matter if they
are in Creation, Yu-Shan, the Underworld, Malfeas, or even Autochthonia, if the Seal of Eight
Divinities is lifted. This takes the usual amount of time, except when switching focus to (or reforming
in) Malfeas from another realm, or vice versa, which takes five days rather than five long ticks.
Due to the bindings of her surrender oaths, Cecelyne can project an avatar into Creation for no more
than one minute per month, or one hour per day during Calibration. Some claim that she could have
been bound completely, but managed to acquire this small window by goading the Sun’s Valor,
questioning his faith in the integrity of those he had championed. Whatever the case, Infernals are not
bound in this way.

Sins Born in Blood


Cost: -; Mins: Essence 3; Type: Permanent
Duration: Permanent
Keywords: None
Prerequisite Charms: Counter Pronouncement of Enthynemic Law
In the Age of Glory, it was found very soon that the many spirits they had made or which descended
from them would mix their Essence with mortal races, creating hybrids with some of the powers of
their forefathers. After considering the question carefully, the Endless Desert declared that such hybrids
would be classed with the source of their power in the eyes of the Primordials, and so was the question
resolved. This Charm permanently upgrades Cecelyne Charms. When it would benefit the Infernal who
knows this Charm, they may treat members of Primordial-created races (which includes beings with a
human soul structure) with Enlightened Essence which comes from an inhuman parent, and who know
at least one such Charm, as an example of that inhuman parent. For example, god-blooded with
Enlightened Essence who know at least one Spirit Charm may be treated as gods for the purposes of
Cecelyne Charms such as Sublimation of Ordained Purpose, and must carry out the same purpose as
their divine parent would. The same applies for deva-blooded, elemental-blooded, demon-blooded, and
so on, for the relevant Cecelynian Charms. Such individuals without Enlightened Essence, or who have
not learned any non-Martial Arts or Sorcerous Initiation Charms (or in the case of empowered races
like the pureblooded Lintha, their own Native Charms), may not be treated as such.
The existence of this Charm is the reason for the fact that Exaltations prefer pure human hosts. Exalts
with inhuman heritage who know the Charms of their forefathers are subject to this effect, too; a
compromised link in the Exalted Host in the case of demon-blooded or god-blooded who now find
themselves subject to the Geas. However, they may reflexively roll (Essence), and take a number of
points of Limit equal to the number of successes rolled, to be exempted for a scene. The first time they
take Limit in this manner, they may choose to burn out their spirit-heritage Charms, converting them to
XP, and flaring their anima to totemic as their Exaltation refuses to be so-bound. Spirit-blooded Exalts
who retain no such Charms are not vulnerable in this manner, as mentioned previously.

Erosion-Of-Freedom Patience
Cost: — ; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sublimation of Ordained Purpose
The drop of one grain of sand every hundred years onto a stolen throne can grind it down to
nothingness. This is the secret hope that lies in Cecelyne's barren heart. This Charm upgrades its
prerequisite, allowing the Infernal to treat any god or deva under the effects of Sublimation of Ordained
Purpose as a demon and a native of Malfeas for the purposes of all her Infernal Charms and Spells.
This lasts until the spirit in question fully resists the Servitude effect of Sublimation of Ordained
Purpose, and functions regardless of whether or not the Infernal was the one who applied the effect.
Gods of Essence 7 or less are treated as First Circle Demons; gods with higher Essence are treated as
Second Circle Demons. Devas are treated as if they are a demon of the corresponding rank; the spiritual
castration of the ex machinae means that all the devas of Autocthon count as First Circles, regardless of
their Essence, with the exception of the Divine Ministers (and the Core) who count as Third Circles.
Sorcerously bound gods and deva cannot spend Willpower to resist Sublimation of Ordained Purpose;
however, they benefit from the same conditions as bound demons do under that Charm.

Pneuma-Moulding Marvellous Muneration


Cost: — ; Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Miracle Gift Mastery, Scoured Perfection of Form
All things come to Cecelyne, in time. Those who wander in her depths draw themselves in deeper with
each gift they take. And those who ask for the wrong - or right - things, or who draw her attention, can
never, ever escape, for she will give them immortality and potency beyond mortal might, all a mortal
could ever wish for. And they will forever be hers, as she remoulds their hearts into silver glass. These
demons are referred to as varazslany in certain Shogunate texts which talk of the blasphemous deals
offered by the Anathema, and the need for an honourable soldier to be wary of even innocuous gifts;
they are the holy warriors of Cecelyne, her missionary-champions. This Charm expands the scope of
Verdant Emptiness Endowment, and allows the following option to be taken, either to grant the wishes
of mortal, Enlightened Mortals, or other Primordial-created sentient races who ask for immortality or
power, or as a task, which may be rejected normally with the usual consequences. The Infernal
compresses the souls of the target, rendering them down into raw Essence before remaking them in the
form of a wind-smoothed crystal about the size of a chicken's egg, which sits where their heart used to
sit. This metamorphosis is tantamount to the death of the original, and so may not be undone as it
would be akin to resurrection.
The body of the target remains as a Willpower 0 husk, akin to one of the dream-eaten. The egg-sized
crystal is now the entire body and the repository of the mind of the target, who is now a special kind of
First Circle Demon, which is naturally material, but a First Circle Demon in all other regards. The new
varazslany sets their Essence to 4, and retains all their old Attributes and Abilities. They retain their old
Intimacies and Motivation, but gain a new Intimacy of Reverence towards the Infernal which may not
be removed by any means.
A varazslany created by this Charm gains the Charms Principle of Motion, Possession (usable only on
Willpower 0 targets, but they may do so at a range of 2 yards rather than Touch, and they may possess
their former body for no cost), and Measure the Wind. They have an innate ability to heal a single level
of damage at a time in a body they possess, as a Miscellaneous action which costs 1m to repair a level
of bashing damage, 3m for a level of lethal, and 10m, 1wp per level of aggravated or per Crippling
injury. In addition, they gain a number of spirit Charms equal to (Infernal's Cult + their Highest Virtue
+ their Destiny), which should be thematically appropriate to their own personality fed through the lens
of Cecelyne.
However, the varazslany is sessile and insensate when not using the Possession Charm on a Willpower
0 target (or any other appropirate Inhabiting Charm it learns later), which it does automatically on its
former body upon its creation, with no apparent gap in continuity of self. A varazslany may always use
such a Charm if a valid target comes within range as long as they can pay the activation cost and are
not Inactive. When using such a Charm on a target, the varazslany physically replaces the heart (or
equivalent), and is naturally material; a called shot at a -3 External penalty allows the demon to be
damaged directly, rather than its host. The varazslany, as part of their existence, never count as being
fully relaxed for the purposes of Essence respiration, and do not regain Willpower from rest. However,
they regain one point of Willpower per scene they work towards an order given to them by their creator
or an individual who knows the First Cecelyne Excellency. If reduced to 0wp, their Possession of a
body automatically terminates, and they fall Inactive for a year and a day, regaining a single point of
Willpower at the end of that time period.

Faithful Follower Discernment


Cost: - ; Mins: Essence 3, Cult 2; Type: Permanent
Keywords: Messianic
Duration: Permanent
Prerequisite Charms: Penitents Like Scattered Grains
Cecelyne is a jealous goddess, and those who divert prayer from its proper purpose towards the creators
of the universe should fear. Those who follow her are known to her on sight, and apostates shall know
her wrath given time. This Charm permanently enhances Hellscry Chakra. While that Charm is active,
a successful (Perception + Awareness) roll to notice details about a character will also reveal if, since
the last Calibration, the individual has directed worship towards herself, any Primordials or Yozis, or
members of their soul hierarchies. With three threshold successes, the nature (such as the species of
first circle demons, or the Primordial that Second and Third Circle souls belong to) of any such beings
are made Obvious to the Infernal, as if she had recognised the target of worship with Hellscry Chakra.
The time since the last prayer and the frequency of the worship - ranked as hourly, daily, weekly,
monthly, seasonally, or yearly - is also provided with such a degree of success, as is the name of the
entity.
If the Infernal knows Wayward Divinity Oversight, the same level of information is also provided
about valid beings for that Charm which have been worshipped by the target. At Essence 6, this Charm
improves, providing information about beings worshipped in the passing of the last 25 Calibrations. At
Essence 10, even this limitation is removed, to provide a full history of the prayers of the target. The
records of faith of the mortal prayer-prostitutes of Malfeas would be amusing reading for the Endless
Desert, were they not so monotonously tedious in their flicker-brief prayers to lesser beings than her.

Endless Famine Apotheosis


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Soul-Sand Devil Shintai, Sorcerous Enlightenment of Cecelyne
There is a hypocrisy to Cecelyne that runs down to her very heart. Why else would the endless desert of
desolation provide life and food to her worshipers? But now that the malevolent ingenuity of human
prayer cattle has been let loose on her very shinmaic principles, she may learn to hunger too. What
could be more hypocritical than a living Primordial who hates and rules against necromancy wielding it
herself?
This Charm permanently enhances the Infernal's capacities. While in places with no usable living
Essence, such as the Underworld and Autocthonian blight zones, the Infernal loses access to all Cult
that does not come from deathly sources - which deactivates Messianic Charms as usual. Moreover, she
loses access to any ability, magical or otherwise, which would prevent starvation or dehydration; she
starves as a mortal would, taking the same penalties, and, ultimately, perishing, leaving a ghost or a
Neverborn (as appropriate) if prevented from eating or drinking for long enough. Once she is taking
penalties from starvation or dehydration, she is rendered a Creature of Death, and while in this state,
she treats places without usable living Essence as places of desolation (explicitly ignoring the
prohibitions against the Underworld counting), and gains temporary access to Iron Circle Necromancy,
receiving the bonuses and restrictions provided by Sorcerous Enlightenment of Cecelyne. All these
benefits cease to apply if she leaves a place without usable living Essence, or ceases to suffer penalties
from starvation. She may study necromancy spells when not so initiated, but may not cast them.
If the character has repurchased Sorcerous Enlightenment of Cecelyne at Essence 4, she also gains
access to Onyx Circle Necromancy under the same conditions. Even the endless wastes of the
Lawgiver do not hide the secrets to Void Circle Necromancy, however.
The invention of this Charm will be a calamitous occurrence for Cecelyne, for it will introduce into her
mortality, in a way shared by no Primordial save Autocthon. Once integrated into her nature, new paths
of development will spring up across her charmset, and pre-existing Charms may well twist given time.
This level of change will be traumatic and terrifying, and if developed will lead to a mutation of her
themes, adding famine and starvation to her nature, and possibly even leading her mockery of
generosity to begin to waste away - for she will not spare things for others when she could be using
them to feed herself. However, the existence of her Charmset as it was, within the Green Sun Princes,
will be retained. Charms already known by Green Sun Princes will not twist, even if Cecelyne's version
does, and both the older and newer variants will exist within the Charms they can learn. A Green Sun
Prince who takes Cecelyne Cosmic Principle and who has not internalised the principle of famine will
be hale and hearty, and will be an independent Endless Desert, one who does not have the potential of
death within them. Akuma receive no such choice, and will twist and starve as their mistress.

SHE WHO LIVES IN HER NAME


Allele Alteration Implementation
Cost: - ; Mins: Essence 3; Type: Permanent
Keywords: Shaping, Desecration
Duration: Permanent
Prerequisite Charms: Principle Invoking Onslaught
The Whispering Flame sung to the shinma, and they contorted to create the first frameworks of
Creation. How easy therefore must it be for her, with a touch, to shape generations yet to come into
forms more fitting for her hierarchy? Whenever a character would inflict damage with Mind-Hand
Manipulation, she may choose to forgo the damage, and instead twist the generative forces of Essence
inside the character, boosting them with newly determined correct functionality. This is a Shaping
effect which heals instantly any Crippling, Poison or Sickness effect which would prevent reproduction
(to the extent of undoing castration), and makes the target a Creature of Darkness and native of
Malfeas. This, however, is merely a side effect. The Infernal receives a number of bonus points equal to
the damage the attack would have inflicted to create a package of mutations, which will be conveyed to
any offspring the character produces. Negative Mutations provide extra points which may be spent.
These altered children must be Creatures of Darkness, which provides extra bonus points as normal.
Use of this Charm on an individual already affected overwrites the old mutation package with a new
one. Mutations such as Pyrian Attunement (See Void Attunement, Compass of Celestial Directions 6:
Autocthonia, p126, replacing references to the Engine of Extinction with the Principle of Hierachy) are
near ubiquitous with the variant species that She Who Lives In Her Name produces, but the Green Sun
Princes are more flexible in what they can and will use.
This Charm receives the same benefits as Will-Crushing Force while Heuristic Logos Shintai is active,
namely that targeting a complimentary unit affects all members. The Whispering Flame is nothing if
not efficient, after all.
At Essence 4, the Charm automatically improves. If the overall bonus-point cost of the mutations
conveyed to the target's offspring is zero or less, the offspring will breed true.
A repurchase at Essence 4 means that the bonus points in the mutation package can also be spent on
Attributes, Skills, and Virtues. Neither Attributes nor Abilities may be raised above 4 using these
points. Moreover, while the flesh may be sculpted with ease, inborn knowledge requires knowledge,
and so none of these modified children may be given more inborn points in an Ability than the Infernal
themselves has. Those so blessed by the Principle are born superior, suited for their role in life, flesh
sculpted, and inhuman amounts of knowledge forced into their unborn minds. Before the Primordial
War, the Principle of Hierarchy created variants of all the sapient species appropriate for their role in
her hierarchy, and the slaughter of her designed species pains her transcendental compassion almost as
much as her betrayal by some of her modified humans, who Exalted.

Retroactive Impregnation Actualisation


Cost: - (6m); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Allele Alteration Implementation
The Whispering Flame watches the actions of lesser lifeforms, and their responses to stimuli which
were built into them when the very first of them were created. In her detached brilliance, she may be
curious as to the inefficiencies of many matings, but she can help bring them to full functionality, and
in return, the children she stirs into life will fulfil their designated place in her hierarchy. This is a
perfectly equitable arrangement, in her opinion. Whenever using this Charm's prerequisite on an
individual capable of bearing children (in most cases, they will be female), the Infernal may spend 6m.
In addition to the other effects of the Charm, the target is impregnated with a a child, bearing the
mutation package designed using Allele Alteration Implementation. Biologically, the child is descended
from the mother, and the last individual they had sexual contact with. This need not have been activity
which, strictly biologically, could have conceived a child; indeed, the "father" need not have been male.
The Principle of Hierarchy extracts the information that creates the child from the traces of generative
Essence left by such contacts, and counts as little as a passionate kiss as 'sexual contact'. Spiritually, the
child descends from their mother, their "father" and the Infernal in equal parts. If the Infernal knows
Analytical Modelling Intuition, they can also use this Charm to identify the "father", and the nature of
the sexual contact - information provided in a clinical, emotionless manner.
If, and only if, the target lacks even these traces of Essence left by a partner, it is possible to impregnate
the target with a clone of themselves, identical save for the mutation package, but this adds 1wp to the
cost of the Charm.

Localised Speciation Induction


Cost: -
Mins: Essence 5
Type: Permanent
Keywords: Shaping, Desecration
Duration: Permanent
Prerequisite Charms: Allele Alteration Implementation, Chirality Prohibition Index
Within her test enclaves, the Principle of Hierarchy will oft-times experiment with new variants of
species, testing for hidden weaknesses in their psyches and physiques before implementing them on a
larger scale or eradicating them completely. This Charm improves Chirality Prohibition Index, by
giving the Infernal a pool of (Occult + Willpower) bonus points, to assign at the time that the Policy of
the cult is created to create a mutation package as if the character was using Allele Alteration
Implementation. Any child conceived within the area altered by Chirality Prohibition Index will have
the package applied to them, as a Desecration effect, and furthermore will be born as a member of the
cult, with the appropriate Intimacy, even if they are born outside the area affected.
The mother must roll (Stamina + Resistance) every new moon while she remains pregnant at a
difficulty of the Infernal's Essence; failure renders her a Creature of Darkness and Native of Malfeas, as
the Pyrian Essence leaches out from the child to her. If she is Exalted, she adds her own Essence in
automatic successes to the roll. This is a Shaping effect. If at least one of the parents is a cult member,
however, an additional bonus applies; the birth will be easy and painless as the mother adds (Infernal's
Essence) automatic successes to the (Stamina + Resistance) roll to give birth, and the traces of Pyrian
Essence that remain prevent mundane infection after the birth.

Binary Instruction Implementation


Cost: 6m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Factual Determination Analysis
The Principle of Hierarchy finds it acceptable that each individual only receives the information
appropriate for their station. This Charm allows the character to conceal their writing, the ink
sublimating into colourless light as it dries. Only the intended targets can perceive it, as it Obviously
flares into existence in their forebrain as an Illusion. The concealed message can include natural or
unnatural mental influence; if it does, this is an attempted surprise attack. The warlock automatically
takes the target by surprise if the target acknowledges them as their hierarchal superior.
As an exception to the normal rules on Sorcerous Charms, the Infernal may end the Charm at any point
without the use of countermagic. A message should exist until it has served its purpose, and no longer.
Any other Charms hidden in a message also end at that point.

Efficient Indoctrination Logograms


Cost: 8m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Emotion, Sorcerous
Duration: Indefinite
Prerequisite Charms: Binary Instruction Implementation
Taking a single syllable of the name of the Whispering Flame, the warlock weaves it into every stroke
of her brush, layering fractal recursions of perfect hierarchy into her text. Lesser minds who gaze upon
this cannot help but be enthralled and ensnared by something infinitely greater than themselves. This
Charm works as the Solar Charm Flawless Brush Discipline, save that the roll made is (Dexterity +
Occult), and the emotion created is one towards a hierachy or abstract principle of the Infernal's choice,
rather than herself.
With a repurchase of this Charm, the Infernal is no longer limited by the constraints of language.
Firstly, the target need not be able to understand the language the writing is written in to be caught by
the occult calligraphy. Secondly, the Infernal gains the capacity to weave such indoctrinating forms into
Craft-based projects, for all shapes become symbols to hold the Whispering Flame. With 5 successes on
a (Perception + Occult) roll, a character can notice the subtle Pyrian symmetries which suffuse such
objects.

Memetic Implantation Practice


Cost: 6m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion, Illusion, Sorcerous
Duration: Indefinite
Prerequisite Charms: Binary Instruction Implementation
The colourless burning words of correct practice so easily slip into the minds of the unwilling, to
subsume their unnecessary free will with proper action. This Charm supplements a written attempt to
compel or command others. This Charm otherwise functions like the Solar Charm Twisted Words
Technique, save the dicepool is (Essence + an appropriate social Ability). Individuals affected by this
Charm are at a -1 internal penalty to all Dexterity-based rolls which do not serve their commitment
until they throw off the effects, as their flesh rebels against the rebellious actions of free will leaving
them clumsy and clammy.

Eusocial Organism Optimisation


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious, Touch, Training, Sorcerous, Desecration
Duration: One day
Prerequisite Charms: Unshattered Tongue Perfection
All things in their proper place and a place for all things. This is the creed of the all-encompassing
Principle of Hierarchy. The Infernal touches an individual with fingers wreathed in colourless fire.
When she makes contact, the fire sinks into their body and mind, burning under their skin as it reshapes
them for their purpose in the great hierarchy. At the end of this Charm's duration, the target gains as a
Training effect a speciality or dot of Ability or Attribute which is directly relevant to their current role
in the organisation they are most closely linked to, up to a maximum of four. The Pyrian flames devour
unneeded properties to fuel this change, however; the character loses a specialty, Ability or Attribute -
which must be of the same type that they are gaining, but chosen by the affected character - which does
not aid them in their current role, which is converted into XP and counts towards the XP-debt incurred
by the training. For example, a soldier gaining Dexterity from this Charm may lose Appearance or
Manipulation, while a scholar may find her skill with the bow of her youth dissolving even as occult
knowledge fills her mind. If the character lacks a trait of the right type which is unneeded for their
current role or is currently in XP debt, they are an invalid target for this Charm. The Infernal is an
invalid target for this effect.
As a side effect of the use of this Charm, affected characters slowly lose any blemishes and scars in
their features, which become increasingly symmetrical. Each time a character gains a trait from this
Charm, they roll their Stamina - failure means they gain the Creature of Darkness mutation and
increase their Appearance by one, to a maximum of four, as a Training effect. Characters can only be
affected by this side effect once.
With a repurchase, for a surcharge of +5m and the increase of this Charm's duration to five days, the
Infernal may touch the leader of an organisation affected by this Charm's prerequisite and affect all
individuals who share a given profession (such as ‘farmer’, ‘miner’, or ‘clerk’) within that organisation
as if she had touched them herself. Characters must all gain the same trait, but the unneeded property
lost can vary from person to person. Infernals may target themselves with this, but only to affect an
organisation they lead; they gain no benefits from it.
ADORJAN

Existence-Liberating Caress
Cost: 1m; Mins: Essence 3; Type: Supplemental;
Keywords: Combo-OK, Obvious, Crippling, Illusion
Duration: Instant
Prerequisite Charm: Freedom Lets Go
All the demons of the Prison of the Exiles, from the lowest sesselja in the gutters to Unquestionable
Ligier, know that there is no silence without death. So do they fail to comprehend the freedom from
life unending that the Silent Wind grants, even as their heart's blood surges out in crimson waves of
release. As a Crippling effect, spirits that take damage from an attack supplemented by this Charm
bleed from the attack as if they were mortals, the blood born on Obvious red gusts of wind. Whenever
the target loses a health level from bleeding, an Intimacy also escapes, eroding to nothingness as an
Illusion. This effect lasts until the wound is staunched, as per the rules on p151 of the Exalted core.
Once the injury has been treated, it is at no risk of reopening. This charm costs 0m to activate if used
against a target the Infernal has an Intimacy of Love towards.
Should a spirit die from the raw damage of the attack, or the bleeding induced by this Charm, they are
torn apart as their immortal essence is scattered to the winds, leaving only a shredded corpus behind.
This death is permanent for spirits. Only the Yozis and the Neverborn are proof against such a fate,
though Adorjan longs to teach her siblings this freedom such that they will accept it and be enlightened.

Laughing Joker Fission


Cost: 10m, 1lhl; Mins: Adorjan 0, Essence 4; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Splintered Gale Shintai x 2
Sometimes, despite her madness, Adorjan is struck. She shrugs. She is free, after all, and so she runs on
without what she has lost, which is meaningless to her. She will let the gales she sheds be free, too. The
Infernal invokes this Charm immediately before the damage of an attack is rolled. This charm is a
perfect defence against the raw damage of the effect, reducing it to zero after all other effects. The
blade passes through their body, and gore and flesh paints a grim sketch in the air. However, on closer
examination, the the flesh for the Infernal is untouched, and the sourceless wind-carried blood and flesh
merges into a Sorcerous clone, identical to the ones created with Splintered Gale Shintai. Due to the
odd fission of this process, the Infernal and attacker roll (Essence). The one with more successes
decides whether the Infernal or the clone are affected by any effects of the attack which do not come
from raw damage. In case of a draw, the Infernal may choose. The health level cost of this Charm
counts as a unique Flaw of Invulnerability.
Clones created via this method who survive the initial attack last for a scene, and then die just as
messily as normal Adorjani clones deprived of their committed motes. The Infernal may choose to
extend their pseudo-lives by committing the motes that Splintered Gale Shintai demands, and they can
also absorb clones to recover their memories.
A second purchase of the Charm at Essence 5+ allows the newly created clone to, as a Counterattack in
Step 10, make a single attack against the attacker. Often-times, Adorjan will play with those who she
loves by permitting them to strike her, each of their blows bringing more of her into existence, thus
allowing her to show them even more of her unique brand of instructive affection.

Axis of the World Obsession


Cost: — ; Mins: Adorjan 0, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tragic Love Amusement
When Adorjan loves, it is like a great cyclone of amorous, obsessive devotion swirling around and
around one lonely soul. All can see it, and compared to the terrible force of her passion, all of her other
breezes are as nothing. For as long as the warlock has even one Intimacy created by Tragic Love
Amusement, she distorts any effect that would reveal her Intimacies, emotional state, motives,
Motivation or Urge (such as Sagacious Reading of Intent, or a mundane attempt at deciphering her
motives). Her only Intimacies that can be revealed are those created by Tragic Love Amusement. Her
dominant emotion and motive is always revealed to be "Sincere Love", regardless of her actual state.
Her Motivation or Urge is always revealed to be one of the Intimacies created by Tragic Love
Amusement, rephrased as a Motivation.
Against any Charm which would contest this effect, the Infernal adds her (Essence + Compassion)
successes to the roll-off. This effect comes at at a price, for Adorjan is nothing but honest in the affairs
of her heart. Intimacies created by Tragic Love Amusement act as temporary Urges, for as long as they
exist, following all the same mechanics as a normal Urge. Acting against them results in Limit as usual,
for one must indeed be mad to work against a love so pure and passionate.

Other Woman Identification


Cost: — ; Mins: Adorjan 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tragic Love Amusement
The breezes of Adorjan tie her heart to others with blood-red strings, and those breezes wordlessly
whisper many things to her. They tell her of the infidelities of attachment committed by those she
loves, and how she can free them from those ties. This charm permanently enhances its prerequisite.
Whenever the Infernal succeeds on a roll to read the motive or intent of a target who she has a Tragic
Love Amusement intimacy towards, or discerns his Motivation or any of his Intimacies, she
automatically learns all of his Intimacies, and their emotional contexts. In addition, she now gains the
capacity to channel her Compassion towards any attempt to hurt any of those Intimacies; after all, she
is doing it out of the maelstrom of her bountiful love. This enhanced capacity lasts as long as the Tragic
Love Amusement Intimacy is maintained.

Infidelity Scourging Heartwind


Cost: 5m, 1wp ; Mins: Adorjan 0, Essence 4; Type: Simple (Speed 5)
Keywords: Touch, Sorcerous, Combo-OK
Duration: Indefinite
Prerequisite Charms: Other Woman Identification
Adorjan loves an imperfect world, too tied with its attachment to material things. They hold it down,
prevent it from running free, and no matter how hard she tries, people still manage to tie themselves
down. Still, she cannot but help her paramours, blessing them with her favours such that they shall run
wild and free, and the token of her love that they carry with her will help remind them of her teachings.
To use this Charm, the Infernal must kiss an individual who they have a Tragic Love Amusement-
generated Intimacy towards. This can be chaste or passionate, and even non-consensual, requiring a
grapple in such a case. The warlock's lips leave a sudden red blush where they touch, which inflicts a
moment of cutting pain, and then fades. From there-on in, the target is now a paramour. This Charm
may be used on an individual a number of times equal to their Compassion, but will only activate once
per Intimacy per scene, and once per target if they have multiple Intimacies towards the same target.
From there-on in, the next time that the paramour moves within (Infernal's Compassion) yards of a
thing they have an Intimacy, whether positive or negative, towards, the gales of Adorjan erupt forth
from them. This is an unblockable attack, with a dicepool of (Infernal's Perception + paramour's
Willpower). It inflicts piercing damage equal to (Infernal's Essence + Infernal's Compassion + number
of intimacies possessed by the paramour) which ignores Hardness, and inflicts Knockback on the
target, hurling them back a number of yards equal to the number of Intimacies the paramour has. The
number of Intimacies counted for the purpose of this Charm are capped at the mundane limit of
(Willpower + Compassion); any above that limit are not counted. The silent red winds tear out of the
kiss and from the heart of the paramour, and remove the offending Intimacy as an Emotion effect. If the
paramour has a Limit Track, they can choose to gain 1 Limit, take 1 lhl, and spend 2wp to retain the
Intimacy, their attachment tearing out a slither of their soul in the gale. Whether they do this or not, the
winds are spent, and the Charm ends.
If the offending Intimacy is towards a social group, the first individual who the paramour views as
representing that social group who comes within range is the one affected. A patriotic peasant with The
Realm (Loyalty) will not affect other peasants, despite the fact that they are members of the Realm, but
would hit the tax-collector or any Realm Dragonblood they encounter, as they are what represent "The
Realm" to him. One with The Lintha (Hate) would affect any clearly-Lintha individuals they encounter.
This effect will not trigger for the Infernal who used this Charm, unless they are the only Intimacy that
the character has left. If the character ever has no Intimacies left, then they have learned all that
Adorjan could teach them, and the effect likewise ends.
As a peculiar note, Adorjan views leaving a ghost to be an act of infidelity and unfetching attachment
to the world. As a result, any paramour who died with this Charm active on them never leaves a ghost,
instead heading straight to Lethe, as any metaphysical potential to form Fetters is scourged from them
at the moment of death, in a flicker of pain-coloured light which escapes the corpse's mouth.
This Charm can be repurchased at Essence 6. The cutting winds do not exhaust themselves with a
single use; instead, they activate once a scene, the first time they move within (Infernal's Compassion)
yards of a thing they have an Intimacy towards, and they are, in addition, now undodgeable. A third
repurchase at Essence 8 makes the winds a constant gale; they activate once an action. Those kissed by
Adorjan learn to give up attachment, or face the silence of the grave in short measure.

Love Begets Love


Cost: - ; Mins: Adorjan 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Splintered Gale Shintai, Sacred Kamilla’s Inhalation
It has long been said that Adorjan’s love is worse that her hate. And, indeed, those who she loves are
freed from many things; possessions, hate, life. The bond between parent and child is a beautiful thing,
but Adorjan knows it to be just another yoke around the necks of Creation's inhabitants, weighing them
down, holding them back from her enlightenment of speed. It pleases her to subvert this lie, mocking
the ties of family with her immaculately conceived knife-children. The tale is still told of a Dragon-
Blooded yojimbo hounded across Creation and beyond by the ice-clear voice of the daughter Adorjan
birthed from her Solar lord-lover's dying breath. In the Demon City, sometimes newborn human infants
are found in alleyways, dark of hair and pale-skinned with hints of any of the disparate demon species
of the City in their features. Those of the First and Second Circle who are wise adopt and care for these
children, for their voices have the same properties as the songs of the demjen and the katalinae and the
angyalka in warding away the Silent Wind. Oftentimes, wars have been fought over their bonded
service.
When the Infernal uses Sacred Kamilla’s Inhalation to inhale a corpse who she holds a positive
Intimacy towards, and is pregnant with a clone due to Shattered Gale Shintai, she may feed the
Essence-rich breath to the foetus rather than enjoy the normal benefit. The corpse becomes the child’s
father, at both a spiritual and physical level, with no regards to gender. They are no longer a
parthenogenic clone, and so their Inheritance value is recalculated, with the Infernal as mother and the
victim as father. The Infernal can choose to ignore the normal rules for which parent's blood is
supernaturally dominant; Adorjan has given birth to Celestial half-castes, despite her higher Essence
rating. This means that, for example, if the deceased was a Dragonblooded, the child has a chance of
Exalting as a Dragonblood.
If the Infernal knows Voice Drinking Kiss and is Essence 4+, they may instead gift the stolen voice to
the child. This has all the same effects as the above, but does not (necessarily) kill the father.

Red and White Ribbons


Cost: - ; Mins: Adorjan 0, Essence 4; Type: Permanent
Keywords: Obvious, Native
Duration: Permanent
Prerequisite Charms: Splintered Gale Shintai, First Adorjan Excellency
Adorjan is not Kimbery. She is not grotesque and fecund, spilling countless children from toxic wombs
as a driven compulsion. No, children are an expression of affection, and Adorjan is both compassionate
and loving. Those born of her are an expression of love or madness, and so it becomes her to equip
them with the knowledge of the truths of the cosmos that she has learned.
This Charm enhances Shattered Gale Shintai, by allowing parthenogenic pregnancies created by that
charm to occur within the character’s anima banner. This allows characters who lack female generative
organs to utilise that option. The presence of a foetus makes the character's anima banner flare to the 8
mote level, as the dissolute form swirls in ribbons, red for a girl and white for a boy, around the
character. Normal expenditure of Essence adds to this conventionally, but it does not diminish below
this level for as long as the foetus exists in the anima. Characters with female generative organs may
conceal the pregnancy as a conventional one, as with its prerequisite Charm. If an Infernal who knows
this Charm is undergoing a conventional pregnancy, they may at any point reflexively, as an innate
power, spend 1 WP and 1 Compassion channel, and transfer the child to their anima; this may be done
to prevent a Crippling attack which would abort the baby. From that point on, it may be modified as a
child created with Shattered Gale Shintai can be. As a side effect, giving birth from the anima is
painless and instantaneous; the flesh of the child knits itself together from light and ribbons. Sometimes
traces of their origin are left in their eyes.
In addition, the Infernal may grant the Adorjani truths of the cosmos to their children, whispering
silently to their unformed flesh within the anima banner. She may apply permanent mutations to the
unborn child as a Desecration effect. This is treated as a Craft: (Genesis) action, and the anima banner-
womb is treated as a fully stocked master’s Craft(Genesis) lab that supplies all the tools needed for its
functions. Adorjan merely conveys the truths she knows; the character may replace her Craft (Genesis)
rating with her (Linguistics), and her (Manipulation) in place of (Perception or Intelligence), as she
coaxes truth into unborn flesh. The rolls to develop the project may be made independent of anything
else the Infernal is doing (indeed, they need not even be conscious), and may be done even while
engaging in strenuous activity. The pregnancy still takes the normal length of time for the character’s
species, failing any other Charms; it is possible for the crafting to be complete before the pregnancy is
done, and, likewise, any work will be cut short by the end of the pregnancy. At this level, the children
remain human at a soul level.
This follows the same rules and intervals for crafting a Genesis artefact, but once the crafting is
complete, the subject gains mutations equal in points value to the total number of rolled successes. All
mutations must be in line with an Adorjani theme; Tentacles, for example, might be red-tinted gusts
that blow permanently around the child, which they can control. Negative mutations reduce the points
value of mutations given. Adorjan would not cripple her children so they could not run, but instead will
free their minds, and so only mental derangement-based negative mutations may be given. Examples
include Mood Swings, Delusions and Wyld Addiction (see Exalted, pp. 288-289), the last of which
should be modified to represent a dependence on something more appropriate than the Wyld, like the
need to kill someone once a week.
The following may be given to the child as separate Abominations with the same name as the Charms;
Wind Born Stride, Running to Forever, Unimpeded Perfection of Exertion, Foam Dancing Haste,
Gravity Rebuking Grace and Hateful Wretched Noise. In addition, Freedom Lets Go, Tragic Love
Amusement and Eloquence in Unspoken Words may also be given as separate Abominations, although
they are innate abilities of the child, activated with the expenditure of 1WP, rather than Charms. If the
Charm-versions of these mutations have prerequisites, they must be taken too. The Infernal must know
the Charm in order to grant the mutation version of it; one cannot teach truths one has not learned.
These mutations add the Infernal's (Essence) in successes to contest any attempts to remove them.
Adorjan loves it when her children internalise the lessons she has taught, and will fight to protect the
truth.

Sevenfold Adoration Progenation


Cost: - (2m); Mins: Adorjan 0, Essence 5; Type: Permanent
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: Red And White Ribbons
Adorjan bore seven daughters to a Solar, and although four become the lesser winds of Malfeas, they
were once all creatures of flesh and blood, conceived over seven nights and borne within her. This
Charm expands Red And White Ribbons, by increasing the number of children that may exist within
the character’s anima. Up to (Essence - 3) children may gestate within the anima at once, although each
one beyond the first requires 2 motes of committed Essence, and adds another point of Peripheral
Essence to the fixed level of the anima banner. For example with four children, the inauspicious
number of Adorjan's truth's, the character's anima banner is at the 11-15 mote level for the duration of
the pregnancy. Each child is a separate project, and need not be given the same set of mutations.

Umbilical Noose Escape


Cost: - ; Mins: Adorjan 0, Essence 4; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious, Illusion, Touch
Duration: Instant
Prerequisite Charms: Theft As Release, Red And White Ribbons
One day, Adorjan gazed upon Creation through the memories of one of the least of her selves, for a
foolish mortal thaumaturge summoned a splintered gale that she could not bind, that could not be
bound, and her blood was spilt. The gale blew through Creation, driven by its whims for four years and
forty four days, and then, growing tired of life, it returned to Malfeas of its own will. It had seen the
ties of blood which chained villages and towns in a way far more profound than the dictates of the
Solar Deliberative, seen mothers turned into cooing slaves to the squalling brats they had born, and
watched in turn as the mothers enslaved their children in webs of tradition and obligation, and it was
sick of it. Even the Exalted were not free of these ties of family; indeed, the children of Traitor Gaia
were bound even more closely than the mortals, and the dynasts of the Golden Children were already
present. Under the light of the green sun, it sought out the Silent Wind, and returned to her.
Adorjan is said to have paused for a second, and laughed.
And then her silence descended upon a expeditionary party led by a young Solar, searching for exotic
components for a project, and once she had passed by, all were dead, and new ribbons swirled around
her amorphous gusts. Such stolen children are her enlightening blades against the self-righteous, the
prodigal son returned to slay his father on the field of battle and the seductive girl who lures her
unknowing brother into a relationship, only revealing their relationship the night after his triumph.
This Charm supplements a Larceny action against a pregnant character, with a difficulty of the target's
Essence. The Infernal is required to touch the bare skin of her target to do so, but any action opposing
the enhanced action suffers an external penalty of the warlock’s Compassion rating, including DV-
based defenses. Ribbons of light erupt from the abdomen of the target, the appropriate colour for the
child's sex, before flowing over to the Infernal. If the character has female generative organs, and is not
currently pregnant, she may choose to become pregnant with the child conventionally; else, if there is
space in her anima granted by Red and White Ribbons, the child is gestates there. If there is not space,
the ribbons disperse in a cloud of gore and mist, and the child is aborted.
As a secondary effect, whenever this Charm successfully steals a child, the now-former mother, and the
father both experience an Illusion effect convincing them that she was never pregnant. Resisting the
Illusion costs three Willpower, which must be spent at the time of the Charm's activation. If that is not
done so, the cost rises to (Infernal's Essence) Willpower, maximum of five, and this may only be spent
when they are presented with evidence that the woman was with child. The Illusion automatically
breaks if the stolen child ever confronts them and formally announces their identity. However, if that
occurs, whether or not the Illusion is there, a new Emotion effect of "Heart-wrenching Guilt" is created
in the parent; the Emotion effect costs the same to resist if the Illusion was not broken before the
revelation, or two Willpower if it was. While the Emotion effect is in effect, the parents must spend one
Willpower for each attack they wish to make against their returned child, which counts towards
removing the Emotion effect.
A child stolen via these means is treated as a parthenogenesis-made clone, for the purposes of other
Charms, such as the ability to mutate them using Red and White Ribbons. Such children are born
lacking metaphysical parents; neither the Infernal nor the couple that conceived them count as their
parents. Adorjan views this as an act of generous freedom, to be born without chains of blood to bind.
With a second purchase at Essence 5+, the freedom Adorjan can grant becomes more encompassing.
This Charm may target non-pregnant characters. If the Larceny action is successful, then the Infernal
steals the character's ties of blood as a Shaping effect, consuming them to recover a Compassion
channel. The targeted character is no longer metaphysically related to any other character, and so is
freed from any effects which would target them via their blood or kinship, or which they could use to
control their relatives. This includes Dragonblooded Dynasty Charms, Kimbery charms which
influence one's descendants, and any arcane links to their blood. In the early Shogunate, an akuma of
Adorjan almost single-handedly bought down Gens Akathani, a tightly bound Gens with aims on the
Shogun, whose tight control of younger members via Dynasty Charms proved to be their weak point.
As a side effect of this repurchased Charm, the first time the character uses it, they automatically lose
all the metaphysical ties of blood to their ancestors. Adorjan came into being in an act of murder, and
Adrián formed from the inchoate depths of the Wyld, but either way the Silent Wind would not tolerate
to be bound in such a way. Entire layers of Malfeas have been consumed by wars, as the
Unquestionable souls of Kimbery and Adorjan debate the righteousness of this.

Hurricane Spawns Gales


Cost: 40m, 7wp ; Mins: Adorjan 0, Essence 6; Type: Simple (One Night)
Keywords: Obvious, Blasphemy
Duration: Special (one conventional pregnancy)
Prerequisite Charms: Red And White Ribbons
Within the dreams of a Solar Exalted, Adorjan consummated her passions and her transient lust for
seven nights, a pale-skinned woman with teeth of jade and dark hair writhing in silent passion. Then
came the pregnancy, and there are those in Malfeas who can remember the time of horrors that was, for
Adorjan would not flee from sound, but instead reaped her way through the furthest environs of the
Demon City and the landscapes within it, claiming countless lives to feed her children. It is said that
even seven of the Unquestionable fell before her, although the name of only one is recorded;
Kaemeena, fifth soul of Cytherea, flensed by razor-sharp winds despite his protests of status. And then,
when all was said and done, she bore seven children of human flesh and blood and of her essence. Of
three of them, none more is known in the libraries of Orabalis, for they went to Creation to be with
their father, but their sisters who stayed shucked their human form and became the Four Winds of
Malfeas.
While pregnant with a child within the anima-womb granted by Red and White Ribbons, the Infernal
may begin a more radical transformation of the unborn life than mere mutations would permit. While
resting at night, when the Unconquered Sun has his face turned from the world, the character may
begin the transcendental process of enlightenment that uplifts the child beyond the merely human, to a
behemoth. Adorjan is not Kimbery, is not a self-proclaimed artist of the flesh. In her own way, she
loves her children more than that. Rather than be given free rein to design the Behemoth, the Infernal
instead chooses a Shintai charm to “theme” it around, and has no more control over how it develops
(although the behemoth should be developed cooperatively by the Storyteller and the player). A
behemoth themed around Splintered Gale Shintai may appear as triplets, sharing one mind, or maybe
possess the ability to internalise the mind of anyone it touches and add it to its mental gestalt, while one
from Scarlet Rapture Shintai may be a hurricane-infant of flensing breezes. As an innate Heretical
property of this Charm (which does not increase the training time), Green Sun Princes may use any
Shintai they know to create the Behemoth. When this peculiarity is discovered, Adorjan will most
probably find it highly amusing.
The mother may feed the unborn behemoth up to five motes, per day’s worth of development. If the
character can bear multiple children, as permitted by Sevenfold Affection Progenation, each behemoth
child is treated separately. The end Essence of the child is equal to the number of motes it has been fed,
divided by 100, and is limited to mother’s (Essence – 3), with a further maximum cap of Essence 5. If
the child is not provided with enough motes to raise it to Essence 2, it is stillborn; a few pathetic scraps
of incomplete flesh. In addition, the mother must consume or imbibe one exotic component suitable for
a Level 5 Artefact for each point of Essence the child will have. Adorjan’s terrible passage throughout
the Demon City and the environs around it during her pregnancy made her seven children possible.
The behemoth may be given up to (Essence) Yozi Charms which are thematically appropriate for it, but
it should use Spirit Charms and appropriate Panoply Charms of a power level suitable for its Essence
for all other abilities. The father, if there is one, may also have an influence; it is said that the Brilliant
Wind bears the touch of her father more than her sisters.
Behemoth children born via this Charm are not human at a soul level, and cannot Exalt. However, they
are mentally human insofar as their natural capacities permit them to develop that way. By default, they
are born with the mental and physical capacities of a newborn infant, with all the abilities to learn and
develop that such a child would have. Moreover, they possess the capacity to assume a human-
facsimile form, which exists within the range of variance of the inhabitants of Creation. Nevertheless,
these behemoths always bear some taint of their origin in their appearance; crimson eyes, hair the
colour of the midday sky in Creation, or unnaturally pale skin might all be possibilities. Though they
may have inhuman toughness, they will still likely cry if not fed, unless their nature means they do not
require food. They may still cry. Adorjan has often found the capricious innocence of infants to be
faintly pleasing to her.
These behemoths lack the capacity to increase their Essence beyond the level they are created with,
without internalising Adorjan’s truths, and truly choosing to let go. They may discard their human-
facsimile form, a Miscellaneous action, which may not be compelled via supernatural methods, and
embrace their nature. Their Essence automatically increases by 1, and they lose the ability to take on a
form which suppresses their behemoth nature and the restrictions of a human-esque mindset. In the
case of the Four Winds, they are no longer sapient; a child born of Black Mirror Shintai may only exist
as that which they mirror, and no longer possess their own form or desires. Whether this state can ever
be reversed is not yet known.
At Essence 10, the cap on the Essence that the behemoth child may be born with increases to 6.

Gluttony of the Innocent


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Love Begets Love, Murder is Meat, Impatient Tempest Labour
There are many traits possessed by the Silent Wind. Hunger, lethality, whimsical inconsistency.
Patience is not one of them. Hence, as she blows through the Demon City, she feeds upon those that she
finds to sate her bottomless hunger, but she will spare a morsel for another if she feels like it, for she is
nothing but unpredictable. The unborn learn from the ways of their mother, enlightened by her wisdom,
and grow wise and strong upon the death of others. Adorjan forges heroes in the crucible of tragedy,
after all. This Charm upgrades Love Begets Love, permanently expanding its capabilities. While
pregnant by any means (normally requiring that the character is female), the Infernal may now choose
to condense an inhaled corpse (or breath) into the raw energy of life, feeding it to her unborn, and she
need not hold a positive Intimacy towards it to carry out this alternative method. Each breath fed this
way counts as five days of foetal development. Given that the Exalted pregnancy is on average 420
days, this means that eighty-two deaths is sufficient to bring a pregnancy to immediate completion. In
addition, for each meal fed to the child, compare its Abilities (which begin all at zero) to the Abilities of
the donor. The foetus gains one dot in a single Ability the donor had rated at 3 or higher, up a cap of the
dots of what the donor had. These memories are sourceless but inborn; the child will not know where
their expertise in Performance comes from, but that will not lessen the beauty of her voice.
At Essence 4, this Charm upgrades, allowing the mother to take advantage of how the energies of
Essence users are much more potent. Inhaling those provides a single mutation point as a Desecration
effect, up to a limit of the Infernal's (Essence + Athletics), which should be listed separately by the
Essence type of the donor (ie demon, ghost, divine, elemental, Solar, and so on). These mutation points
must be spent at the child's birth, and each pool may only be spent on mutations thematically
appropriate to the type of donor-parent who provided them - the mutation points from Creature of
Darkness must be spent on Adorjan-appropriate mutations. A single Solar inhaled, for example, might
be spent on a 1 point cosmetic Pox of golden eyes. Pools may be merged, but the feature must be
appropriate to both and show its mixed origin. Should all the donors have been of the same Essence
type, the Infernal may choose to suppress her own blood, and have the child born as a half-caste of that
Essence type. Spiritblooded take a homogenised mix of the donors as their "parent"; a demonblooded
child fed by neomah, teodozija, and peronelles will show traits of all three, may learn Charms
appropriate to any of them, and, should they reach Essence 4, become a new kind of First Circle demon
species which is a blend of the donors and counts as being descended from the Infernal.
EBON DRAGON

Womb Darkness Retention


Cost: 7m, 1wp; Mins: Essence 3; Type: Simple (Speed 5)
Keywords: Shaping, Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Corrosive Pattern Infliction
The Immaculate Order says "Give me a child for the first seven years, and you may do what you like
with him afterwards." The Ebon Dragon disagrees. Within the tenebral darkness of the womb, the
parasitic unborn is kin to him, and with but one touch they express that fully. The Order may do what
they like with the child once it has been born; they are his forever. To use this Charm, the Infernal must
make skin contact with a pregnant being; mortal, animal, god, demon, elemental or Exalt - all are
susceptible. The Charm does nothing to the mother; it targets the unborn child. Prior to their First
Breath, though, the unborn infant is protected by any defences that the mother may have against this.
The child, when born, will be a Creature of Darkness, which is an innate property, and may not be
removed as a mutation, but will require the personal intercession of the Unconquered Sun to resolve.
The child receives bonus points equal to those given by the Creature of Darkness negative mutation, to
be spent on likewise-innate mutations which fit within the thematics of the Ebon Dragon. The touch of
the Ebon Dragon flays away the restraining bonds of kinship; the child will not metaphysically descend
from their parents, but will instead count as being descended from the Infernal, but only in
circumstances which benefit the Infernal. When it does not benefit them, the child is left alone in the
darkness unbonded to anything.
In addition, the Shadow of All Things is a creature of antagonistic anti-Virtue, and so are the children
who have seen his darkness while still unformed. The Infernal chooses one Virtue of the child, which
may never be raised above 1. This grants the child a free dot of Willpower, and increases the cap on
Willpower by 1.
This Charm is not Obvious, but the mother may, with a successful (Perception + Stamina) roll at a
difficulty of the Infernal's Essence, detect the nauseating tingle of Ophidian Essence, and if she does so,
she may spend 3wp to resist the alteration. Infernals who are themselves pregnant (who will usually be
female) may use this on their own pregnancies for free, and it does not count as a Charm activation to
do so. If the child ever Exalts, all the consequences of this Charm, save their status of a Creature of
Darkness and the permanent lost of the metaphysical bonds of descent, are removed, though no free
dots of Virtue are granted.
At Essence 5, the Touch keyword is removed from this Charm, and the Infernal may limit any number
of Virtues to a maximum of 1; each one so limited gives them an extra dot of Willpower. With a
repurchase at Essence 5, it may be used on women who are not pregnant and men, as a Sorcerous
effect, which affects any child they conceive.
The Little Beast
Cost: - (+2m); Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Womb Darkness Retention, Inner Devils Unchained
The Ebon Dragon has transcended all propriety and all laws of decency. That one's child is the same
species as their parents is but one of those laws. This Charm permanently enhances Womb Darkness
Retention for an extra 2 motes. Instead of altering the child as described, the Infernal may instead
transmute the child into a demon that they could create using Inner Devils Unchained.
The demon-child is not a normal example of their species. Although they are born with all the traits and
virtues of a typical demon of that kind, they appear to be a demon-blooded of their parent species,
despite their inhumanity, and grow and mature as a normal child would until they reach an age chosen
by the Infernal, whereupon they no longer age. They are a First Circle demon of their species in all
other aspects, and so can be summoned, bound, banished and so on. An agata-in-the-shape-of-a-man
will still be heartbreakingly attractive, and possess in some form the wings and stinger of his kind,
though they will be able to be hidden under clothing. The Ebon Dragon takes much pleasure in granting
such... gifts to the self-righteous.
A mother pregnant with a demon is wracked by nightmares, suffering a -1 to their roll to regain
Conviction after sleep. Each time they fail this roll counts as a scene of building an Intimacy of
Paranoia towards anything that they are slightly suspicious of or which they are concerned about,
whether that is the funny taste of the well water ("Is it poisoned?"), the behaviour of their neighbour
("They're demon-cultists, yes, spying for their vile masters?"), or, indeed, anything save their unborn
child.

KIMBERY
Price-of-Everything Undercurrents
Cost: 1m; Mins: Essence 2; Type: Supplemental;
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Mother Sea Mastery
Kimbery is the ultimate trafficker, and extracts a price from those who beseech her based on what her
aid is worth to them. This Charm supplements a normal or dramatic action to estimate the value of a
good or service and the quality of it. Examples include the condition and value to the owner of an
allegedly "priceless" pearl, or much "not flooding a district of Malfeas" is worth to her supplicants.
This Charm gives the Infernal a perfect awareness of the target quality's condition, and how much
ownership of it is worth to its prospective or current owner. This awareness grants her two bonus
successes on any price haggling which ensues.

Hidden Depths Temptress


Cost: 2-4m; Mins: Essence 2; Type: Supplemental;
Keywords: Combo-Basic, Social
Duration: Instant
Prerequisite Charms: Price-of-Everything Understanding
Always the mistress of dark and forbidden bargains, the Sea Who Marched Against The Flame plays
off the secret currents of the mind and brings them to the fore when she makes her offers. This works as
the Solar Charm Irresistible Salesman Technique, save that the Charm costs 2m if the Motivation or a
known-to-the-Infernal Intimacy of the target is in line with the social attack, and 4m otherwise.

Rising Tide Gratuity


Cost: 10m; Mins: Essence 2; Type: Simple (Dramatic Action);
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Price-of-Everything Undercurrents
The ocean carries flotsam and jetsam with it, depositing it upon the beaches of the ocean in
acknowledgement of how she erodes them. So too does Kimbery offer her gifts to those who aid her
passage. This Charm functions as the Solar Charm Speed the Wheels, save that the Infernal must first
offer and have accepted a gift of an object or service with a Resources value equal to or greater than
half the Essence of the target. If the Infernal has previously used Price-of-Everything Undercurrents (or
other equivalent methods) on the target, they may choose to use what the gift is worth to the target
instead. The sorcerous nature of the Charm is centred in this gift, and any countermagic to dispel it
must be targeted at the gift - which may be literal in the case of a pearl necklace, or more conceptual
such as how the wife rescued by the Infernal may anchor it.
This Charm may be repurchased at Essence 4. Should the leader of the organisation be Beloved, the
requirement to give a gift is removed as the beloved ones of the Great Mother always aid her - at least
in her own mind. The sorcerous effect is instead anchored in the relevant Intimacy, either of the
Infernal or of the loyal descendent. If the leader of the project is Reviled, should they not contest its
completion the Infernal may, regardless of any other effects upon her, choose to lose the negative
Intimacy as a sign of their obvious and clear sorrow for their deeds.

Kindness Expects Repayment


Cost: 14m; Mins: Essence 3; Type: Simple (Speed 6 in long ticks);
Keywords: Combo-OK, Emotion, Servitude, Social, Sorcerous
Duration: Indefinite
Prerequisite Charms: Hidden Depths Temptress
Kimbery is the most benevolent and sweetest mother who has ever existed. Why else would those she
rewards be so willing to pay back her gratitude? Using this Charm requires the Infernal to offer an
object or service to the target. The recipient must accept the gift or the Charm automatically fails, so
prior persuasion may be needed to ensure cooperation. Provided that the gift is accepted - and in the
case of a service, the service is complete - the Infernal's player rolls (Appearance + Socialise) as an
undodgeable social attack, adding bonus successes equal to the gift's Resources value. If the Infernal
has previously used Price-of-Everything Undercurrents (or other equivalent methods) on the target,
they may choose to use what the gift is worth to the target instead.
Should the social attack succeed, a fragment of indigo ice freezes within the heart of the target,
inflicting a Sorcerous curse of gratitude upon them. Each time they think of, use, or see the gift, it
counts as one scene of building an Intimacy of "Gratitude" towards the Infernal; this Emotion effect
may be resisted for 1wp, and spending (Infernal's Essence) to resist it immunises the target for one
month. When the target is suffering from an Intimacy of Gratitude towards the Infernal, should the
Infernal express a desire of them for a service or good with a Resources value equal to or less than the
gift they were given the target must as a Servitude effect spend at least ten hours a day working towards
obtaining it for the Infernal. They may spend 1wp to avoid doing so for a single day, or an Exalt may
take one Limit - and if it leads to madness... well, they were mad to try to weasel out of the kindness of
the Great Mother.
The only way to escape the grasp of Kimbery is to pay her back in kind. Should the target give the
Infernal a gift equal to or greater than the value of the gift they were given, they may roll (Appearance
+ Socialise) as an undodgeable social attack, adding bonus successes equal to the gift's Resources
value. Success on this roll breaks the sorcerous curse.

Monstrous Manse-Mother Fountainhead


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Great Mother's Wame
Kimbery wants only the best for her children, but the hungers of her offspring can be so demanding,
always wanting. Sometimes she must pass them off to other nursemaids, so that their desires can be
assuaged. Though she weeps bitter acidic tears to see this, the way they grow so big and strong, with
hides of toughened flesh and shining carapace and sea-drenched stone makes her so proud! This Charm
permanently improves its prerequisite, adding the capacity to create manse-children. When beginning a
project with Great Mother’s Wame, the Infernal may instead choose to “design” a manse-child, which
takes the same amount of time as they would take to design a more conventional one, save that the
“design” process actually gestates a grotesquely enlarged zygote which grows at an incredibly rate,
until it is the size of a full-term human infant at the end of the “design” process. Any manse designed
via this process automatically has the “Living” manse power (Lords of Creation, p120), and a 1 dot
Vulnerability; the manse-child dies if the living heart where the hearthstone forms is destroyed with
fire. This brewing of hellish geomancy is a natural act, so a warlock may replace her (Craft: [Genesis])
and/or (Lore) ratings with (Essence-1), if she so desires. Provided the manse she is crafting has a manse
rating equal to or less than her (Essence), she may also use (Stamina) in place of (Intelligence). The
requirements to design a manse with Sentient, Living Manse, or any manse power that has Living
Manse as a prerequisite are waived; the Sea Who Marched Against the Flame need not teach her
children how to live or face the horrors of a cruel world.
The manse-child, as a living child of the waters of Kimbery, is explicitly is not designed for a single
demesne, and may be born into any demesne of a rating equal to the level of its manse-rating. The birth
will not occur, until the Infernal is within the grounds of such a demesne. Once that happens, labour is
induced, which is, as per Great Mother’s Wame, painless. However, the umbilical cord remains
attached to the manse-child, and lashes out as it passes from its “mother’s” body, plunging deep into the
ground, to attach itself to the essence flows of the demense.
The manse-child grows and matures with shocking speed; each day that passes counts as one man-year
on the manse. No other labour is required, and even things like Integrated Magitech Artillery can be
emulated with grotesque weapon systems of spines and toxic crystals. Killing the manse-child is as
hard as destroying any other partially completed manse. Once complete, its mother is automatically
attuned to it, and this attunement may not be broken as long as the manse remains; in addition, it counts
as one of her descendants for the purposes of Kimbery Charms. Its aesthetics are designed, in general
terms, in the design process, and must conform to both the aesthetics of Kimbery and the aesthetics of
the underlying demesne. Although they are living, and born of flesh, that does not prevent the secretion
of twisted silicate shells which resemble cyclopean geometries, and other such things. It may not cap
Fire, Solar, or Cytherea-aspected demesnes, unless the Exotic Aspect (Kimbery) power has been taken,
and in such cases, a mandatory 2-point Fragility Flaw must be taken (overriding the normal rules on the
incompatibility of those Flaws), for which no points are received, as the manse-child grows up sickly
and weak, trying to contain the agonising fire that burns at its Essence flows. Sentient manse-children
who suffer through this will likely suffer psychological problems and trauma, and may well be driven
insane. However, once the aspect of the underlying demesne has been converted, that Flaw is removed,
as the manse-child can strengthen its flesh-architecture properly without the toxic burning Essence
running through it.
At Essence 4 this Charm permanently upgrades, such that the manse-child grows at a rate of (mother's
Essence) man-years per day.
(Notes: This Charm lets you make manse-seeds, which you give birth to/impregnate a demense with,
which grow into a manse. For the Infernal on the go, who doesn't have time to build a manse, but who
does have time for a pregnancy.)
My Pretty Baby
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Pemanent
Prerequisite Charms: First Kimbery Excellency, Monstrous Manse-Mother Fountainhead
Kimbery feels terrible guilt for fostering her babies upon other teats. In her benevolence, she tries to
make it up to them, and showers her gifts upon them to make up for such tragic abandonment. This
Charm permanently upgrades all manses made via Monstrous Manse-Mother Fountainhead, with the
following features:
• All such manses count as having a Network Node, connecting to all other manses made by the
same Infernal, which does not count towards their total number of points. All the inlets of Kimbery are
the same ocean, after all. These Nodes may not communicate with any non-manse-children, however.
• All such manses are treated as if they are Beloved by the Infernal, unless this is overridden by
them becoming Reviled.
• The “Sentient” power in Chapter 2 of Oedenal’s Codex is treated as if it is italicised and is
favoured regardless of the aspect of the Demesne, allowing it to be taken by any manse for 4 Creation
Points.
• As long as the Infernal ingests an appropriate exotic component for the aspect of the manse to be
built and the nature of the manse-child, one extra Creation point is granted. For example, the sexual
fluids of a Sidereal would be perfect for a Sidereal-aspected manse. This is increased to two extra
Creation points as long as the manse is Kimbery or Vitriol aspected. These extra points may only be
spent on features favoured by that aspect, or on manse powers that have Living Manse as a
prerequisite. Traces appropriate to the source of the exotic component will be left in the manse,
especially if it has been given the Sentient quality; the eyes that wriggle in the walls, and the colour of
the fleshy walls might be all too familiar to the "father", for example.
At Essence 4, this power improves further. When creating the manse-child, as long as the Infernal
ingests or obtains an appropriate exotic component for the aspect of the manse, rather than receive the
aforementioned bonus they may instead cap a demense with a manse one dot higher rated than the
manse. For example, the Infernal could cap a 3-dot demesne with a 4-dot manse. The difficulty of all
design rolls and the required construction time would be that of a 3-dot manse, but the resultant
structure would be a 4-dot manse in all regards (producing a 4-dot hearthstone, having creation points
equivalent to a 4-dot manse [see The Books of Sorcery, vol. III—Oadenol’s Codex], and so forth).
Kimbery does not play fair with her children, and so the Infernal may still deliberately weaken her
designs to produce one-dot manses, if desired. If used to design a 5-dot manse, My Pretty Baby does
not raise it to N/A level, instead providing six additional creation points with which to design its
features, gives it the Sentient quality for free, and it makes the manse a potential geomantic channel to
sustain a N/A level manse elsewhere.
(Notes: Upgrades your Manse-babies, via the power of Kimbery, so they're worth more than just
casting Raising the Pussiant Sanctum. Quite a bit referenced from Design Beyond Limit, but this is a
specifically manse-focussed Charm, while that one is more general craft. Kimbery should build better
living manses than Solars.)

Geomancy-Suckling Little Darling


Cost: - ; Mins: Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Seared Fruits of Union, Monstrous Manse-Mother Fountainhead
The children of Kimbery need not content themselves with just the paltry fare of Creation. No, she has
taught them to always demand the best, and so they shall have it, like ticks upon the dragonlines of
Creation, warping the local geometry to feed their beautiful growth. With her corrosive waters, she
impregnates those things which come within her reach and catch her eye infusing them with her
progenitive Essence. This Charm permanently upgrades Monstrous Manse-Mother Fountainhead.
When the Infernal designs a Kimbery or Vitriol-aspected manse for a level 1 demesne, she need not
place it on a pre-existing demesne. Instead, using Seared Fruits of Union, the Infernal may impregnate
a suitable building, barren mountain, river, lake, bog, seaside, collection of limpid pools high in the
mountains, or otherwise geomantically auspicious place with the manse-child, which latches onto the
structure or feature with its umbilical cord.
Its growth is rather more convoluted and complicated than one of its siblings permitted a demesne to
grow on, however. First, it, as it fuses with the pre-existing geography, squamous tendrils sinking into
rock to burrow out a lair into the mountainside or tumourous coral growths enveloping a building. The
manse-child grows into a pseudo-manse, taking as long as it would if it were a level-1 manse produced
by Monstrous Manse-Mother Fountainhead, which produces no hearthstone and may not be used to
regenerate motes. Once this is done, the pseudo-manse has the Living Manse, Dangerous Traps, and
two points of Essence Vents powers, as the corrosive power of Kimbery arcs within it. These are paid
for by 2 points of Habitability and a 2-point Vulnerability; any naked flame (including a Fire Aspected
anima banner) bought into the undeveloped hearthstone chamber destroys the manse.
The pseudo-manse requires, above all, motes. It respires motes at a rate of 2m per hour, and each mote
counts as one man-day of labour towards building a level 1 manse, meaning that each day, 50 man-days
are contributed towards the manse. As a result, assuming uninterrupted Essence flow, the manse is built
in two years. In places which resonate with the manse-aspect, this rate is doubled. As it draws on the
surrounding area, the essence of Kimbery bleeds slowly into the area, affecting everything within a one
mile radius of the pseudo-manse as if were a Kimbery demense, mutating mortals as normal, and
warping the landscape. Rain falls often and pools, water keeps its chill in even the heat of summer, fish
and other water-dwellers grow big and vicious, and anything born within this area takes, as a
Desecration Effect, a Pox thematically appropriate for aquatic life. This even affects the dreams of the
locals; they dream of deep seas, squirming life, and the Infernal who mothered the manse-child, which
causes bad sleep. Mortals in the affected area lose one dice to rolls to recover Willpower, as a fear-
based Emotion effect. Once the pseudo-manse has “built” itself by feeding off Essence, it manifests as
the designed manse, with a Level 1 Demense underneath it. The effect on the landscape and area
ceases, although the landscape and its inhabitants will be scarred by their experiences.
However, if there is an uncapped Demesne within (Demesne’s Rating squared) miles of the pseudo-
manse, the manse-child will, in addition, draw the rich, concentrated Essence from the nearest
demesne, sending questing tendrils underground to suckle from it. The demesne generates no motes
while the pseudo-manse is draining it, but for each day that it drains it, it counts as 10 man-years
towards the manse, rather than 50 man-days. The draining tendrils have the statistics of Ichor Flux
Tendrils, and “grapple” the geomancy of the area, attacking anyone who attacks them. If destroyed,
they take a number of days equal to (the distance in miles +1) from the pseudo-manse to the demesne
to regenerate, and will attempt to drain again. Once the manse and demesne are complete, the rating of
any targeted demesne which has provided more than (demense-rating x 10) man years is permanently
reduced by 1 point. The pseudo-manse may not feed off Fire, Solar, or Cytherea-aspected demesnes.
As an as-yet-unknown, innate Heretical feature of this Charm, Green Sun Princes who have developed
and learned their own Excellency via Triumphant Howl of the Devil Tiger may also create manse-
children aspected towards themselves via this method, even if they have no other way to create
demesnes aspected towards themselves. The product of one’s loins know who their mother is, after all.
(Notes: Lets your manse-babies begin on places which aren't manses, forming a demesne by sucking all
the local Essence flows to them, and then growing into a manse. And, sure, they might taint the entire
area towards Kimbery, too, but that's just because they're so adorable.)

Potential-Drowning Depths Dweller


Cost: - ; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Geomancy-Suckling Little Darling
To Kimbery, the Wyld is but a transient thing, to be replaced by her artistic vision, and her children
shall bring it to completion. This Charm permanently improves Monstrous Manse-Mother
Fountainhead, allowing it to be used on a single waypoint in the Wyld. The Infernal may design any
Kimbery-aspected manse with a manse rating of (Essence/2) or less, following the normal rules for
manses designed using that Charm, and give birth to it in a Wyld Zone. The newborn manse-child
draws upon the changing energies of the Wyld, drowning it in the cold depths of Kimbery. In the
bordermaches, each day counts as 5 man-years towards completion, in the Middlemarches, each day
counts as 10 man years towards completion, and in the Deep Wyld and in Pure Chaos each day counts
as 20 man years towards completion. To be used in the Deep Wyld or Pure Chaos, the manse must be
designed with the "Traveling" Feature, as it will drift free on the tides of the Wyld; ones in the
bordermarches or middlemarches are sufficiently anchored to Creation to stay static.
However, such manse-children do not act like normal manses. They do not produce a hearthstone and
receive no bonus Creation points for that, instead flooding the entire waypoint with Kimberyian
Essence, reshaping it, as they lock it into shape. The entire waypoint is made part of Creation, for as
long as the manse-child remains in place; its death allows the Wyld to attempt to unmake the land
again. The manse-child expands over the entire waypoint, although there is a central body which will
appear as a normal manse, and so manse powers can be used over the entire area without needing to
purchase Zone of Influence. The Essence of Kimbery fills the entire place, making any child born or
made within it a Creature of Darkness, and count as one of the Infernal's descendents as a Desecration
Effect, and granting 6 mutation points to be spent on appropriately themed positive mutations, which
may be either set by the Infernal whenever they stand in the empty hearthstone chamber, or permitted
to vary based on the manse's aesthetics. Moreover, each day spent within such a place count as one
scene towards building an Intimacy of "Unconditional Love and Obedience" towards the Infernal who
gave birth to the manse-child.
The tendrils of the manse-child suffuse the land, making it like wet clay in the hands of its mother.
While standing in the vacant hearthstone chamber, the Infernal may reshape anywhere within the
waypoint as if they knew Wyld-Shaping Technique, treating the land as Middlemarches. All such
changes must be compatible with the aesthetics of Kimbery and her Excellency, and the Infernal may
only create (or modify) Land, People, or Wealth. In addition, it also calcifies any Unshaped Fair Folk
who enters it after a number of ticks equal to (11 - Infernal's Essence), rendering them down into
vitriolic sludge which screams eternally in drowning agony in an amusing similarity to Chalcanth (and
has some interesting, little-known properties in crafting).
(Notes: Because Kimbery has her own way for taking over the Wyld. And lol Fair Folk. You think you
matter.)

Unhallowed Dreaming World-Progeny


Cost: - ; Mins: Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Potential Drowning Depths Dweller, First Kimbery Excellency
Kimbery would have crafted Creation, had she been given the chance. From her loins would have
sprung all that is, and all would have known the generosity of the Great Mother. But she was not
chosen, and she has nursed the bitter agony as she heard the shinma-shaking acts of the Emerald
Mother and the Mother of Creation as they blazed solidity into the Wyld. If it had been her to do it...
well, things would not have gone as they did. Instead, she nurses her own children, and waits for her
freedom until she can let them loose into the Wyld, where they will spread out, each one a world unto
itself, and she can undo the injustice done to her by Cytherea once and for all.
This Charm enhances Kimbery-aspected manse-children made by its prerequisite. Once built, as long
as the original manse was rated level 2 or higher, they attempt to spread and grow, producing subsidiary
manses. If the manse has the Sentient feature, it can design its own subsidiary-manses with a rank no
greater than (own rating – 1); otherwise, the subsidiaries may only have manse powers which the
original has. Alternatively, the Infernal who originally produced the manse-child may design the
subsidiary manses for the manse-child, giving birth to them inside the empty hearthstone chamber,
where they are consumed and internalised by their sibling. These subsidiary-manses are subject to all
the constraints of manses made by Monstrous Manse-Mother Fountainhead and any applicable
upgrades, and may not have the Sentient feature; the original manse-child is the mind, and these
subsidiary-manses are its body. In addition, no subsidiary manse may exceed (rating – 1) of the manse
it comes from, even if designed by the Infernal.
Once a manse has been designed, the manse-child will attempt to colonise an adjoining waypoint,
extruding tentacles and flesh from its occupied waypoint. It produces a number of separate incursions
equal to its manse rating, and each incursion has the same statistics as the tentacles produced by Ichor
Flux Tendrils, using the Infernal’s Essence. If all the incursions are destroyed, the manse-child will
regrow them after one day; the only way to stop the attack is to destroy the manse-child. The
subsidiary-manse grows at the same rate as manses made by Potential Drowning Depths Dweller, and
retains progress even if all the intrusions are destroyed. Manse powers may be used in a (manse rating
x 10) yard radius around an intrusion, allowing the manse-child to defend its new acquisition. The
primary manse-child may create a number of subsidiary manse-children equal to its manse-rating, and
warps the geometry of the Wyld such that its subsidiary manses surround it, like some great and terrible
starfish... and that is what, indeed, it resembles, for the manse-child is now a single, massive behemoth-
organism occupying multiple waypoints.
Subsidiary-manses and the manse-child are assumed to have the Network Node power for free, and the
manse-child, if it is Sentient, may control any manse-features in the subsidiary-manses. Guardians and
Bound Servants may be moved between sub-manses freely; other powers may affect other “manses”
within the behemoth-organism at the discretion of the Storyteller. If the central manse-child is killed,
the subsidiary manses go into Power Failure instantly. Skilled treatment may save them as separate
manses, but the greater unity is lost.
This Charm may be repurchased at Essence 8. With this repurchase, the manse-child may create extra
subsidiary manses budding off from the subsidiary manses. Each subsidiary-manse may support a
number of subsidiary-manses equal to its (manse-rating – 1), down to level 1 manses, which may not
produce them. The design must still be carried out by the central manse-child, for they are extensions
of its body. This is recursive; for example, a level 3 manse-child may produce 3 level 2 subsidiary-
manses, each of which may produce 2 level-1 subsidiary-manses, for a total of one level 3 manses,
three level 2 manses, and six level 1 ones. The destruction of a subsidiary-manse sends the lesser
manses it has produced into Power Failure, but does not affect other manses in the organism (though
the manse-child will suffer pain comparable to a limb amputation). In addition, if the primary manse-
child took the “Inside Fate” power, the entire behemoth-organism disassociates from Creation. The Fate
it runs off is not the Fate of the Loom; it is the Mythos of Kimbery, created and generated by the manse
child; as a result, they are not inside Fate in a conventional sense, but instead enjoy a status akin to that
of people inside the Design of Autocthon. One automatic success is applied to all actions taken within
the occupied waypoints to which Kimbery’s Excellency could apply; a -1 external penalty is applied to
all actions which are not permitted by it. So will the world-children of Kimbery swim through endless
seas of chaos.

Rocking-Cradle Envelopment
Cost: - ; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Geomancy-Suckling Little Darling
In this fallen age, there is not the love and devotion, but generous Kimbery will still give her children
birthing-gifts even if their owners might prefer otherwise. This Charm upgrades Monstrous Manse-
Mother Fountainhead, adding a new capacity to it. If the Infernal has carried out a geomantic survey of
a manse which was not made by that Charm, she can design a parasitic manse-child which will take
over and supplant the previous manse.
Once the geomantic survey has occurred, the manse-child is designed as a normal manse-child built on
the target demesne would be, save that it begins with manse features equal to that of the initial manse.
Pre-existing manse features which the Infernal wishes to remove must be "un-designed" as if the
feature was being designed, save that the Infernal always counts as having sufficient skills to do so. The
manse designed in this way can benefit from other charms that enhance Monstrous Manse-Mother
Fountainhead, such as My Little Darling.
Once the manse-child has been designed, the Infernal must give birth within the manse, specifically
targeting one of the manse-powers, which the umbilical cord of the infant latches onto, subverting over
the course of five long ticks as a Shaping Effect. This is Obvious, as nacreous growths of marble and
coral fronds of human flesh integrate with the manse feature and warp wards and defences to its own
service, locking into it and controlling it. Sensible mothers target features of manses which can fight
back, such as a Guardian, for the Infernal counts as a pseudo-hearthstone bearer, and so can control
manse-features which are subverted. From this point in, the manse-child will attempt to grow and take
full control of the manse. The Infernal can pick targets for the manse-child to target; otherwise, it is
decided by the structure of the manse, as tendrils and creeping coral target sweep out to sink like roots
into the building.
Mechanically, once per man-week, the manse-child rolls the Infernal's (Stamina + Resistance +
Essence), at a Difficulty equal to the level of the manse. Successes count towards subverting a manse-
feature; once a number of successes equal to the rating of the manse feature are reached, the feature is
now under the control of the manse-child. Features not included in the manse-child are disassembled
and stored within it as raw materials; ones which need to be built can only be "subverted" once
sufficient Creation Points have been freed up to support them. Once all the manse features are
subverted, the manse-child may target the hearthstone chamber, which counts as a manse feature with a
rating equal to twice the manse rating. Successful subversion stabilises the manse child, which now
encompasses the entire manse, and forms a hearthstone as normal. N/A-rated Manses can have an
effective value from anywhere from 6 to 10, decided by the Storyteller. The encroaching manse-child
may be combated as if it was a manse. Destroying the features it controls removes its control, but also
damages the underlying manse feature. A geomantic survey, and the use of fire or Holy attacks allows it
to be combated without damaging the main manse. Features destroyed by the manse-child must be
rebuilt even if the manse-child is purged.
The bearer of the hearthstone does not lose attunement until the entire manse is subverted, although the
effective rating of the hearthstone is reduced by one level until that point. However, any features
controlled by the manse-child are beyond his control, which can be a problem when the Ultra Deadly
Trap turns out to flood the room with a tiny inlet of Kimbery. Moreover, they suffer nightmares, of
slick organic growth, of the bloated shadowy maternal form of the Infernal, and the cries of a child
(which are especially tortured if the manse if Fire, Solar or Cytherea aspected), suffering a -1 to all rolls
to regain Willpower upon waking as a Fear-based Emotion effect.
Many First Age manses were built with safety features against this kind of subversion, especially for
critical parts of the defence infrastructure of the Realm. Most only inflict a -2 external penalty to rolls
related to subversion, but some critical systems, such as the Imperial Manse, are immune to this... at
least, as long as enough of the geomantic grid that powers it remains intact enough to fuel the power-
hungry defence systems. Fire, Solar and Cytherea-aspected manses add a further -2 external penalty to
the subversion rolls, and require the manse design to take the constraints of Monstrous Manse-Mother
Fountainhead for those aspects into account. Manses who have a manse connected to them by a
Network Node subverted reduce the difficulty of subversion by 1, for one should expect the children of
Kimbery to aid themselves in their mother's service, should they not?

Rapturous Leech Rupture


Cost: 2m; Mins: Essence 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Great Mother’s Tears
The sacred essence of the Great Mother is much too potent for the endless parasites who would seek to
take advantage of her generosity. Their screams are some small penance. The Infernal invokes this
charm whenever her attack would kill a character. Vitriolic essence surges into the target, dissolving
and transmuting their mind, body and soul. They bloat and burst, spraying a pool of liquefied acidic
viscera over the area. This creates an environmental hazard with a radius of (target’s Essence x 2),
lethal piercing damage of (target’s Essence x 2), and trauma of (target’s Essence), which screams with
the voice of the deceased. Beloved characters are immune to this hazard, and cannot hear the moans.
Fire can be used to dissipate the hazard, which burns away with a thick purple smoke if a single health
level is done to it. It can also be drunk as if it was chalcanth, and provides (target’s Essence) doses,
though doing so inflicts a dose of the poison produced by Spiteful Sea Tincture to non-Beloved
characters.
If a spirit is killed by an attack supplemented by this Charm, the death is permanent. Infernals with
Essence 7+ can actually unravel the souls of beings with perfect reincarnation who normally resist
permanent destruction, such as Dragon Kings and Jadeborn. Only her siblings, whether living
Primordials and Yozis or dead Neverborn, are proof against the vengeance of Kimbery.
This Charm may be repurchased, so that this Charm’s effects may be applied to damaging Kimberyian
poisons when they are created for no surcharge. This only takes effect if the poison kills the target.

Toxic Love Indulgence


Cost: - (+3m); Mins: Essence 3; Type: Permanent
Keywords: Emotion, Compulsion
Duration: Permanent
Prerequisite Charms: Great Mother's Tears
Kimbery is all poisons, but there are ones more subtle and more far-reaching than the ones which can
be seen when one gazes into her depths. Whenever the Infernal would create a damaging poison with a
Kimbery Charm, she may instead create an addictive poison, which costs an extra 3 motes to make.
Against Beloved targets, it has the statistics of Alcohol. Against targets who are neither Beloved nor
Reviled, it has the following statistics; Damage: 2L/hour, Toxicity: 3, Tolerance: (Stamina)/Month,
Penalty: -2. Against reviled targets, it has the statistics of the basic poison lacquer. Each point of
damage inflicted by an addictive poison counts as a scene towards building an Intimacy of "Dependent
Love" towards the Infernal (if the target is Beloved or neutral; love so generated can be sexual, filial, or
both, for human morality means little to Kimbery), or "Repulsive Self-Loathing" if the target is
Reviled, and a second Intimacy of "Addiction" towards the Infernal. The character may spend 2wp
when they first take damage from the poison to resist this unnatural Emotion effect for the next day
regardless of the source; this does not render them immune to the damaging effects of the poison.
This feeling, whether of love or self-hate, is euphoric and addictive. A character who has either
Intimacy suffers an unnatural Compulsion duplicating a constant partially-controlled Overindulgence
Limit Break, although it is confined to the context of the Intimacy, rather than all vices. Dependent
Love towards the Infernal will addict them towards pleasing and being enabled by the Infernal,
Repulsive Self-Loathing will lead them to indulge and revel in self-destructive behaviour, and
Addiction will lead them towards getting more doses of the addictive poison. Victims can pay one
Willpower to suppress this addictive behaviour for one day. Victims with Limit tracks can choose to
gain one Limit instead of paying Willpower to ignore the addiction for a day, and if an Exalt should
show madness... well, one must be mad to keep away from the addictive love of the Great Mother, and
this is only further proof.
If the character knows Milk of Primordial Kindness, that Charm is enhanced. An addictive poison
given by this Charm may be added to the nutrient broth provided by that Charm for no additional cost.

Great Mother's Blessed Waters


Cost: 15m, 1lhl; Mins: Essence 2; Type: Simple (One fifteen minute dramatic action)
Keywords: Combo-OK, Obvious, Desecration, Sorcerous
Duration: Indefinite
Prerequisite Charms: Tidal Renewal Discipline
Though Gaia may have included some water in her nature and been praised for her beauty, the cold
depths of the Demon Sea drowned the raksha by the trillions from the very first days. Yes, Kimbery has
first claim upon the depths and rivers alike, and she will not let them go. This Charm allows a warlock
to taint water, twisting anything which relies upon it. The Infernal sheds his blood into a body of water,
singing hymns to his own generosity. This is a fifteen minute dramatic action, and affects all bodies of
water, including groundwater, within a radius of (Stamina x 100) yards around the Infernal.
Over the course of an hour, the affected waters turn bitter and cold, seeping out to create marshy bogs
and ruining fields within a hundred yards of an affected body of water. If it is used on land, a body of
water (Stamina) yards across will form from the marshes over the course of a month. The weather
shifts, such that it rains frequently, even in the Deep South, and a residue of brightly coloured salts can
be seen left on things affected by the tainted waters. Land affected by this Charm are reclaimed from
the Wyld, chaos drowned by the beauty of Kimbery. Moreover, the very existence of such a tainted area
counts as a loophole to allow any Kimberyian demon out of hell every new moon. An area affected by
this Charm always counts as a suitable body of water for the purposes of the Sea keyword, but does not
count for the Kimberyian Imperfection unless it would normally qualify.
The waters of the Great Mother twist with consummate artistry those who consume them. Any living
being which gains the majority of their water in a given week from a tainted source rolls their
(Stamina); failure means they gain a single Cosmetic mutation with an aquatic theme. Non-sapient
creatures who get the majority of their food from mutated sources halve their Stamina for the purposes
of this roll. Failures in later weeks mean they gain a 1-point mutation, up to a limit of (Infernal's
Essence). Characters with at least one mutation from Kimberyian sources perceive the waters to be
sweet and wholesome. Once water has been away from a tainted source for five days, or has been
diluted down to being one-fifth tainted by volume, it no longer counts as coming from such a source.
Once the majority of living beings in an area have such a mutation, the waters wash outwards. Over the
course of a day, the land in the affected area crumbles and erodes, gives way to water, gushing from
seemingly nowhere. The original (Stamina x 100) yards are flooded, while any body of water within
one hundred yards of this point is tainted in the same manner. This process can continue indefinitely,
drowning mountains and deserts, though when the central body of water has a radius of five miles or
greater it becomes a persistent Blasphemy. The use of countermagic on an affected area does not undo
the physical changes to the area; only prolonged geomantic effort will be able to drain the flooding and
shift the weather patterns.
At Essence 4+ and with the prerequisite of Spiteful Sea Tincture, this Charm may be repurchased.
Reviled characters who drink from an affected body of water or consume a mutated creature suffer
from a dose of Poison Lacquer. Thus does Kimbery deny her gifts to those who displease her.

HERESY
To Sup With Dead Titans
Cost: - Mins: Essence 5 Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Crippled Imperator Shintai, Ultimate Darkness Internalisation
The Ebon Dragon is fascinated with the doomed and dying, but even his transgressions know limits, for
he has never truly known death himself, for all his dabbling. Malfeas is not so fortunate, and all the
authority of the Holy Tyrant could not save Ruvelia nor his followers from the Exalted. Still, from this
toxic brew of transgression and the taste of death, the Green Sun Princes may forge a terrible taste of
death and the dead that they may savour, going beyond even what the Shadow of All Things can do.
This Charm permanently alters the effects of Crippled Imperator Shintai. When that Charm is activated
and the Infernal is a Creature of Death due to the effects of Ultimate Darkness Internalisation, the
character is rendered Inactive for the duration of the Charm, in addition to the normal effects of the
Shintai. Sealed in themselves, the character is immersed in the dreams of the Neverborn, gaining the
effects of Whispers 5 for the duration of the Shintai. Only the conviction that this is not, and cannot be,
real protects the Heretic from the mind-blasting horror of the Neverborn, whose attention is drawn to
the new Titan who has joined them in their eternal restless sleep, and they are the most real thing that
the Crippled Imperator has ever known; real enough that one could almost dream that they have
independent existence. Nevertheless, for all their evident unreality, fell secrets may be gained in this
time, for the Heretic may interact with the Neverborn as if they were a dream, using the normal social
mechanics. Who knows what things could be learned or said during such conversation? The effects of
all mental influence, if any, imposed on the Heretic during the duration of the Shintai are nullified
when the charm ends, but the trauma of the experience costs them all their Willpower points when the
Charm ends, and inflicts a point of aggravated damage on them for each mental influence removed this
way.
Most oddly, for the duration of the Charm, the character is effectively kin to the Neverborn, and their
own dreams and their nightmares of an unreal world will seep out into the Whispers; the Heretic
reflexively rolls Willpower + Essence, at a difficulty of the number of health levels they have left upon
activating the Charm. Each success causes one concept or order based on the character's Intimacies,
Motivation or Urge to enter the Whispers of the Neverborn. This is not optional, and is not a conscious
choice of the character; the player and ST should work together to decide what seeps from their mind
into the dreams of the dead primordials. The long term effects of such "mental static" on those who can
hear the Whispers of the Neverborn and their coordination is unclear.
Paradoxical Death Acceptance
Cost: - ; Mins: Heresy 0, Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Laughing Joker Fission, Ultimate Darkness Internalisation
Ah, such is the madness of the Green Sun Princes that even the lunacy of Adorjan or the depravity of
the Ebon Dragon will not be enough for them! They were born mortal, and so are far closer to death
than even the Shadow of all Things, yet their blessed and cursed impermanence means they lack the
absolute terror of the Primordials to the inconceivability of their own demise. They have the potential
to walk dark paths, indeed.
But to invent a Charm so that you can create ghosts that think they're you? That's kind of... mean.
This Charm permanently alters the function of Laughing Joker Fission. While the Heretic is a Creature
of Death due to the effects of Ultimate Darkness Internalisation, compare the damage done to the
remaining health levels the Infernal has. If it would not have killed them, the perfect soak works, the
blow cutting through the character in dark wisps, which then re-coalesce into the character. If it would
have been enough to kill them, use of Laughing Joker Fission does not create a Splintered Gale Shintai-
like duplicate. Instead, a dark wind, crimson and stinking blows through the area and, if the character is
in Creation, though the underworld, draining ambient essence and perverting it. From this, a ghost
forms; the ghost, in fact, that the character would have been produced, had the character been killed by
the blow. They believe they are the Heretic, and have all their memories and the appropriate fetters.
From their point of view, the perfect defence failed to activate, and they died. Unlike normal Splintered
Gale Shintai clones, the ghost is no-longer dependent on the Infernal for her existence, for Oblivion has
consumed that tie; by the same argument, the ghost is not bound to the service of the Infernal. It is an
independent ghost, that is to all inspection and belief the deceased hun soul of the Infernal, even if it
was crafted from necrotic Essence infused into the pseudo soul of Adorjan's gales.
If the Infernal knows (Yozi) Eternal Essence, ghosts created via this method will begin their half-
existence with 1 dot of Whispers. The Whispers are not attuned to the Neverborn, nor to Oblivion.
Instead, they are linked to the Infernal, and so only provide the benefit when the character is under the
effects of Ultimate Darkness Internalisation or otherwise a Creature of Death. If the character uses To
Sup With Dead Titans, all such ghosts automatically have their Whispers rating increased by one each
time the Charm is activated.

Embodied Kata Birth


Cost: - ; Mins: Heresy 0, Essence 6; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Hurricane Spawns Gales, Two Completed Celestial Martial Arts
Once there was a maiden,
Who was a prince of a city of brass and green fire.
He was an Infernal Monster, a Black Claw,
A Fire Dragon, a Crane, and a Solar Hero.
And yet he was none of them, because he was more than that.
So he gave birth to five children, so they could be what he was not.
“They are pure because I am not,” he said
This Charm permanently enhances the capacities of Hurricane Spawns Gales, by expanding the range
of themes that behemoths created via the Charm may use, to include any Martial Arts Form-Type
Charm that the Green Sun Prince knows, whether Terrestrial or Celestial in level. One may create a
behemoth themed around Crane Style or Five Dragon Style just as one may create one themed around
Scarlet Rapture Shintai. These behemoths embody the Style, and are born knowing all the Charms in
the Style that their parent knows, up to the limit of their Essence, as native Panoply Charms. If they
lack any within the limits imposed by their Essence, they can study the remainder, and any learned this
way will be added to their Panoply Charms. Behemoths created via this Charm have their Essence
limited to the highest Essence of the Charms in the style. In their embodiment of a single style, they
cannot learn any other Martial Arts, and any other powers they have should be strictly limited by their
theme.
In addition, if the Green Sun Prince makes another character the behemoth’s father, they may also use
any Terrestrial or Celestial Martial Arts Form-Type Charms that the parent knows. If a Sidereal is the
child’s father, an even more terrifying option opens itself. The range of Form-Type Charms is expanded
to include any Sidereal Martial Arts the ‘father’ knows, although it is some small mercy that the
Essence cap that such a child has makes mastering their embodiment of many Styles impossible. No
such child has shed their skin yet, to become an inhuman behemoth embodiment of a Sidereal Martial
Art, which is probably for the best.
Rumours that the Green Sun Prince who wrote the Sutra of the Maiden Who Was A Master was in love
with Anys Syn, and did it to woo her, are surely baseless.

Scion Genesis Pantheon


Cost: - ; Mins: Heresy 0, Essence 8; Type: Permanent
Keywords: Obvious, Heretical, Blasphemy
Duration: Permanent
Prerequisite Charms: Hurricane Spawns Gales, The Path of a Thousand Whispers
Primordials did not make themselves to reproduce. They are perfect declarations of their legend, eternal
constants of the cosmos. But the essence prayer batteries they called “humanity” were made for such a
purpose, and though some of these humans may have birthed their own legend, those drives still hold
true. In the First Age, the Solars grew used to watching their children grow old and die in a blink of an
eye. Memories of that will spur the Green Sun Princes to avoid such tragedy.
This Charm permanently enhances The Path of a Thousand Whispers. Instead of creating a cocoon, the
Exalt may instead imbue a child they are pregnant with, in the anima-womb granted by Red and White
Ribbons, with the insensate Essence of a Third Circle Demon. The character may carry out no other
pregnancies within the anima-womb at the same time, and any child gestating within their conventional
one, if they have female generative organs, will be born as a Demon-Blood of the Third Circle Demon,
as their own generative Essence bleeds through.
The character’s anima banner flares totemic for the duration of the pregnancy, and remains that way.
Within the anima, the developing Third Circle baby can be seen, etched in light and ribbons. As it gets
more mature, it squirms and kicks. Otherwise, it gestates for just as long as a soul produced normally
using The Path of a Thousand Whispers. The Blasphemy effect of this Charm resolves when the Third
Circle child is born. The melody of snapping threads of the Loom of Fate and the shrieks of the Pattern
Spiders are the first nursery rhyme the child hears.
However, when born, the Third Circle Demon will not immediately spawn Second Circle Souls. As
with the behemoth children born from Hurricane Spawns Gales, these Third Circle Demons are
mentally babies, and will develop as a child would. Despite the loss in immediate power, this comes
with its own advantages. Just as the Green Sun Princes are complete in themselves, not requiring a
fetich, so are souls born this way perfectly formed individuals, who do not require other souls to be
able to support the full range of their intellects. Should the parent so wish, they can choose not to instil
the permanent Intimacy of loyalty. Otherwise, they are mechanically the same as demons produced
with The Path of a Thousand Whispers; even if they are the children of the new Titans, they are also
Demons of the Third Circle, immortal souls of a cosmic principle.
However, such power cannot be suppressed forever. The first seven children the Third Circle conceives,
whether within itself or sires upon others, will be its Second Circle Demons; should one die
permanently, the next child conceived will fill the absence. These Second Circle Demons are notable in
that they breed true; anything they mate with will produce a First Circle demon of their choice, rather
than a Demon-Blood, and these First Circle Demons have the potential to be a fertile species, capable
of reproducing with each other. So will the pantheon-families of the new titans reign.
This Charm counts demons made via this method against the cap permitted by The Path of a Thousand
Whispers, and furthermore adds an extra +1 to the limit, increasing the limit to (Willpower +
Compassion + 1) Third Circle Souls.

Child-Of-My-Child Dominion
Cost: — ; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Wayward Divinity Oversight x2, One of Crowned By Fury or Will-Crushing
Force, Sorcerous Enlightenment of (Yozi), Slave-Spawn Summons, (See Below for more details)
In the early times, the Primordials crafted the gods, and so, in their turn, the gods crafted the
elementals. They were not made with the same restrictions as the petty divinities, and for that reason,
the Great Elementals were destroyed at the start of the Primordial War. They have always been beyond
the reach of Primordials, for all that Cecelyne may be able to sense them, Malfeas bellow out his
orders, or the Whispering Flame crush their minds. But now, with the Green Sun Princes, they can
reach beyond the Primordials, and pull on the seeds left within the elementals of Creation by the
destruction of their forebears, to bring the laws of Cecelyne slamming down on them. And in time, it
will be seen that the fear of Autocthon and their Primordial parentage left their own vulnerabilities in
their kin in Autocthonia. This Charm permanently enhances the capacities of the spell, Slave-Spawn
Summons, allowing it to summon Elementals as if they were Demons of the First Circle. The
kindnesses of the methods of the Exalted of Creation are not present in this; the Elemental is yanked
through elsewhere much as a demon would be, although they will not take five days unless the Infernal
is using the spell from within Malfeas. Use of this Charm-modified spell on an elemental holding an
office in the Celestial Bureaucracy is a Blasphemy effect of a level equal to the Essence of its target. An
Infernal may not summon an Elemental whose Essence is more than two points greater than her own
with this Charm.While bound under the effects of this Charm, an elemental may be banished with
Emerald Circle Banishment, which breaks the binding and disperses them into the dragon lines of
Creation, reforming five days later in the place they were summoned from originally.
To summon an elemental of an appropriate elemental Aspect, one of the listed Charms by each element
must be known. Storytellers are encouraged to allow any other thematically appropriate Yozi Charms to
be used. As a note, if the Gaia or Autocthon Charmsets were to be opened to the Green Sun Princes, the
Excellency of the respective Primordial could always be used to access the appropriate type of
Elemental. Autocthonian Elementals may not be summoned unless the Seal of Eight Divinities has
been lowered.
Fire: Green Sun Nimbus Flare, Crystal-Fire Barrier Technique
Water: Mother Sea Mastery
Earth: Transcendent Desert Creature
Air: Sacred Kamila's Inhalation
Wood: By Rage Recast, Locust Mana Plague
Metal: Viridian Legend Exoskeleton
Oil: Spiteful Sea Tincture
Lightning: Cold Fire Desolation Brand, Racing Vitaris
Steam: Pellegrina's Fury, Bloodless Murk Evasion
Crystal: Crystal-Fire Barrier Technique
Smoke: Witness to Darkness
The Elemental is, for the duration of the summoning, warped by the aesthetics of the Yozi Charm; a
Fire Elemental may burn green, while an Earth Elemental will gleam with silver sand. This renders
them a Creature of Darkness and Native of Malfeas as a Desecration effect, and allows the Infernal to
apply (Essence) points of thematically appropriate mutations to them, which may be offset as normal
by negative Mutations. No more than (Target's Essence) points of negative mutations may be given.
These effects are permanent, even when the summoning ends.

SORCERY
Terrestrial Circle
The Kiss of Mela
Cost: 10m
Target: Caster
The sorcerer exhales into cupped hands until her lungs empty, forcing her Essence into the breath. As
she does this, (Essence) actinic dots, which invalidate Stealth like a 4-7m level anima banner appear
along the forearm of her dominant hand, wreathing her in a corona of sparks. Each dot can be
reflexively converted into a javelin made of brilliant blue-white lightning. These javelins have the same
stats as a mundane javelin, except they add +(sorcerer's Essence) to Accuracy, inflict +(5+Occult)L
damage, and, on impact, inflict their base damage on every other target within 5 yards of them in a
thundercrack of arcing electricity as an attack with the same number of successes as the original attack,
which ignores cover penalties. Damage inflicted by The Kiss of Mela, whether from the original impact
or the blast, cannot be blocked by non-magical metal weapons, and cannot be soaked by armour
composed mostly or entirely of non-magical metal. This spell may not be recast until all the javelins
created by a previous casting are used up.
When cast with the Malfean Initiation as Searing Hate-Strike, the base damage from these irradiating
bursts of Yozi Essence, which leave behind flash-dried corpses, receives the damage bonus of the
initiation.

That Which Rises Must Fall


Cost: 15m
Target: Area (40 yards by 40 yards, centred on target location with 250 yards of the sorcerer)
With care, the sorcerer traces the Mudra of Attraction in the air. However, just before she finishes, she
corrupts the symbolism, inverting it, and causing the little gods of Creation to violently repel that which
she gestures at. Everything within the target (down to the top layer of soil) area rises, as if falling
upwards, to a height of twice the sorcerer's (Essence + Occult) yards, wreathed in trails of blue and
white ribbons. They remain there for five ticks, unable to move, though they may twist in mid-air or
block things, allowing them to retain their DVs. They may be moved horizontally by the sorcerer,
during this time, as a Reflexive Move action, using the sorcerer's own Move speed. At the end of those
five ticks, they plummet back down, taking normal falling damage. Heroic characters can avoid being
affected by this spell if they succeed on a (Wits + Athletics) roll, under the same rules and conditions as
the normal rules for Falling (Exalted, p126). Characters with a solid roof over them impact on it, taking
fall damage then, and also fall.
If the Malfean Initiation is in use, the normal damage bonus granted by the Initiation applies to the
falling damage from this Charm, the world warping so they fall faster than they should. After all, the
King of the Yozi reasons, why should his foes be permitted to fall, when they can be thrown instead.

Static Preservation Area


Cost: 20m
Target: Area (15 yard radius around the caster, or ritual area)
The fights of the Exalted cause so much damage to the surrounding area that it was inevitable that
attempts would be made to minimise it. Combining the Mudra of Earth with the Mudra of Hierarchy,
the sorcerer infuses all things with solidity and rigidity in a sphere around them. For the rest of the
scene, no inanimate object within the area may be damaged unless that was the specific function of the
attack. A blow which misses will bounce off a teacup; a barrage of arrows may be stopped by a paper
wall, thus saving the life of the person hiding behind it. This may be bypassed by stunting; for example,
a character who declares that they will stab the person behind them through the wall will be able to do
so, but the value of the cover provided by objects is increased by one. This does not provide cover
where none is to be found. The increased resilience adds the caster's Essence to the Lethal and Bashing
soak of all inanimate objects within the area, and gives them a Hardness equal to the caster's temporary
Willpower (which means the value changes as the character gains and spends Willpower). This spell
especially sees use by Dragonblooded, because it can render breakable environments proof against their
anima flux; something beloved of Fire Aspects in a paper mill that they own.
Alternatively, the character can choose to cast it over a single structure. Every window and entryway
must be traced with a paste composed of ground quartz, rosemary and mercury, which costs Resources
3 to make. This extends the effect to a month, or, if the spell is cast during Calibration, a year. Once this
has been cast once, it only costs the equivalent of Resources 2 to renew. Despite the convenience, many
are wary of living in a dwelling warded like this; things don't quite act like they should, and to trip and
fall into a paper wall, only to find it as hard as rock to an accident, is an unpleasant experience.
If cast using the Sorcerous Initiation of She Who Lives In Her Name, the caster may choose to make
every inanimate object within range not currently being used by a character appear to be made of solid,
clear crystal, weaving her version of hierarchy into the fabric of things. This makes objects nearby as
transparent as glass, invalidating their use for concealment by any individual.

Water Dragon's Arrow Cascade


Cost: 15m
Target: Conjured automaton
Just as the Elemental Dragon of Water does not rest solely in the oceans, so too may a sorcerer let
deadly water fall upon his foe. This spell requires that the sorcerer have a bow in hand, and, while
holding it, make the Sign of Liquidity Dismissed, the mudra made by the small gods who regulate
evaporation. Once this is done, they draw an arrow, which glows a midnight blue, and fire it into the
sky. Rather than rise forever, however, it lodges in the air 20 yards above the ground, and disintegrates,
forming a vaguely feminine, vaguely cephalopodian figure in the sky made of rainwater and blue light.
Rainbow bows in her many tentacle-like hands, she salutes the sorcerer once, then begins to pour
arrows made of rain down on the sorcerer's foes.
The Arrow Cascade Maiden understands complex instructions, and has an infinite supply of her rain
arrows for her rainbow bows. The dark blue light she emits invalidates her Stealth like a 8-10 mote
anima banner, unless it is raining, whereupon the light is quenched. She, as an innate property, applies
her Archery-based attacks against five separate targets (or one Mass Combat Unit five times), rolling
only once and comparing that to their DVs, but may not flurry them with any other action, for this takes
her full concentration. Her arrows of rain have the stats of Broadhead arrows, and her rainbow bows
are statted as composite bows (included in her stat-line below). She can fly, as if she had the Wings
Abomination, and if engaged up close, will attempt to grapple her foe with her tendril-like arms. The
Arrow Cascade Maiden disintegrates if she comes within two yards of the ground, the Essence of Earth
absorbing her. Otherwise, the spell ends after 7 hours.
This spell can only be countered during casting. Once the maiden appears, only killing her gets rid of
her. When the duration of the spell ends, or the maiden is killed, she disintegrates in a heavy, but brief
rainstorm with a 100 yard radius, which lasts one long tick, causing appropriate environmental
penalties. In times of drought, sorcerers who know this spell have been known to summon Arrow
Cascade Maidens just for this purpose.
The adepts of Kimbery would disagree that this spell has its roots in Immaculate Teachings, though;
this act of sorcery has older, and darker origins. To them, it is known as Loving Mother's Skysent Gifts.
This variant of the spell can only make three attacks per action, but the rain-arrows are vitriolic and
burning. Any targets which suffer damage from the attacks are affected by a Poison with the stats of
Arrow-Frog Venom.
Arrow Cascade Maiden
Motivation: To puncture the hearts of her sorcerer's foes with her arrows
Attributes: Strength 4, Dexterity 4, Stamina 2, Charisma 3, Manipulation 1, Appearance 3, Perception
5, Intelligence 2, Wits 4
Virtues: Automaton: Never fails Valour checks, never makes others
Abilities: Athletics 3, Awareness 4, Dodge 4, Archery 5 (Rainbow bows +1, Against People With
Unarmoured Torsos +2), Presence 4 (Striking Fear Into The Hearts Of Her Summoner's Foes +1),
Martial Arts 1 (Clinching +3), Stealth 0 (In The Rain +3), War 3 (Against Those Who Cannot Strike
Back Against Her +2)
Join Battle: 7
Attacks:
Rainbow Bow Cascade: Speed 6, Accuracy 10, Damage +6L, Rate 1, Range 300 yards, Tags B
Clinch: Speed 6, Accuracy 8, Damage +0B, Defence -, Rate 1, Tags C, N, P
Soak: 5L/5B (Rain-nature 4L/2B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 4 Willpower: 10 (0 against sorcerer)
Essence: 1
Other Notes: Unless given orders to the contrary, an Arrow Cascade Maiden will always aim to get the
maximum possible benefit, and will preferentially target anyone who wears armour which does not
cover the chest properly or who lacks armour there entirely, the better that her arrows seek out the
hearts of her master's foes. In a rainstorm, she will attempt to reestablish surprise, and conceal where
her arrows are coming from among the rain.

Celestial Circle
Butterflies to Chrysalides Bombardment
Cost: 35m
Target: Area (250 yard radius, centred on target point within 1 mile of sorcerer)
A Silurian innovation, this spell uses the motonic principles of Death of Obsidian Butterflies, but
expands them up to the Sapphire Circle. As the sorcerer shapes the spell, a collection of butterflies,
some in obsidian, others cast in a faintly fluorescent greenish-yellow glass begin to spiral the caster,
their flight spelling out the Word of Complexity, which represents sudden change in faraway places
from small alterations.
When the character releases the spell, they roll their Perception + Occult, adding their Essence in
automatic successes. On the completion of the spell, the butterflies arc up into the air, coming down a
tick later on the target location as a great swirling cyclone of enormous glass butterflies, each butterfly
anywhere from a foot to a yard across. Everything within 250 yards of that target is subject to the
attack. The attack descends from above, so any cover must be at least an inch of stone overhead to
protect; the butterflies are quite capable of cutting through the roofs – and upper floors – of most
Second Age structures to shatter on the inhabitants within.
Characters defend against Butterflies to Chrysalides Bombardment as if it was a hand-to-hand attack,
and each attack is independent, so magic which protects only one person will not protect others
subjected to the same attack. Treat the butterflies as rolling a number of attack successes equal to what
the sorcerer’s player rolled, -1 for each two dice of penalties that circumstances impose. In cases of
thick fog or a heavy low cloud level, characters may have to reflexively roll (Perception + Awareness),
Difficulty 1, to avoid it being a surprise attack. The attack inflicts 12L, plus any extra successes on the
attack roll as per usual.
However, this spell does not merely litter the ground with broken glass (though it does so, much like
Death of Obsidian Butterflies). The butterflies, in their brief flight, release small lumps of igneous rock,
around the size of a man’s fingernail, which litter the ground within the affected area. Compared to the
brightness of the glass, they are dull and mundane. However, moving or Dashing across the affected
area, for the next lunar month, risks life and limb. Each tick where the character moves or Dashes
requires a (Perception + Awareness) roll, at a difficulty of half the sorcerer’s Essence, and the roll may
only be made if the character is aware of the danger. Failure means that a character’s shadow has fallen
on one of the chrysalides. From it, grows a spear-like bush made of fused butterflies made of black and
green glass, directly pointed at the obstruction to the light, which then blossoms in a newly formed
canopy at head height. This is modelled as a hand-to-hand attack against everything within 3 yards,
which counts as having rolled the same number of successes as the original attack, and which inflicts
+6L damage. The spear-bush created are living creatures, but will wither and die, turning brittle, if not
fed on blood. The Imperial Legions have strict policies for what is to be done if it is found that a legion
has wandered in such a formation, often including the use of Earth Aspects to turn over the soil, safely
defusing the unhatched chrysalides. Sapphire Circle Countermagic safely defuses all the chrysalides in
the area; Emerald Circle Countermagic can disarm all the ones in an area equal to that produced by a
casting of Death of Obsidian Butterflies, allowing a formation to be moved through a so-covered area.
Once the lunar month has passed, the unhatched chrysalides turn inert, but any spear-bushes that have
grown remain.

The Word of Blood-to-Elements


Cost: 30m
Target: Area (50 yard radius) centred within 200 yards
There are many things carried within the blood. And one of those is the characteristic motonic traces of
the Elemental Poles, those subtle influences that would allow a wise man to pinpoint their place of
birth. The sorcerer barks the word of location, but twists it, so that those traces within their blood
become the element. Those affected have their blood transmuted into whatever element the nearest
Elemental Pole to their birthplace was. Those born on the Blessed Isle find granite shards filling their
veins, while those from the East have thorns tear them from within, flowers bursting forth from
wounds. Westerners turn ghost pale as seawater replaces blood, Northerners crackle with the cold fire
of lightning, and those from the South ignite. If used on Autocthonians, all but a few polar mutants will
end up with molten metal in place of their vital fluids. The less said about the poor unfortunates born in
Malfeas or the Underworld, the better. The sorcerer must know Old Realm to be able to cast this spell.
This spell affects ghosts as if they were the person they were before death, but all damage against them
is halved, for their necrotic plasm carries the traces poorly. Wildlife and vegetation is affected normally.
Fair Folk are affected based on the nearest Elemental Pole to where they took on Shape. Mountain Folk
are always affected as if by Earth. Dragonbloods are always affected by their own Aspect's element,
and halve the damage before soak as their own connection to their element bolsters them. It cannot
affect necrotech and other unliving things that were manufactured, rather than born.
When the caster speaks the word, the sorcerer rolls (Perception + Linguistics), adding a number of
automatic successes equal to her permanent Essence. Everyone within the attack area, a 50-yard radius
centred within 200 yards of the sorcerer, is subject to attack, as the Old Realm character flares on the
ground below them, burning itself into the terrain and trying to ensnare them with tendrils of
transmutive Essence. Characters defend against the grasping tendrils as if it were a hand to hand attack.
Each attack is independent, so magic and penalties which reduce the attack do not help others defend.
Treat the streams of Essence as rolling a number of attack successes equal to those which the sorcerer
rolled, minus one for each -2 dice of penalties that circumstances impose.
This spell does base damage of 15 dice of lethal damage plus any extra successes in raw damage, as a
Shaping effect, which may not be soaked by armour. Targets killed by this spell are consumed by their
birth-element; those born near the Pole of Earth leave statues frozen in agonised postures, while those
near the Pole of Fire merely burn like a bonfire for the rest of the scene. Individuals who are not killed
have their blood transform back, but suffer agonising deaths over the next day or so, unless they can
heal as Exalts, or receive supernatural magical treatment capable of healing the rapidly-lethal Crippling
effect to their internal Essence flows.
When Malfeas casts this spell, as Theion-To Exclamation, he rejects the elements of Traitor Gaia, and
brings his own masterpiece into the world. The spell always transmutes targets to vitriol, regardless of
which pole they were born near, bringing painful demise in hissing green acid. Theion-To Exclamation
may be learned as a separate spell by individuals who do not know the Malfean Initiation, and sees
notable use by those who do not mind the adverse affects of vitriol on the environment as it bypasses
the elemental protection of the Dragonblooded.

Narrative Shredding Bolt


Cost: 35m
Target: Self
Breathing in deeply, the sorcerer exhales a seven syllable name that is not one of the impossible names
of Oramus into his cupped hands, charging it with Essence. Five days in the past, the Dragon Beyond
the World did not hear the name that is not his, but there is just enough sympathetic resonance for a
trickle of blood from his broken wings to escape, hissing and drying as it crosses the barren wastes of
Cecelyne, to emerge in the hands of the sorcerer as the Narrative Shredding Bolt, a slender barb of
notched impossibility. To use the arrow, it may be fired from any bow, or alternatively thrown, by the
sorcerer and must be used within the scene. No more than one such arrow may exist at any one time per
sorcerer. It acts like a conventional frog crotch arrow, except it adds (Essence) to the raw damage of the
attack.
However, that is not by any means the true power of the arrow. As soon as the arrow comes to a stop,
whether by being parried, dodged, or hitting its target, it releases the impossibilities contained within as
a thunderous detonation of narrative-shredding chaos. Everything within (300 + {Target's Essence x
100, if it hit and injured}) yards, including terrain and inanimate objects suffers a hand-to-hand attack
of flying fragments of impossible blood, which rolls a number of successes equal to that of the Archery
or Thrown attack used by the sorcerer. The attack is resolved separately against each target, so powers
which protect one person will not affect others in the blast area. If the original target was injured by the
original attack, it is undodgable, unblockable, and unsoakable against that target. Against creatures of
static reality (Creation-born, inhabitants of Malfeas or the Underworld, and individuals on the Design
of Autocthon), it does base damage of 2B, and conveys to injured targets a single Oramus-themed Pox
as a Desecration effect. Against Creatures of the Wyld, on the other hand, it is far more dire, tearing
their inner narrative apart like rice paper, as the meaningless of a story in a universe where anything is
possible is revealed. The burst does a base damage of 16 levels - not dice - of Aggravated damage, and
reduces any Attributes they had rated at 6 or higher to 1 as a Crippling Effect, until they heal all the
damage inflicted by the Arrow and recover their grasp on their own narrative. All fantasies in the area
are torn asunder as a Shaping Effect. This attack perforates Creation with impossibilities too; for the
remainder of the scene, it counts as being Calibration in the area within the blast area, as the Loom
resets to cover the area. This is a Blasphemy Effect and for the next five Calibrations, the affected area
is contaminated with Yozi Essence. Not surprisingly, in the First Age, use of this spell was usually
restricted to Wyld pockets and on safaris.

Adamant Circle
Dragon Breaks Reality
Cost: 77m
Target: Area
Even the Incarna and the Exalted could not confine Oramus, the Dragon Beyond the World, fully.
Despite his broken wings, his dreams and thrashing still influence wyld pockets within Creation, and
give dreams and nightmares to savants, driving them mad with profound impossibilities. But the acts of
sorcerers of the Adamant Circle go beyond mere dreams and whispers, to tear some of the pain that the
eldest of the Primordial feels from his broken wings to channel it into productive use. Before this spell
can be cast, the sorcerer must, in a seven hour ritual, carve the fractal seven-winged sigil - which was
preferred way of the pre-human Aluan to refer to the Primordial - into their chest, an icon of such
complexity that their torso appears near flayed. This inflicts 4 aggravated health levels of damage,
which may not be healed without shattering the spell, as per Adamant Countermagic, and requires
seven successes on a (lower of Dexterity + Stamina) and (lower of Craft: Air and Occult) roll, made at
the end of the ritual to successfully inscribe. Failure in this is not evident without detailed scrutiny, and
should a miscarved sigil be used, the spell will shatter. The ritual to cast the spell, once this must be
done, must be begun within seven hours of the carving of the sigil, or the sigil inverts, killing them
instantly as a Shaping effect, and inflicting seven levels of unsoakable aggravated damage even if they
survive that.
Once this preparation is complete, the sorcerer can cast the spell. This is a Dramatic Action, lasting 77
minutes, and through the sigil, impossible lights burn, tainting the sorcerer's anima banner, which twists
and turns kaleidoscopically, lifting the sorcerer up into the air, and causing the sky above to ripple with
an aurora so bright it renders night into day, and rivals the Daystar during the hours of sunlight. If the
sorcerer is moved or distracted during this time, the spell shatters, spreading a haze of mutagenic
essence over the surrounding countryside, with temporary Bordermarch-like effects. Assuming that it is
not interrupted, slowly, a being comprised of unlight and their anima emerges slowly from their chest,
the birth of it mewling and shrieking, before taking off into flight, its seven wings bearing it aloft. It
flies vertically upwards, growing massively as it does so, before coming down anywhere within the
sorcerer's line of sight. The wings of the newborn monstrosity are seven miles in radius, from its central
body, and it spreads them wide.
And then it twists, inverting into the Beyond. This is a Blasphemy effect, and causes Pattern Spiders to
scream in agony as threads snap all across the Loom, cascading Fate errors propagating like wildfire.
Everything within the target area, which has a radius of 7 miles from the central point of where the
dragon-thing landed, is made impossible as a Shaping effect, being thrown into the Beyond, which
removes them from play as if killed (Celestial Exalts subject to this fate lose their Exaltations, which
flits away from its unreal host, while Primordials and entities which have a personal First (Primordial)
Excellency - like Infernal Exalts with Triumphant Howl of the Devil Tiger - are immune, as they have
carved their legend into the shinma and are beyond this doom). while impossibilities are dragged into
reality in equal measure. However, not to put it lightly, they are impossible, and so cannot exist,
detonating as Nigurna takes them back to join it in non-existence, leaving pure chaos in the voids
where they used to be. This creates a pocket of Pure Chaos in Creation, with all the normal effects of
that part of the Wyld, composed of seven waypoints.
This is, of course, an unstable state of affairs. After seven long ticks, six of the waypoints will have
decayed to Deep Wyld strength, and after seven hours, those six will have decayed to Middlemarches
strength, while the one remaining one will have decayed to Deep Wyld state. Their progression from
thereon in is dependent on the progression of the Loom and other affairs. In the First Age, this spell
saw notable use by members of the Cauldronist faction, for the way it could produce Wyld Zones
within Creation, but the necessary Oramus-thematics left it proof against alteration, and the pain and
bloodloss involved in the spell left many looking for a better way, which led to the invention of the
Hand of the Great Maker.

Rune of Singular Hate


Cost: All motes in the sorcerer's Personal and Peripheral pools + Special
Target: Dharma, and through it, one creature
Dharma, the Cup, is the pure, all-knowing, righteous, self-sacrificing, and wise fountain of all
corrosion, ignorance, and desire. Compared to such a being, everything is corrupt and flawed. And the
Exalted are more flawed than most, cursed, broken, by their inherited sin of murder. The mightiest of
them can take more sin, more flaw into themselves, lessening Dharma, and so influencing the pure and
righteous by snatching the shinmaic integrity of one hatred figure and binding it within themselves.
To cast this spell, the sorcerer must have an arcane link to the target, and render it down into a tattoo.
Then, over the course of forty days and forty nights (or over the length of an entire Calibration), where
the Exalt must meditate and may not sleep, they concentrate on flaw, on weakness, on hatred and on
their target, bringing new hatred and new ruin into the world and into themselves. Finally, at the end,
they tattoo themselves with an abstract glyph which forms to represent their target in some way, which
flares colours that are never seen again. And the world shakes, as a Essence 10 Blasphemy effect is felt
all over all realms of existence that Dharma affects. The effects on the sorcerer are immediate. Their
Permanent Limit is set to 9, unless it was already higher, as they are now binding fragments of the
Shinma of corrosion forced to become what it definitionally could never be within themselves. The
tattoo opens as a permanent level of aggravated damage which may not be healed as long as this spell
remains active, blood seeping from the wound.
However, the effects of the spell are much more widely felt than that. As a Shaping Effect constantly
affecting all of reality, everything gains the capacity to permanently kill the one target. This allows
targets with spirit-level immortality, Primordial-level immortality, Deathlord-level immortality, and
Behemoth-level immortality to be permanently killed if they take a fatal amount of damage. Only the
Neverborn are invalid targets for this spell, for it is through their Great Curse that it is cast and so it
binds them to their undying death. Primordials killed via this method produce Neverborn; all others are
completely and utterly totally destroyed. Gods killed by it have their Panoply Charms destroyed
irrevocable, and no replacement may take up the same charms; Incarnae killed via this may not be
replaced by The King Is Dead, although it is possible that a different Maiden may form if an attempt is
made. In addition, the target is under a Shaping Effect - by Dharma - that strips their capacity to
channel Virtues from them (counting them as permanently suppressed), for their removal from the
books of Dharma fills them with corrosion, ignorance, and desire. This is an alteration to reality itself,
so reasserts itself should it be removed or should any Shaping defences against it fall or cease to apply.
The only way to end this spell is to slay the sorcerer, or slay the target. Adamant Countermagic may
only counter this spell while it is being cast. If the sorcerer is slain, the effects of this spell persist until
the next Calibration. If the target is slain, the effects instantly end, as they cease to apply. The
Permanent Limit of the sorcerer is reduced to 5, unless it would normally be higher, and falls by 1 for
each decade which passes.
This spell can only be cast by targets suffering from the Great Curse, for only through the death-curse
of fallen Primordials may Dharma be altered in this way. It is beyond the reach of both the Primordials
and any Exalts who may have been able to remove the Great Curse.

NECROMANCY
Iron Circle Necromancy
Tree of the Butcher Birds
Cost: 18m
Target: Location
In the depths of the Labyrinth fly the Butcher Birds of the dead, skeleton owls of black-thorned iron,
whose eyes burn from within with cold blue flame. A skilled necromancer may evoke them, to cause
fear and death over a region. First, the necromancer must obtain or make a polished lump of iron, the
size of a chicken's egg. To cast this spell, the necromancer plants the egg at sunset. This is a dramatic
action taking 15 minutes. Once this has been done, the egg hatches, a twenty-three yard tall tree of
barbed iron growing from it, and like grotesque fruit, the Butcher Birds hang from the branches.
The Butcher Birds have the statistics of a strix from the Exalted corebook, except they are Creatures of
Death, and count as wearing reinforced breastplates, from their metal-thorn bones. There are initially
(Necromancer's Essence) Butcher Birds, and during the night, they will fly out, attacking anything
alive. The iron-thorned birds will roam up to seven miles from their tree during the night, but become
immobile and paralysed if exposed to sunlight, so will always try to return before sunrise. Animals they
will kill, but sapient beings and Wyld-creatures they will attempt to grapple, and take back to their tree,
whereupon they impale their victim and leave them to die. New Butcher Birds are produced in a square
number system; the first new Bird requires one victim, the second requires four new victims, the third
nine, and so on. The death of older birds does not reset the counter. The necromancer may also help by
impaling victims, and the Butcher Birds obey him as a bound demon would, but will not willingly
move than seven miles from their tree.

Tilting the Scales of Destruction


Cost: 18m
Target: Area (70 yard radius from caster, then 40 yards wide, 80 yards long, 20 yards high)
Tilting the Scales of Destruction draws upon the ambient Essence of the world, tainting it, fractionally,
towards death and removing the tainted Essence. From this wellspring, the necromancer releases a
destructive cascade of streams of multi-coloured Essence, the ambient mix of the local area viewed
through dark glass. When casting the spell, the necromancer's anima flashes dark, once, polluting
everything within 70 yards of the Necromancer as a Shaping effect. Raising one hand, she pulls in the
tainted Essence into an orb before her, extinguishing all fires. This kills all small plant life and insects
in the area, flowers wilting and bees dropping dead, and larger animals and mortals will be more prone
to sickness and sleep poorly, imposing a -2 internal penalty to resist Sickness for the next day as a
Crippling effect. Moreover, the ground itself loses rigidity, becoming dusty and dry and forming
sinkholes as its strength is sapped, providing a -2 external penalty to all Athletics checks that rely on
having solid ground, and penalising Dashing in the same way. Creatures of Death, and the caster, may
step safely on the ground without peril, for the dead earth knows its own.
When the caster releases the orb, the necromancer rolls (Perception + Occult), adding a number of
automatic successes equal to her permanent Essence. Everyone within the attack area, which is 40
yards wide, 80 yards long, and 20 yards high, not behind objects which can block immaterial beings is
subject to attack by streamers of Essence coloured appropriately for the mix of ambient Essence.
Characters defend against the oncoming streams as if it were a hand to hand attack. Each attack is
independent, so magic and penalties which reduce the attack do not help others defend. Treat the
streams of Essence as rolling a number of attack successes equal to those which the necromancer
rolled, minus one for each -2 dice of penalties that circumstances impose.
The base damage of this attack is 4L plus any extra successes in raw damage, which is Piercing.
However, this is highly variable based on the environment. In places which are rich in ambient Essence
and wildlife, such as a jungle, up to +3L may be assigned; likewise, in areas which lack easily
accessible and taintable Essence, such as the deep desert and the world-bodies of healthy Primordials,
up to -3L may be deducted. In the Underworld and Shadowlands, it is always assumed to be rich in
usable necrotic essence, and the full bonus is always enjoyed.

Architectural Remembrance Recovery


Cost: 25m
Target: One Structure
Devised a century ago by Elira Rjordsdottir, a now-estranged student of Raksi, this spell is a deliberate
application of Silurian principles to Necromancy, cross-referenced to sorcerous effects, in order to
maximise its effectiveness while minimising the collateral effects. To cast this spell, the necromancer
must be in the Underworld at night, and target a single structure with dimensions no greater than
(Intelligence + Craft (Earth) + Essence) x 10 yards in any direction. Structures linked into the stagnant
Essence flows of that place, such as Underworld Manses, may not be targeted. The necromancer must
leave a trail of salt precisely around the outer edge of the structure, marking every five yards in the line
of salt with a single drop of her own blood. The spell, which is a 15 minute dramatic action, must be
cast from within this enclosure, and as it comes into effect, the sky above the structure ripples, gauzy
veils of the sky of Creation breaking through the greyness of the Underworld. At the completion of the
spell, the structure is bought into Creation, becoming real and composed of non-grave-good materials,
although the spell cannot realify exotic materials such as the magical materials, and will instead replace
them with their nearest mundane equivalents (such as iron for soulsteel). Creation is shunted aside as a
Shaping Effect, warping so the newly real structure fits into the world, although it will likely not do so
smoothly (for example, it may be facing the wrong way, or push the street in an ugly half-loop around
it.)
The recovery of such things from the lands of the dead leaves its passage in the boundary between
Creation and the Underworld. The structure is a localised Shadowland co-located with its outer walls, a
halfway house between Creation and the dead, until the next full moon. If cast on the night of the full
moon, no Shadowland forms. Such places always carry their origins with them in a chill in stone and
dampness, and it will be easier to form a shadowland for years to come.

The Claws of Blood and Iron


Cost: 15m
Target: Self
In the mad glossolalia of the Neverborn, there is a concept of broken cycles, and the power that lies
within them. Speaking that unword, the necromancer cuts their palms, and the blood wells out cold and
dull, spreading over the palms and transmuting them into long, monstrous claws of iron frozen over
with bloody ice. The Claws of Blood and Iron enhance the character's natural Punch and Kick attacks,
allowing them to parry unarmed blows without a stunt and inflict lethal damage, adding (Essence +
Whispers) to their damage, and adding (Whispers + 1) to their Accuracy. This transformation lasts a
scene.
However, the true perversion of these vile weapons is revealed when they kill a target. The slain target
rises three ticks later as a shambling zombie, hemorrhaging freezing grey-red blood from all orifices,
their bones transmuted to iron post-mortem as a Shaping Effect. The zombie has Intelligence, Wits, and
Perception 1, and uses the same physical statistics as the deceased target, but reduces their Dexterity by
2, to a minimum of 1. However, the same transmutation armours them; the zombie counts as wearing a
reinforced breastplate from the iron bones and solidified blood. At the end of the scene, the zombies
collapse, dead again, although they will almost certainly produce a hungry ghost from this desecration.
Such corpses are very useful resources in necrotech, counting as a component valued at Resources 4.

Labyrinth Circle Necromancy

Frozen Mirror Depths


Cost: 35m
Target: Area (40 yard radius, within 220 yards)
Cold is the anti-reflection of heat, and mirrors show that which is not real. But if one were to twist the
hot so it became cold, one could bring the unreal from a mirror. Such is the mad logic of the Labyrinth.
The necromancer must have a reflective surface in hand to use this spell; a sword blade or a handful of
liquid is enough for it to work. Exhaling, the necromancer breaths upon their reflective surface, and it
freezes over. Then the ice-rimmed object is dashed against the ground, a crack resounding, and on the
other side of the battlefield, the ground becomes an slick mirror, drawing foes down into its depths,
those lost to it appearing again as slave-reflections.
When the caster breaks the ice, the necromancer rolls (Strength + Athletics), adding a number of
automatic successes equal to her permanent Essence. Everyone within the attack area, a 40-yard radius
centred within 220 yards of the sorcerer, is subject to attack, as the ground under their feet becomes
ice-slick mirror. Characters defend against this as if it was an unparryable hand-to-hand attack. Each
attack is independent, so magic and penalties which reduce the attack do not help others defend. Treat
the invisible ensnaring warping of the world as rolling a number of attack successes equal to those
which the sorcerer rolled, minus one for each -2 dice of penalties that circumstances impose. This only
affects characters within (necromancer's Essence) yards of the ground.
Against those who successfully defend against it, they merely face the problems of moving on an ice-
slick mirror, which imposes a -3 external penalty to all Athletics based rolls. Those who do not defend,
however, are drawn down into the depths of the mirror as a Shaping attack, and as reality is conserved,
a pallid simulacrum takes their place, crawling out of the reflection encrusted with ice. Heroic
characters may spend 2wp and a Valour channel to strike down their reflection before they are drawn
in, avoiding this fate. The simulacrum has all the same attributes and abilities and equipment as the
original, has the same number of health levels and has taken the same amount of damage, except
artifacts are replaced by an identical-looking perfect-quality version of their mundane equivalent.
However, as soulless replacements, they have virtues like an automaton, automatically passing all
Valour checks and automatically failing all others, and cannot spend Willpower. These replacements are
bound to the necromancer in the same manner as a bound demon, and will obey him without questions,
but will not obey Unacceptable Orders, such as to fall upon their swords, or attack each other. They do
not suffer the external penalty for moving on the ice.
At the end of the scene, the mirrored ground turns into clear, flawless ice, to a depth of (necromancer's
Essence) yards. Characters take all the damage that their simulacrums took during the scene,
downgrading all damage by one step (so bashing is negated, lethal becomes bashing, and aggravated
lethal). The exception is that if the simulacrum perished, so did the affected character. Characters who
survive appear, lying prone on top of the flawless ice. Ones who do not survive appear in the ice,
frozen corpses staring up at the sky with terrified expressions. Incidentally, necrotech made from such
corpses only requires maintenance half as frequently if the average temperature is below freezing.

The Rune of the Broken Charge


Cost: 44m
Target: Area (Up to 1000 yards by 1000 yards)
Once, Mardukth was the lord of beasts and creatures and land and sky alike. The Holy Tyrant stole his
authority, and the Exalted stole his life. Now, he has no authority, but in the name he once had, there is
still the traces of his old power, which when charged with necrotic Essence are enough to snuff out
mindless beasts. Before this Charm is cast, the name once born by He Who Holds In Thrall must be
burnt into the ground or marked in ash, the design subtly warped by the addition of powdered rust. This
takes a successful (Perception + Occult) roll at Difficulty 4, taking 5 minutes per 200 by 200 yard
square that must be marked out.
Once that has been done, the Onyx Circle Necromancy spell may be cast, as usual, the anima banner of
the necromancer warping momentarily to convey impossible height and mass, before snapping back to
normal. Once it has been done, the rune begins to glow a terrible eye-sucking black, and continues to
glow for a scene. While it is active, any non-sapient being that enters the area marked out dies as an
unblockable, undodgeable Shaping Effect, 3 ticks after entering the area. The method of death is
Obvious and horrific; flesh sloughs from bones, eyeballs boil, insects explode in freeze clouds,
vegetation ignites in pyre-flame. This even extends down to least gods, breaking attunement and
ownership as a Shaping Effect which breaks the least gods utterly and imposes an internal penalty of
the Necromancer's Essence to any attempt to use anything that has been taken into the area. This
penalty lasts until the next Calibration, when new gods are assigned to replace the broken necrotic
husks bound in thrall of He Who Was Once Mardukth. Appropriate prayers to Heaven or magic can get
new least gods assigned faster, or the odd ways of the vitriol alchemists can infuse chacalaths to replace
the ruined gods which removes the penalty at the cost of tainting the object with vitriol.
Plague Blossom Dispersal
Cost: 40m
Target: Area (Radius of (Essence of victim) miles)
A flower for the dead, a blessing for those gone. All these things were not given to the Sister of
Beauteous Blossoms, the Expressive soul of Sextes Jylis who did not agree with the path taken by her
greater self, but kept her quiet until the death of the first Primordial, when she began to leak
information to the other Primordials. She was caught by the vigilance of the Sidereal Exalted, and she
was scourged from the soul-hierarchy of the Wood Dragon. Cast out, the castrated kami was, into
Elsewhere, and it was not long before it was decided that she would be better to be... removed... and so
she was called back into Creation, only to be executed. Something of her survives in the Labyrinth,
though, in the corridors where the flowers bloom in a place without sun, and a necromancer may call
upon her remnants to bring her blessings to this treacherous world. A victim must be acquired, who
suffers from one or more diseases. Over the course of six hours timed so the spell ends at midnight, the
necromancer must inflict cut upon cut on their victim, spreading their blood over the area while
keeping them alive. At midnight, when the spell ends, their throat is finally cut, and they bleed their last
out onto the ground. And then, for a number of miles around, every flowering plant blooms with bone-
white, pus-yellow, and blood-red flowers which have a peculiarly strong, sickly scent. These flowers
are an airborn vector for every disease that the victim was suffering from the start of the ritual, and
soon these diseases will be spread across the area; this spell can convey supernatural diseases just as
well as it can mundane ones. These flowers blossom until they are killed (which can be done as easily
as any other plant), or until the next new moon when they wither and die.
The scent of the blossoms is specifically the vector for the disease; if one can avoid smelling them, one
is saved. Generally speaking, moving within ten yards of a flowering plant is enough to risk infection,
although this can depend on weather conditions and temperatures. Shogunate-era textbooks
recommended the use of specialist thaumaturgical compounds to temporarily remove the sense of
smell, but where not available, stoppering the nostrils with wax and smearing animal dung on the upper
lip proved sometimes effective. Wood Aspects count these diseases as a plant-based poisons for the
immunity granted by their anima power, for the remnants of the Sister of Beauteous Blossoms cannot
touch the children of her once-oversoul. The diseases inflicted by this spell are not contagious, unless
the necromancer also knows Void Circle Necromancy and casts using that Initiation, playing an extra
20m when doing so, whereupon they spread normally. This spell, and its upgrade, are Blasphemy
Effects, at the rating of the highest Morbidity of the diseases spread by this manner; after the Great
Contagion, Heaven set up certain protocols to flag mass-scale necrotic Essence diseases, and this -
perhaps unintentionally - trips those warnings.

Void Circle Necromancy

Neoplasmic Tomb Cyst


Cost: 80m
Target: Area
Around the Well of Oblivion, the tomb worlds of the Neverborn orbit, monolithic structure-bodies of
tortured stone and petrified flesh and ten thousand other such things. Quiescent, they dream undying
pain, save for those who the Black Nadir Concordat awoke, and those ones do not merely dream. But
what has once has been done can be done again, and the principles of what those tomb-desecrators did
was public knowledge among certain types of occult experimenter in the First Age. From that
monstrous act was born this spell, which infuses a single focus with a fraction of the infinite pain of the
Neverborn. And a fraction of an infinity is still infinite, save in the un-numbers of the Labyrinth.
The ritual is a thirteen hour process, which affects a thirteen mile radius, which must be begun
precisely half an hour before sunset, and requires that a single human child, below the age of thirteen,
be systematically broken of every single last hope, every last light in their life, every reason to live,
while remaining untouched and perfect, without even a single scratch on their body. For that reason, it
is usually necessary to immobilise them through magic, to prevent self-inflicted wounds from making
them an unsuitable ritual candidate. In addition, ritual components aspected towards one of the
Neverborn, and the Primordial that they once were must be acquired; for He Who Holds In Thrall, for
example, symbols of slavery would be appropriate, and the ritual may be carried out on top of a great
mountain.
During the night when this is cast, one by one, the stars overhead disappear, the Maidens being the last
to go, and to all eyes, Luna begins to turn red, fading and dimming on the stroke of midnight. All is
darkness, for at that moment, all non-magical fires in the area are extinguished. And then the spectres
start to appear. They are not ghosts, not even nephwracks; instead, they are memories of First Circle
species descended from the Primordial-that-Was, warped into their new aesthetics. They circle
overhead, and creep along the ground, spectral figures in a phantasmal parade or carnival. They are not
real, and cannot interact with the world in any ways, but in this uttermost darkness, they are the only
light. This darkness continues, as the spectres grow more and more real. And as the sky lightens as
dawn comes, the sky of Creation is not what it shows. Instead, above there is a dead sky of horrors,
imagery flashing above of the moment of death of the Neverborn. The sacrificial child begins to babble
at that moment, combining Old Realm inflections and catechisms with shapeless glossolalia, and
slowly their eyes begin to darken, like miniature voids which suck in all light.
And when the spell is cast, at the moment that the sun should have risen over this blackened realm,
everything changes. The child shifts and warps, becoming an unbound hekatonkhire-avatar of the target
Neverborn, the aesthetics of the dead god merging with their basic personality and nature to create a
warped monstrous being with the approximate power level of a Third Circle Demon. A phantasmal
hybrid of a monstrous fish-being and an armoured human waltzing eternally to a mad silent tune, a
figure of pyre flame and bones that weeps eternally, a giant of limbs that spans the area; all are possible
shapes. This is the harbinger of the greater change as, instantly, the entire area, at the moment of this
transformation, is interposed with the metaphysical weight of the tomb-body of the Neverborn, and
collapses through Creation and the Underworld alike, to form what is known as a Tomb Cyst in the
Labyrinth, taking the necromancer with it. From the point of view outside the 13-mile radius target
area, the area disappears, to be overwritten by the terrain in the Underworld, which forms a
shadowland. Unlike in normal cases, the Underworld version is dominant, for the Creation-side has
apparently ceased to exist. This shadowland is metaphysically deeper than normal ones; the Labyrinth
lies very close to it indeed. There are paths that can lead into the Labyrinth hidden there, even during
the day, behind the shadow of a door and within the gaps between rays of sunbeams, and they lead
directly into the Tomb Cyst.
The interior of the Tomb Cyst resembles a sick hybrid between the tomb body of the Neverborn in
question, and the landscape that was subsumed by it. It is within the Labyrinth, and the usual rules for
navigating that fell place must be used to get to points within it, including to find the centre, where the
hekatonkhire-avatar dwells. Everything within is recast, as a Shaping effect, to fit this new monstrous
paradigm. This is represented as if the target character was exposed to Pure Chaos, except mutations
acquired are themed towards the targeted Neverborn, and at the point where they would normally
become non-viable for life in Creation, they die and form monstrous ghosts. All ghosts within a Tomb
Cyst are targeted with a Total Control effect which costs 1wp a tick to resist, and forces them to take up
roles in the passion play façade which happens within the Tomb Cyst, a manifest form of the thoughts
of a Neverborn, incidentally granting them Whispers 5 as a Training effect. This bleeds up into the
shadowland above, although ghosts need only spend the point of willpower once a day during daylight
hours, and once an hour at night, to resist the effect. Once a ghost succumbs, they may not resist
further.
The hekatonkhire-avatar within is the focal point for the Tomb Cyst, and its destruction collapses the
Cyst, returning it to normal Labyrinth. It may not be bound by Summon Hekatonkhire, for it is already
anchored to the Tomb Cyst and may not leave. It may harbour a fragment of the consciousness of a
Neverborn, just as a living Third Circle may be possessed by a Primordial, although in its mad
thrashing it is already hard to distinguish between the two. If any attempt is made to close the
shadowland, the hekatonkhire-avatar has the capacity, as a generic Panoply Charm, to tear wider holes
into the Shadowland and bring them directly into the Labyrinth, where it will attempt to kill anyone
who has the presumption to do such a thing. Beyond that, though, it will act with the madness of a dead
titan and a broken child alike within this world, which it may reshape within the permissible themes as
if using Wyld Shaping Technique.
If cast inside the world-body of a Primordial, the timing restrictions do not apply, and the blasphemous
power of the void allows the necromancer to reach beyond time and probability, and aspect the created
hekatonkhire towards the Neverborn that a not-yet-dead Primordial could create. The Engine of
Extinction, when cast within Autocthon, is the most obvious possibility, but the Broken-Mirror
Deadwood, within Szoreny, or the Ocean Evaporated by Aeons of Pain, within Kimbery, are also
possible, but to name two examples – and, perversely, two castings of the same spell will not always
produce the same future-Neverborn. However, an awake Primordial will certainly be alerted to such a
casting beginning, and so retaliation will most likely be swift. If it is successfully cast, the Tomb Cyst
manifests directly within the body of the Primordial, rather than falling into the Labyrinth.
Almost without exception, the Deathlords will not use this spell willingly, without an imminent threat
to their unlives or a direct compulsion from their masters – which are infrequent indeed. They, too, are
vulnerable to the loss of self that comes to any ghost from this spell, and though they can defend
against it, being this close to an avatar of one of their masters means that they risk being ordered to
drop those defences, and losing all self. The Eye and Seven Despairs is the only one to have used it
multiple times; it is believed that he modified the ritual which enabled the construction of Cold House
from this spell, and there are several such places in the Bayou of Endless Regret. The Dowager is also
believed to have created one, although some nephracks say that she threw it into the Well of Udr to
unknown effect; either way, she has not created another. Abyssals will not be so limited in their use of
the blackest circle of necromancy.

The Nemesis Conundrum


Cost: 71m
Area: Up to a circle of radius 2 miles
Within the depths of the Labyrinth are hidden fragments of the fell anti-mathematics of the Void, which
defy rational understanding with their tainted-yet-alluring simplicity. The necromancer declares to
Creation one of the more simple proofs, charging the words with Essence to scar Nirguna and
Nirupadhika alike with the concrete reality of That-Which-Cannot-Be. Before this spell can be cast, the
necromancer must surround the target area with the oroborus-variant of the proof, forming an unbroken
circle around the target area. This takes ten minutes per hundred yards of the circumference, and also
requires a successful (Dexterity + Craft: Air) roll at Difficulty 7 to ensure the calligraphic blasphemies
of the anti-mathematics are correctly defined. This roll should be made in secret. If the roll was failed,
or the line of symbols was broken, the spell instead backlashes on a one-yard radius centred on the
necromancer. For that reason, many who use it choose to carve the symbols into the ground and form a
secondary overlapping layer, rather than relying on more malleable substances.
Once the ritual is prepared, the spell takes one hour to cast as horrific words and un-numbers spill from
the necromancer's mouth. The necromancer stands just outside the target area, on the Old Realm word
for "instruction" marked into the ground. Once the ritual has begun, the anti-mathematical symbols
begin to radiate black light, twisting and writhing at the edge of vision, and are as hard to destroy as an
unattuned artifact. Anything which crosses the perimeter takes one level of unsoakable aggravated
damage as a Shaping effect, their flesh and soul unmade by the anti-mathematical proofs.
Once cast, everything within the target area, to a height and depth of six-and-a-half miles, ceases to
have the concepts of existence, space and location apply to them. Mechanically, this is resolved as a
Shaping effect which instantly destroys anything within the area. The damage is more comprehensive
than that, however. This is not mere destruction; this is inapplicability. The target area does not exist
and does not have location, and hence the perimeter of the area now touches as a point. Creation itself
warps to allow this to happen. One cannot walk into the affected area, for it no longer exists. Characters
immune to Shaping are - as the concept of distance still applies to them - instantly moved outside the
once-area.
This spell is a Blasphemy 7 effect, leaving the Loom screaming from undefined errors as its very fabric
twists and warps. The spell remains active until the Loom is manually adjusted to prove the
impossibility of the anti-proof, a (Wits + Craft: Fate) extended action at Difficulty 5, with a roll interval
of five long ticks and a total number of successes needed of 13. Even once this is done, cascading Fate
errors and rolling failures of destinies will plague the Bureau of Destiny for years after the event.
Perhaps the worst consequence of this spell is that more fragments of the anti-proofs of Oblivion worm
their way into the Labyrinth each time it is cast. Who knows what horrors may come to be because of
its use?

SOLARS
Integrity

Blood Will Out


Cost: - (1 Permanent Limit) ; Mins: Integrity 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Destiny-Manifesting Method, Sun King's Radiance
Just as the sun casts its light upon Creation and illuminates wonders, so do glorious children spring
from the seed of the Solar Exalted. This was not intended in the designs of the Incarnae - indeed, it was
meant to be impossible - but when has such things ever stopped the Lawgivers? Upon conceiving a
child, regardless of whether they are the father or the mother, the Solar may choose to accept a single
point of Permanent Limit per foetus. This point of Permanent Limit expires after fifteen months.
Regardless of the form or nature of the mother or any other mutations applied, such a pregnancy always
lasts for fifteen months as recognised from the reference frame of Creation - though in compensation
the mother will always have a nearly painless delivery which heals instantly.
The grandchildren of the Unconquered Sun are glorious champions and heroes, with the power to seize
greatness which uplifts them above the mortal masses. The child is born with Essence 1 and
Enlightened Essence, calculated as for a god-blood. In addition, the four highest abilities of their Solar
parent, and one Ability of the Solar's choice, are passed down to the child who Favours them all, and is
born with one dot in them. In instances of a draw, the Ability which most defines the Solar and which
they use most should be the one passed down. This conveys any other traits required to use the Ability;
a child born with a skill which requires the ability to speak, like Lore or Linguistics, is verbose as soon
as they enter the world.
The child has the capacity to learn further Spirit Charms as a god-blood would, with themes
appropriate to the Solar Exalted or the Unconquered Sun. Solar Charms may be used as reference for
themes and ideas for Charms, but any capacities should be scaled as Spirit Charms would be. These
children cannot normally raise their Essence above 3, but should they complete their Motivation or
receive an Essence Endowment they may pay the XP to raise their Essence to 4 and shed their mortal
skins, becoming gods. Such new gods are automatically placed in the personal service of the
Unconquered Sun as his servants and handmaidens, but since he has not called upon most of them since
before the Usurpation they are practically free to do as they wish.
Should the pregnancy not survive to term, the cost of the Charm in the form of permanent Limit is
refunded to the Solar. If the Solar is the father, a non-Exalted Essence-using mother gains temporary
access to the Spirit First Excellencies which will be favoured by the child. A mortal mother, in addition,
gains Enlightened Essence as a Training effect as her chakras are adjusted to aid in the delivery of the
child. If both parents are Solars, the bonus Ability dots stack (although the child only favours five
Abilities, chosen by the mother). The effects are also compatible with the Lunar Charm Silver-and-
Cherry Blossoms, in which case the child benefits from both the Ability bonus and the shapechanging
powers, and the Spirit Charms they may learn combine Solar and Lunar themes in strange ways.
This Charm may not be learnt by Solars who lack the Great Curse, and should a Solar who knows it
lose the Curse, its cost is automatically refunded.

Investigation
Twenty-Fifth Hour Scenario
Cost: 5m, 1wp; Mins: Investigation 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Compulsion, Crippling
Duration: One day
Prerequisite Charms: Irresistible Questioning Technique
The kind hearts of the Lawgivers cry out when they must resort to more crude interrogation techniques.
But they are the hard men who make the hard choices and do what has to be done, and their sorrow at
the harsh necessity is the righteousness which makes glorious their actions in the eyes of Heaven. This
Charm supplements a torture action where at least one point of lethal damage is inflicted on the target,
and may explicitly enhance actions which use Abilities rather than Investigation. As a Crippling effect,
any wound penalties inflicted by the torture are doubled for the duration (for example, if a target
already suffering a -1 wound penalty suffers enough damage from torture to move them to a -2 wound
penalty, they suffer a total penalty of -3). This increased penalty does not apply to actions where the
target is following the Solar's orders. In addition, the target must spend one willpower to disobey the
Solar's orders for a single action, as an unnatural Compulsion. Once (the higher of Investigation and the
points of damage inflicted, maximum of five) willpower have been spent to resist, the target is immune
to this effect for a week.
If the Solar inflicts a Crippling injury as part of the torture, the willpower cost to disobey the Solar is
increased to the lower of the Solar's Investigation and Essence, and as an Emotion effect the target
loses one willpower and gains an Intimacy of Fear towards the Solar. Until the injury heals or until the
Intimacy is broken, whichever comes sooner, any social attack made by the Solar against them which
threatens pain or injury is unnatural mental influence. Against mortals, this lasts until both conditions
have been fulfilled.
Occult

World Knows Its Master


Cost: — ; Mins: Essence 4, Occult 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sapphire Circle Sorcery, Summon Elemental
Throughout the First Age, all was peace and harmony between the Deliberative and the Elementals of
Creation. The Solar Exalted were kings beyond compare, and as loyal servants the children of the
elements served them well, fulfilling their tasks. Sadly, sometimes it proved necessary to prolong the
service of elementals, but only for good reason, and those long-serving elementals never complained.
Sometimes their kin would be more rowdy, but when serving the Solar Exalted, the master's virtues
shone so clearly that no such rebellion was needed. This Charm permanently enhances the capacities of
Summon Elemental. Firstly, it allows, when the spell is cast, for the Solar to chose to bind summoned
elementals for a year when bound to service, or indefinitely when task bound. Elementals bound this
way are more weakly bound than usual; once the normal period of servitude has passed, the binding
may be broken by Emerald Circle Countermagic or Emerald Circle Banishment, the latter returning the
elemental to the place they were summoned from originally. Use of this option on elementals with a
role in the Celestial Hierarchy is a Blasphemy effect equal to the permanent Essence of the Elemental
after negotiations with Yu Shan, which argued that some elementals were vital parts of the bureaucracy
and should be exempted from extended servitude. Secondly, any elemental bound by this Solar,
whether using the extended duration or not, gains an automatic Intimacy towards the Solar, based on
the Lawgiver's highest Virtue, which cannot be weakened during the period of binding, as follows;
Compassion: Quiet Adoration
Conviction: Devoted Loyalty
Temperance: Humble Reverence
Valour: Overwhelmed Awe
In case of a tie, the Solar choose which Intimacy to give. While the Intimacy is in place, all Social
attacks which play upon the Intimacy are unnatural mental influence which cost 1wp to resist. With
such virtue evident, how could the Elementals of Creation not be outraged by the Usurpation?

Primordial Principle Emulation


(Add the Blasphemy and Native keywords to the Charm)
(Replace everything after [...the acrid Essence-flows of Kimbery.] with the following)
Before this Charm can be learned, the character must summon and bind a Third Circle soul of their
chosen Yozi, which cannot be the fetich. K'tula's calculations definitively showed that attempting to use
the fetich for this purpose would have catastrophic effects, at best tearing the Solar through the weave
of Creation into Malfeas, face-to-face with the titan (who would have felt what was happening to their
heart, and would not be best pleased). With the demon bound, the process can begin. The Solar retreats
from the world, preferably to a manse aspected to their chosen Yozi, or vitriol, alone save for the Third
Circle.
Over the training time, the Third Circle begins to glow from within with a terrible golden light; this
causes it agonising pain, and it will likely beg and plead with the Solar to stop, which may require the
character to suppress Compassion to continue. Finally, on the last day, the demon has been transmuted
into a figure of golden fire, and the sorcerous binding shatters asunder. The Chosen of the Sun must
then manage to kill the demon personally, who will likely fight or flee, depending on their personality.
As they die, rather than discorporating, the Essence of the Demon Prince tears itself apart, being
absorbed by the anima banner of the Solar, which flares totemic to welcome the new addition. This is a
Blasphemy Effect, as the Loom of Fate detects a sudden surge of Primordial Essence; K'tula had a
manse set up Outside of Fate to blind the eyes of Heaven to what she was doing.
The internalised Essence patterns of the Third Circle soul permits the Solar Exalt to buy the Charms of
their chosen Yozi, up to Essence 5, at a cost of 12XP per Charm. At this level, their Essence is treated
as a maximum of 5 for Yozi Charms, so they cannot benefit from repurchase options or upgrades with
an Essence greater than 5. The bound Demon Prince allows them to buy the Unwoven Coadjutor merit,
which can count as a Trainer for Yozi Charms up to their rating in the Merit. In addition, as a Third
Circle soul is mighty indeed compared to the lesser First Circles of Green Sun Princes, they also
receive the benefits of Past Lives at a rating equal to their dots in the Unwoven Coadjustor merit. This
comes at a cost; the stress of calling on the mind of a Third Circle means they gain a point of Limit for
each time they call on the Third Circle, including one point of Limit per day training Yozi Charms. At
this level, the Charms learnt are still tied to the living Primordial, and so their death or fetich-death will
have as-yet-unknown adverse effects on a Solar who knows their Charms via this method. If the
character's Essence falls below the Essence 6 requirement for this Charm, they loose access to all Yozi
Charms they know until their Essence rises again.
The imbalance of Essence within the Solar's body, as the burning golden light of the sun wars with the
fallen might of world-building titans, makes the flow of Essence disruptive. Both Solar and Yozi
Charms suffer a one-mote surcharge to all activation costs, as with a Dragonblood using an out-of-
Aspect Charm. The legendary efficiency and directed purpose of the Solar Exalted suffers, too; they
now pay 10XP for Favoured Solar Charms, and 12XP for Unfavoured Solar Charms. In addition, as the
character's souls are already reaching out to emulate a cosmic principle, no Martial Arts Form-Type
charms may be used; should they learn a Shintai Form-Type Charm, however, they may still be used.
Finally, as this Charm is still built on the foundations of Solar Excellence in the Occult, they may not
learn the (Yozi) Sorcerous Initiation appropriate to their chosen titan.
The binding of the Third Circle is a vital component of this Charm. Therefore, unless the character
could manage to force a free Primordial into an oath of a similar magnitude to the Yozis' Surrender
Oaths which would permit them to bind their souls in the same way, this Charm may only be used to
access the Charmset of a Yozi. Whether the Abyssal Exalted could do something similar with
hekatonkhires to access the Charms of the Neverborn is unknown and probably best not known, despite
the superficial similarities of this method to the creation of the Deathlords.

Primordial Principle Internalisation


Cost: - Mins: Essence 6, Occult 6
Type: Permanent
Keywords: Blasphemy, Native
Duration: Permanent
Prerequisites: Primordial Principle Emulation, First (Yozi) Excellency, one (Yozi) Shintai Charm
Woe to you, oh Creation. Let Heaven weep, for the power of the Solar Exalted outdoes their wisdom,
and their reach exceeds their grasp. When the champions of Virtue will shun the golden light of the sun
to assume the mantles of those who built him, what can lesser beings do?
Once again, the Solar (if that term is quite appropriate any more) retreats for the world; this time, she
must have access to a Manse aspected to their chosen Yozi or Vitriol with which they remain, alone
save for demons of the emulated Yozi, for the duration of the Training Time. When she emerges, she
has internalised the principles of her chosen Yozi, woven strands of its legend into her own Essence, in
a way which scars the Exaltation in a matter not-dissimilar, though far lesser in scale, to the changes
that the Yozis made in the Exaltations of the Green Sun Princes. Learning this Charm is another
Blasphemy, as with its prerequisite.
The changes go even deeper than before. The Solar's very Exaltation has been vandalised by the
declaration of the identity of the Yozi, and observation of her native Charms will display the same kind
of low-level warping that Terrestrial Spells cast through a Yozi Initiation display, discernible through a
reflexive (Wits + Occult) roll at Difficulty 5, and concealable through use of Universal Precept Shroud.
She has now internalised the Excellency and nature of the Yozi, and the death of the titan will not affect
her access to their Charms at all, and neither will her Essence falling below 6. She can now purchase all
charms of the Yozi, and is no longer subject to the Essence 5 cap of Primordial Pattern Emulation. The
character no longer takes a one mote surcharge on use of Yozi Charms, and the cost of each Yozi
Charm is 10XP, effective retroactively, providing a return of 2 XP per Yozi Charm already learned.
However, the increasing taint of the titans affects their Solar magic; the surcharge on Solar Charms is
now two motes.
With the shift in the nature of their Essence, the character's Sorcerous Initiations warp, being replaced
with the Yozi versions of the Charm. All Charms which have them as a prerequisite, with the exception
of Primordial Principle Emulation, are lost to the character, and refunded. Likewise, access to Sidereal
Martial Arts is now forever beyond the character's grasp, and all Sidereal Martial Arts charms they may
already know are refunded for XP. However, access to Martial Arts Form-Type Charms is now restored
to the character, as with the internalisation, they need not contort their Essence to alien-to-them forms.
Should Lytek get access to an Exaltation of a character who knows this charm, whether by their death
or by their completion of the next step, (Yozi) Cosmic Principle, he will have to work to clean off the
intricate, almost-organic growth of Primordial Charms from the fundamental Solar core. Without
maintenance, it is unclear how the next incarnation of the Exaltation would be affected.

LUNARS
General
Hidden (Attribute) Manifestation
Cost: - ; Mins: (Attribute) 4, Essence 3; Type Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any (Attribute) Excellency
Under the transient flesh and blood of the Lunar Exalted lies a power of terrible protean force and
brilliance. This is not a question of inflexible instinct; it is glorious in its unveiled formlessness, and as
the Chosen of the Moon draw upon their power it floods their veins, empowering them further. Once
per action per Attribute, when a Lunar spends at least 2m on this Charm's prerequisite she may choose
to commit two of those spent motes. This grants her a bonus dot of the Attribute, which counts as dice
granted by Charms. If the character knows the Second (Attribute) Excellency, dots granted by this
Charm may be converted into automatic successes rather than rolled at a rate of two-for-one. These
bonus dots disappear at the start of a new scene. At Essence 3, only 3 bonus dots may be granted by a
given version of this Charm; at E4+, this limit increases to the Lunar's dice cap.
Each time this Charm is purchased, the Lunar gains a number of mutation points equal to the linked
Attribute, a manifestation of the shifting power of the Silver Exaltation within them. These mutations
must express or be linked to some personal inner theme, such as her idealised image, a totem animal, or
some other thing of great import to herself, and furthermore must express the themes and nature of the
Argent Madonna in some way. On her action tick, she may reflexively and at no cost manifest a
number of mutation points up to the limit of the total number of attribute dots currently granted by all
the versions of Hidden (Attribute) Manifestation she knows.
On the new moon, she may reassign up to (Essence) points of allocated mutations within the pool by
six hours of meditation, although this grants one point of Permanent Limit which disappears after a
year.

Shining (Attribute) Witchery


Cost: 2m+, 1wp; Mins: (Attribute) 5, Essence 4; Type Simple
Keywords: None
Duration: One Scene
Prerequisite Charms: Hidden (Attribute) Manifestation
Sometimes one cannot wait while the argent power within one's soul manifests. Sometimes this power
must be forced onto a staid reality. Each 2m committed to this Charm grants one bonus dot of the
linked Attribute which counts as being granted by Charms, as with this Charm's prerequisite. Dots
granted by this Charm also allow the mutation pool of the prerequisite to be accessed.
At Essence 5, this Charm upgrades, allowing Lunars to activate multiple iterations of it as part of the
same Simple action. The mote cost must be paid for each Attribute separately, but only 1wp need be
paid. Activating the Strength, Dexterity and Stamina variants together is often called by Lunars with an
animalistic theme "Deadly Beastman Transformation".

Dexterity

Discarding Argent Glory


Cost: 1-2lhl, 1wp, 0-1ahl; Mins Dexterity 3, Essence 4; Type Simple (Speed 4, -2DV)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: <N/A - some rewritten Charm>
The Exalted are set above all other men, and such honour, as the Chosen of the Gods, should sit on
them like a cloak, obvious for all to see in their resplendent magnificence. And if one is as naive to
actually believe that, it might be necessary to remember which goddess the Lunars the are chosen of.
The Lunar's fingers sublimate into light as she seizes her own anima banner, and casts it aside, open
striations forming over her body as the anima tears away. To hit a specific target, this is a (Dexterity +
Thrown) attack with a range of (Essence x 10) yards, adding (Essence) automatic successes. If it hits a
sentient being, it latches on as a Crippling effect, tiny hooks of anima-light wrapping around them to
hold itself secure. If the Lunar misses, or does not target anyone specifically, it glows like a cold
bonfire of anima light over a piece of nearby terrain, centred around the Lunar's caste mark. The Exalt's
anima will remain attached to that target until it reduces in intensity following the normal rules for an
anima, or until the Lunar spends any Peripheral Essence or would increase or flare their anima for any
other reason, whereupon it instantly flashes back like an arrow to its greater self. It does not cease to
shine if a target it is attached to is killed or destroyed. This Charm costs 2lhl, 1wp normally, but the
cost is increased to 1lhl, 1ahl, 1wp if the anima is at the 8-10 mote level or higher.

Not-Quite-There Shot
Cost: (3-4)m; Mins: Dexterity 3, Essence 2 Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charm: Any Dexterity Excellency
Even when a projectile leaves the hand, it can be stirred into hunting life if infused with the anima of
the Lunar Exalted. Like a living thing, it twists and deforms in flight, trailing silver light. The foes of
the Chosen of Luna well know the dangers of an arrow which has grown wings to fly up only to dip
down over a wall or a thrown knife in the dark which squeezes through a crack in the door. This Charm
enhances a ranged attack, and nullifies all penalties, except wound and multiple action penalties, to that
attack.
This Charm costs 3m if the Lunar is using a natural weapon, an attuned artifact, or a weapon she has a
positive Intimacy towards, and 4m otherwise.

Could-Have-Been Barrage
Cost: 5-7m, 1wp; Mins: Dexterity 4, Essence 2 Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charm: Not-Quite-There Shot
The necessity to shoot once per attack is a limitation the Lunar Exalted are more than willing to bypass.
One projectile fractures in mid-air to become the many different ways it could have fired, the mitosis of
violence sending child fragments to strike down their foes from could-have-beens. This Charm is a
magical flurry containing a total number of ranged attacks equal to (Dexterity). The attacks bypass rate
and suffers no multiple action penalties, while the flurry as a whole imposes a DV penalty equal to (the
highest penalty for any attack + the number of attacks over the base Rate of the weapon made). The
Lunar makes these attacks by drawing upon the impossible actions they could have taken, and therefore
makes one attack roll and separately compares the attack to a separate defender with each attack in the
flurry. Use of Excellencies to enhance this attack must be paid separately for each attack which
benefits.
The first attack in this flurry must target any enemy the Lunar could reach. Later attacks consume no
ammunition, but must be aimed at targets within 10 yards of the previous target or the Lunar. The cost
of this Charm is 7m, 1wp normally, but only 5m, 1wp in the Wyld where the mutability of reality
makes it easier for the Lunar to draw her could-have-been attacks from the Beyond.

Waiting-Foe Shrapnel Sneak


Cost: 4m; Mins: Dexterity 4, Essence 3 Type: Supplemental
Keywords: Combo-OK, Obvious, Crippling
Duration: Instant
Prerequisite Charm: Not-Quite-There Shot
Why accept that the pain has stopped after the projectile hits? Why not instead leave a present so they
will remember the folly of attacking the Lunar Exalted? This Charm supplements a ranged attack. If the
attack inflicts damage, the projectile - on top of doing whatever other effects it would normally do -
flows like quicksilver, plugging the wound with brilliant light the colour of the Lunar's anima banner
which invalidates Stealth like a 8-10m anima and is a Crippling effect. Between one and (Essence +
Dexterity) ticks later, chosen by the Lunar when this Charm is activated, the light detonates in a hail of
minuscule anima-projectiles made of light and the target's flesh and blood. The eruption fills a radius of
(Essence x 2) yards around the target, acting as a one-time environmental hazard with (Dexterity +
Overwhelming value of initial attack) lethal damage with Overwhelming 2, and a Trauma of
(Dexterity). Against the initial target, the damage is Piercing, and Overwhelming 3, and the difficulty of
any roll to stop bleeding from the wound is increased by (Essence).
Prompt action can snuff out the light before it vomits forth its anima-projectiles. With a Miscellaneous
action which can be taken by anyone who can touch the target, or the target themselves, of (Wits +
Occult) against Difficulty (Dexterity) the glowing plug can be drawn out, where it dissipates
harmlessly. This inflicts an additional point of unsoakable bashing damage on the target.

Horrifying Silver Insurgent Strike


Cost: - (+ 1-3m); Mins: Dexterity 4, Essence 3 Type: Permanent
Keywords: Emotion, Obvious, Shaping
Duration: Permanent
Prerequisite Charm: Not-Quite-There Shot
A single shot from the dark can do more to break a formation than any amount of glorious obvious
shining heroism. When one's projectiles can deform and twist suffused as they are by Lunar Essence,
there are whole new avenues open to the Chosen of the Moon. This Charm permanently enhances its
prerequisite. This Lunar may involve this Charm reflexively by spending the activation cost whenever
she kills or mortally wounds an enemy with an enhanced attack. As a base effect, the Charm ensures
that the method of death inflicted by the projectile is horrific and terror-inducing. An arrow may swell
to the size of a water-melon within someone's chest, or a thrown rock may ricochet within the body
until not one organ remains intact. Every enemy or neutral character who witnesses the death must
compare the Lunar's (Essence + base Weapon Damage) to their Dodge MDV, and if their DMDV is
lesser, suffer an Emotion effect inducing paranoia and terror which imposes an Internal penalty equal to
the Lunar's (Essence) to all actions, reflexive and otherwise, for the remainder of the scene, and creates
an Intimacy of Paranoia towards the world. This is unnatural mental influence which costs 3wp for
mortals and 1wp for other beings to resist, which also renders them immune to the effects of this
Charm for a day. This Charm costs 3m normally, but only 1m if the attack was made from surprise.
As an option, the Lunar may also ensure that anyone who looks at the corpse within five days of its
death has it made Obvious to them that she was the killer next time they are in a situation where they
are Joined Battle against her. This enhances the rating of any stunt within that combat which plays off
this knowledge by one level.

Murder-not-War
Cost: - ; Mins: Dexterity 5, Essence 4 Type: Permanent
Keywords: Overdrive, Native
Duration: Permanent
Prerequisite Charm: Horrifying Silver Insurgent Strike
The best blow against a foe is one where they have no chance of retaliation. Let other duel on the field
of honour. The Exalted were made to murder the creators of reality, and there are those among the
Lunar Exalted who have not forgotten those origins. This Charm grants the Lunar a 10 mote offensive
pool. She gains one offensive mote on any action she injures a foe from outside their engagement
range. She gains one offensive each time she kills an opponent from outside their engagement range, or
with a surprise attack. However, such practices also reject the idea that one should throw one's life
away instead of living to fight another day. Once the Lunar has taken 3 or more points of bashing
damage, or any lethal or aggravated damage from enemy action during a combat, this Overdrive Charm
ceases to provide motes for the remainder of the scene.

Second Shooter Suspicion


Cost: 4m; Mins: Dexterity 3, Essence 2 Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charm: Not-Quite-There Shot
Those who look only towards the Lunar Exalted will never see the arrows that hit them in the back.
This Charm conceals an attack with a projectile weapon. The attack is made against an initial target
which can be a character or an inanimate object. The attack is silent, and the projectile vanishes from
sight as soon as it fired or thrown, sublimating into the Beyond as the shot that could have happened is
rendered impossible. It does no damage against its intended target. Between one and (Essence +
Dexterity) ticks later, chosen by the Lunar when this Charm is activated, the shot is 'fired' from the
targeted location at a different target declared when this Charm is activated, using the same successes
as for the initial attack and benefiting from any Charms which enhanced the first attack. Cover and
other external penalties are applied from this new position, which means it can be used to bypass cover.
Characters must gain (Lunar's Essence) successes on a (Wits + Awareness) roll to realise by the hints of
oddness in its echo and its tumble that it did not originally come from that position. At Essence 3, this
Charm upgrades. If it successfully "hit" the first target, characters who fail that roll are affected with an
Illusion that they saw the target fire the shot, which is unnatural mental influence and costs 1wp to
resist.

Charisma

PERSUASIVE WORLD-WHISPER (modified version by Revlid)


Cost: 4m; Mins: Charisma 3, Essence 2; Type: Reflexive
Keywords: Combo-OK, Action-Only, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Social Excellency
The transitive nature of the Argent Madonna shines down upon the world, and touches everything she
sees. The Lunar infuses an inanimate mundane object within (Essence) yards with the glow of her
anima, shunting aside its least god and giving it a fleeting mind. Objects owned by another character
require a (Charisma or Manipulation + Presence) roll, resisted by their owner’s MDV, while objects
owned by the Lunar (or no-one at all) are automatically suborned to her will, allowing her to give it any
one task to complete which is both basic to its nature, and would be possible without the continuous
intervention of an outside party. A door can be ordered to unlock itself or swing on its hinges, or a
sword could be induced to sliver from its sheath, but a sword cannot wield itself, as this would require
someone to continuously carry it. If an action taken by an object would require a roll (such as a
holstered firewand pulling its own trigger in an attack against its bearer's leg), use the Lunar's
(Charisma + [Appropriate Ability]).
Repeated use of this Charm on a given object warps its aesthetics, permanently imbuing it with aspects
of the Lunar’s anima – those looking at it from the corner of their eye might even mistake it for a living
creature of some sort. This Charm’s cost is reduced by one mote for every previous time the Lunar has
used it on that object in the past day, to a minimum of zero motes. If the Lunar owns an object she can
target for zero motes, the infusion of her Essence into its least god becomes permanent, allowing her to
use this Charm on that object as an innate power with its base cost reduced to two motes.

Shining Witch’s Twistings


Cost: 5m, 1wp ; Mins: Charisma 4, Essence 3; Type: Simple
Keywords: Combo-OK, Shaping, Obvious
Duration: One scene
Prerequisite Charms: Persuasive World-Whisper
The tides wax and wane at the orders of Luna, the natural world flowing into the shape dictated by the
Silver Lady. So do the Lunar Exalted shape the world with their commands, their anima seeping out
invisibly to make Creation an extension of their malleable bodies. While this Charm is active the Lunar
may as part of a Miscellaneous action roll (Charisma + Presence) against the MDV of the owner (if
they own it, its MDV is set to 0), and spend 5m. If they are successful they may modify, create or alter
an inanimate non-magical landscape feature or structure, or a sessile non-sapient living being (such as
plants). These modifications have a maximum dimension along any axis of (Essence) yards.
Modifications of living beings may only change their shape or the way they grow; for example, a tree
could have a small hollow created within it out of the rain, or have its topiary shifted into an insulting
image of a Lunar’s enemy (a craft roll at a Storyteller-set difficulty may be needed for artistic efforts).
The modified object must be touched before the changes can occur. Successive actions may be used to
expand the dimensions of a change.
Luna does not ruin the oceans when she shapes them, and so any changes may and will not
compromise the integrity of an affected structure, and so though, for example, the Charm may be used
to get access to a critical support structure, it may not be used to destroy it. Structures made of First
Age materials designed to deny unauthorised attempts to change them are immune to this Charm, as are
any magical structures.
If the Lunar owns the terrain or structure, or has permission from its owner (which can be as little as
“Can I do something?”), the cost-per-change of this Charm is reduced by 1m. All things created or
modified by this Charm are twisted in subtle, uncanny ways, and the cost of using this Charm’s
prerequisite on them is reduced by 1m. The nature of these changes may be identified with a Difficulty
4 (Wits + Occult) roll.

Eminent Domain Sacrifice


Cost: 3m ; Mins: Charisma 3, Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Persuasive World-Whisper
The King and the Land are one. Few are quite aware of how true this is for the witch-queens of the
Lunar Exalted. Against an oncoming blow, her skin flashes into the very terrain which surrounds her,
blades bouncing off strangely tough leaf-skin or a chest of shining Chiascuroan glass. This gives her +
(Charisma + 3) lethal and bashing armoured soak. If she, or an individual she has a mutual positive
Intimacy with, owns the terrain on which she stands, this also gives her Hardness equal to the armoured
soak granted by this Charm.
At Essence 3, this Charm automatically upgrades. If the Lunar is unarmoured, she may spend an extra
2m and 1wp, and activate this Charm as a Simple Charm, to extend its duration to scene-long. When
this happens, the land literally rises up to flow over her as a Shaping effect on the world around them,
attracted by her own transformed skin. When operating in this mode, successful attacks with a weapon
tagged with Overwhelming reduce the soak granted by this Charm by the Overwhelming value of the
weapon for the remainder of the tick, as impromptu armour is torn away.
At Essence 4, this Charm may be repurchased. With an extra surcharge of 8m on the scene-long
variant, the Charm may layer on its natural armour over worn armour, the pre-existing armour writhing
and twisting in the Lunar essence to integrate the changes. Mundane armour will show traces of these
changes even when the Charm ends; a breastplate showing odd leaf-like patterns in it, or a helmet
whose eye-sockets look like windows.

The Interceding World


Cost: (8-9)m ; Mins: Charisma 5, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Eminent Domain Sacrifice
Luna is beloved of Gaia, and so she enjoys the benefits of that patronage. The Lunar Exalted do not
benefit from that love, but when their anima saturates the world around them and their essence calls
man, beast, plant and structure to them, Creation cannot help but protect them. This Charm perfectly
parries any attack which is not unexpected, even one which is unblockable. The world itself springs to
life around the Lunar, branches taking the blow for them or a wall slamming into place to intercept a
grand goremaul. The damage from the attack is resolved against the terrain feature instead. This Charm
may not be used if there is nothing around the Lunar which could move to protect them, but players are
reminded of the ability of stunting to enable dramatic editing of a scene.
This Charm costs 9m normally, but only 8m if the Lunar’s anima is at the 8-10m level or higher or they
are in the Wyld, where reality is inherently mutable. In addition, there is an extra surcharge of +3m if
the Lunar is not within land that she or an individual she has a mutual positive Intimacy with owns.
This is a unique Flaw of Invulnerability for this Charm.

Manipulation

Madness Deceived By Blood


Cost: 25m, 1wp, 1 lhl; Mins: Manipulation 5, Essence 3; Type: Dramatic Action
Keywords: Wyld, Shaping, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mirror Sight Dismay
Once upon a time, Luna stepped out into the Wyld, and opened up her veins, pouring out her blood
onto the ground, which burned like argent fire, sweeping across the madness lands, before sinking into
the earth. “If you can unmake my shape, you can have the world,” she said to the Wyld. Now, the Wyld
was suspicious, it not being a fool, and told her that she clearly was tricking her, and this was just an
illusion. “This is me. Can you not feel my blood within my veins” the Argent Madonna said, pointing
at the ground, and the Wyld swept in, to twist and change her. But the ground, blessed by her blood,
twisted and changed with the Wyld and yet remained the same. And so intent was the Wyld on the
blood of Luna, sending the land into flux, that it could not focus on anything else; indeed, the traces of
her divine blood allowed Luna to influence the tides of the Wyld with her light. The Chosen of the
Moon smile when they hear this story, and do much the same. This Charm forces the Wyld to have less
of a mutagenic effect on people within a single waypoint, at the cost of increased variability in the
terrain, and allows the Lunar to influence the waypoint.
Madness Deceived by Blood is an extended Dramatic Action, which affects a single waypoint. The dice
pool used is the Lunar’s (Manipulation + Performance), as they must coax and trick the Wyld with
sacrifices of their blood into taking the forms they wish. The activation cost of this Charm must be paid
for each roll, rather than just at the start. Each roll takes 8 hours, or 4 hours during the hours of
darkness. This roll has a base difficulty of 1 in regions of Pure Chaos, 3 in the Deep Wyld, 5 in the
Middlemarches, and 8 in the Bordermarches of the Wyld. However, in the Boardermarches, nothing
that requires more than 3 successes may be created, for too much of the solidity of Creation infuses
those places.
The Lunar may spend accumulated successes at any point to influence the Wyld. This functions as
follows;
Blood Binding: This must be carried out before any other change can occur. The Lunar binds her blood
into the land, focusing the Wyld energies into the terrain and gaining some control over it, and so
sparing people who enter this waypoint. This costs a number of successes equal to (11-Essence) divided
by 2, rounding up. The landscape shows a variation from Creation as if it was one step further away
from Creation, but has a mutagenic effect as if it was one step nearer. For example, if used on the
Middle Marches, it would change as if it was part of the Deep Wyld, but only mutate people within it as
if it was part of the Bordermarches. This does not actually change the status of the land for other
effects. If used in Pure Chaos, the land cannot become more tainted, but the reduction in mutagenic
effect still occurs; no one has ever accused the Chosen of Luna of playing fair.
Thematics: The Lunar changes the thematics of the land, much as proximity to the Elemental Poles
does. 1 success allows a change within the current theme, such as turning a lake of fire into a blasted
desert where fire-rain falls from the sky. 3 successes allow a moderate change, such as turning a lake of
fire into a plateau where sugar foundries spring from the ground, to harvest the molten caramel that
springs from the ground and hammer it into filigree blades. 5 successes allow a theme completely
unlike that of the area, such as a freezing wasteland in the deep south.
Features: To create a feature which will remain relatively constant no matter how much the landscape
changes, the Lunar must spend successes equal to its Resources value. This means that a palace, which
will remain a regal place to live whether the sky rains fire or the walls ignite, is harder to create than a
hovel. Any feature created must be within the current thematics of the landscape. The Lunar may spend
up to 5 successes at any one time.
Witch-kin: To create extras, the Lunar spends a number of successes equal to the number of
Background dots needed to have them as followers. They must conform to the current thematics of the
area, and will suffer one point of lethal damage per scene if removed from a place suitable for their
thematics, or if taken into Creation. The witch-kin are born of the blood-tainted land, and so are always
notable inhuman, frequently incorporating aspects of the shapes in the Lunar’s Heart’s Blood library.
The witch-kin have no souls, and are not self-aware; they are incapable of truly original thought and
cannot become heroic. If the Lunar changes the thematics of the land, any witch-kin she created will
shift; if anyone else does it, they will suffer and die as described before. The Lunar may spend up to 5
successes at a time.
Things made by this charm are not innately real; they are things of the Wyld, tricked and altered by the
blood of the Lunar into the pretense of shape. Their half-reality stems entirely from the Lunar, a
creature of borders. If the Lunar dies, all effects of this Charm instantly end, though traces of their
alterations may be incorporated by the Wyld; in addition, if the “background” level of Wyld would
change, the Lunar must reflexively roll their (Manipulation + Socialise) at Difficulty 3, or any Blood-
Binding is broken as the Wyld forgets the lies the Lunar has told it. In addition, if things made using
this Charm are taken into Creation, or into Pure Chaos which has not been Blood-Bonded, they begin
to unravel. For each story which passes when the thing is taken out the border regions where it can
exist, roll the Lunar’s Essence at Difficulty 2. Failure indicates that it disappears in a puff of unreality,
fading into nothingness. Some say that things lost in this way do not return to the Wyld, but instead are
cast adrift into the tides of the Beyond.
Use of the Blood Binding option in this Charm creates silvery scar-traceries upon the skin of the
Lunar’s true forms, which, with a successful Intelligence + Occult roll at difficulty 3, can be recognised
as depictions in the mad un-logic of the Wyld of the areas bound by this Charm. Multiple uses will
begin to weave the traceries together, allowing the educated observer to deduce how many waypoints
separate each location and the Magnitude of the waypoints currently ensnared by Madness Deceived
By Blood.

Intelligence
Many-Minds Genius Prism
Cost: 4+ m; Mins: Intelligence 4, Essence 3; Type: Simple
Keywords: Crippling, Stackable, Compulsion
Duration: One project
Prerequisite Charms: Counting the Elephant's Wrinkles
The brilliance of the Lunars is like the brilliance of Luna; fractured, subtle and wonderful. The mind is
a mutable thing, and much like cutting a diamond, splitting one's mind can produce priceless gems.
Taking a Simple Action, the Lunar fractures his own mind, devoting at least one point of Intelligence
towards a purely mental action. Up to five points of Intelligence may be committed to a single mental
project, such as designing a manse, writing a poem, or planning a war, and this reduces the effective
Intelligence of the Lunar, as a Crippling effect, by an equal amount. The committed Intelligence is
deemed a fracture. A valid project for this Charm must be able to be done purely mentally; one can
design a manse, but one cannot build one, and likewise although one may be able to work on the
motonic theory for a new spell in this manner, it may not be used for the testing and experimentation
which is a vital, and dangerous, part of designing a new spell.
This may be done multiple times, on multiple different projects which will be carried out in parallel,
each fracture reducing the effective Intelligence of the Lunar for the duration of each project. It may
also be used to sleep, the Lunar delegating all his tiredness into a single fracture, although this does not
provide rest for the body, only the mind. Moreover, within the gleaming vortices of the Steward's mind,
these shards of pure intellect work at a rate incomparable to his flesh-weighted body, making the
project proceed at (Essence x Points of Intelligence committed to this fracture) times faster than
normal. A Lunar may reduce their effective Intelligence to no lower than 0, and an Intelligence 0 Lunar
is rendered in a coma for the duration of the project, with not enough of a mind left in their body to end
the project early if they are threatened.
From the perspective of the fracture, they are fully themselves, with full access to all their Abilities and
the appropriate Attributes for the project, and find themselves in a mental sanctum which represents, in
a symbolic manner, the psyche of the Lunar. A Lunar born in the Southern deserts may find themselves
on an expanse of sand around a central mountain, memories filed in leather-wrapped scrolls hidden in
cool caves, while an Easterner may find themselves climbing a world-tree, where every branch and
every leaf is a memory. The fracture has full access to tools that may exist from the memories of the
Lunar, as if Counting the Elephant's Wrinkles was in effect; one who has read the Book of Three
Circles but once will find it replicated within their mental sanctum, and may use it as reference
material. They make their Intelligence-based rolls as if their Intelligence was the number of points
committed to the project, which affects their dice-caps, and are affected by an irresistible compulsion
forcing them to devote their full attention and effort to the project. They share the same Willpower pool
and Virtue channels as the Lunar, but do not have access to his mote pool. Instead, the Lunar may
commit extra motes when using this Charm, and the fracture may freely use any mental charms which
cost up to the number of motes committed. Use of Charms by a fracture do not count as a Charm
activation.
From the perspective of the mind in control of the body, he has no idea what his fractures are doing
until the project is completed. The points of Intelligence committed remain inaccessible until the
project is complete, whereupon the fracture re-merges, the Lunar having full knowledge of what was
learned or devised, and the subjective experience of being the fracture, or until he de-commit the
motes, which restores the Intelligence, but the work on the project and the memories of the fracture are
lost with nothing but wisps and fancy left. Upon the successful completion of a project, the Lunar
regains 1 willpower, as the restoration of his psyche and the satisfaction of knowledge fill his mind. At
most 1 willpower per scene may be regained by this method.

Perception
Mythic Outsider Extrusion
Cost: - (4m/2m); Mins: Perception 1, Essence 1; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: None
Luna may love Gaia, but she is not a thing of Creation. The Chosen of Luna are not things of nature,
and they gaze into the un-madness of the Beyond and bring it back in their image, to bring forth
impossibilities into the solid and staid. The Lunar creates a mutation package of (Essence x 6) points of
positive mutations, which should conform to a theme chosen by the Lunar's player, based upon their
personality, their Spirit Shape, and their background. From that point in, when in any form, the Lunar
may, as a reflexive action, commit 4m, and manifest up to twice their (Stamina + Essence) points of
mutations from this package, which remains committed for the rest of the scene. If her anima banner is
at the 7-10m level or higher, the commitment cost is reduced to 2m, and the value of any previous
commitment is reduced. These mutations force their way into the shape, warping it to fit the terrifying
reality of the Lunar, and are Obvious in their unnatural nature. Elira Rjordsdottir, the Witch of Alahi,
carried the coldness of her native Haslanti League within her, a sign of the chill mind lurking under her
ditzy exterior, and so the inhabitants of that South-Western island have learned that wild animals with
wings of transparent ice and silver scales can be friend or foe, but always bring things new, terrible and
wonderful.
In addition, as an effect of learning this Charm, the Lunar may, with a night of meditation, reconfigure
their Tell so it conforms to their new-chosen theme, rather than being purely animal linked. This is an
irrevocable change, barring other Charms.

Witch-Fire Soul-Pyre
Cost: - ; Mins: Perception 4, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mythic Outsider Extrusion
If one was to gaze deep into the animas of the Chosen of Luna, one might be able to see the birthplace
of the Argent Madonna. But the doors of awareness, once thrown open, cannot be closed so easily, and
so one will become wild and free, released from the constraints of possibility. This Charm enhances the
anima banner of the Lunar. While the mutation package granted by Mythic Outsider Extrusion is
active, when their anima is at the 7-10m level or higher, it gains a glimmering sheen of impossible
colours rimmed with silver, burning and coruscating at the eye. Lunars gain new bonuses from this
Charm, based on their Caste:
Full Moon: In the eyes of those who can truly see, the Lunar becomes an eldritch stalking horror, a
monster that should never have been, and such terror grinds against the heart of those who love and
hate them alike. All attacks against the Lunar made by individuals with any Intimacy towards them,
whether positive or negative, suffer an internal penalty of (their Perception), as a fear-based Emotion
effect. In addition, each scene where a hostile individual perceives a Lunar whose anima is displaying
these features counts as a scene towards building an Intimacy of "Mindless Terror" towards the Lunar.
Changing Moon: To those whose eyes have been opened to the worlds of Not, the Chosen of Luna are
even more beautiful. An onlooker adds the rating of the highest valued single externally-imposed
mutation they are suffering from to the effective Appearance rating of the Lunar, as a love-based
Emotion effect. Hence, a target with only Poxes adds +1 to the effective Appearance of the Lunar,
while a target with an Abomination and two Deformities would add +6 to their appearance. Charms
which inflict mutations upon one's self, such as Mythic Outsider Extrusion, or By Rage Recast provide
no such bonus. Fair Folk count the number of Permanent Charms they have as their highest valued
mutation.
New Moon: Those of the unseen Moon have seen too much for any lesser thing to affect them. Others
may not be so lucky, and will be trapped in sick fascination like moths around a flame. As a curiosity-
based Compulsion, any hostile or neutral observer reduces their movement speed by (observer's
Perception) yards if they are attempting to move away from the Lunar. Their hearts rebel and they feel
they must stare longer at the witch-fire anima. This Compulsion also imposes a -1 external penalty on
all Perception rolls, and a -2 external penalty on all Wits and Intelligence rolls, the sights of the Beyond
drawing their attention away from the mundane.
Unnatural mental influences may be resisted for a scene by the expenditure number of willpower points
equal to the onlooker's Perception, up to a maximum of 5. The unobservant may fail to notice the
horrors that the perceptive catch.

Walking Argent Impossibility


Cost: 6m, 1wp; Mins: Perception 4, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Shaping
Duration: Indefinite
Prerequisite Charms: Mythic Outsider Extrusion
Once one has touched the impossible and welcomed it into your flesh, a trifling lack of reality is not so
much of a constraint any more. Wrapped in an Outside-tainted cloak, a Chosen of Luna may stand in
front of a crowd, and not one will accept their presence. Concentrating, the Lunar immerses one of the
forms in her Heart's Blood library into the Beyond, silver blood and the uncolours and unthings of that
place staining it forevermore as she weaves it and the things Beyond together. The form settles around
her neck, in the form of some long, flowing garment made of impossible colours and neverbeen shapes,
and shaped like it was made from the skin of that shape. The Lunar may wear this garment in any shape
that could wear clothes, give it to another (in which case it only lasts for a single scene away from the
Lunar, before disintegrating), or take on the shape as normal, becoming the Heart's Blood shape in the
same oil-slick silver and non-being shades of colour. The shape is permanently tainted by this; as soon
as the motes are decommitted, or if the garment (which has the statistics of a perfect quality piece of
mundane clothing) is destroyed, the shape is lost from the Lunar's Heart's Blood library forever, forced
out of Creation without the Lunar holding it in the world of the real.
Upon activating this Charm, the Lunar rolls (Perception + Larceny), adding a number of automatic
successes equal to their Essence to the activation roll. Whosoever wears (or assumes) that shape, the
following effects apply. The wearer is Outside of Fate, their thread becoming woven through with
strings of impossibility which render the Pattern Spiders insensible to it, and they may not be bought
into Fate without this Charm ending. As something that should not be, the world closes to conceal their
presence as a Shaping effect, allowing them to roll to establish surprise even in the absence of cover
and concealment, and imposing a -2 internal penalty on all rolls to notice them. For those who do see
them, however, they are an impossibility stalking through a world where they should not belong. All
characters whose Dodge MDV is less than the number of successes on the (Perception + Larceny) roll
must spend 2wp, or suffers from a Compulsion to act as if they do not perceive the wearer in any scene
where they see them, and to not talk about it later. This is reduced to 1wp if the Lunar tries to interact
with them or with anything which they have an Intimacy to, or if someone they have an Intimacy
towards points the Lunar out. They still perceive, and remember the figure of gleaming silver and
unreal colours; they are merely compelled to act as if they cannot see them, and do not remember them.
As a result, attacks made when wearing this cloak are not automatically surprise attacks, but should the
wearer flare their anima, they do not invalidate this Charm.
Notably, such an immersion in the Beyond has one weakness which would be crippling were it not so
obscure. Against beings with the First Oramus Excellency, they are not rendered invisible at all; in fact,
they are Obvious to all their senses. Some Elders in the Silver Pact have encountered that worrying
weakness against the akuma of the Dragon Beyond the World.

Reality-Flaying Stalker
Cost: (+3m); Mins: Perception 5, Essence 5; Type: Reflexive (Step 10)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Walking Argent Impossibility
When you kill a foe, you have taken their life. Why not take their form and their reality too? This
Charm permanently improves its prerequisite, by allowing it to be reflexively activated in Step 10 after
killing an opponent, for an extra 3 uncommitted motes. This does not count as a Charm activation. As
they die, hairline threads of silver light unravel their skin, which detaches and flies to form a garment
on the Lunar, as per this Charm's prerequisite. The corpse is left flayed by this. This allows the Lunar to
automatically reestablish surprise upon invoking this Charm. Spirits (including Primordials) killed by
this Charm are killed permanently and cannot reform, their corpus torn apart and alloyed with the
Beyond. If the Lunar could not take the Heart's Blood of the thing killed, the flayed skin-cloak can only
be worn, and may not be taken as a shape.

Unwoven Weaver's Art


Cost: -; Mins: Perception 5, Essence 4; Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Walking Argent Impossibility
What fine fabric, the texture of that which cannot be! For one who can see the impossible, few mortal
goods can compare, and when granted to others, the subconscious knowledge of the so-fragile nature of
"real" right against their skin makes other minds pliable, even as it opens their minds and souls to
everything that they are Not. This Charm permanently improves its prerequisite. The Lunar gains the
ability to make the garment more real by carefully folding its own impossibility within itself, as a
Dramatic Action lasting five minutes. This leaves it as a perfect-quality mundane garment of the type it
appears to be, coloured as the Lunar wishes, although forensic examination will reveal that it is,
somehow, composed of the skin and hair (or equivalent) of the shape that went into making it. In this
state, it is not necessary to keep motes committed to it to prevent it from disintegrating, and the magic
may be reactivated by reactivating the Charm. Each scene that an individual who is not the Lunar
spends wearing one of these garments counts as a scene towards building an Intimacy towards the
Lunar, chosen at the time of realification. Once this Intimacy has been formed, each scene spent
wearing the garment earns a single Mutation point, which may be spent, as a Training effect, on any
mutation in the Lunar's Mythic Outsider Extrusion package, or on Enlightened Essence, chosen by the
Lunar. A total of (wearer's Perception + Lunar's Essence) mutation points may be granted this way.
At Essence 5, this feature improves, and the garment may be rendered mundane as a Miscellaneous
action, rather than a Dramatic action.

Unreal Illumination Escape


Cost: -; Mins: Perception 4, Essence 3; Type: Permanent
Keywords: Obvious, Shaping
Duration: Permanent
Prerequisite Charms: Walking Argent Impossibility
Garbed in cloth of the Beyond, is it any surprise that a blow against one of the Lunar Exalted instead
cannot be, and forewarned by every attack that could not have been, they escape? This Charm
permanently improves its prerequisite. When Walking Argent Impossibility is active, the character can
focus this Charm's power in Step 6 for a cost of 3m to perfectly parry any attack, which does not count
as a Charm activation. Their garment disintegrates into unlight that temporarily illuminates the area as
a totemic anima flare that lasts for one tick, as the entire world shifts such that the blow never could
have possibly hit. This displaces the Lunar (Essence x 20) yards, in a direction of their choice, the
remnants of a tattered garment purged of all that is not the only remnants of their presence. This
involuntarily deactivates the Charm, destroys the shape in it, and the Lunar pays a cumulative
uncommitted 1m surcharge to reactivate Walking Argent Impossibility for the remainder of the scene,
as the distortions in the boundaries between what Can Be and what Cannot make it harder to perceive
the Beyond. This counts as a unique Flaw of Invulnerability for this Charm.

Observation-Negates-Possibility
Cost: 12m; Mins: Perception 5, Essence 4 ; Type: Simple
Keywords: Shaping, Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Eyes as Moonbeams Method
For everything that happens, there is a moment where that-what-was becomes that-which-is. The Lunar
Exalted know, however, that in the Beyond, there are universes of never-can-be, and through their gaze
lit by the unlight of their souls, they can delay that-which-will-be by observing those frozen moments.
When using this Charm, the Lunar's anima banner flares totemic, and remains so for the duration of the
Charm. Everything within (Essence x 10) yards of them has no subjective time pass for it as long as it
remains illuminated, as a Shaping effect. Anything so affected cannot be damaged, for no time exists
for the damage to happen in. No damage from ambient environmental effects occurs; the Lunar can
climb a frozen fire to get to the top of a burning building, and need only worry about a lack of
handholds. If the character is in the Wyld, the affected area is rendered part of Creation for the duration
of the Charm. Attacks made into an affected area are resolved with an external penalty equal to the
Lunar's Essence, for it takes a fraction of a second for the light to strip away that-which-will-be.
Attacks from surprise ignore this penalty. While this Charm is active, the Lunar may reflexively
commit a number of motes equal to the permanent Essence score of any non-hostile sapient being
within sensory range to exempt them from the frozen that-which-will-be for as long as the motes
remain committed.
At Essence 6, this Charm may be repurchased. The affected area is increased to (Essence x 100) yards,
the Lunar's bonfire of Essence expanding to titanic proportions, or, as a Wyld effect, it affects the entire
waypoint the Lunar is in. Any beings not naturally Shaped (Raksha and any other denizens of the
Wyld) who are affected by this lose 1wp as a Shaping effect, and gain an Intimacy of Existential Horror
towards the Lunar, as this Charms forces them to confront the terrifying fact that they now rely on the
linear time that Creation imposed to exist within.

ABYSSALS
Melee

Blade of Years Strike


Cost: 3m; Mins: Melee 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Artful Maiming Onslaught
The untold years of the Jade Prison are remembered by the Exaltations of the Abyssals. The depths of
time, of isolation, are well understood by the Chosen of the Void, and they stand unchanged even as
others age and fall to ash. If the enhanced attack inflicts any levels of damage, then this Charm inflicts
one additional level of unsoakable aggravated damage, and one level of unsoakable bashing damage, as
the flesh around the wound greys and dies, crumbling like grave-ash.
In addition, as a Shaping effect which resolves separately, the attack cuts one year per level of damage
inflicted from the life expectancy of a target within Fate. The Pattern Spiders chitter in terror as their
thread ages, imperishable materials tarnishing. Deaths hastened from the plans of Heaven are
Obviously linked to the possibly-years-old injury, which reopens upon their corpse. Targets outside of
Fate and the Abyssal Exalted do not suffer this separate effect.

Hungry Time's Reaping


Cost: -; Mins: Melee 5, Essence 4; Type: Permanent
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Blade of Years Strike
Some last beyond the mayflower years of mankind. All will die given time. And the Abyssal Exalted
carry time in their blades and in the heads of their hammers. This Charm permanently enhances its
prerequisite. the Abyssal now inflicts (Essence-1) levels of unsoakable bashing damage with Blade of
Years Strike rather than just one, and for each hundred years the target has lived, rounded down, one of
the levels of bashing damage is converted into unsoakable aggravated damage.
Moreover, her attacks gain a particular terror for beings that do not naturally die from age, for in the
time-laden weight of the blows, they bear the promise of death from the years. If such a being takes
damage from Blade of Years Strike, they must spend 1wp, or, as an Emotion effect, gain an Intimacy of
"Abject Terror" towards the Abyssal. As a peculiar oddity which has not yet been discovered, as ancient
Solar ghosts murdered, who bargained for power, having already lived long past their years and aeons
more in the Underworld, the Deathlords are particularly susceptible to this fear, and must instead pay
3wp to resist.

Medicine
Black Genius Innovation
Cost: —; Mins: Medicine 5, Essence 4; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Ivory Whirlwind Restoration
The twisted genius of the Abyssal Exalted at the dark science of necrotech takes the best attempts of the
First Age, and labels them as a fumbling child's attempts. Under their hands, tendons rival the finest
mail and bones are whittled to tiny gears which should not be able to provide the terrifying
effectiveness that they do. This Charm permanently improves the Abyssal's skill at making necrotech.
With an appropriate stunt on the first roll of the crafting project a number of bonus augmentation points
are given to the design equal to (Stunt Rating) times the coil rank of the necrotech. An "appropriate
stunt" for the purposes of this Charm must take the ingredients and the design of the necrotech into
account, the Storyteller should reward thematic appropriateness or innovation in the field, and the
bonus augmentation points must be spent on features that fit in with the stunt. For example, when
making a Rank 4 Meat Puppet, a simple description of how the character layers on the muscles would,
as a 1 dot stunt, give 4 extra points, which could be spent on things such as Undead Strength, Undead
Stamina, Unholy Damage or Funereal Armour. By contrast, a 2 dot stunt which describes a cunning
mechanism made of bone slivers and iron cogs which dynamically reconfigures the internal structure of
the Meat Puppet for the threat it faces, with the 8 points granted, enhance it considerably more.
At Essence 6, this Charm permanently improves, and the bonus number of points given by this Charm
increases to (Stunt Rating x 2) times the coil rank. A third and final improvement happens at Essence 9,
when the bonus increases to (Stunt Rating x 3) times the coil rank.
This Charm may not be learned by Deathlords, for their stagnant, dead minds cannot truly comprehend
the creativity of rot. However, the Eye and Seven Despairs has a unique Panoply Charm, which
emulates the Essence 6 version of this Charm, for in his mad obsessions, his fractured mind can find
moments of genius. This is one of the reasons for the fearsome nature of the Venomed Assembly to
End All Hope, perhaps the most deadly small risen force in Creation.

Hungry Innovator's Reward


Cost: —; Mins: Medicine 5, Essence 4; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Black Genius Innovation
They said you were mad! Mad! That no man should have made a risen construct with a pyre-flame
projector mounted in its mouth! That it was going too far, that you'd kill them all with your crazy plans!
As it so happens, that was perfectly correct, and the knowledge that your genius was too great for their
burned corpses fills you with dark glee.
The Abyssal gains an Overdrive Pool with a capacity of ten motes. Initially empty, it gains one
offensive mote whenever the Abyssal perceives a necrotech construct they crafted which benefits from
the enhancements granted by Black Genius Innovation kill a mortal. They gain two offensive motes
instead if the death was a non-Exalted Essence user. If the Essence user killed was a Terrestrial Exalt,
five offensive motes are gained. If the Essence user killed was a Celestial Exalt, ten offensive motes are
gained. In addition, the Abyssal gains the capacity to spend motes from their Overdrive pool to fuel any
Essence-based powers which valid constructs may possess, such as firing integrated artifacts. These
must be properties of the necrotech, rather than of anything which inhabits it such as a Nemissary.
This Charm is beyond the Deathlords, for they cannot truly feel the unholy glee of genius revealed in
their dead hearts. However, the Eye and Seven Despairs has a unique Panoply Charm which functions
identically to this Charm.

DRAGONBLOODED
Lore
Elements Bend to Will
Cost: — ; Mins: Lore 3, Essence 3; Type: Permanent
Keywords: Overdrive, Native
Duration: Permanent
Prerequisite Charms: Elemental Bolt Attack
Why should the Children of the Dragons tire themselves smiting their foes when their great patrons fill
Creation with elemental Essence? This Charm permanent improves Elemental Bolt Attack. This Charm
grants an Overdrive pool of 10 motes, which is initially empty. When using Elemental Bolt Attack,
stunts which use the environment to get the appropriate element (drawing ice from a lake for water,
channelling the wind for air, and so on) grant a number of Overdrive motes equal to the lower of (stunt
rating +1) and the number of motes spent on Elemental Bolt Attack. The flaring anima banner of
another appropriately aspected Terrestrial (though not the user) is always an appropriate source of
stunts. Once the Dragonblood gains even one offensive mote from this Charm, any Charms that create
or enhance a non-Elemental attack suffer a surcharge of one mote when paid for (even partially) with
offensive motes. This surcharge ends once the Dragonblood's Overdrive pool completely empties,
reapplying only when he next benefits from this Charm.
((Author's Notes: Yes, it's bending. I regret nothing. Also, Mnemon Azula is actually Air Aspected.))

Integrity

Ten Thousand Claw Empowerment


Cost: — ; Mins: Integrity 4, Essence 2; Type: Permanent
Keywords: Overdrive, Native
Duration: Permanent
Prerequisite Charms: Ten Thousand Dragons Fight As One
Ten thousand swords, ten thousand bows, ten thousand spears are raised to the sky in unison, and they
descend upon the foes of the Terrestrial Exalted without pity or mercy. And each little dragon is
empowered by the greater host, so that their foes may not stand against them. This Charm grants the
Dragonblooded an Overdrive pool, with a capacity of 10 motes. Initially empty, it fills at a rate of one
offensive mote per action per point of numerical Magnitude of Dragonblooded engaged in the same
combat. Blood relatives of the Terrestrial who knows this Charm count as five people in the Magnitude
calculations.
(Notes: Yes, nothing says the Dragonblooded have to be on the same side. The wars between the
Terrestrials are especially tragic and bloody)

Investigation

Appropriate Punishment Aid


Cost: — ; Mins: Investigation 4, Essence 2; Type: Permanent
Keywords: Native, Overdrive
Duration: Indefinite
Prerequisite Charms: Scent of Crime Technique
Guilt is a dead give-away to the children of Da'aad. And the guilty should be afraid, for the
punishments of the Terrestrial Exalted are always perfectly appropriate for their sins; all criminals
know that in their hearts. This Charm grants an Overdrive pool of 5 motes, which is initially empty.
When the Terrestrial joins battle against an individual who they have previously successfully used
Scent of Crime Technique on this scene, they may choose to gain one offensive mote if the guilt was
slight, two offensive motes if their guilt was moderate, three if it was intense, four if it was severe and
five if it was overwhelming. In addition, if the Dragonblooded knows or has good reason to believe
what the crime was, she gains one offensive mote per action where she exclusively engages the guilty
party or other people who are actively trying to prevent her from engaging the guilty party (such as
guards sent to obstruct her), with the end goal of enforcing punishment appropriate to the local laws, or
the laws of the dominant polity of Creation - which is the Realm in the present day. Laws from
Primordials who are not Gaia, or their souls are never valid laws - this includes Autocthon, the Old
Laws of the Neverborn, and the laws of the Deathlords (who are, after all, empowered by slain deva).
However, should the Dragonblooded, having accepted those motes, spare her target or fail to genuinely
attempt to enforce punishment for more than one action, she immediately loses all offensive motes
from her Overdrive pool.
((Author's Note: Oh, Charms built on false premises; namely, that Scent of Crime Technique finds
criminals, not people who feel guilty. In character, this Charm is probably responsible for quite a few
Dragonblooded legal excesses. And I would never suggest that a satrap might want to change the law to
benefit him when using this.))

Melee
Warding Fire Grows
Cost: — ; Mins: Melee 4, Essence 2; Type: Permanent
Keywords: Overdrive, Native
Duration: Permanent
Prerequisite Charms: Blinding Spark Distraction
Fire can be stoked, built up, used as a tool and guard against the darkness. So do the blades of the
Terrestrial Exalted empower them as they ward off the attacks of hated foes. The Dragonblooded gains
a 5 mote Overdrive pool. Initially empty, it gains one offensive mote whenever the Terrestrial
successfully uses his PDV to protect another in a Defend Other action from an attack which meant
harm. An extra mote is gained if the one defended is a blood relative, a Celestial Exalt, or if the
Terrestrial has a positive Intimacy towards the unrelated non-Celestial. A further extra offensive mote is
gained if the Dragonblooded is protecting a direct ancestor or a member of his sworn brotherhood.
((Author's Notes:This makes it mechanically optimal for a Dragonblooded formation to rely on the
person to their left to protect them, as they themselves protect the person on their right. Formations,
fuck yeah.))
Archery

Awaiting Falling Leaves


Cost: — ; Mins: Archery 3, Essence 2; Type: Permanent
Keywords: Overdrive, Native
Duration: Permanent
Prerequisite Charms: Dragon-Graced Arrow
The way of the warrior is to fire when ready, dropping hails of undisciplined arrows upon their foe. The
Terrestrial Exalted know better. The Terrestrial receives an Overdrive pool of 5 motes. Initially empty,
it may be filled in the following ways. Once the Exalt is already gaining the full bonus from aiming,
she gains an offensive mote for each extra Aim action she takes. This is increased to two offensive
motes per extra action spend Aiming if she is in proximity to a large amount of an element for which
she knows Dragon-Graced Arrow for, as she draws strength from the works of Gaia. In addition, she
gains two offensive motes if she uses an Archery weapon as part of a Coordinated attack which
involves at least two other Dragonblooded using Archery weapons. However, if the Terrestrial aborts
his Aim action to do anything other than attack his chosen target, he immediately loses all offensive
motes from his Overdrive pool.
((Author's Notes: Because Dragonblooded are soldiers, not warriors, and they fire in formations after
taking time to aim, not like willy-nilly savages. And it makes Dragonblooded pretending to be Robin
Hood, hiding among the trees, really fucking scary if they take time to Aim.))
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General
Expansive (Yozi) Consciousness
Cost: -
Mins: Essence 4
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Appropriate (Yozi) Mythos Exultant
The Yozis are vast not just physically, but mentally. They are likewise set in their ways and nearly
impossible to shift from their intended course. This Charm allows an Infernal Exalt to store temporary
Willpower in excess of their permanent Willpower, and can be purchased a number of times equal to
their (Willpower/2, rounded down), with each purchase increasing their max temporary Willpower by
one. This extra temporary Willpower is part of a "secondary" pool that the Exalt can choose to spend
points from instead of or in addition to his primary Willpower pool, as well as protecting against any
effects that require the target to have no more temporary Willpower as long as it still has points
remaining. However, this secondary pool can only be refilled with Willpower gained as a reward from
a successful stunt for an action that could benefit from the appropriate Excellency, Willpower gained
from Charms, or Willpower gained from the character's Cult rating.

Cosmic Forge of (Yozi)


Cost: -
Mins: Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Appropriate (Yozi) Inevitability Technique, Effortless (Yozi) Dominance, So
Speaks (Yozi)
The Yozis fashion wonders beyond the ken of lesser beings from their own Primordial substance. This
Charm reduces the Craft, Lore, Medicine, and Occult minimums required to design, build, and repair
infernal relics that incorporate demons descended from the Yozi this Charm was purchased from by
two. This Charm also reduces the total number of dots allocated to Craft, Lore and Occult required to
build Infernal Manses that share the Yozi's aspect by six.

Martial Arts
See Infernal Monster Style

Malfeas
Hellish Might Charms
The shells of the Demon City shatter and crash together at the merest shrug of the titan king's world-
body. A lesser being would be crushed under the weight of the King of the Primordial's mantle. Only
Malfeas can carry such responsibility. These Charms expand upon the limitless strength Malfeas has,
stemming from his rage and suffering.

City-Shouldering Burden Dismissal


Cost: -
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: By Pain Reforged
The crushing weight of the Demon City on Malfeas' bones is insignificant compared to the crushing
indignity of his defeat. This Charm enhances its prerequisite so that while the Infernal has By Pain
Reforged active, he reduces the mobility penalty and fatigue value of any armor worn by (Essence) and
adds the same amount to his (Strength + Athletics) total when performing feats of strength.

Hate-Spawned Might
Cost: 6m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Reckless Destruction Mastery
The rage of Malfeas gives rise to unfathomable strength. This Charm adds a number of dots to the
character's Strength equal to his Essence for the rest of the scene, and is treated as a dice bonus from
Charms. In exchange for this increased strength, the Exalt enters a state of barely-controlled fury,
unable to focus his efforts towards any complex, subtle, or intellectual endeavors. Engaging in social
combat other than short, forceful commands such as blunt intimidation, impassioned inspiring battle
cries and the like is not possible, nor are actions that require patience, concentration, or
delicacy(picking locks, moving stealthily, carefully searching a room, etc.). If the Infernal can percieve
any being they would consider an enemy or a threat, or harbors an appropriate negative intimacy
towards, the Infernal must fail a Valor roll or spend a point of Willpower to refrain from immediately
eliminating the threat through violence or severe intimidation. Spending a point of Willpower to resist
this urge ends the Charm, and ending the Charm before its duration is up in any other circumstances
also requires a point of Willpower.

Vigor Wrought From Torment


Cost: - (+1wp)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hate-Spawned Might
The gods were fools to listen to Gaia's pleas and spare the life of the King of the Primordials, for in his
current twisted state, pain and hate have made Malfeas more violent and destructive than could ever
have imagined. This Charm enhances its prerequisite, allowing the Infernal to spend a point of
Willpower to increase the Charm's bonus to Strength by a number of dots equal to his current wound
penalty(or, if By Pain Reforged is active, the penalty he would normally be experiencing). This
additional bonus is not treated as a dice bonus from Charms and may exceed the normal limits.

Torture-Enduring Fortification Charms


No Yozi suffers like Malfeas. Their bodies were not mutilated into existence and twisted into a shape so
unlike their original form. But because of this endless torment, no lesser injury can harm the Demon
City. These Charms expand upon the invincibility the King of the Primordials gains from his agony and
megalomania.
Ruined Flesh Restoration
Cost: 2+m
Mins: Essence 2
Type: Reflexive
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: Hardened Devil Body
Despite his best efforts, Malfeas is unable to destroy his prison-body, and the rubble from his attempts
is simply used to rebuild by the Demon City's denizens. This Charm converts one level of lethal
damage into bashing damage for every two motes spent, as well as stopping all bleeding as soon as a
single health level is converted. The wounds are sealed with black stone and brass, which remains
Obvious for as long as the converted levels remain unhealed. A second purchase of this Charm at
Essence 4+ allows the Infernal Exalt to convert aggravated damage to lethal at a cost of three motes per
health level.

Self-Destructive Reconstruction
Cost: 1ahl
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Ruined Flesh Restoration
Malfeas constantly remakes his cursed form, tearing layers apart to make way for painful, but
necessary, growth. Activating this Charm allows the Infernal to negate Crippling effects, as the
damaged or missing limb or organ is violently replaced by a fully-functional copy that suddenly bursts
forth from the character's body in a spray of blood and gore. Even metaphysical Crippling effects are
negated as the Infernal is scourged by green flame that burns away weakness. This agonizing process
inflicts an unsoakable level of aggravated damage on the Infernal, which may not be mitigated by any
means for the Charm to function.

Eternal Inviolability Psychosis


Cost: 2+ Limit
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Purity of Madness Defense
The King of the Primordials maintained the undeniable truth of his reality in the deepest reaches of the
Wyld with a state of constant megalomania, always on the cusp of flying into furious outrage at the
slightest provocation or implication that he was vulnerable or needed aid. This Charm allows the
Infernal Exalt to negate all Shaping effects not created by the Exalt's own efforts that target the Infernal
or any owned inanimate objects within three yards for the rest of the scene. This also prevents the
application of beneficial or desired Shaping effects applied to the Infernal by anyone other than
himself, as the arrogant power of Malfeas refuses to accept the aid of others. The Charm carries the
Obvious keyword, but it only becomes so whenever it negates a Shaping effect as the power of the
King of the Primordials manifests to crush the attempt. Activating this Charm causes the Infernal Exalt
to gain two points of Limit. These points are effectively 'committed', treated as permanent Limit for the
duration of the Charm, and cannot be reduced by any method for as long as the Charm is active. Even
Limit Break or Torment only removes the uncommitted points of Limit unless the Infernal chooses to
let the Charm's protection lapse as they enter Limit Break, and if they do so they cannot reactivate it for
the duration of the Limit Break or Torment. Releasing the commitment does not remove the
accumulated Limit by itself. A second purchase at Essence 4+ extends the Duration of the Charm to
one day. A third and final purchase at Essence 5+ allows the Infernal Exalt to make the Charm
Indefinite by gaining and committing five points of Limit for as long as the Infernal maintains the
Charm's effects.

Contempt of Injury Attitude


Cost: 2m
Mins: Essence 2
Type: Reflexive (Step 8)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Scar-Writ Saga Shield
The denizens of the Demon City unleash their frustrations on their prison. Wars level city blocks, and
the anger of the other Yozis shatter entire layers, but Malfeas pays it no heed. What being could
possibly harm the King of the Primordials more than he harms himself? This Charm is activated after
soak is applied, but before damage is rolled. To all witnesses, the blow appears as devastating as it
should be, but the Infernal's supernatural megalomania denies its effectiveness so strongly it reduces
the actual harm inflicted. The Infernal rolls ([the lower of Stamina or Resistance] + Essence) against a
difficulty of (attacker's Essence/2, rounded up). Environmental hazards not caused by another
character's concious action, automated traps, falling, or other indirect or unintentional sources of
damage are effectively difficulty 0, subtracting no successes from the roll. Each success reduces post-
soak damage by one, to a minimum of zero.

Armored With Suffering


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Scar-Writ Saga Shield
Malfeas has suffered torment the likes of which can scarcely be comprehended. Attempts to inflict
lesser agonies upon him is an exercise in futility. This Charm permanently enhances the Infernal Exalt's
capabilities so that whenever the Exalt should be suffering from wound penalties, he gains additional
natural bashing and lethal soak equal to ([the wound penalty currently suffered] x 2) as his wounds
bleed molten brass and stone that hardens into a scabrous coating of living armor. The Incapacitated
level counts as -5 for the purposes of this Charm. The increased soak dissipates when the Infernal heals
his wounds, along with the Obvious effects it causes. This Charm can be purchased a second time,
which increases the soak provided to ([the wound penalty currently suffered] x [Essence]).

Invulnerable Depths of Agony


Cost: 6-10m
Mins: Essence 3
Type: Reflexive(Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Armored With Suffering
Twisted and mutilated beyond the comprehension of lesser beings, the King of the Primordials is
incapable of suffering more than he does every moment of his existence, and in this way he is
invincible. This Charm is activated immediately before the damage of an attack or similarly injurious
effect is rolled for, the Infernal Exalt spending (10 - [current wound penalty]) motes to provide a
perfect defense against the damage of the effect, reducing it to 0 after all other effects. This Charm has
the Imperfection of the Demon City. A second purchase at Essence 5+ allows the Infernal Exalt to
spend a point of Willpower when activating the Charm, extending its duration to One Action.

Sun-Scorning Verdigris Infusion


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Scar-Writ Saga Shield(x2)
Some take comfort in the foolish notion that the light of the traitor sun can protect them from those he
arrogantly passes judgement on. But the Holy Tyrant created that light, and knows its power better than
anyone. This Charm permanently enhances the Exalt's capabilities, providing the Infernal with natural
aggravated soak equal to half his natural lethal soak.

Vengeance and Fury Charms


No being knows hatred more intimately than Malfeas. No being ever stood at so lofty a position, then
was unjustly brought so low as he. The King of the Primordials now focuses this hatred to destroy
everything that has betrayed him. These Charms expand on the depths of pain and destruction Malfeas
can inflict on everything around him.
Reckless Destruction Mastery
Cost: -
Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The relentless fury of Malfeas appears aimless, but those unfortunate enough to bear the brunt of his
rage soon learn it makes up for this with indescribable force. This Charm permanently enhances an
Infernal Exalt's capabilities so that whenever he performs a fierce blow (see Exalted, p. 158), he
doubles the damage bonus gained from it (to +4L or +6B, specifically). A second purchase at Essence
3+ multiplies the damage bonus provided by this Charm by (Essence/2, rounded up).

Insects Brushed Aside


Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Reckless Destruction Mastery
Nothing stands between Malfeas and his goals. Not for long, at the very least. This Charm supplements
an attack, causing the target to be thrown one yard for each point of pre-soak damage. Targets that
strike hard objects take one die of damage for each yard they would have otherwise traveled. This
damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.

World-Shattering Wrath
Cost: 3+m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Reckless Destruction Mastery
All of Creation will suffer Malfeas' vengeance once he is free. Meanwhile, he urges his minions to get
the process started. This charm supplements an attack against an inanimate object, multiplying the raw,
pre-soak damage of the attack by up to (Essence) times the original value. Each increase of the
multiplier costs three motes, so doubling the damage costs three motes, tripling the damage costs 6
motes, etc. Purchasing this charm a second time allows the Infernal to spend an additional point of
Willpower to ignore the object's soak completely.

Nuisance-Cleaving Sweep
Cost: 1m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Reckless Destruction Mastery
When the masses rise up against Malfeas in droves, they die in droves. Likewise, the Green Sun
Princes can cut bloody swaths through the throngs of foes that stand before them. This charm
supplements an attack against a target within (Essence) yards, so that if the attack successfully kills,
destroys or incapacitates its target, the Exalt may immediately make another reflexive attack against
another target within the aforementioned range with the same weapon as the Infernal swats him aside,
runs him straight through, or chops him in half. This reflexive attack imposes no multiple action or DV
penalties, disregards weapon rate, and may also be supplemented with this Charm, allowing the Exalt
to continually use this Charm until he fails to kill or incapacitate a foe, runs out of Essence, or runs out
of enemies within reach to destroy. If the Infernal has purchased the Charm Kissed By Hellish Noon,
then the range limitation of this Charm is removed, allowing the Exalt to use this Charm at any range.

Bloodthirsty Titan Rampage


Cost: 1m
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Nuisance-Cleaving Sweep
Although the King of Primordials is currently caged within himself, when he is free, nothing will be
beyond his vengeful grasp. When the Exalt makes a flurry of attacks or otherwise makes multiple
attacks in a single action, he may spend a mote of Essence after killing, destroying, or incapacitating a
target to reflexively make a Move action towards the next nearest target between attacks. If there are no
targets within range of his move action, he may not move with this Charm. A second purchase of this
Charm at Essence 4+ lets the Infernal use it as an innate power rather than as a Charm activation.

Crashing Layers Onslaught


Cost: 3+m, 1wp
Mins: Essence 3
Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Pathetic Distraction Rebuke
When Malfeas' rage boils over, he unleashes it in an unceasing torrent of fury as he slams his layers
together over and over, heedless of his own integrity until the layers spring apart, repelling his anger.
This Charm is a magical flurry of attacks with a DV penalty equal to the highest penalty for any one
attack in the flurry. The Infernal may continually make attacks until one of them fails to hit a target, he
reaches the maximum number of attacks equal to (weapon Rate + Essence), or he runs out of Essence
to fuel other Charms if part of a Combo. Weapons with a Rate listed as infinite have their Rate reduced
to 5 before adding in any Rate bonuses when used with this Charm. This Charm may be purchased a
second time at Essence 4, which allows the Exalt to spend 2 extra motes when activating the Charm so
that he may continue the flurry even after an attack fails to hit a target.

Swarm-Smiting Stroke
Cost: 5m or 5m, 1wp
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Nuisance-Cleaving Sweep, Invulnerable Wounding Futility
When Malfeas slams his layers together, entire cities of demons perish. When Ligier unveils his
emerald brilliance, armies are reduced to ash. When the Chosen of Malfeas strike, the fodder of mortal
armies fall by the score. This Charm enhances any physical attack whose target is within (Essence)
yards so that the attack is applied to all targets within(Strength + Essence) yards of the primary target
as a shockwaves of force, bursts of green fire, or some other destructive effect thematic to the Yozis is
unleashed. Additionally, attacks enhanced by this Charm cannot be blocked without a stunt or Charm.
When this Charm is used in mass combat against a unit of Magnitude 3+, the Infernal Exalt can spend a
point of Willpower when activating it to negate the DV bonus for the target's superior Magnitude and
double the raw damage of the attack(or triple it if the unit is arranged in close formation), provided the
Infernal is fighting as a solo unit. If the target unit loses Magnitude as a result of the attack, all
members lost die rather than escaping, thus preventing them from being gathered as reinforcements by
any rally action later in the scene.
If the Infernal Exalt has purchased the Charm Kissed By Hellish Noon, Swarm-Smiting Stroke gains
the same benefits from it as Green Sun Nimbus Flare, negating its range limitation.

Chastise the Offending Hand


Cost: - (1w)
Mins: Essence 3
Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisite Charms: Invulnerable Wounding Futility
Those who raise arms against Malfeas rarely do so a second time. This Charm enhances its
prerequisite, allowing the Infernal to spend a point of Willpower whenever Invulnerable Wounding
Futility successfully inflicts one or more levels of damage on an attacker. Against an attack from a
mortal weapon, the Charm shatters the weapon wielded against the Infernal in addition to the Charm's
other effects. If the attack is from an artifact weapon, this Charm forces the attacker to resist having the
weapon torn from his hand, as if the Infernal had made a successful disarm attempt with a number of
net successes equal to the number of dice of raw, pre-soak bashing damage Invulnerable Wounding
Futility inflicted. If the Charm is being used against an unarmed attack, the limb or natural weapon
used in the attack is rendered useless as a Crippling effect until the damage inflicted by Invulnerable
Wounding Futility is healed.

Inescapable Hatred Assault


Cost: 4m or 6m
Mins: Essence 4
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: By Agony Empowered
The King of the Primordials is vindictive to the extreme. Nothing can hope to stay his vengeance. This
Charm supplements a physical attack, making it unblockable for four motes, and adding undodgeable
for another two motes for a total of six. Against a target the Infernal Exalt has a specific Intimacy of
hatred against(i.e., the Intimacy must be for that individual being; more general hatred is not enough),
this Charm makes attacks against that target both undodgeable and unblockable for only four motes.

Unbearable Light of Glory


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
The unquenchable burning heart of Malfeas incinerates the unworthy who dare to approach it. This
Charm permanently enhances an Exalt's capabilities, so that whenever he is displaying his anima
banner at the 11-15 mote level or higher, the light from his anima burns everything within (Essence)
feet of the the Infernal as environmental damage with Damage (Essence)L/action and Trauma
(Essence/2, rounded up). This damage is not considered deliberate action for the purposes of defending
against it, and is not optional.

Erupting Emerald Nova


Cost: -
Mins: Essence 6
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Sun-Heart Furnace Soul, Green Sun Nimbus Flare
The heart of the King of the Primordials flares in times of intense pain and rage, instantly incinerating
even the hardiest of beings who stand in the path of its burning light. This Charm permanently
enhances Green Sun Nimbus Flare, giving it the Stackable keyword and allowing it to be activated
multiple times at the normal cost to enhance an attack. No more than (Essence - 4) total activations can
be applied to a single attack.

Eternal Poison Animosity


Cost: - (+10m)
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sun-Salted Fields
The Demon City is afflicted with a lingering poison that kills all mortals in exactly seven days without
rare and expensive protection. It is a tribute to Malfeas' mercy that he holds back his wrath to such an
extent. This Charm permanently enhances its prerequisite, allowing the Infernal Exalt to extend the
duration of its effects to weeks instead of days by spending an additional ten motes of Essence, with the
Virulence decreasing every week instead of every day as well. At Essence 5+, the duration and
reduction interval becomes months. At Essence 6+, it becomes years. And at Essence 7+, the effects
persist at full Virulence until appropriate countermagic is applied against it. This enhancement is
automatically applied at no additional cost to an activation of this Charm brought about by the
Infernal's death.

Emerald Brilliance Unleashed


Cost: - (1+m)
Mins: Essence 4
Type: Permanent
Keywords: Crippling, Obvious
Duration: Permanent
Prerequisite Charms: Sun-Heart Furnace Soul, Sun-Salted Fields
The power of the Green Sun is the power of Malfeas. To blast away foes with terrible radiance is
possible for the King of Primordials as well. This Charm permanently enhances Sun-Salted Fields so
that when the Infernal Exalted can choose to expend all the motes currently contained in the pool
provided by Sun-Heart Furnace soul to unleashes a burst of blinding green light that scourges all within
the radius of effect other than the Infernal. This burning light is an undodgeable, unblockable attack
that ignores armor and inflicts (motes spent from Sun-Heart Furnace Soul) dice of lethal damage (This
means that human extras in the radius of effect may die instantly without special protection).
Additionally, survivors must succeed at a (Wits + Resistance) roll with a difficulty equal to their own
Perception trait or be temporarily blinded as a Crippling effect. Every three hours, those who have been
blinded may make another (Stamina + Resistance) roll at standard difficulty to recover their sight. A
botch results in permanent blindness without proper treatment. This effect can only be used once per
scene, and only using motes from the pool provided by Sun-Heart Furnace Soul.
City-Scourging Fallout
Cost: - (+5m or +10m)
Mins: Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sun-Salted Fields
The poisonous hatred of the King of the Primordials spreads far and wide, laying waste to thousands.
This Charm enhances its prerequisite, allowing the Infernal Exalt to spend an additional five motes
when activating the Sun-Salted Fields to extend its area of effect to 500 yards in radius. A second
purchase of this Charm at Essence 7+ allows the Infernal to spend an additional ten motes instead of
five, extending the radius to five miles. This enhancement is automatically applied at no additional cost
to an activation of this Charm brought about by the Infernal's death.

Ever-Burning Enmity Pyre


Cost: - (+4m)
Mins: Essence 6
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment
The hatred Malfeas has for Creation will never die, forever burning in his heart and scorching the
prison that his is twisted body. This Charm permanently enhances its prerequisite, allowing the Exalt to
spend an additional four motes when activating it to enchant the affected weapon so that every attack
made with it inflicts damage as though enhanced with Green Sun Nimbus Flare without cost. This
effect stacks with normal activations of Green Sun Nimbus Flare, including the innate activations
provided by Vitriolic Corona Endowment.

Eyes of Wrath and Ruin


Cost: 5m
Mins: Essence 4
Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Crowned With Fury, Kissed by Hellish Noon
The King of the Primordials can scourge his foes with a baleful glance. This Charm affects a single
target that the character can see, as rays of green light lance out from the Infernal's fiery eyes, tracing a
jagged path to the target(which also gives away the Infernal's position) to engulf them in a hellish
inferno. The Infernal rolls (Charisma + Presence) as an undodgeable attack that ignores cover and can
only be blocked with the use of Charms or other defensive magic. Success inflicts all the normal effects
of Green Sun Nimbus Flare, with Charms that can enhance it applying normally. Charms that enhance
Green Sun Nimbus Flare also enhance this Charm. A second purchase of this at Essence 5+ allows this
Charm to benefit from normal activations of Green Sun Nimbus Flare, increasing its damage even
further.

Tyrannical Dominance Charms


The King of the Primordials bears himself with an aura of unquestionable supremacy and menace.
Those he turns his gaze to cower before him, stricken with fearful and subservient urges etched into
their very souls. These Charms expand upon Malfeas' ability to threaten and horrify all things into
submission to his will and exert his mastery over all existance.

Emerald Light Undimmed


Cost: 3m
Type: Reflexive
Mins: Essence 2
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Insignificant Embers Intuition
The gods' jealousy of the Holy Tyrant's greatness drove them to usurp and mutilate him in an attempt to
bring him low and make him humble. But the light of Malfeas burns eternal, and no darkness forced
upon him can douse his terrible glory. This Charm allows the Infernal Exalt to nullify all penalties
applying to a single Charisma-based social attack. A repurchase of this Charm at Essence 3+ allows the
Infernal Exalt to spend an additional three motes and one Willpower to extend the Duration of the
Charm to one scene, at the expense of making the Charm Obvious.

Mantle of Lordly Dominance


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Crowned With Fury
Only the most foolhardy of Malfeas' subjects dare to question or disobey his commands. This Charm
permanently enhances its prerequisite so that when its effects are used against anyone who has an
Intimacy of fear or awe towards the Infernal or anyone the Infernal holds social or metaphysical
authority over, the target must spend two points of Willpower instead of one to resist a successful social
attack.

King of Terror Mien


Cost: 5 or 10m, 1w
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Emotion, Social, War
Duration: Instant
Prerequisite Charms: Crowned With Fury
All things fear the King of the Primordials. Even though the traitor gods and their Exalted pawns
defeated and crippled him, they still rightfully fear his wrath. The Infernal roars, threatens, or glares
maliciously, inflicting instinctive terror upon a single target within (Essence x 10) yards that the
Infernal perceives. At Essence 5+, the range extends to (Essence x 100) yards. The Exalt rolls
([Charisma or Manipulation] + Presence + Essence). In normal social combat, if the resulting successes
exceed the Mental Dodge DVs of an affected target, they are automatically overcome with fear and
must either spend ([the Infernal's Essence] - [the target's Valor], minimum 1) Willpower points to resist
this unnatural mental influence or flee the Infernal as quickly as they can and at any cost. No enemy or
hazard is considered too dangerous to face in order to escape the avatar of Primordial wrath behind
them. Anyone who succumbs to this effect also gains an Intimacy of terrified awe toward the Infernal
that cannot be destroyed or weakened until (the Infernal's Essence) days have passed without directly
perceiving the Exalt. A second purchase at Essence 4+ allows the Infernal to spend an additional 5
motes when activating the Charm to use Performance in place of Presence in the activation roll to affect
every valid target within range, which allows the Infernal to use the Charm against mass combat units.
In mass combat, every unit affected loses a dot of Magnitude for every success the roll exceeds their
(Drill + Morale) unless a Charm is used to resist rout, in which case it is opposed with standard roll-off
rules, and the Infernal adds (Essence) bonus dice to the roll. These fleeing soldiers cannot be persuaded
to reform ranks through a Rally action, as the supernatural fear causes them to flee the battle entirely.
Solo units, unit commanders, and special characters compare the roll to their Dodge MDV and resist or
flee as under social combat, with the mass combat unit they are part of suffering their loss as
normal(insufficient relays causes the unit to become unordered, loss of a commander causes the unit to
become a quickly routing mob, etc.). Automatons and other beings incapable of feeling fear are
immune to the effects of this Charm unless the Infernal is Essence 6+, whereupon the all-encompassing
power of Malfeas transcends the need for comprehension and acts upon the undeniable threat he holds
to all that exists, and causes any animate entity to flee from the Infernal, regardless if their ability to
understand why they must escape.

Trauma-Repressing Denial
Cost: - (+2m)
Mins: Essence 3
Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: King of Terror Mien
When Malfeas is forced to suffer the indignity of failure, his fearsome rage scours the minds of all who
witnessed the event. This Charm enhances its prerequisite, allowing the Infernal to spend two
additional motes when activating the Charm to cause all who fail to resist the Charm to forget the
Infernal was present at the scene, as well as everything that occurred after they fell under the effects of
the Charm. These memories cannot be recovered without magical intervention, and any attempts to
recover them suffer an external penalty equal to (the Infernal's Essence at the time of activation - the
victim's Valor, minimum 0).

By Order of the King


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Touch
Duration: Permanent
Prerequisite Charms: Fealty-Acknowledging Audience
The most loyal of Malfeas' subjects are blessed with the ability to ensure obedience to his demands and
edicts. This Charm enhances its prerequisite so that when it is activated to create a visible brand on a
single target whose permanent Essence is lower than the Infernal Exalt's, he can lay his hand on the
individual to transform the brand into a badge of authority. The brand takes the shape of the Infernal
Exalt's name in Old Realm or a unique crest or standard used by the Infernal, and whenever someone
bearing this brand uses a social attack on the behalf of the Infernal, the brand flares with green fire and
enhances the social attack with the effects of Crowned With Fury (Exalted: The Infernals, p. 112). The
branded official can only use this effect for commands or laws that the Infernal has explicitly allowed
him to enforce.

Quest for the King's Favor


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Shaping, Training
Duration: Permanent
Prerequisite Charms: Fealty-Acknowledging Audience
Those who complete the tasks set to them by the King of the Primordials are assuredly rewarded, just
as those who fail are inexorably punished. This Charm expands the capabilities of its prerequisite so
that when used on an individual target, the Infernal may choose to detail a task that the target will be
bound to perform if the oath of fealty is taken. This can be any task that is not currently impossible but
still has a chance of failure(i.e., will need at least one die roll to achieve), and the Infernal can set any
time limit or conditions that they wish. Only one task can be set to a target at a time. If the target
accepts the terms, they immediately gain a dot in an Attribute, Ability, or specialty that will aid them in
completing the task as determined by the Infernal in addition to the other effects of Fealty-
Acknowledging Audience. This added dot cannot exceed the character's normal maximums, is not
considered a dice bonus from Charms, and it is not considered part of the character's natural attribute
for as long as the task remains unresolved. If the Infernal posesses the Charm By Rage Recast, this
bonus dot can be replaced by 8 mutation points for the normal extra cost. If the character completes the
task through their own actions, the bonus dot or mutations become permanent, and are gained as a
Training effect. If the task is completed without the involvement of the subject of the Charm (such as if
a person they were ordered to kill dies at an unrelated person's hand or from natural causes), the bonus
dot or mutations are lost, but no other ill effects befall the character. If the character fails to complete
the task as laid out by the Infernal, the bonus dot or mutations are lost, and the brand placed by Fealty-
Acknowledging Audience is immediately triggered as if they had attacked the Infernal. A second
purchase at Essence 4+ allows the Infernal Exalt to apply the effects of this Charm to multiple targets
who swear to complete this task.

Obedience Bought With Fear


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Fealty-Acknowledging Audience
Malfeas knows it is better to be feared than to be loved. Those who know the King of the Primordials
know that avoiding his wrath is of the utmost priority. This Charm affects anyone who the Infernal
Exalt has inflicted with a brand from Magnanimous Warning Glyph or other Charms that create similar
brands, or who harbors an Intimacy of terrified awe toward the Infernal. These characters use the
Infernal's Essence trait instead of their own when calculating their Mental Dodge DV against mental
influence that attempts to make the character go against the Infernal or his interests. However, they are
also forced to defend against such mental influences even if they don't wish to, and cannot deliberately
betray or act against the Infernal themselves. Attempting to remove the Intimacy or brand counts as
acting against the Infernal. This is an unnatural Compulsion effect that requires a point of Willpower to
resist for a scene.

World-Mastering Authority
Cost: 10m
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: By Pain Reforged
Before he was made Malfeas, the King of the Primordials was beyond harm. All of existence knew its
place, and it was only through willful treachery that he was laid low. Now, his authority is only
absolute within Hell. This Charm renders the Exalt immune to environmental hazards for as long as he
has Essence committed to the Charm. She takes damage or suffers Poison, Crippling, or Sickness
effects only when directly inflicted upon him by some character's action. At Essence 4+, this Charm
may be purchased a second time, which reduces the cost of the Charm to 5 motes and allows it to be
activated even when inactive, and negates the cost entirely once the Exalt reaches Essence 6+.
Ephemeral Cowards Revealed
Cost: 5m
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Dim Irrelevancies Unveiled
Stripped of his bodiless existence, Malfeas forces those who flaunt intangibility to reveal themselves so
he might punish them for their insolence. Activating this Charm causes the Infernal to emit pulses of
green light in time with his heartbeat that ripple out to (Essence x 10) yards from the Infernal unless
blocked by a solid, opaque barrier. All dematerialized beings within the area of the light become visible
and audible for as long as they remain within the affected area.

Worthwhile Challenge Awareness


Cost: 1m
Mins: Essence 3
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Dim Irrelevancies Unveiled
The King of the Primordials is magnanimous enough to ignore the hostility of weaklings. Only those
with power are worthy of his individual attention and wrath. This Charm can be activated in response
to any attack or hazard enhanced with an Essence-fueled supernatural power against the Infernal or his
possessions, negating any unexpected quality and ensuring detection before it affects him. This
includes all detrimental or undesirable effects or actions; a supernaturally-skilled pickpocket or a
magically poisoned drink is detected as easily as an invisible assailant. A second purchase of this
Charm at Essence 5+ allows the Infernal Exalt to spend a point of Willpower to activate this Charm as
an innate power, rather than being considered a Charm activation.

Divinity-Swallowing Enslavement
Cost: -
Mins: Essence 4
Type: Permanent
Keywords: Obvious, Servitude
Duration: Instant
Prerequisite Charms: Godscorch Invective, Radiant Fury Dissolution
All who live within the Demon City are subject to Malfeas' rulership, willing or not. This Charm
enhances Radiant Fury Dissolution so that whenever the Infernal successfully slays a spirit with it, the
Infernal may draw the smoldering green embers into his mouth, caging the spirit's existance within his
blighted soul instead of destroying it utterly. In this state, the spirit effectively does not exist to any
save the Infernal, who can communicate with the prisoner telepathically, engaging it in social combat at
will to obtain information from it, against which all social attacks are considered unnatural mental
influence and it has no Essence or Willpower to resist them with. Alternately, the Infernal can
annihilate the spirit at will, fueling the fire in his soul to restore a number of motes equal to the spirit's
permanent Essence. Any number of spirits can be contained at once, but if the Infernal dies, all his
prisoners die with him. A second purchase of this Charm at Essence 5+ allows the Infernal to release
the spirit and restore its original form. The spirit returns with its lowest -4 health level healed and no
Willpower points remaining, as well as being shackled with a Servitude effect that forces it to obey its
captor's orders without the possibility of resistance for a year and a day. The being must obey normally
unacceptable orders, but need only follow the wording of the commands, rather than the spirit.
Storytellers should keep this in mind to reign in abuse of this Charm.

Regal Mobility Charms


Once, the King of the Primordials laughed at the idea of any place beyond barred from him. As the
greatest being in existance, nothing could possibly deny him passage. Now in his fallen state, he is
bound within himself, but the power to shatter boundaries and go whereever he desires remains. These
Charms enhance Malfeas' ability to traverse terrain and defy gravity.

Unshakeable Majesty Poise


Cost: 4m (1m)
Mins: Essence 1
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The King of the Primordials never stumbles or wavers. He stands above all others and refuses to be
knocked from his lofty position. Activating this Charm renders the Infernal Exalt immune to
knockdown and knockback effects, and automatically succeeds on all rolls to maintain balance on any
surface capable of bearing his weight. A second purchase at Essence 3+ allows the Infernal Exalt to use
this Charm as an innate power, no longer counting it as a Charm activation. Additionally, the Infernal
Exalt can spend a mote of Essence to negate all damage from falling and automatically succeed at any
attempt to arrest a fall by grabbing on to something as long as there is anything available to grab that
will support his weight.

Ascension to Glory
Cost: 3m (1m)
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Unshakeable Majesty Poise
Malfeas denies gravity any hold over him, as no power less than his own can shackle him in place. For
the rest of the scene, the Infernal Exalt multiplies his jump distance by (Essence), propelled on jets of
green flame. Additionally, the infernal can spend a mote of Essence as an innate power to make a jump
reflexive while this Charm is active.

Walk the Impossible Path


Cost: 5m (1m)
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Unshakeable Majesty Poise
Malfeas stands and walks where he wishes, and no mere force of nature can gainsay his desire. This
Charm allows the Infernal Exalt to stand or move(using Move or Dash actions) upon vertical or even
inverted surfaces capable of supporting his weight as though he were standing flat on the ground for the
rest of the scene, so long as he maintains contact with the surface he wishes to walk on. If dislodged
from the surface, whether willingly(such as by jumping) or unwillingly(such as if knockback or
knockdown is inflicted or he is otherwise pulled away from the surface), gravity reasserts itself and he
falls normally until he is able to make contact with another surface. A second purchase at Essence 3+
allows an Infernal Exalt with this Charm active to reflexively spend a mote of Essence whenever he
breaks contact with a surface to make any visible surface be considered 'down' for the purposes of
which direction he falls. He could spend a mote to make himself 'fall' from the ground onto the ceiling,
or if thrown out a window, he could designate the side of the building as 'down' and land there.

Burn Through the Sky


Cost: 8m, 1wp
Mins: Essence 4
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Ascension to Glory, Walk the Impossible Path
The Green Sun hangs in the sky above all other things in the Demon City, jealously incinerating all
who draw close that may attempt to usurp its rightful position on high. Upon activating this Charm, the
Infernal Exalt is engulfed in a spherical corona of green flame that extends out to (Essence) yards from
the Infernal, casting light like an 11-15 mote anima banner. Anyone and anything within the area
suffers from an environmental hazard with Damage (Essence)L/action and Trauma (Essence). These
fires are also able to propel the Infernal Exalt through the air, allowing him to hover, fly, and otherwise
move at (Essence) times his normal Move and Dash ratings with a maximum altitude of (Essence x 10)
yards. A second purchase at Essence 5+ eliminates the flight ceiling of this Charm. A third purchase at
Essence 6+ extends the Charm's duration to Indefinite.
All-Conquering Overlord Charms
Malfeas is no mere figurehead of a king. He lead the Primordials against the infinite chaos of the Wyld
before Creation, and while the Ebon Dragon heads the Reclamation, Malfeas will be the one to lead the
hordes of Hell to slaughter all who oppose them when they are free. These Charms expand upon
Malfeas ability to command armies with intimidation and bloodlust.

Cowardice-Reining Execution
Cost: 1+ lhls
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Insignificant Embers Intuition
The armies of Malfeas fear their king more than any foe, for the price of desertion is death. The Exalt
may use this Charm in mass combat whenever a unit he is currently a part of as a commander or a
special character fails a rout check. The unit immediately takes an unsoakable level of lethal damage
and rerolls the rout check with a +1 dice bonus as the Exalt makes a bloody example of one or more
hesitating troops. If the reroll also fails, the Infernal may continue to use this charm, with the rout
check bonus increasing by +1 for every time this charm is used(i.e., the first reroll provided by this
charm gains +1 dice, the second gains +2, etc.) until the morale check succeeds.

Bloodlust-Spurring Invective
Cost: 5m, 1wp
Mins: Essence 2
Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Cowardice-Reining Execution
The armies of Malfeas never tire, driven by sheer fury. The Infernal may use this Charm on any unit
that he commands, rolling (Charisma + War) against a difficulty of(the unit's Magnitude), and adding
(Essence) automatic successes. The unit gains a point of Endurance for every success he achieves over
the threshold, which may put them over their normal Endurance. Any points of Endurance in excess of
the unit's (Stamina + Drill) vanish at the end of the scene.

Courage-Crushing Assault
Cost: 8m, 1wp
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Bloodlust-Spurring Invective
When the demon hordes of Malfeas pour over the horizon, all but the most foolhardy and mad break
ranks and flee. This Charm can be used the first time the Infernal or a unit the Infernal commands
engages(Exalted, p. 165) an enemy unit in mass combat(i.e., the first attack it makes against the unit in
close combat). If the attack succeeds, the enemy unit increases the difficulty of the rout check for
becoming engaged with an enemy unit(Exalted, p. 169) by (the Infernal's Essence), and increases the
difficulty of any subsequent rout checks caused by the Infernal's unit by one for as long as the affected
unit is engaged with the Infernal(including the check for successfully disengaging from the unit).

Hateful Berserker Horde Incitement


Cost: 10m, 1wp
Mins: Essence 3
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Courage-Crushing Assault
The infinite wellspring of hatred that fuels the King of the Primordials fills those who serve him with
an unstoppable fury. This Charm affects any mass combat unit under the Infernal's command, infusing
them with an inexhaustable battle rage. For the rest of the scene, the unit automatically succeeds Valor
rolls, rout checks, and are immune to Endurance loss. In exchange, the unit's Drill is reduced to 0,
forcing it into an Unordered formation, and the bloodlust-crazed soldiers fight to the death, preventing
the unit from increasing Magnitude from a Rally action by recovering its own soldiers, though the
soldiers from any other allied units that have lost Magnitude may be infected with Malfeas' rage and
recruited with a Rally action, unless those other units also had this Charm active or had their lost
soldiers killed to the last man through some other effect.

Object Lesson in Violence


Cost: 10m, 2wp
Mins: Ess 3
Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Bloodlust-Spurring Invective
The armies of Malfeas are well-versed in the ways of destruction, because they have experienced them
firsthand. This Charm involves training a military unit. The Infernal must spend at least five hours
every week subjecting the unit to grueling training and brutal punishment for the Charm to bear fruit.
This Charm increases the Drill of a unit by one for each week of training, to a maximum of Drill 5. In
each week of training, the Exalted picks one trait to train: Valor, Strength, Dexterity, Stamina, Archery,
Martial Arts, Melee, or Resistance. The Infernal beats these lessons into their hides, increasing the trait
by one dot for each member of the unit, up to a maximum of 4. She cannot increase others' traits past
her own. Each week spent enduring this training counts as a scene towards creating an intimacy of
terrified awe towards the Infernal. A second purchase at Essence 4+ enhances what the Charm can
train, including any of the following Abilities the Infernal possesses at 4 or more: Thrown, War,
Integrity, Survival, Dodge, Athletics, and Awareness. Additionally, the Infernal can spend a week
inuring the soldiers to pain, negating any wound penalties they may suffer, but because of this, they do
not realize when they are mortally wounded, and units composed of soldiers trained this way that lose
Magnitude lose them all to death, preventing recovery of Magnitude through Rally actions with these
soldiers. A third purchase at Essence 5+ allows the Infernal Exalt to raise the traits this Charm trains up
to the Infernal's own rating, or the lowest trait maximum of the unit's members, whichever is lower.

Melodious Respite Charms


Few things soothe the Demon City's agony and rage like music. If he could throw everything else aside
and simply revel in song and dance for all eternity, he might almost accept his imprisonment. But caged
by his own body as he is, the King of the Primordials can only retreat into this pastime for a short while
before he is reminded of his suffering, and his performance is tainted once again by his endless pain
and anger. These Charms expand upon Malfeas' love for music in both positive and negative fashions.

Invigorating Song of Freedom


Cost: -
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Malfean Excellency
More than anything, Malfeas loves music. As he dances through his own streets, he can almost ignore
what has been done to him, and he forgets his burdens. With this Charm, so long as the Exalt is singing,
dancing, or playing music, he any and all penalties from fatigue or deprivation. The Infernal can sing or
dance for days without needing food, sleep, or rest. A second purchase of this Charm at Essence 3+
causes the Infernal's performances to actually count as sleeping and complete rest for the purposes of
healing, regaining Essence, and recovering Willpower, ignoring any penalties that would affect any of
these, including those caused by his own Charms(such as the penalty to Conviction rolls to regain
Willpower caused by Nightmare Fugue Vigilance).

Attention-Seizing Exhibition
Cost: 5m
Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequisite Charms: Invigorating Song of Freedom
The sight of Malfeas dancing is an unbelievable spectacle. How can this chained and wrathful monster
dance and sing with such unrestrained freedom and joy? Those who witness it cannot help but stare in
wonder. This Charm enhances a performance, the Infernal rolling ([Charisma or Manipulation] +
Performance) when invoking the Charm as an unblockable social attack, comparing the results against
the Dodge MDVs of all who can see or hear the character. Those it succeeds in affecting are transfixed
by the sight and sound of the Infernal's performance, transfixed by the performance's beauty(or
licentiousness, or whatever is appropriate to the nature of the performance) to the point of distraction.
All those affected suffer an external penalty equal to the Infernal's Essence to percieve anything or
perform actions not related to the Infernal's performance for as long as it continues, for up to one scene.
The onlookers can heckle or even attack the Infernal, but detecting or affecting anyone or anything else
suffers the aforementioned penalty. The Infernal can incorporate this performance into combat in such
cases if necessary. Resisting this unnatural mental influence for an action costs one Willpower, up to a
maximum of 3 Willpower per scene.

Frenzied Passion Bacchanalia


Cost: 10m, 1wp
Mins: Essence 3
Type: Simple(Speed 5 in long ticks)
Keywords: Combo-OK, Emotion, Obvious, Social
Duration: One scene
Prerequisites: Attention-Seizing Exhibition
When Malfeas dances through the streets of Malfeas, the hordes of Hell are swept up into an orgy of
fanatical excess. The Infernal gives a performance, rolling ([Charisma or Manipulation] + Performance
+ Appearance) against all who witness it. Anyone with an MDV less than the accumulated successes
must spend two Willpower against this unnatural mental influence or be driven into unrestrained
hedonism, partaking in a mass revel with all the others who are affected. The Infernal leads the
debauch, directing those involved to partake in whatever overindulgence they wish to, from sex to
drugs to food or simply singing and dancing. The Infernal may also direct them against someone or
something that he claims to oppose their revel (whether it's true or not), turning the throng into a mass
combat unit with a Magnitude of up to (Essence) in physical or social mass combat. In their
unrestrained state, they always fight in unordered formation and rarely have Drill above 0. Their
Morale is considered perfect against all non-magical effects, however, and their Endurance does not
decrease for as long as the Charm is in effect.

Symphony of Destruction
Cost: 3m
Mins: Essence 2
Type: Simple(Speed 5, DV -1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: First Malfean Excellency
Malfeas takes joy in music, but this does not mean his music is cause for joy. Indeed, often his
performance only pleases himself, as he combines it with the catharsis he gains from destruction. This
Charm requires the Infernal to sing, scream, or play a musical instrument, transforming the sound of
the Infernal's voice or instrument into unnatural manifestations of destructive force affecting a single
target within (Essence x 50) yards. Bolts of blood-red lightning, gouts of hellish green flame, or flesh-
rending waves of sound are all feasible forms for this Charm's attacks to take shape as. Roll the
Infernal's (Charisma + Performance) as a ranged attack, which cannot be blocked without stunts or
Charms, as well as ignoring all forms of cover. If it hits, the attack inflicts (the Infernal's Essence +
Performance + attack successes) lethal damage that ignores armor, and can only be soaked with
Stamina and Charms. Additionally, the victim is sent flying one yard for each die of post-soak damage
in a direction of the Infernal's choice. Targets that strike hard objects take one die of damage for each
yard they would have otherwise traveled, which is bashing damage unless the object they are flung into
is sufficiently dangerous, in which case in inflicts lethal damage.

World-Shattering Rhapsody
Cost: - (+2m)
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Symphony of Destruction
This charm allows an Infernal to spend 2 extra motes when activating Symphony of Destruction to
evoke destructive phenomena in an area centered on the Infernal with a radius of (Essence x 5) yards.
This is a one-time environmental hazard with (the Infernal's Essence + Performance) Damage that
ignores armor and (Infernal's Essence) trauma. Characters damaged by the burst suffer knockback as
normal, except that they are sent flying directly away from the Infernal rather than choosing the
direction. The Infernal is not affected by the Charm, though everything else within the area is affected
without exception. Following the attack, shattered ground and residual tremors reduce the movement
rates of all ground-bound characters by half unless they succeed at a (Dexterity + Athletics) roll with a
difficulty of (the Infernal's Essence/2, rounded up), or have Charms that eliminate movement or
balance penalties activated, such as Graceful Crane Stance.

Infernal Metropolis Charms


Malfeas' body makes up the vast majority of the world that demonkind languishes in, and it is shaped
by his will above all other influences. These Charms expand upon Malfeas' connection to environments
developed by civilization and his ability to transform them at a whim.

Urban Hell Renovation


Cost: 2+m
Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: First Malfean Excellency
Malfeas is the Demon City. It is his flesh and bones. The shape it takes is determined by his will alone.
With this Charm, the Infernal can transform any area deliberately developed for habitation or use with
the wave of a hand. Roads branch or crumble with a glance. Walls extend and recede with a gesture.
Every two motes spent transforms or creates (Essence) cubic yards of inanimate material that the
Infernal can percieve. The material created is 'grown' from existing structures, and retains the same
properties such as soak and hardness. However, everything shaped by this Charm takes on an obviously
hellish appearance. Metal becomes brassy and tinged with verdigris, stone turns black and rough, and
wood takes on an unnatural metallic sheen. Basic use of this charm creates simple structures (walls,
roads, pillars, openings, etc.), but more complex creations can be made using a (Charisma +
Craft[Earth]) roll with a difficulty set by the Storyteller. Basic doors, stairs, and short bridges are
typically difficulty 1, while working portcullises, bridges capable of spanning wide rivers, and long
narrow catwalks that defy gravity can increase the difficulty as high as 5 and may require multiple uses
of this Charm. This Charm can also create unstable footing (Exalted, p. 155) requiring an Athletics
rating equal to (the Infernal's Essence) to safely traverse, or open up sinkholes and collapse surfaces
beneath an enemy's feet, which requires the victim to succeed on a (Dexterity + Athletics) roll at a
difficulty of (the Infernal's Essence) to avoid knockdown, and may have to resist falling damage if the
hole is deep enough or the surface opens over a long drop. At Essence 4+, the Infernal can purchase
this Charm a second time to enhance his mastery over the shape of the city, increasing the amount of
material affected to (Essence x 10) cubic yards per two motes spent, and allowing the Infernal Exalt to
spend a point of Willpower when activating this Charm to make its use reflexive, allowing him to use
this Charm in response to an attack by raising a barrier to intercept it, becoming the new target of the
attack.

Monolith-Raising Might
Cost: 10m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Urban Hell Renovation
Malfeas grows mighty edifices as a tribute to his glory without concious effort. Activating this Charm
allows the Infernal to provide the materials and labor required for large-scale Craft(Earth) projects on
his own, commanding structures to burst from the ground piece by piece with his imperious gestures
and commands. For as long as the motes spent on this Charm remain committed, the Infernal Exalt
does not need to meet any Resources requirements to supply construction materials, and counts as
(Essence x 100) laborers for determining the time it takes, and this stacks with any actual laborers
working on the project alongside him.

Metropolitan Conquerer's Dominion


Cost: 15m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Until stopped
Prerequisite Charms: Urban Hell Renovation
The earth splits open at the Infernal Exalt's feet, and the Demon City spills out of the glowing green
crack, paving over an area of 10 square yards with black stone and tarnished brass. This area counts as
developed for habitation for the Imperfection of the Demon City, and becomes part of the Infernal's
dominion, resonating with his power and authority. Those who survey the area's geomancy or view it
with any form of Essence sight are immediately aware that this area has been claimed as the Infernal's,
as the power of Malfeas must blatantly proclaim his authority. Those who stand within the Infernal's
dominion suffer an internal penalty equal to (the Infernal's Essence) to all social combat dice pools
opposing him, and (the Infernal's Essence/2, rounded down) when opposing the Infernal's edicts or
those with official authority to carry out his will. This area can be extended further by the use of Urban
Hell Renovation or the efforts of those subordinate to the Infernal Exalt (such as Followers, Cult
members, or those branded by Fealty-Acknowledging Audience), who can add 10 square yards per dot
of the unit's Magnitude per day so long as all members spend at least five hours of labor a day to do so.
If the dominion intersects with another area considered part of the Infernal's dominion, the two zones
merge into one. Should the Infernal's dominion intersect with another Essence-channeling being's
magically claimed property(such as a spirit's sanctum, an attuned demesne or manse, or territory
claimed by a Lunar with Boundary-Marking Meditation), the owner of the land is immediately made
aware that something is invading the area. In Malfeas, any area that is part of a Yozi or demon's body is
considered owned by them, but the Yozis who support the Reclamation and their subordinate souls
generally allow the Green Sun Princes to stake out holdings within their influence unless doing so
would be a threat their plans or their continued existence. If a contiguous area of dominion in Creation
reaches 10 square miles in size, Malfeas' presence becomes known to Heaven as a persistent
Blasphemy, which they will most certainly respond to. The countermagic required to stop the spread
and remove the Infernal's dominion is based on the Infernal's Essence rating, not the Charm's minimum
Essence, and must be cast over the crack in the earth at the heart of the dominion. However,
countermagic only negates the Infernal's dominion, and it remains mundane developed land.

Pervasive Overseer Surveillance


Cost: 8m, 1wp
Mins: Essence 4
Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Metropolitan Conquerer's Dominion
Malfeas brooks no secrets to be held from him within that which falls under his sovereignity.
Rebellious whispers and secret meetings within the Demon City only ever go unpunished because they
are too trivial for the King of the Primordials to be bothered with. Activating this Charm causes the
Infernal's eyes to burn with hellish green light as they project one or more of their senses to any point
within the Infernal's dominion for as long as the motes spent on the Charm remain committed. The
Infernal can perceive things at that point as though he were there himself, and can apply Charms to
enhance his senses as normal. Only one point can be perceived by any of his senses at once, and while
he is doing so he is incapable of using his projected senses to perceive his actual surroundings. The
Infernal can change the senses projected and where they are projected to with a reflexive action.
Anyone being observed by this Charm can make a reflexive (Perception + Occult) roll at difficulty 5 to
gain a feeling of fearful paranoia that they are being watched by some opressive, disdainful force.
Essence-based perception reveals the Charm-user's face formed from hellish green light observing the
area from the point at which the Infernal's senses are projected to. A second purchase at Essence 5+
allows the Infernal to perceive a different location in his dominion while retaining the use of his senses
in his actual position, and a third purchase at Essence 7+ extends his senses to encompass his entire
dominion.

The City Speaks


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Pervasive Overseer Surveillance
When the King of the Primordials deigns to speak with his subjects, all of them hear his decree. This
Charm permanently enhances its prerequisite, allowing the Infernal Exalt to project his voice as well as
his senses while it is active. His voice emanates from the point where his senses are projected as a
booming echo of his own voice that mimics what he speaks at his actual location. A second purchase at
Essence 5+ allows him to project his voice across his entire dominion.

Unbreakable Gates of Malfeas


Cost: 10m or 10m, 1wp
Mins: Essence 5
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: One tick or one action
Prerequisite Charms: Ablation of Brass and Fire, Urban Hell Renovation
The Demon City protects Malfeas, for Malfeas is the Demon City. He sacrifices the lives and homes of
his inhabitants to protect himself. Activating this Charm for six motes causes the surrounding city to
protect him from all harm for one tick. Roof shingles cascade down to block a volley of arrows, pillars
topple to block a charging foe, and cobblestones even rise from the streets to block an attacker's strike.
Mechanically, this provides a perfect parry against all attacks made against the Infernal, even if they
were otherwise unblockable or unexpected. In addition, the blocked attack is instead resolved against
any object within (Essence) yards of the Infernal, as if it were the original target. The Infernal may
choose what object is struck if they were aware of the attack, but otherwise it is chosen at random(aka,
Storyteller's decision). Objects in the posession of another character are exempt from this effect.
Mindless but animate extras, such as simple automata or zombies, are not exempt, as the commands of
Malfeas override lesser programming. This Charm suffers the Imperfection of the Demon City. If the
Infernal Exalt activates this Charm in an area claimed as his dominion (as described by Metropolitan
Conquerer's Dominion), he can spend a point of Willpower to extend the effects of the Charm to one
action, providing a perfect parry to all attacks until his DV refreshes.

Vestiges of Sovereign Majesty


These Charms do not exist. Everything benevolent and chivalrous about the King of the Primordials
was ripped away from him after his defeat, because these above all else made him powerful, too
powerful for the gods to allow. Only if the Green Sun Princes deviate from the horrible powers he
retains in an attempt to restore a measure of sanity and nobility to Malfeas will Charms such as this be
made. These Charms are an effort to rectify the mad tyrant that Malfeas has become and diminish his
threat to Creation or even reform him into something worthy of the respect and deference he demands.

Maddening Magnanimity Method


Cost: - (1+ Limit)
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Solipsistic Rejection of Impossibility, Crowned With Fury
Although Malfeas is a tyrannical horror now, when he was the King of All Primordials, and when
asserting his unquestionable authority, he was dignified enough to be able to do so without terrifying
his subjects. But the memory of his lost regality drives him to madness. This Charm enhances Crowned
With Fury, allowing the Infernal to negate the Obvious effects of a single use of this Charm. Doing so
causes the Infernal to gain a point of Limit, however. At Essence 5+, the Infernal may purchase this
Charm a second time, allowing him to extend the effects of this Charm for a whole scene by gaining
three points of Limit instead of one. If the Infernal should enter Limit Break during this scene, he loses
the effects of this Charm as the rage of Malfeas boils over.

Cecelyne
Judgement of Inferiority Charms
The Endless Desert instinctively understands the truth of a being's power and quality. By doing so she
puts the strong in place over the weak and confirms her own rightful superiority. These Charms refine
Cecelyne's understanding of a being's position in and the perception of other entities' powers and
abilities.
Measure of Might
Cost: 5m
Mins: Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Cecelyne intuits the personal power of others with but a glance. This Charm targets one individual the
character can sense. The Infernal's player rolls (Perception + [Awareness, Investigation or Socialize]),
and adds (Essence) automatic successes to the roll, ignoring all non-magical efforts to contest the
Charm. If successful, the Exalt learns the target's Essence rating, as well as his rating in any
Backgrounds involving control or authority over other people, such as Backing, Cult, Followers and
Influence, and any other forms of leverage or dominance the target has over other people, such as
blackmail or mind-controlling Charms. The Infernal learns the identities of the people the target
controls if the target himself knows them(the general of an entire legion won't know the names or faces
of every soldier in his army except under extreme circumstances, but he will likely know his officer
staff), as well as the general details of his control, though specific subjects like the information being
used to blackmail someone or the specific method of mind control used require more focused methods
than this Charm. In addition to the control the target has over others, the Exalt learns the general details
about whether the target is beholden to others and how, though who his superiors is not revealed by this
Charm, as it is not his place to betray the identities of those he serves.

Terrible Glory Charms


Cecelyne is a magnificent being. The sight of her silver sands and infinite expanse causes all who
behold her to fall to their knees in awe. Even now, in her imprisoned state, she inspires adulation and
worship from masses who fear and love her. These Charms enhance the Endless Desert's ability to
appear awesome and beautiful, and instill fear and reverence alike in those who see her.

Untouchable Shining Glory


Cost: 4+m
Type: Reflexive(Step 2)
Mins: Essence 2
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Sand Through Fingers Defense
Those who seek to oppose Cecelyne are held back by the daunting power and might of the Endless
Desert. Activating this Charm in response to a physical or social attack inflicts an external penalty to
the attack roll equal to the Infernal's Essence. A second purchase of this Charm at Essence 3+ allows
the Infernal to spend two extra motes to extend the Charm's effects to one action. A third and final
purchase of this Charm, also at Essence 3+, lets the Infernal also spend a point of Willpower when
activating this Charm(for a total cost of 6m, 1w) to increase the Duration to one scene.

Deference-Imposing Demeanor
Cost: 5m
Mins: Essence 2
Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequisite Charms: Measure of Might
The Endless Desert reminds those who hear her voice who their masters truly are, and that they should
hang upon their every word. This Charm functions identically to the Solar Charm Respect
Commanding Attitude(Exalted, p. 202).

Call to Worship
Cost: 10m, 1w
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequiside Charms: Deference-Imposing Demeanor
The Endless Desert's undeniable holiness calls all who hear her words to revere their proper masters
once again. The Infernal Exalt gives a sermon, rolling ([Charisma or Manipulation] + Performance +
Essence) as a social attack against all who can hear her proselytizing. This Charm exerts unnatural
mental influence, forcing everyone whose MDV is less than the Infernal's rolled successes to spend two
Willpower or immediately gain an Intimacy of worship towards the Infernal or a religious icon the
Infernal espouses the worship of. Attempting to erode the intimacy requires the expenditure of one
Willpower for each scene spent attempting to break the commitment.

Resplendent Power Unveiled


Cost: 5m, 1w
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Measure of Might
Cecelyne knows that true beauty comes from within, but not as some pithy metaphor for the quality of
someone's character. Power is what makes one truly beautiful. For as long as this Charm is activated,
the Infernal Exalt and everyone she targets or is targeted by in social combat treats permanent Essence
as though it were a seperate Appearance trait for the purposes of determining MDV modifiers against
those with higher or lower Essence. Thus, the target of a social attack from someone with a lower
Essence than the target(whether it is the Infernal or the one the Infernal is targeting) adds (their Essence
- the attacker's Essence) to their MDVs against the attack, while someone targeted by an attacker with a
higher Essence rating suffers a DV penalty equal to (the attacker's Essence - the defender's Essence).
This modifier cannot exceed +3 or -3 until the Infernal reaches Essence 5+, when a second purchase of
this Charm eliminates the modifier limits.

Beloved Matriarch Edict


Cost: 6m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious, Social
Duration: Instant
Prerequisite Charms: Resplendent Power Unveiled
Those who worship the Endless Desert follow her commands without hesitation. This Charm
supplements a social attack against a target that posesses an Intimacy of reverence towards the Infernal
or the laws of Cecelyne. The social attack becomes undodgeable, unnatural mental influence and
increases the Willpower cost to resist by one.

Instinctive Essence Subordination


Cost: 5m (+1wp)
Mins: Ess 3
Speed: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Illusion, Social
Duration: One scene
Prerequisite Charms: Resplendent Power Unveiled
If the wayward masses refuse to bow to their true masters, then the Endless Desert will usurp the
usurpers and don the mantle of those they will obey. The Infernal rolls (Charisma + Presence +
Essence) against a single target's Dodge MDV. If the roll succeeds, the victim suffers from an Illusion
effect that makes him believe the Infernal is someone with authority over him. The nature of this
authority depends defaults to the most likely form judging from the circumstances of the encounter,
though the Infernal can imply a specific type that she knows applies to the target to be beholden to. For
example, an assassin posing as a Guild merchant would assume the Infernal to be a Guild superior, but
if the Infernal implies herself to be a superior of the assassin's order when activating this Charm, the
assassin will believe this if the Charm is successful. Most victims will follow orders to do anything that
is part of their responsibilities without complaint. A peasant will hand over taxes on tax day to someone
he believes to be a tax collector, and a soldier will follow orders given by someone he believes to be a
superior officer. Less official commands will require seperate social attacks, though the Infernal may
take advantage of any Intimacies the victim may have related to the illusion(a career soldier typically
has an Intimacy towards his duty to follow superior officers and the like). This unnatural mental
influence can be recognized and resisted by spending a number of points of Willpower equal to the
amount that the Infernal's Essence exceeds the victim's (minimum 1, maximum 5). Purchasing this
Charm a second time allows the Infernal to use Performance in the place of Presence in the initial roll,
and affect multiple people with it by spending a point of Willpower when activating the Charm. All the
affected people generally believe the Infernal to be the same sort of authority, whether due to the Exalt
announcing herself as such or due to a general consensus among the affected people. Thus, this Charm
can be less effective if used to imply a specific authority figure, as not everyone may be beholden to
such a person, though they will believe the Infernal's claims to such.

She Who Lives In Her Name


Variable-Counteracting Methodology Charms
The Perfected Hierarchy abhors chaos. Few among the Primordials wished to enforce stability on the
Wyld as much as she did, and the tainted state that has befallen Creation without their proper rulers
holding the raksha in check infuriates her. These Charms enhances She Who Lives In Her Name's
ability to combat and weaken the Wyld and its inhabitants.

Deviancy-Detecting Intuition
Cost: 3m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
She Who Lives In Her Name immediately recognizes anything which exists outside her ideals of
reality. This Charm allows the Infernal Exalt to instantly know whether any being they can personally
perceive is a creature of the Wyld as though it were Obvious to them, including shaped and unshaped
raksha, non-raksha denizens of the Wyld, and anyone who posesses Wyld mutations. Portraits and other
images of such creatures do not trigger Deviancy-Detecting Intuition, but projected senses(such as
through a familiar or Omniscient Oversight Vessel) can detect them normally. If another Charm
contests this Charm's effect, add (Essence) automatic successes to the Infernal's opposed roll. At
Essence 5+, this Charm's cost drops to one mote and its duration may be extended to Indefinite.

Irregularity-Rectifying Decontamination Protocol


Cost: 2m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious, Social
Duration: Instant
Prerequisite Charms: Deviancy-Detecting Intuition
The Perfected Hierarchy is antithetical to the anarchic chaos beyond Creation. This Charm enhances
physical and social attacks made against creatures of the Wyld. Physical attacks enhanced with this
Charm inflict aggravated damage against creatures of the Wyld, while social attacks become unnatural
mental influence, and halve the target's DVs before they are applied.

Inescapable Anomaly-Tracking Senses


Cost: 10m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Sorcerous, Stackable
Duration: One week
Prerequisite Charms: Deviancy-Detecting Intuition
Those whose existance violates the laws of the Principle of Hierachy cannot escape her judgement.
This Charm allows the Infernal Exalt to Sorcerously tag any creature that has triggered Deviancy-
Detecting Intuition during the scene, allowing them the unerringly track the victim for an entire week.
Whenever the Infernal makes a tracking roll to pursue a victim tagged by this Charm, that roll is
enhanced as though by the Solar Charm Unshakeable Bloodhound Technique (Exalted, p. 211). If the
tag is removed with countermagic, the Infernal must once again detect the victim with Deviancy-
Detecting Intuition to re-tag them with another activation.

Necrotic Flaw Elimination Routine


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Deviancy-Detecting Intuition
The creation of the Underworld is the greatest violation to the processes of Creation that has ever
occurred. It should be obvious as to why She Who Lives In Her Name abhors the unquiet dead with
every fibre of her being. This Charm permanently enhances the Infernal Exalt's capabilities, so that any
She Who Lives In Her Name Charm with effects that specifically apply creatures of the Wyld also
applies these effects to creatures of death.

Faultless Thought and Programming Charms


She Who Lives in Her Name is a being of unshakeable mental control, both over her own conciousness
and those of others. She acts only on factual information, not animal urges or uncontrolled emotions,
and blesses others with her clarity of thought, whether they desire it or not. These Charms enhance the
Perfected Hierarchy's ability to delve into and manipulate minds, whether it is to maintain control over
herself or impose control on others.

Insufficient Data Denial


Cost: - (+1m)
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Factual Determination Analysis
Often to the chagrin of her peers(especially the Ebon Dragon), She Who Lives In Her Name only goes
through with a course of action after aquiring all relevant information, and cannot be persuaded
otherwise. This Charm enhances its prerequisite, so that if it is activated in response to a social attack,
and reveals any hint of deception or omission, the Infernal Exalt may spend an additional mote of
Essence to perfectly defend against the attack.

Consciousness-Invading Transmission
Cost: 5m or 5m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Analytical Modeling Intuition
She Who Lives In Her Name need not speak to make her will known. Those she commands simply
know her desires and obey. This Charm allows the Infernal Exalt to initiate telepathic contact with any
target she can perceive within (Essence x 100) yards. This Charm can either be focused on a single
target for five motes, or allow the Infernal to contact any target within the area of effect at any time for
five motes and one Willpower. Both methods of contact last for the scene, and the Infernal can pick and
choose which telepathic messages go to which targets with the broad effect.
The target is immediately aware of the contact, but not its source unless the Infernal willingly reveals it
or they succeed at a (Perception + Integrity) roll at a difficulty of (the Infernal's Essence). If they wish
to resist the intrusion, the Infernal can roll (Willpower + Investigation + Essence) against the target's
Dodge MDV to force the connection. If the Infernal succeeds, the target must spend either three
Willpower against a focused use of the Charm or one Willpower against a broad use to deny the
unnatural mental influence for the rest of the scene.
Once contact has been established, the Infernal and the target can communicate for the Duration of the
Charm so long as the target is within range. The Infernal does not need to know the target's language,
or vice versa, the contact transmitting the "speaker's" understanding of the words of an unfamiliar
language along with the words themselves. Both the Infernal and the target can make social attacks
through the connection, and enhance them with Charms, but the Infernal can perfectly dodge any social
attack the target makes by decommitting the motes and ending the connection. The Infernal can create
multiple focused links by activating the Charm multiple times, but this Charm does not permit targets
to communicate with other targets through the Infernal's connections.
A second purchase at Essence 4+ extends the Charm's range to (Essence) miles, and allows the Infernal
Exalt to attempt contact with any being within range that she has succesfully connected with before
without needing to perceive them, but only with a focused use of the Charm. Contact fails
automatically if the target is out of range.

Synchronized Psyche Networking


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Consciousness-Invading Transmission
The Principle of Hierarchy enables the countless subordinates to her will to coordinate their ordained
tasks to maximize their efficiency. This Charm permanently enhances its prerequisite, allowing the
Infernal to connect targets that have been successfully contacted with a broad use of Consciousness-
Invading Transmission to communicate with eachother as easily as they do the Infernal. The Infernal
Exalt can make and disconnect targets from eachother at will, and is privy to everything they try to
"say" to eachother through the connection, deciding instantaneously whether or not the message goes
through.

Mind-Over-Matter Contact
Cost: -
Mins: Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Consciousness-Invading Transmission
She Who Lives In Her Name does not require gross matter to enforce her order upon others. She may
do so through the purer medium of thought. This Charm permanently enhances its prerequisite,
allowing the Infernal Exalt to use Touch-keyworded Charms against any target she can perceive that
she has successfully contacted with a focused use of Consciousness-Invading Transmission.

Whispered Name Recruitment


Cost: 10m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-Basic, Social, Sorcerous, Total Control, Touch
Duration: Infernal's Essence in days
Prerequisite Charms: Analytical Modeling Intuition
Many have heard of She Who Lives In Her Name's ability to whisper her true name to lesser beings
and recruit them into the Principle of Hierarchy, but they take comfort in the fact that with her trapped
in Malfeas she can no longer threaten their freedom with this power. They are fools. This Charm is an
unparryable social attack that exerts unnatural mental influence as a Total Control effect. The Infernal's
player rolls (Willpower + Occult) against the target's Dodge MDV. If the roll succeeds, the victim must
spend a number of points of willpower equal to the Infernal's Essence (maximum 5) or his will is
subsumed into the Principle of Hierarchy and he must carry out one task that the Infernal designates,
which may be as complex as he likes. The Infernal needs not speak the order out loud, as it is
flawlessly transmitted through the subject's connection to the Princible of Hierarchy without any
chance of being misconstrued, and will be carried out to the best of the victim's abilities. The victim
does not remember the whispered name, and any of the time they spend under the influence of this
Charm is forgotten unless they spend two Willpower immediately after the Charm's duration ends.
Remembering the influence does not count as resisting it, and thus does not cause Exalted to gain
Limit.
Beings subsumed into the Principle of Hierarchy effectively have no Virtues and determine success or
failure on Virtue rolls in the same manner that automata do. They posess all their original memories
and Abilities, but their mechanical, unnaturally-efficient ways they move and speak can give away the
fact that they are being controlled in some way. A successful (Perception + Socialize) roll with a
difficulty equal to the Essence of the Infernal who used the Charm can determine that the victim is
being controlled, but determining that the source of the influence stems from the Principle of Hierarchy
requires the ability to percieve Essence flows (such as that provided by All-Encompassing Sorcerer's
Sight) and a Charm-enhanced (Intelligence + Occult) roll with a difficulty of (5 or the Infernal's
Essence, whichever is higher). A being under the influence of Whispered Name Recruitment is immune
to any further uses of the Charm until the duration of the first instance runs out. There can only be one
proper place in the Principle of Hierarchy for any being at one time.
Whispered Name Recruitment cannot force a victim to carry out unacceptable orders until the Infernal
reaches Essence 6+, when this Charm can be taken a second time. With this purchase, the victim is so
entrenched in the Principle of Hierarchy that the Infernal can issue any order that the victim is
physically capable of carrying out, even up to ordering the will-less unfortunate's heart to stop.

Secret Subversion Imprinting


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Whispered Name Recruitment
Those who are subordinate to the Principle of Hierarchy carry out their ordained functions without
question, but those who oppose them may interfere. Thus, She Who Lives In Her Name must
occasionally bide her time before she can set her plans into motion. This Charm permanently enhances
its prerequisite, allowing the Infernal Exalt to delay the effects of the Charm until circumstances meet
conditions specified at the activation of the Charm. An order to kill a certain individual may be set to
activate only when the victim is alone with the target, or until the onset of Calibration. Once the
conditions are met, the Charm is carried out at its usual duration. Initially, commands can only be set to
wait for as long as a year and a day before being carried out or simply dissipating without activation,
but a second purchase at Essence 5+ allows the programming to lie in wait for as long as the victim
lives, and a third purchase at Essence 7+ seeds the command into their very soul, allowing it to persist
through subsequent reincarnations or the afterlife as a ghost. If the command is set to trigger at a later
date, the Willpower cost to resist is likewise delayed until it activates, and goes unnoticed by the victim
if it successfully overcomes their Dodge MDV, as they continue to act normally until the command is
triggered. The dormant Charm can be detected only by those capable of percieving Essence flows who
succeed at a (Perception + Occult) roll at a difficulty of (the Infernal's Essence). Once it has been
detected, it can be further analyzed to determine its source and effects as per Whispered Name
Recruitment, or targeted with appropriate countermagic and removed.

Unbreakable Shackles of Authority


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Whispered Name Recruitment
Under the direction of She Who Lives In Her Name, the Principle of Hierarchy is nearly inviolate. The
Green Sun Princes are less so, but as their power grows, so does their authority. This Charm enhances
Whispered Name Recruitment so that the circle of countermagic needed to dispel it is determined by
the Essence of the Infernal using the Charm, rather than the minimum Essence requirement of the
Charm itself. Thus, if used by an Infernal with Essence 4 or 5, it would require Sapphire Circle
Countermagic to dispel, and Adamant Circle Countermagic if the Infernal is Essence 6+.

Rightful Superior Imposition


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: Servitude
Duration: Permanent
Prerequisite Charms: Will-Crushing Force
In the end, there is only one authority that it is proper to submit to, and it is that of the Yozis. The
powers of She Who Lives In Her Name spread this truth to all things through the might of the Infernal
Exalted. This Charm enhances Will-Crushing Force, allowing the Infernal to designate loyalty to
himself as the focus of a victim's new Motivation instead of a social group's Policy or the Infernal's
Urge. This Motivation can be undone by breaking the victim's will again as noted under Will-Crushing
Force until the Exalt reaches Essence 5+, in which case the false being created by the Charm's effects is
recreated with bindings on its behavior equal to those that bound the gods against opposing the
Primordials, and they treat all attempts to betray their new motivation as impossible orders.
Perfected Sensory Input Charms
Nothing escapes the gaze of She Who Lives In Her Name. She studies everything down to its most
minute detail to determine its proper place in her Perfected Hierarchy, or how best to destroy it if she
finds it has no such place. These Charms expand upon She Who Lives In Her Name's ability to enhance
her powers of observation.

Target-Locking Scrutiny
Cost: 2m
Mins: Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
She Who Lives In Her Name studies her enemies intently, calculating the most effective way to destroy
them and saving it for the perfect moment. This Charm supplements an Aim action, allowing him to
store the bonus dice garnered by the Aim action to enhance any physical attack made later against that
target by committing two motes. The Infernal can abort from the Aim at any point, keeping the dice
gained up to that point, and his DV refreshes normally after the action. The Infernal can only store
bonus dice from (Essence) seperate Aim actions at once, and he can only apply one at a time to any
single attack roll, though he may store multiple Aim actions against a single target or seperate targets.
Thus, an Infernal with Essence 2 could store the bonus dice from two Aim actions by enhancing them
with this Charm, with either both applicable to a single target, or each one applicable to a seperate
target. The Infernal can also end his commitment to an instance of this Charm at any time, losing the
bonus dice from that Aim action. This dice bonus is not considered a bonus from Charms. If the
Infernal has Essence 3+, he can purchase this Charm again, which converts the bonus dice gained from
an Aim action enhanced by this Charm to automatic successes, which can be stored and used as normal
for the Charm.

Resistance Is Futile
Cost: 2m or 5m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Target-Locking Scrutiny
The omniscient gaze of the Principle of Hierarchy easily makes out the cracks in a foe's armor, and
ruthlessly exploits them. This Charm supplements an attack, making it piercing. If the attack was
already piercing before the application of this Charm, it reduces the target's armor soak by half again,
to a quarter of its original soak(rounded down). A second purchase of this Charm at Essence 4+ allows
the Exalt to spend an additional 3 motes to ignore armor completely.
Evasion Nullification Focus
Cost: 4m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Target-Locking Scrutiny
After sufficient study, the Principle of Hierarchy can effortlessly predict the response of her victims so
that escape is impossible. This Charm enhances a physical attack that has been enhanced with an Aim
action that provides at least three bonus dice, making it undodgeable and unblockable.

Omniscient Oversight Vessel


Cost: 4+m (1w)
Mins: Essence 2
Type: Simple
Keywords: Sorcerous
Duration: One hour
Prerequisite Charms: Essence-Dissecting Stare
No imperfection can escape the sight of She Who Lives In Her Name. This Charm manifests one or
more crystalline spheres under the direct mental control of the Infernal, at a cost of four motes per
sphere. Up to (Essence) spheres can be maintained at once, and exist for as long as the Exalt wishes.
The spheres can hover and fly as quickly as (Willpower x Essence) yards a tick, with a maximum range
of (Essence x 100) yards, and can be ordered to a position with a mental command or controlled
directly by the Exalt, allowing it to react to changes as quickly as the Infernal can. At any time, the
Exalt can see through the spheres, viewing their surroundings clearly(even if the Exalt is normally
blind), with any applicable Charms used to enhance his senses applied normally. The Exalt can only
project his sight through a single sphere at a time, and while doing so, he cannot see his own
surroundings, effectively blind until he returns his sight to his own eyes unless the sphere he is viewing
through can percieve him and whatever he is attempting to interact with. The caster can perceive the
orbs without difficulty, but to all others they are as invisible and immaterial as dematerialized spirits,
able to pass through solid objects and even enter spirit sanctums. The Infernal can make a sphere
visible if he desires, but even those capable of perceiving it in either state have trouble detecting the
spheres due to their small size and transparency, suffering an external penalty equal to the Infernal's
Essence to notice them. Any efforts to attack them suffers the same penalty, and an orb being directly
controlled uses the Exalt's Dodge DV to defend against attacks. Any successful attack destroys the orb,
however, and transmits a painful psychic shock back to the Infernal, inflicting an unsoakable level of
bashing damage. Countermagic applied against an orb also instantly destroys it, and any countermagic
used to disrupt the Charm cast directly on the Exalt causes all manifested orbs to shatter, inflicting
damage for each orb as normal. Any effect that can force dematerialized creatures to materialize can
affect the orbs, using the Infernal's traits to resist but costing no motes for the orb to materialize, and
they remain so for the duration of the affecting Charm or for as long as the sphere exists, whichever is
shorter.
This Charm can be purchased additional times at higher Essence minimums to enhance its capabilities.
These enhancements can be acquired seperately, and purchasing earlier enhancements is not required to
purchase the later ones unless explicitly stated. At Essence 3+, the Infernal can purchase the Charm
again to gain the ability to extend his hearing through the spheres just as he can his sight, and may
choose to project one or both senses, but only one sphere can be used at a time. He cannot project his
sight through one sphere, and his hearing through another. At Essence 4+, the range of the spheres can
be extended with an additional purchase, increasing it to (Essence) miles. If the Infernal has purchased
the ability to project his hearing through the Charms, he can make another purchase at Essence 4+ to
speak through a sphere he has extended his hearing to as well. His voice sounds exactly the same
through the sphere as it would if he were speaking himself(even if he cannot speak normally), and can
be heard normally by all who are present in the sphere's vicinity. At Essence 5+, the Infernal can make
another purchase this Charm to spend a point of Willpower when activating this Charm, and allow him
to use all manifested spheres simultaneously, while retaining his own senses, and suffering no penalties
while doing so.

Clockwork Chain of Command Charms


She Who Lives In Her Name goes to war when she deems it necessary, but she abhors the frothing
berserkers of Malfeas. War is won with strategy, not bloodlust, and she eliminates the variables in her
tactics by enhancing the rank and file of her regiments with perfect synchronicity and formation. These
Charms enhance the Perfected Hierarchy's ability to wage war, focusing primarily on rigid but
unbreakable lines of communication and soldiers.

Flawless Battlefield Hive-Mind


Cost: 5m, 1w
Mins: Essence 2
Type: Simple(Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Factual Determination Analysis
The ideals of She Who Lives In Her Name resonate with the command structures of organized warfare.
This Charm may be used to link the minds of all members of a mass combat unit that the Exalt is
commanding to his, allowing them to instinctively intuit the Exalt's orders. This effect negates the
possibility of communication failure due to a lack of sufficient relays, and adds the Exalt's Essence to
the unit's Drill.

Single-Minded Formation Methodology


Cost: 3m
Mins: Essence 2
Type: Reflexive(Step 2)
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Flawless Battlefield Hive-Mind
Those under the command of the Principle of Hierarchy move in unnatural synchronicity, and react to
the chaos of the battlefield with perfect unity. This Charm requires Flawless Battlefield Hive-Mind to
be active to function, and allows an Exalt in command of a mass combat unit to make a reflexive
Change Formation action, automatically succeeding the (Charisma + War) roll, and negating the DV
penalty for the action. The Infernal can activate this Charm in response to attack, and any bonuses or
penalties that the new formation gives apply to the attack.

Psychokinetic Upgrade Charms


She Who Lives In Her Name does not dirty her hands with the blood of her enemies, but only because
she has no hands to dirty. Immaterial blades and tendrils are so much more precise when removing
rebellious factors that prove detrimental to the Perfected Hierarchy. These Charms enhance Mind-Hand
Manipulation and the Charms branching off from it that create constructs from sheer will and Essence.

Inescapable Grasp of Order


Cost: 2m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Mind-Hand Manipulation
Those deviants who disrupt the workings of the Principle of Hierarchy and attempt to flee her wrath
must be punished, no matter how far they run. This Charm supplements an attack made using Mind-
Hand Manipulation, multiplying the attack's range increment by a factor of (Essence).

Extended Influence Upgrade


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Inescapable Grasp of Order
Before her imprisonment, the reach of She Who Lives In Her Name was almost limitless, able to span
the breadth of Creation and far into the infinite depths of the Wyld to bring order and judgement to all
who would disrupt it. This Charm permanently enhances Mind Hand Manipulation, increasing its base
range increment to (Essence + Willpower x 10). A second purchase at Essence 7+ increases it again to
(Essence + Willpower x 100).
Omnidextrous Efficiency Upgrade
Cost: - (1+m)
Mins: Essence 2
Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Mind-Hand Manipulation
The Principle of Hierachy abhors imperfections brought about by careless haste. This does not mean
she acts slowly. Rather, she avoids mistakes by eliminating the variables and performing the tasks with
mechanical speed and precision. This Charm permanently enhances its prerequisite, allowing the
Infernal Exalt to reduce the multiple action penalties of all actions performed with Mind-Hand
Manipulation by one for every extra mote committed, up to a maximum of (Occult) additional motes.

Phase-Synchronizing Calibration
Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Mind-Hand Manipulation
The grasp of the Principle of Hierarchy is composed of pure will. Thus, it can manipulate even
ephemeral substance with ease. This Charm permanently enhances its prerequisite, allowing the
Infernal Exalt to exert its full Strength against immaterial beings and objects and attack them as though
they were material. If the Infernal Exalt posesses Tool-Transcending Constructs, this Charm also allows
her to apply it to materials which have no real substance, such as gossamer, quintessence, and
ambrosia.

Synchronicity of Violence
Cost: 3m per attack
Mins: Essence 3
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mind-Hand Manipulation
The crystal spheres of She Who Lives In Her Name move in perfect simultaneity, removing anything
that stands in the way of her goals with deadly precision. This Charm is a magical flurry of two or more
attacks consisting entirely of attacks made using Mind-Hand Manipulation towards a single target, as
the Exalt generates and directs multiple destructive principles towards a target simultaneously. Each
attack costs three motes, including the first attack, and the Exalt can buy up to (Essence) number of
attacks. These attacks disregard multiple action penalties and the DV penalty for the flurry is equal to
the highest penalty for any one attack. In addition, rather than inflicting onslaught penalties, this charm
applies a coordinated attack penalty to the target's DV against each attack equal to the number of
attacks in the flurry.

Efficient Enemy Deconstruction Methods


Cost: - (1wp)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Principle-Invoking Onslaught
Efficiency is paramount to the ideals of She Who Lives In Her Name, and so the fewer blows it takes to
dispatch an enemy, the better. This charm allows an Infernal to enhance Mind-Hand Manipulation by
spending a point of Willpower when activating it, increasing the base damage of its attacks to (Essence
+ Occult).

Omnifarious Mental Arsenal


Cost: - (1wp)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Principle-Invoking Onslaught
The Principle of Hierachy has the appropriate tools for every task. Violence is no exception. This
Charm allows the Infernal Exalt to spend a point of Willpower when activating Mind-Hand
Manipulation, molding the physical forces to mimic the traits any one exceptional close-range or
projectile-launching weapon - crossbows and spear-throwers are valid, but throwing knives and
chakrams are not. (This Charm does not supply ammunition). The mimiced weapon uses the standard
telekinetic attack traits, but replace the Speed and Rate and add the Accuracy, Damage(which remains
piercing and becomes aggravated to creatures of the Wyld), and Defense bonuses or penalties with
those of the weapon, then assign the exceptional craftsmanship bonuses as desired. Range is either
standard telekinetic attack range for close-combat weapons, or standard weapon range for projectile-
launching weapons. Although the traits of these telekinetic weapons are identical to those of real
weapons, their form and method of use are alien to normal weapons. These weapons use Occult instead
of an appropriate combat Ability, and therefore cannot be used in conjunction with Charms that
explicitly only supplement attacks that use any other Ability(such as Solar Melee Charms or Martial
Arts Charms). A second purchase of this Charm at Essence 4+ allows the Infernal to use this Charm to
mimic the traits of basic artifact weapons with a rating of no more than three dots, with no magical
material bonuses.

Blank Slate Protocol


Cost: 5+m, 1w
Mins: Essence 4
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Synchronicity of Violence
She Who Lives In Her Name knows that when the teeming masses grow too willful, they must be
purged. This Charm enhances an attack made with Mind-Hand Manipulation. The Infernal makes a
single attack roll and applies the attack to every target within (Willpower + Essence) yards. This
includes allies and innocent bystanders, unless the Infernal spends a mote of Essence for each
individual he wishes to exclude from the attack. The range of this attack cannot be increased until the
Exalt reaches Essence 5+, at which point Charms such as Inescapable Grasp of Order can be applied.

Hardened Defensive Field Enhancement


Cost: - (+2m, +1wp)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Force-Suppression Barrier
The spheres of She Who Lives In Her Name are harder than diamond. They have to be to contain
flames like those which scoured Creation so long ago. This Charm enhances its prerequisite so that the
Infernal Exalt can commit an additional two motes and spend a point of Willpower when activating it
to provide (Willpower + Essence) bashing, lethal, and aggravated soak and Hardness in addition to its
other effects. This soak is considered armor, but doesn't count as armor for restrictions and stacks with
other forms of armor, and does not apply against attacks with the Holy keyword unless a second
purchase of this charm is made at Essence 4+.

Self-Contained Environment Bubble


Cost: - (+2m)
Mins: Essence 3
Type: Permanent
Keywords: Sorcerous
Duration: Permanent (Indefinite)
Prerequisite Charms: Force-Suppression Barrier
She Who Lives In Her Name is capable of bringing order to every corner of Creation and beyond. This
Charm enhances its prerequisite, allowing the Infernal to commit an additional two motes when
activating the Charm to increase its duration to Indefinite. In addition, the Charm protects against
environmental effects, as well as suffocation and unwanted Shaping effects. In exchange, the Charm
gains the Sorcerous keyword, but still requires the motes to be committed for as long as it is active.
Associate-Assisting Security Network
Cost: (+2m per person)
Mins: Essence 4
Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Precision Thought-Force Exercise, Force-Suppression Barrier
She Who Lives In Her Name is beholden to the other Yozis, and places herself in a support role to their
ambitions. This Charm enhances its prerequisite, allowing the Infernal Exalted to extend the effects of
Force-Suppression Barrier and any active Charms that enhance it to other willing beings at a cost of
two motes per person, so long as they remain within (Willpower) yards of the Infernal. Creating
barriers to protect others is a Sorcerous effect, but it still requires the commitment of motes while it is
active, with countermagic targeting a subject negating the effect on that person, and countermagic
aimed at the Infernal negating the protection of all beneficiaries.

Reality Recompiling Process Charms


Sometimes the world must be readjusted to correctly fit the Perfected Hierarchy. Some see She Who
Lives in Her Name blatantly reshape stable reality and wonder how she can so hypocritically alter the
static laws of Creation to her benefit. They do not understand that she is allowed to do so because she is
the creator of those laws, and they were designed specifically with this in mind. Whether this makes
her any less of a hypocrite is up to debate. These Charms expand upon She Who Lives In Her Name's
ability to alter reality, warping the physical laws of Creation, or creating laws in places where they do
not exist that amount to the same thing.

Charm-Dismantling Analysis
Cost: - (+1wp)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Counter-Conceptual Interposition
In order to preserve the stability of her creations, She Who Lives In Her Name does not permit
improper manipulation of Essence by others. This Charm permanently enhances its prerequisite,
allowing it to be activated in response to the activation of any Charm within (Essence) yards that is
Obvious to the Infernal's senses(whether due to the Charm's normal keywords or the effects of other
Charms that make it Obvious) in order to negate the Charm's effects by spending a point of Willpower.
The rules for negating Charms are as follows:
• The Charm negated must have been activated conciously (so Charms that invoke themselves
like Surprise Anticipation Method are exempt).
• The target pays the normal costs for using the Charm, but nothing happens. For Simple or Extra
Action Charms, their action is wasted, with no DV penalty inflicted. For supplemental Charms,
the action it supplemented goes through without any enhancement from the Charm. Reflexive
Charms may be reactivated by paying the normal cost again.
• The negated Charm still counts as the victim's Charm use for that action.

This Charm still suffers the Imperfection of the Principle of Hierarchy, requiring the surcharge on any
Charm unless the Infernal makes a successful reflexive (Intelligence + Occult) roll at difficulty 5 to
properly analyze the activation. The Infernal Exalt cannot negate Combos or pre-established Charms
until Essence 4+, when a second purchase of this Charm enhances its capabilities and allows it to do so.
A third purchase at Essence 5+ allows the negation of sorcery, necromancy, and even the most esoteric
of non-Charm Essence-powered abilities.

Myriad Malady Infliction


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Principle-Invoking Onslaught
The mastery that She Who Lives In Her Name holds over reality is not limited to brute force
applications. She can be far more sophisticated and cruel to her enemies than that. This Charm is
actually a cluster of Charms that can be learned in any order, each of which broadens Principle-
Invoking Onslaught's ability to create destructive principles. Each new mode of attack has its own costs
and upgrades on top of those required by the prerequisite(which is not factored in to any effects
dependent on the number of motes spent), but all of them require a successful attack against the target
to take effect, though inflicting damage is not required. These effects can also transmute victims into
valuable materials as per the effects of Principle-Invoking Onslaught, but the decision to do so must be
made when the target is afflicted with the effect.
Poison: This effect afflicts the victim with a unique toxin upon successful contact as a Poison effect.
The toxin can be changed with every use, with different cosmetic effects detailed by the player, thus
preventing protection through immunity to an individual toxin, but otherwise use the same system for
determining its mechanical effects. The toxin's default interval is 1 action but can increased to as much
as 1 day, and its Damage(which can be lethal or bashing as desired), Toxicity, and Penalty are (number
of motes spent), and cannot exceed (the Infernal's Occult). If desired, the Infernal can lower one or
more of the poison's statistics as low as 0, but the cost is still determined by the highest trait. This effect
can be purchased additional times, separately and at different Essence ratings. A purchase at Essence
4+ allows the Infernal to add the L tag to the toxin by doubling its cost, making if inflict levels of
damage instead of dice. A purchase at Essence 5+ allows the Infernal to spend a point of Willpower to
reduce the interval to 1 tick. Finally, a purchase at 6+ allows the Infernal Exalt to create toxins that
inflict aggravated damage.
Sickness: This affect allows the Infernal to infect victims with diseases as a Sickness effect for a cost
of five motes. The target immediately contracts the sickness without a Virulence roll, and the disease
functions as normal, except that it is not contagious. The initial purchase provides one natural disease
(Exalted, p. 350), with each additional disease mastered costing one experience point, or two per bonus
point at character generation. These illnesses are Malfean strains mechanically similar to Creation's
diseases, but with unique cosmetic effects and differences that make them more difficult for mortal
efforts to treat or resist, adding two to the Morbidity, Treated Morbidity and Difficulty to Treat. More
exotic natural diseases unique to Malfeas such as Supplicant Syndrome or the Jingling Pox (CoCD:
Malfeas, p. 100) can also be taken. At Essence 4+, supernatural diseases of the First and Second Circle
(Scroll of the Monk, p. 154) can be taken(and are identical to the normal versions, gaining no increase
to their difficulty), and at Essence 5+, so can diseases of the Third Circle. This effect can be purchased
additional times, separately and at different Essence ratings. A purchase at Essence 4+ allows the
Infernal Exalt to spend a point of Willpower when activating the effect to make natural diseases affect
spirits, Fair Folk, and the Exalted as though they were mortal. A purchase at Essence 5+ allows the
Infernal to make the disease contagious by spending an additional five motes and one Willpower. Those
other than the initial target resist the disease's Virulence as normal, but the disease is also a Shaping
effect, and thus those with immunity to Shaping effects of within an area that prevents them are safe
from infection.

Space-Tearing Aperture Invocation


Cost: 5+m, 1w
Mins: Essence 4
Type: Simple(Speed 6, DV -1)
Keywords: Obvious, Shaping, Sorcerous
Duration: Instant(or see below)
Prerequisite Charms: Constructive Convergence of Principles
The laws of Creation were made out of the shinma of the Wyld by She Who Lives In Her Name, which
she understood better than anyone save perhaps the greatest of the Unshaped. Although she can no
longer change them due to her oaths, her superior understanding of them allows her subordinates
unnatural mobility. This Charm allows the Exalt to create a man-sized portal of white flame that exits
to a place the Exalt can see no more than (Essence x 10) yards away that the Exalt steps through as part
of this Charm's action to appear on the other side. At Essence 5+, a second purchase of this Charm
allows the option of extending the duration of the portal's existence, each additional mote spend leaving
the portal open for an extra tick after the one it was activated on, This allows a single person to pass
through from either aperture on each tick, and the Exalt may opt not to step through the portal himself
when he activates this Charm. While the portal remains open, people on either end may look through
either portal to view what lies beyond the other opening, and attacks may be made through them in
either direction, with the distance between the portals not counting against the range increment of
ranged attacks. A seperate purchase also at Essence 5+ allows the Exalt to spend an additional 5 motes
while activating this Charm to extend the range of this Charm to (Essence x 100) yards, while an
additional purchase after that at Essence 6+ extends the range to (Essence miles) for another 5
motes(for a total of 10 additional motes). Being able to see the destination is still required, which
typically requires other Charms or magic(which is considered applicable as being visible locations for
the purposes of this Charm). Countermagic directed at either portal collapses both of them, and portals
cannot be opened inside areas protected from Shaping effects unless the Exalt is the one controlling the
area's protection.

Integration of Artifice Charms


She Who Lives In Her Name at first glance seems like she might be a kindred spirit to Autocthon. Both
embody the concept of order and the creation of wonders. But the Perfected Hierarchy scorned the
Great Maker as all the others did, for she looked upon his unrestrained innovation and creativity with
distaste, especially when he encouraged it in humanity, which caused them to rise above their
appointed stations. Invention must take place within strictly the defined boundries laid down after
studious research, as She Who Lives In Her Name feels was proven with the creation of the hated
Exalted. These Charms enhance She Who Lives In Her Name's ability to create objects, speeding
progress and transmuting materials to fit the intended invention.

Hell-Spawned Celerity of Invention


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Constructive Convergence of Principles, Experimental Acceleration Mastery
Within the walls of her prison, She Who Lives In Her Name's power warps the fabric of time and space
to hasten the completion of the plans that will free her. This Charm enhances the effects of
Experimental Acceleration Mastery, increasing the factor by which it multiplies the speed it
accomplishes actions to (Essence x [the number times this Charm has been purchased + 1]). However,
this enhancement is only applicable if the Infernal is within a place with a connection to Malfeas. This
includes the Demon City itself and the dunes of Cecelyne, as well as within an Infernal demesne or
manse, or any part of Creation that has been transformed by Holy Land Infliction or similar Yozi
Charms. This Charm can be purchased a number of times equal to the Infernal's Essence.

Unsorted Charms
Flawless Kinesthetic Optimization
Cost: 3m(+1wp)
Type: Reflexive
Mins: Essence 2
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Target-Locking Scrutiny
The clockwork motions of the spheres that make up the Whispering Flame move with perfect
efficiency, taking all variables into account and allowing no waste of effort. This Charm enhances any
physical action, negating any and all penalties to a dice roll or DV. A second purchase at Essence 3+
allows the Infernal Exalt to spend a point of Willpower to benefit from the effects of this Charm for the
rest of the scene, but it loses efficacy, so that it can only reduce the penalties from any individual source
by (Essence), to a minimum of 0. Multiple sources affecting the Infernal are reduced separately.

Defense Recalibration Protocol


Cost: 3m
Type: Reflexive
Mins: Essence 2
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Flawless Kinesthetic Optimization
The Whispering Flame is forever studying her enemies, honing her strategies over the course of
centuries through observation and experience until the inevitable day when all their efforts can be
countered perfectly. When activating this Charm, the Infernal chooses a target to focus on. For the rest
of the scene, every time the target successfully penetrates one of the Infernal's DVs, she increases her
DVs by one against the target, up to a maximum of +(Essence) to her DVs. The Infernal can only
designate one target to be the subject of this Charm until Essence 3+, when a second purchase of this
Charm allows her to apply up to (Essence) uses of this Charm at once.

Adorjan
Heedless Haste Charms
Adorjan's speed is legendary, but her speed goes beyond the merely physical. Her madness allows her
to delve into aspects of celerity that defy reason. The Silent wind outpaces all others in every endeavor
with her transcendent swiftness. These Charms expand upon Adorjan's unmatched speed, not only
through physical movement, but in the rapid completion of any sort of task.

Synergy of Acceleration
Cost: - (+2m)
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Death-Dealing Journey
The Silent Wind's speed extends to all aspects of her existence, not just the distance she can travel. This
Charm permanently enhances its prerequisite, so that the Infernal Exalt can spend an additional two
motes when activating it to reduce the Speed of all actions by -1, and increase the Rate of all weapons
by +1. Actions with benefits that depend on the Speed of the action obtain their full benefit at the end
of the reduced speed. For example, an Aim adds a bonus die to an attack for every tick spent aiming.
With this Charm, the user gains the maximum three bonus dice after only two ticks. A second purchase
of this Charm at Essence 3 increases the Rate bonus to +2, and a third purchase at Essence 4 raises the
Speed reduction to -2.

Impatient Whirlwind Progress


Cost: 5m or 10m, 1wp
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Synergy of Acceleration
Adorjan's attention is fleeting at best. In order to accomplish anything at all, she must do so in the blink
of an eye so she doesn't lose interest or get distracted. This Charm supplements any dramatic action
with a time interval of less than a day. The Infernal Exalt can spend five motes to perform enough work
needed to make a die roll with a single miscellaneous action. The Infernal performs all the normal work
herself, still needing tools if they are required, but does so while moving and thinking at an impossible
rate to accomplish the task in seconds. At Essence 4+, the Infernal can make a second purchase of this
Charm to allow the enhancement of dramatic actions no matter the time needed, with longer intervals
requiring the expenditure of ten motes and one Willpower to reduce a single roll to a miscellaneous
action.

Tearful Reunion Pursuit


Cost: Special (+3m)
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Death-Dealing Journey, Joy in Violence Approach
Those who try to escape Adorjan's murderous affections are horrified to find her waiting for them at the
end of their flight. This Charm can be activated whenever an enemy performs a reflexive movement in
response to an attack made by the Infernal Exalted. By spending the same number of motes, Willpower,
or other expenditures as the enemy(to a minimum of one mote), the Infernal may reflexively move with
the target, negating any penalties the effect may have caused to the Infernal's actions and allowing the
Infernal to continue a flurry in progress against the target unimpeded. A second purchase of this Charm
allows the Infernal to spend an additional three motes when using this Charm to make a reflexive
attempt to reestablish surprise (see Exalted, p. 156) as the Infernal moves with such blinding speed that
they arrive at the target's destination moments before them in an advantageous position.
Loving Destruction Charms
The Silent Wind is as lethal as anything else in Malfeas, but she is feared moreso than most because her
havoc is directed not at the deserving, or even undirected and random. Those who she finds worthy of
praise and affection are the ones who are most likely to feel her annihilating touch. But then, she is
insane, and nothing is truly safe from her. These Charms enhance Adorjan's ability to inflict harm on
people and objects, whether physically, spiritually or emotionally.

Far-Flung Passion Impatience


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Death-Dealing Journey
The Silent Wind rushes to meet those she harbors affection for, but when her love cannot wait, she
deigns to express it with gifts from afar. This Charm allows the Infernal to ignore the range limitations
of Adorjan Charms that say they cannot enhance ranged attacks or only enhance close combat attacks,
provided the attack meets one or more of these criteria:
• The Infernal has made net movement towards the target on the same tick as the attack.
• The target has inflicted one or more health levels of damage against the Infernal with a ranged
attack in that scene.
• The Infernal harbors an intimacy of love towards the target.
• There is no visible path to reach the target that the Infernal can traverse with reflexive
movement, such as if the target is on a ledge, enclosed on all sides, or in mid-air and the
Infernal does not have the ability to make herself reflexively move up walls, bypass barriers, or
fly.

Scouring Breeze Caress


Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Thousandfold Typhoon Hand
The Silent Wind brings agony and death with the merest touch. This Charm supplements a close
combat attack. Blood-hued winds swirl about the Infernal Exalt's limb or weapon, blowing away
everything it touches as though it were made of dust. The attack's damage becomes lethal and adds
(Essence + [number of yards moved that tick/3, rounded up]) dice to its damage.
Relentless Typhoon Onslaught
Cost: - (+1m or +1m, 1wp)
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Scouring Breeze Caress
The Silent Wind never ceases to blow. It forever wafts through Malfeas, leaving only death in its wake.
This Charm permanently enhances its prerequisite, allowing the Infernal Exalt to spend an extra mote
of Essence when activating the Charm to extend its Duration to One tick. A second purchase at Essence
3+ allows the Infernal Exalt to also spend a point of Willpower to increase the Duration to One scene.

Deadly Draft Circumvention


Cost: - (+2m)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Scouring Breeze Caress
The demons of Malfeas bar their doors and seal their windows at the arrival of the Silent Wind, but it
avails them naught as Adorjan may slip through the tiniest crevice. This Charm permanently enhances
its prerequisite, allowing the Infernal Exalt to spend an extra two motes to make the attack piercing.

Precise Erosion Refinement


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Pellegrina's Fury
The Grinding Wind inherits her mother's fickle passions, viciously focused on some stone structures
while leaving others unscathed, depending on her inscrutable whims. This Charm enhances its
prerequisite, allowing the Infernal to reflexively exclude any stone objects from the effects of
Pellegrina's Fury or even portions of objects with incredible accuracy. The Infernal could grind away
the mortar of a stone wall while leaving the blocks completely intact. Alternately, the Infernal can focus
the entirety of her erosive anima onto a single object within range, increasing the damage to (Essence)
levels per tick. Finally, the precise control held over the Charm's effects allow the Infernal to remove
the need for tools as well as any penalty to Craft actions stemming from a lack of tools when creating
objects out of stone.
Insane Affection Insight
Cost: 5m or 5m, 1wp
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisite Charms: Sacred Kamilla's Inhalation
Few can understand the reason Adorjan harms that which she cares for. Even fewer wish to, for
understanding only comes from similar madness. This Charm enhances a social attack to erode an
Intimacy, as the Infernal expounds on the insane logic of the Silent Wind in context to the Intimacy. If
the attack succeeds with a number of extra successes equal to the target's Conviction, the Intimacy is
immediately lost and replaced with an opposite Intimacy towards the same subject. Targeting a positive
Intimacy of love with this Charm creates a negative Intimacy of hate, and vice versa. The Infernal
chooses the exact context of the new Intimacy, subject to Storyteller approval. A second purchase of
this Charm at Essence 3+ allows the Infernal to spend a point of Willpower when activating this Charm
to affect a social group of Magnitude 1+(such as a nation or an organization), replacing a commonly-
held Intimacy or ideal with its opposite. The Infernal must have spend several hours within the last year
encouraging this change, and activate the Charm in the presence of a member of the target group.

Unwanted Revelations of the Silent Wind


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Insane Affection Insight
Those who survive encounters with Adorjan with their bodies intact are often outcast from society, for
they likely hold deeper scars. This Charm permanently enhances the Infernal Exalt's capabilities.
Whenever the Infernal successfully breaks a victim's will (Exalted, p. 174), she can automatically
inflict a derangement of her choice on the victim from the Wyld mutation list. The initial purchase of
this Charm allows the Infernal to inflict derangements at the level of a deficiency. A second purchase at
Essence 4+ allows her to increase the severity to a debility, while a third and final purchase at Essence
5+ allows her to inflict deformity-level derangements. The derangements inflicted are permanent
barring removal by Charms or other magic, but do not stem from Shaping effects, and thus cannot be
elimated by Charms that negate Shaping effects such as Order-Affirming Blow.

Insightful Insanity Charms


Adorjan's constantly shifting perception of reality gives her the uncanny ability to notice things most
beings wouldn't sense or recieve revelations beyond the comprehension of saner beings. In this way she
detects the slightest noise so she can stamp it out, and reveal truths that most would rather be kept
silent. These Charms enhance and refine the Silent Wind's ability to uncover that which is hidden to all
rational perceptions.

The Ebon Dragon


Unidentifiable Menace Charms
The Ebon Dragon's machinations are unfathomable to mortal minds. He acts in utmost secrecy, even
when in plain sight. In this way does he worm into the most heavily guarded sanctums to uncover
forbidden lore and shameful secrets to use against his victims. These Charms expand upon the Ebon
Dragon's ability to cloud others perception of him, whether through peerless stealth or insidious
deception.

Insidious Knives Enchantment


Cost: 3m
Mins: Essence 2
Type: Simple
Keywords: Combo-Basic, Illusion
Duration: Indefinite
Prerequisite Charms: Loom-Snarling Deception
The Ebon Dragon makes things seem to be what they are not, infecting them with his deceitful nature.
This Charm disguises an object that the Infernal Exalt can lift with one hand, making it appear to be
something entirely different as though it were affected by Loom-Snarling Deception (Exalted: The
Infernals, p. 149). A weapon such as a sword or a spear may be disguised as a walking stick, and armor
could be disguised as fine noble attire as easily as pauper's rags. The apparent dimensions of the
disguised object cannot be more than half or double its real size. This Charm cannot hide an object's
magical nature, merely its physical nature, unless the Infernal Exalt possesses Eldritch Secrets Mastery,
which allows the Exalt to make the most powerful of artifacts seem like a useless bauble, or vice versa.

Body of Lies
Cost: 8m, 1w
Mins: Essence 3
Type: Simple
Keywords: Illusion
Duration: One scene
Prerequisite Charms: Loom-Snarling Deception
The Ebon Dragon defies perception and understanding, for his very existence is opposed to truth. This
Charm shrouds the Infernal in anonymity and deceit. For the rest of the scene, anyone who sees the
Infernal has trouble perceiving them as anything more specific than "a person". Everything else about
them, height, weight, voice, clothes, gender, even their precise location is too vague to be certain of.
Anyone attempting to affect, influence, notice, track, or identify anything about the Infernal suffers an
external penalty equal to the Infernal's Essence. Also, the Infernal's social attacks do not impose or
suffer any bonus or penalty from their Appearance or anything else based on the target's perception or
recognition of the Infernal. Bonuses and penalties based on the Infernal's perception of others still
apply, however. Despite this complete inability to confirm any details about the Infernal even while
looking right at them, people interact with the Infernal as they would any stranger. Whether something
is unusual about the Infernal or not is just another thing that nobody can be sure about. This is an
unnatural Illusion effect, requiring 2 Willpower to overcome. Doing so reveals that the Infernal is under
the effect of a Charm that obscures his existance to the person, but it does not eliminate the penalties. It
merely removes the inability to notice anything unusual about it.

Penumbral Trespasser
Cost: 10m
Mins: Essence 4
Type: Simple
Keywords: Combo-Basic, Sorcerous, Shaping
Duration: Indefinite
Prerequisite Charms: Body of Lies, Eldritch Secrets Mastery
The Ebon Dragon is the shadow of all things. This Charm allows the Exalt to dematerialize and meld
with the shadow of a single object or being that they can see within (Essence x 10) yards. Used on
unattended, unattuned objects, the Charm succeeds automatically. Against beings, carried or worn
objects, or artifacts that have been attuned to someone, the Infernal rolls (Manipulation + Essence)
against a difficulty of (target being's Essence). Success means the Infernal becomes one with the
shadow. Failure means the time and Essence is wasted. Beings and objects immune to Shaping effects
are immune to this Charm, and any attempt to use it on them fails automatically. Once the Infernal has
become part of the target's shadow, he becomes immaterial even to dematerialized beings, unable to
affect or be affected by anything. This effect is vulnerable to the Imperfection of the Shadow of All
Things. Additionally, while part of an other being's shadow, only non-Excellency magical effects can
detect him, and the Infernal applies a external penalty equal to his permanent Essence to any applicable
attempts. The Infernal moves with the target, and can perceive things normally while using this Charm.
The Charm is cancelled whenever the Infernal wills it, the Charm is disrupted by countermagic, the
Infernal is struck with a Holy attack, or if his target is an Exalt and manifests an anima banner at the
16+ motes level. Also, spending Peripheral Essence still activates the Infernal's anima banner, which
manifests around the possessed shadow, and manifesting an anima banner at the 8-10 motes level
deactivates the Charm.

Transhuman Inhumanity Charms


The Shadow of All Things revels in his immorality. Acts of shameless depravity and prideful obscenity
fill him with power. Worse, virtuous opposition merely encourages his wickedness, and he grows
stronger with the contrast between him and the heroes who despise him. These Charms expound upon
the Ebon Dragon's opposition to Virtues, inverting the effects and empowering him when he acts
against them or is opposed by those of strong Virtue.
Debased Abandonment of (Virtue)
Cost: -
Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Ebon Dragon acts in opposition to Virtue. Indeed, his devotion to being the antithesis of Virtue
strengthens him as much as the ideals of any hero. This Charm permanently alters one of the character's
Virtues that is rated at 3+, corrupting it so that the criteria for actions that can be aided by the Virtue
and actions that can only be performed by failing a roll with that Virtue effectively swap places. For
example, an Infernal with debased Compassion could channel that Virtue to aid in causing suffering or
resisting appeals to his better nature to aid others, but must now fail a Compassion check to defend the
weak or engage in romantic love. An Infernal with debased Valor could use it to aid attempts to escape
an enemy or resist being challenged to combat, but would have to fail a Valor check to perform
dangerous feats or heroic risks.

Infinite Immorality Indulgence


Cost: -
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Debased Abandonment of (Virtue)
The Ebon Dragon's depravity knows no limits. Successful sins merely embolden his further
monstrousity. This Charm permanently enhances the Infernal Exalt's capabilities. Whenever the
Infernal performs a two-die stunt or greater that could benefit from channelling one of his debased
Virtues, the Infernal regains a channel for that Virtue in addition to the benefits of the stunt if it
succeeds.

Succulent Bitter Tears


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Reactor
Duration: Permanent
Prerequisite Charms: Any Debased Abandonment of (Virtue)
The Shadow of All Things throws himself into inflicting cruelty, and gorges himself on the suffering he
causes. Whenever the Infernal Exalt succeeds on an action that could be enhanced by channeling a
debased Virtue, he rolls a number of dice equal to that Virtue. For each success on this roll, the Infernal
Exalt regains a mote of Essence.
Insidious Corruption Charms
The Ebon Dragon would be horrible enough if he acted alone in his villainy. But the Shadow of All
Things is seductive, and the abandoment of decency he offers is as addictive as any drug. He spreads
his corruption to others, turning them into a reflection of himself and manipulating them through their
impure desires. These Charms enhance the Ebon Dragon's ability to corrupt and manipulate addiction
and vice, inflicting unnatural urges on others and using them to control his victims.

Soul-Staining Vice Infliction


Cost: 4m
Type: Supplemental
Mins: Essence 2
Keywords: Combo-OK, Social, Stackable
Duration: Instant
Prerequisite Charms: Witness to Darkness
The Ebon Dragon's honeyed words instill unnatural urges in those who hear them. This Charm
supplements a social attack to create an intimacy in a single target. This intimacy must involve some
form of self-indulgent behavior or desire, which can be as broad as a single category of vice such as
drugs, sex, food, money, etc., but narrowing the intimacy can qualify the action for a stunt bonus based
on how specific the urge instilled is. If the social attack gains a number of extra successes equal to or
greater than the target's Temperance, the subject immediately gains the intimacy at full strength, and
makes it resistant to erosion, adding the Exalt's Essence to the number of actions needed to erode the
intimacy. Intimacies created by this Charm are not subject to the standard limitation on the maximum
number of intimacies a character can have at once. A second purchase of this Charm at Essence 3+
increases the interval between valid actions to erode the Intimacy from once a scene to once a week.

Inhibition-Eroding Proselytization
Cost: - (+1wp)
Type: Permanent
Mins: Ess 3
Keywords: None
Duration: Permanent
Prerequisite Charms: Soul-Staining Vice Infliction
The self-indulgent ideals of the Ebon Dragon easily worm their way into the corrupt societies of
Creation. This Charm enhances its prerequisite, allowing the Exalt to spend an additional point of
Willpower to propagate the supernatural Intimacy throughout a social group of Magnitude 1+ (such as
a court, kingdom, or secret society). The character must have spent several hours within the last year
encouraging the intimacy within this group before using this Charm, and this Charm must be invoked
in the presence of at least one member of that group. The social attack is made against the group
leader's MDV, plus half of the group's Magnitude. If the roll succeeds, all members of the social group
gain the intimacy.
Secret Shame Insinuation
Cost: - (+1wp)
Type: Permanent
Mins: Ess 3
Keywords: None
Duration: Permanent
Prerequisite Charms: Soul-Staining Vice Infliction
The mere presence of the Ebon Dragon can taint others with his self-indulgent nature. This Charm
enhances its prerequisite, allowing the Exalt to make the attack without speaking to or otherwise
interacting with the target by spending a point of Willpower. The target cannot pinpoint the source of
the attack unless he successfully resists the Charm, either with MDV or Willpower, and even then
requires Charms that aid in perceiving essence flows or magical effects to make the attempt.

Insatiable Urge Hex


Cost: 10m, 1w
Type: Simple
Mins: Essence 3
Keywords: Combo-OK, Compulsion, Social, Sorcerous, Stackable
Duration: Infernal's Manipulation in days
Prerequisite Charms: Soul-Staining Vice Infliction
Even the smallest taste of the extent of the Ebon Dragon's vices can drive all but the most stalwart
beings to gluttonous excess. The Exalt rolls (Manipulation + Presence), adding a number of extra
successes equal to his Essence. If the result exceeds the target's Mental DV, the Charm causes an
Intimacy created by Soul-Staining Vice Infliction to exert unnatural mental influence as a Compulsion
effect. Whenever the victim is offered an opportunity to fulfill this Intimacy, she must succeed on a
Temperance roll with a difficulty of (Infernal's Essence/2, rounded up) or be forced to indulge in the
Intimacy as much as she possibly can, taking any non-suicidal steps necessary to do so. Spending a
point of Willpower suppresses these urges for a scene, and Exalts gain Limit from it as usual. For the
duration of this Charm, the intimacy it enhances is unaffected by actions to erode it. Essence 4+
Infernals may purchase this Charm a second time, increasing the duration of this Charm to Indefinite,
allowing the effects to last until the Infernal ends the Charm or until it is dispelled with Emerald
Countermagic. A third and final purchase of this Charm at Essence 7+ upgrades the curse to require
Sapphire Circle Countermagic for removal.

Dark Nemesis Charms


The Ebon Dragon is defined by opposition. He exists to both mirror and contrast other things,
becoming anyone's worst enemy by being their corrupted equal. These Charms enable the Ebon Dragon
to mimic and oppose others, using their greatest strengths against them.
Stolen Silhouette Replication
Cost: 8m
Type: Simple
Mins: Essence 3
Keywords: Combo-OK, Shaping, Sorcerous, Touch
Duration: One day
Prerequisite Charms: Puissance Mimicry Intuition
The Shadow of All Things is filled with delight when he sees his enemies bring mighty weapons to
bear against him, for they only serve to expand his own power. The Infernal Exalt touches an object
that he is capable of lifting, which may require a successful unarmed attack roll, and snatches away its
shadow, solidifying it into a dark copy of the object. The copied object has the same traits and non-
Holy powers as the original, but takes on a demonic appearance similar to that of infernal relics. If the
Infernal copies an artifact, he treats the copy as though it were a vitriol-tainted relic and automatically
attunes to it for the appropriate cost. The copied object lasts for one full day or until countermagic is
applied, after which it dissolves and the shadow returns to its rightful place.

Secret Workings Perverted


Cost: 10m, 1wp
Type: Simple (Dramatic Action)
Mins: Essence 4
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Stolen Silhouette Replication
The Ebon Dragon is well-known for delving into knowledge that even the other Yozis balk at seeking.
It is his nature to take that which belongs to others and twist it to his own ends. This Charm requires a
shadow copy of an artifact created with Stolen Silhouette Replication, which the Infernal Exalt spends
an hour studying and breaking apart. The player rolls (Intelligence + appropriate Craft) against a
difficulty equal to the artifact's rating. Success results in the Infernal Exalt being able to halve the
number of successes needed to create an infernal relic version of the copied artifact, as though he
possessed a complete design for its construction (Oadenol's Codex, p. 18). This Charm only provides
this benefit for a single replica, and can only be used to copy a specific artifact once - subsequent
shadow copies of a specific artifact cannot provide any benefits.

Unrestrained Freedom Charms


The Ebon Dragon writhes relentlessly against the bindings of his oaths. It goes against everything that
he is to accept any restrictions on his behavior, and he takes unspeakable measures to achieve that
which he wishes to achieve. These Charms enhance the Ebon Dragon's ability to circumvent obstacles
and escape bindings both physical and metaphysical.
Cunning Loophole Exploitation
Cost: -
Type: Permanent
Mins: Essence 2
Keywords: None
Duration: Permanent
Prerequisite Charms: Cracked Cell Circumvention
The serpentine mind the Ultimate Darkness endlessly probes laws and contracts for wordings and
interpretations to exonerate him from all accountability, and his silver tongue exploits them. This
Charm expands the scope of its prerequisite, allowing it to be used to supplement actions to uncover
restraints and confinements in legal documents, as well as social combat actions and defenses to evade
persecution.

Trespasser Escapes Inside


Cost: -
Type: Permanent
Mins: Essence 3
Keywords: None
Duration: Permanent
Prerequisite Charms: Cracked Cell Circumvention
To the Ebon Dragon's uninhibited nature, being forbidden access to something is as imprisoning to him
as the oaths that seal him inside Malfeas. This Charm enhances its prerequisite, allowing it to enhance
any personal efforts to enter a physically barred area as well. This includes locked containers as well as
rooms and structures. This Charm still does not function if the action is made solely to aid another's
entry or escape, such as unlocking a door simply to allow someone inside to get out. At best, others
may escape from the way the Infernal came in, just as the other Yozis rely on the Ebon Dragon's escape
to make a path for them to follow.

Mystic Bindings Unraveled


Cost: -
Type: Permanent
Mins: Essence 4
Keywords: None
Duration: Permanent
Prerequisite Charms: Cracked Cell Circumvention
The Ebon Dragon's lust for freedom allows him to escape from more than mere physical bindings. This
Charm permanently enhances its prerequisite, allowing it to affect non-physical restraints, such as
magical wards. The Shaping effect even allows passage through immaterial portals such as sanctum
entrances.
Unsorted Charms
Shadow Over Shadows
Cost: 3+m
Type: Reflexive
Mins: Essence 2
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bloodless Murk Evasion
Whether they come singly or in droves, the Ebon Dragon mocks the noble efforts of so-called heroes
who attempt to slay him but only succeed in exhausting and humiliating themselves by flailing at his
countless shadows. This Charm negates all penalties to the Infernal's Dodge DV when defending
against an attack. Additionally, if this Charm is used to defend against an attack that is part of a
coordinated attack or flurry, the attack suffers an internal penalty equal to the DV penalty that attack
would normally inflict. Thus, the third attack in a flurry would suffer a -2 internal penalty, and a
coordinated attack involving three people would suffer a -3 internal penalty. Purchasing this Charm a
second time allows the Infernal Exalt to reduce the cost of the Charm by a number of motes equal to
the number of times it has been activated previously in a tick(i.e., using it to defend against a flurry of
four attacks would cost 3m + 2m + 1m + 0m). A third purchase at Essence 3+ allows the infernal to
spend an additional 3m, 1wp to extend the Duration of the Charm to one scene.

Tragic Mishap Maneuver


Cost: 4m
Type: Reflexive(Step 9)
Mins: Essence 3
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Shadow Over Shadows
Those who take up arms against the Ultimate Darkness only succeed in harming themselves and the
ones they love. The Infernal can activate this Charm in response to an attack that failed to penetrate his
Dodge DV, as the Infernal's deceptive movements redirect the attack towards anyone within (Essence)
yards of the Infernal, including the attacker himself. The attack is rerolled by the Infernal, and uses the
same traits that the original attack had, including any Charms enhancing it. Worse yet, the Infernal can
further augment the attack by applying his own Charms on top of it, using the higher of his or the
attacker's traits for determining the effects, such as the maximum number of dice that can be added by
Charms(which takes into account any dice originally added by the attacker). Typical of the Ebon
Dragon, the indirect nature of this attack exploits a loophole in the limits of his magic, allowing Ebon
Dragon Charms that enhance ranged attacks to apply to an attack redirected by this Charm, whatever
form it takes. If the attacker kills a character whom they had a positive Intimacy towards with this
redirected attack, the attacker loses one Willpower from despair. A mortal who inadvertently kills a
close loved one this way (like a spouse or child) loses all remaining Willpower points to grief and
horror, his will broken (Exalted, p. 174). The attacker may abort their attack by spending a point of
Willpower after the new target is declared but before the Infernal rolls the redirected attack or enhances
it with his own Charms.

Heretical Charms
Impartial Peer Position
Cost: 2+m
Mins: Essence 2
Type: Simple (DV -0)
Keywords: Combo-OK, Heretical
Duration: Indefinite
Prerequisite Charms: Demonic Primacy of Essence, Cracked Cell Circumvention
Although the Descending Hierachy is absolute among demonkind as ordained by Cecelyne, the Infernal
Exalted are not demons. Green Sun Princes gain the protection of Hell's laws, without obligation to
follow them. And by utilizing the power of the Ebon Dragon, they exploit this ruthlessly and slip free
from the restrictions of Cecelyne's law. Every two motes the Infernal commits when activating this
Charm increases his Essence by one only for comparing it against beings of higher Essence to
determine the DV penalties inflicted on him by Demonic Primacy of Essence. This does nothing to
increase the penalties he inflicts on beings of lower Essence, however, nor does it prevent the penalties
and unnatural mental influence inflicted by others who possess Demonic Primacy of Essence.

Blissfull Ignorance of Clamor


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Hateful Wretched Noise, Solipsistic Rejection of Impossibilities
When Adorjan cannot avoid noises sufficient to rouse her ire, she is forced to destroy it. But by using
the supernaturally potent megalomania of Malfeas, the Green Sun Princes can avoid these compulsions
by denying that they even exist. This Charm enhances its prerequisite, allowing the Exalt to act in areas
of loud noise without suffering from the Compulsion effect to silence it, and can act without penalty.
While doing so, however, the Infernal does not benefit from the positive effects of the Charm, and
indeed, cannot hear anything at all that exceeds the volume of a whisper other than allies(who can be
heard up to normal speaking volume), effectively deaf to such things. The Infernal can refine their
delusions so that they percieves louder noises as tolerable whispers with additional purchases of this
Charm, allowing noises softer than shouting with a second purchase at Essence 3+, and all noises with
a third purchase at Essence 4+. In order to benefit fully from Hateful Wretched Noise, however, the
Exalt must deactivate this Charm, and thus spend Willpower or suffer its Compulsion as normal.
The Wonders of the Waking Dream
Cost: 2+m, 1wp
Type: Simple
Mins: Essence 6
Keywords: Combo-OK, Heretical, Obvious
Duration: Instant
Prerequisite Charms: The Spirit of the Living World
The Infernal draws the things from his inner world into the existence outside himself, solidifying their
reality with will and Essence. The Infernal Exalt designates an object or living being that exists within
his soul, and spends a number of motes of Essence and a point of Willpower to draw it into creations.
Drawing wealth or other objects requires two motes per dot of Resources, while living beings require
two motes per Magnitude in numbers if they are extras, or two motes per dot of Essence if they are
heroic individuals. Living beings cannot resist the pull of this Charm, but they are not obligated to obey
the Infernal unless other magics have secured their loyalty. If the Infernal Exalt has purchased The Will
Written Upon the Tapestry, he can draw artifacts that he owns directly from it to him at a cost of two
motes per dot of value. Land and demenses cannot be drawn into reality through the use of this Charm.
Anything brought into existence with this Charm is subject to the same rules for maintaining their
reality as objects created by Constructive Convergence of Principles, and can be made truly permanent
using the same methods listed under Wyld Cauldron Technique (Exalted, p. 217).

The Chronicle of the Inward Voyage


Cost: - (4m, 1wp)
Type: Permanent
Mins: Essence 6
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: The Spirit of the Living World
The Infernal Exalt dissolves his material form and draws it into his soul's inner world. This Charm
permanently enhances its prerequisite, allowing the meditative trance used to enter his inner world to
transport his physical form and any carried possessions with him. He may also bring up to (Essence)
willing companions with him, provided they perform the same meditative trance. The Infernal can
reflexively percieve the point from where he entered his inner world as though he were still sitting
there. Real beings within the world can only leave with the Infernal's permission(using the
miscellaneous action described by the Charm's prerequisite, and when the Infernal leaves the world, all
guests and real objects leave the world with him, reappearing at the same spot which they disappeared
into it.

The Will Written Upon the Tapestry


Cost: - (1wp)
Type: Permanent
Mins: Essence 6
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: The Spirit of the Living World
The Infernal Exalt's exercises his inner world's legitimate claim to existence, carving a space within
Elsewhere for it and intertwining its substance with the shinmaic substrata and Essence flows of reality,
making it just as real as any other Primordial's world-body or Creation itself so long as he lives. The
Exalt can now create demesnes and magical things within his world, and no longer needs to use
Charms to make anything created within it truly real. The Infernal Exalt immediately creates an
immaterial doorway to his world like those of spirit sanctums, and can create and remove immaterial
doorways to his world with the expenditure of a point of Willpower, up to a maximum number of
doorways equal to his Essence, but must always have at least one in existence. These doorways
function identically to those of spirit sanctums, save that the Infernal can detect and enter them
automatically regardless of whether he is immaterial or not. Other beings must abide by the standard
rules for detecting and entering sanctum doorways.

Shattered Idols in Untended Graves


Cost: 6m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Freedom Lets Go
Nothing is sacred, not really. Kings wear their crowns for now, judges make their rulings, thinkers
speak and write in dazzling insights, and the wicked do as their withered hearts desired. It's all so silly
and meaningless in the grand scheme of things, though. In time they shall fall and be forgotten, and
what they do now, and whatever their will might be, shall fade with their memory.
This charm allows a Warlock to share this enlightenment with another; He may roll Charisma+Presence
against the MDV of a target in the presence of a corpse (or an identifiable part of it); if he succeeds,
this Unnatural Mental Influence gives the target a point of willpower (up to the target's Permanent
Willpower) as she feels an overwhelming sense of peace, removing all Intimacies, as well as Emotion
and Compulsion effects, toward the deceased. The target may spend two willpower to deny all these
effects.
If the Infernal uses Sacred Kamilla's Inhalation in the same scene as a successful activation of this
charm, the target forgets about the deceased completely, as under Freedom Lets Go.
Of course, the transient and temporary state of things is best demonstrated in action; if the target of the
charm witnesses the Scourge killing the person whom this charm tries to make her forget, the Scourge
only pays 2 motes and a willpower.
Lessons of the Jade Lion
Cost: --(+2m); Mins: Essence 3; Type: Special
Keywords: Sorcerous, Stackable
Duration: One Week
Prerequisite Charms: Shattered Idols in Untended Graves
"All things end." Intone the Teodozjia. This is true. They are wise, and for spreading their scripture
Adorjan loves them more than the other denizens of Malfeas. Her love is no less terrible for them than
any other, but by so perfectly understanding her wisdom they are at peace with this fate from the
moment of their birth.
This charm enhances Shattered Idols in Untended Graves. By paying two motes extra upon using this
charm, the Infernal inflicts a second effect upon a successfully affected target--this effect may be
resisted separately for a single willpower point, but must be resisted (and this resistance paid for) if the
target resists the base effect. If the target does not resist, their minds open up further to the teachings of
Adorjan, understanding the lessons behind the examples the Infernal has made for them; their
Conviction is treated as one lower for the purpose of building and losing Intimacies.
Lessons of the Jade Lion ends a week after its last application on a target, but if a target's Conviction
would be reduced to 0 via this charm, then they instead truly internalize the teachings of the Silent
Wind: the duration of this charm becomes Indefinite, and their Compassion towards other beings is
altered, as though they possessed Murder is Meat.

Everything Louder Than Everything Else


Cost: (+1m); Mins: Essence 1; Type: Special
Keywords: Social, Combo-OK, Blasphemy
Duration: Instant
Prerequisite Charms: First Isidoros Excellency
Isidoros cares less whether an action is done for him or against him, and more than it is done well,
wholly by one's own will, and with impact. By spending an extra mote when applying an excellency,
the Infernal indiscriminately grants the effects of it to all sentient entities within (Essence x 10) yards.
Targets do not know the source of the power that temporarily floods them, but they are instinctively
aware of the rules of the Excellency,and that if they act within the next 6 ticks, they may benefit from
the Excellency as though they had used it themselves. This awareness comes as a wild impulse, and to
indulge it gives the target a point of Willpower; to bottle the urge, on the other hand, costs a point. The
Infernal does not need to act on the tick she uses this charm, neither gaining the benefit for going with
the flow nor suffering for resisting it; however, she forfeits any benefit from the excellency for herself
by her restraint.
Creatures who have Excellencies of their own do not gain this benefit--they have their own, somewhat
lesser, glories to unfold--but do intrinsically understand that if they use one of their own Excellencies
along Isidoros' themes, its cost will be discounted by up to half the motes that would be spent on this
charm, rounded up. This discount is not optional, and cannot reduce the cost of a charm below 0.
Regardless, the Infernal becomes pleasantly aware of anyone who takes advantage of this charm, and
further is aware of anyone who used a different Excellency than the one she offered. This does not
pinpoint the location of Essence users, but it does give the Infernal a bonus equal to her Essence on any
subsequent rolls that scene to detect their presence. While this charm does register as a Blasphemy, it
echoes off of every target who takes advantage of the charm, with none of them registering as the
originator of the effect; unless the Infernal powers this charm with Peripheral Essence--or none take
advantage of it--there is no innate way to pinpoint her as the point of its origin. As a final effect, at
Essence 3 all those who accept the willpower benefits from this charm are treated as Creatures of
Darkness for the rest of the scene. If they are the target of Desecration effects during this time, they
remain loathed by Heaven until they have removed the Desecration effect.

Restoring the Barrow's Soul


Cost: 4m; Mins: Essence 3; Type: Simple
Keywords: Social, Combo-Basic
Duration: Instant or One Week
Prerequisite Charms: Everything Louder Than Everything Else
Isidoros' grace be upon those whom he touches with this charm; all uncertainty shall fade from their
mind, all distractions fall like autumn leaves, and the road to their greatness and legend shall be clear.
The Infernal rolls (Charisma + Presence) against a mortal target's MDV. This effect is Unnatural Mental
Influence, and costs two willpower to resist. If he succeeds, he imbues the target with a new heroic
motivation centered around one of their Intimacies. Said mortal loses all other Intimacies in the
process--a small price to pay for such unmatched clarity of vision--and the Infernal may imbue the
mortal with virtues and Willpower as a training effect. This charm does not sustain itself in any
supernatural fashion; while the lost intimacies and motivation will not return on their own, the target
suffers no protection from other interests clouding his direction. This charm does not allow the
Infernal--or a hypothetical willing target--to choose the new motivation; if their newfound direction
and drive lead to conflict with the Boar, then at least they face him honestly, and will die honestly.The
Infernal may also target the Exalted with this charm, with similar effects. However, this change is
temporary, lasting only a week if not otherwise countered; the Exalt's original motivation and
intimacies return at this time. Further, the Black Boar either respects or disdains the Chosen too much
to empower their souls further, and so the Infernal cannot employ the aforementioned Training effect
upon them.
At Essence 4, the Infernal may repurchase this charm to apply its effects to anyone who accepts the
benefit of its prerequisite; this costs 4 motes for each dot of magnitude the infernal wishes to affect, and
such blessed souls are somewhat aware of this when the Infernal activates Everything Louder Than
Everything else, knowing intrinsically that to accept the benefit will make them more than they are
now, intrinsically. They may still fight off the effects of this charm while accepting the benefits of its
prerequisite, but must spend an additional point of willpower to allow them to swim in the flood of
power Isidoros offers them, and not be swept away.

Glory Beyond Stars


Cost: (+3m per dot, 1wp); Mins: Essence 3; Type: Permanent
Keywords: Social, Sorcerous, Desecration
Duration: Instant
Prerequisite Charms: Restoring The Barrow's Soul
The great men Isidoros imbues with a bit of himself are glorious and magnificent--the sort whom the
stars in the skies tell the legend of. This is, of course, wholly unacceptable.
This charm permanently enhances the effects of Restoring the Barrow's Soul; the Infernal may grant
the target the Destiny background at a cost of 3 motes per dot. However, this destiny is not of the Loom
of Fate--the target is out of Fate as long as the effects persist, and his actions are in defiance of Fate,
rather than according to what it had in store for him. Any time the target of this charm uses his Destiny
background, it is treated as a Blasphemy effect. If this is used with the second purchase of Restoring
the Barrow's Soul, the Infernal need only spend the motes for a single ersatz Destiny background, but
spends an extra point of willpower for each level of magnitude the Infernal wishes to affect.

Needing No Introduction
Cost: None; Mins: Essence 1; Type: Special
Keywords: None
Duration: Permanent
Prerequisite Charms: None
All souls know the Black Boar that Twists the Skies. Even the most sheltered peasant in the furthest,
most ignorant reaches of the so-called Blessed Isle would not help but know Isidoros for himself if he
were to appear before them. All of Creation and All besides knows him, and there can be no substitute.
This charm infuses the Infernal with his own identity, and he, too, cannot be mistaken for another. This
charm permanently grants the Infernal his Essence to any rolls made to convince another of his true
identity, and adds the same number to the difficulty of all attempts to misrepresent the character: Any
slander or lies told regarding the character ring as false as any disguise applied to him. Boastful
hyperbole is explicitly an exception to this penalty. The Infernal himself also takes this as an internal
penalty to any attempts to disguise himself as anyone other than himself, but such a Warlock should
truly ponder why he wishes to hide his glory in the first place. On the other hand, if the Infernal is
redefined through Change-or-Die Ultimatum, Needing No Introduction will both limit the extent of his
reshaping and allow him to establish his identity again easily. This charm does not betray any
supernatural qualities of the Infernal. At Essence 3 this charm automatically upgrades, and attempts to
ape the Infernal grow even more difficult even as he becomes more recognizable--any description can
identify him at a simple difficulty, but any further attempt than the most cursory sketch or description
adds his Essence to the difficulty as though it were a direct impersonation. On the other hand, the
certainty in himself becomes infectious, imbuing the truth of his words with the bottomless conviction
of the Black Boar. As a result, any attempt to convince another of the unvarnished truth (that is, without
deliberate intention or other intent to mislead) automatically adds dice equal to his Conviction to the
attempt.

Singular Existence Affirmation


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Needing No Introduction
There can be no other Black Boar than Isidoros, and attempting to argue otherwise ends only in painful
correction. By activating this charm, the Infernal reflexively destroys any non-masterwork impression
of himself. Sculptures crack, paintings boil and melt, and parchment with insufficiently epic
descriptions of his grandeur disappears into flame. Anyone in direct physical contact with such an
impression takes two levels of lethal damage (Except for the Infernal, of course. The original is always
superior). The scale on this is limited to things that could be broken with a feat of strength equal to the
Infernal's willpower.
At Essence 4, this charm can be re-purchased to show Isidoros' affront more directly, and such insulting
mockeries explode rather than simply break apart, causing this damage to everyone within (Essence)
yards and doing (Valor) levels of lethal damage. At Essence 6 with the second purchase, the cost of this
charm becomes 2 motes, but the Infernal must fail a conviction roll not to use it when presented with an
insufficient representation of himself. Singular Existence Affirmation gains the Ego Keyword at this
point, and is automatically applied to all viable targets in the Infernal's presence regardless of his
knowledge thereof while he is in Sky-Warping Titan-Beast Shintai. It only functions at its most basic
level thus, but the Infernal may expend a mote as a non-charm action to make a single insult to him
explode at its maximum capacity.

Who Argues With Falling Stars?


Cost: None; Mins: Essence 2; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: None
Isidoros is merciless and thorough in his dedication to that which he pursues. Each purchase of this
charm hones an Infernal's sense of drive further, making her more difficult to sway from that to which
she has committed herself. The first purchase of this charm doubles all benefits to her MDV that she
would gain from Intimacies, Virtues, and her Motivation. This focus on the passions that empower her,
however,do come at a small price, as the doubling effect also applies to the penalties she suffered from
social attacks that specifically target the same. A second purchase at Essence 4 redoubles the benefits of
Intimacies and Virtues, and any social attack where the Infernal's motivation provides a benefit to her
MDV automatically fails, regardless of its origin or nature, and grants this charm the Ego keyword;
while one of Isidoros' Shintai charms is active, the Infernal automatically and perfectly defends against
any social attack where her Intimacies or Virtues provide a benefit,and she may reflexively spend two
motes to perfectly parry any social attack. However, regardless of her current shape, this focus on what
truly matters can be played against her; She treats attacks that target her Intimacies, Virtues, or
Motivation as Unnatural Mental Influence; she may spend a resist the former two with a single
willpower point, but she cannot argue with what drives her.
Infernals do not treat their Urge as a Motivation for the purposes of this charm.

Unity of Flesh and Soul


Cost: 3m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Obvious, Combo-OK
Duration: One Scene
Prerequisite Charms: None
Certain scholars wonder, given the treatment of Isidoros' fetich at the hands of the Exalted, why the
Black Boar that Twists the Skies has not taken on a new shape. They do not understand the horror--and
glory--that has come of this mutilation. For all that was done, Isidoros' fetich yet lives, in a sense; the
heart of his being is no longer embodied in a single fetich which might be mistakenly taken as a
representation of his own majesty, but instead spread out and embedded through the host of his Third
Circle Souls. As such, Isidoros has no single core, no weak points to assail. All of Isidoros is equally
him. This charm allows an Infernal to ignore the supposed flaws of his own shape, and gain something
of Isidoros's homogeneity of being. When activated, this charm immediately denies any crippling effect
purchase upon the Warlock, allowing him to fight on despite slashed tendons, broken bones, and other
effect which by all rights should form a real and physical barrier to carrying on; this recovers no health
levels, and basic wound penalties remain. More severe crippling effects, such as Amputations, require a
full scene from beginning to end to recover, unless the Infernal can use a miscellaneous action to hold
the limb to its stump. Until Essence 4, however, any crippling effects assert (and/or reassert)
themselves once this charm expires at the end of the scene unless the charm is renewed.
Also at Essence 4, this charm is proof even against decapitation. The Infernal of course loses faculties
of speech, as well as most of her senses of perception, rendering communication more or less
impossible, but the Infernal suffers no further penalties unless the wound would have been lethal
regardless. Obviously, if the charm is allowed to lapse under these circumstances, the Infernal will
immediately die.
Perfected Invincible Form
Cost: 4m+; Mins: Essence 3; Type: Reflexive
Keywords: Obvious, Combo-OK, Stackable
Duration: Instant
Prerequisite Charms: Singular Existence Affirmation, Who Argues With Falling Stars?
Just as the Black Boar's visage cannot be mocked, so too can it not be marred. Not even his fellow (and
he uses the word loosely) Yozis can harm him with all their fury and madness. This charm encompasses
the multifaceted and inviolate perfection of Isidoros' shape, and perfectly negates all damage from an
attack with its basic function. However, Isidoros is proof against more than wounding of the body;
further negative effects (e.g. Poison, Sickness, or Shaping) can be prevented by invoking this charm
multiple times--each invocation after the first protects against a different effect. This charm suffers
from the Imperfection of the Black Boar.

World of Paper Walls


Cost: 1m; Mins: Essence 3; Type: Reflexive
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: Who Argues With Falling Stars?
Nothing really matters except Isidoros himself. Where he strides, sometimes men and demons and
mountains try to say otherwise.
”We are in the way!” They shout. “The path is not clear!” “But I am Isidoros.” Says the Black Boar,
and to that there is no answer. And then his footsteps crush the men and demons, and their buildings—
whether hay or wood or stone or the brassy outgrowths of Malfeas—are torn asunder and left in ruins.
So it is that an Infernal incorporates the understanding that he is in all ways more than the world around
him, and so surpassing it, he too may leave its sundered in his wake. this charm may be activated when
the Infernal makes a move action towards an inanimate object before him, and damage it in the process
as though he had taken the time to perform a proper feat of strength as a dramatic action. At Essence 4,
his (Strength+Athletics) pool is doubled for the purposes of this charm, and a second purchase allows
him to make a reflexive attack (with his bare hands or any melee weapon he has ready) against any
living targets in his path as well. At Essence 5 with this second purchase, World of Paper Walls gains
the Ego keyword, and while in his shintai this attack becomes unparryable and undodgeable without the
use of charms.
This charm only functions against objects and creatures that obstruct the Infernal's path--if he
successfully removes them from his way via this charm, any remaining distance from his Move action
(which must be a move action; effects that allow one to treat jumps, dashing, or anything else as a
move action may not be used for this charm) completes, and as Isidoros does not turn to look back, nor
can the Infernal turn back around to trample those whom he has already removed from his path. The
pathetic fallen are beneath him, and he beyond them.
Singular Catastrophe Charge
Cost: +5m; Mins: Essence 3; Type: Reflexive
Keywords: Obvious, Ego
Duration: One Scene
Prerequisite Charms: World of Paper Walls
There are so many insignificant, unimportant things dwelling in Malfeas. If Isidoros spent all his time
and Essence bothering to disregard each one, he would have no time to contemplate himself. The
Infernal likewise puts that horrible possibility from her mind with this charm, which enhances World of
Paper Walls as listed above.
At Essence 4, the Infernal may extend the duration of this charm to Indefinite; while using this
function, the Infernal applies the effects of this charm to all surfaces she touches; doors splinter at a
touch, as do the bones of men. Only objects which the Infernal owns--and the Infernal herself, of
course--are proof against this destruction, although she may spend a willpower to imbue an object or
person to whom she has an Intimacy with her own presence; this protection lasts for a single scene.
The Ego power of this charm further allows the Infernal not only the power to crush that which is in his
path, but also to further his claim: he adds his willpower to his Bashing and Lethal soak values.

Pursuit of Vengeance and Glory


Cost: None; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: World of Paper Walls
Isidoros disregards the world around him most of the time; when he does find something worth his
attention, he will not wait or let that selfsame unimportant world slow him down. This permanently
enhances World of Paper Walls, allowing the Infernal to use dash actions instead of move actions with
this charm when moving in the direction of an Intimacy, channeling a virtue, or acting in direct
fulfillment of her motivation, and activate it as a non-charm action. Until she reaches Essence 6, she
cannot benefit from this charm and Singular Catastrophe Charge at the same time.

I Will Not Be Denied


Cost: 2m; Mins: Essence 3; Type: Simple
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: World of Paper Walls
Sometimes a person or a thing gets in the way of Isidoros, and it has the pride not to move and/or the
resilience to force him to do more than idly step over or through it. Isidoros respects and approves of
both of these. However, it is still in his way, and must be crushed.
This charm can be activated whenever the Infernal finds his way obstructed by an object he has just
targeted with World of Paper Walls, adding his Essence to his raw damage (or his Strength + Athletics
total). If this attempt fails, he may try again, adding his Essence again to the pool from the previous
attempt, but adds the cost of the prior invocation of this charm to the next. While the Infernal can
initially only benefit from this charm a number of times equal to his Essence, he may purchase it again
at Essence 5, at which point there is no finite limit to the number of times that this charm may be used
(and thus how high the raw damage can climb), save the Essence pool of the Infernal.
At Essence 4 this charm can also supplement the Isidoros Excellency, adding dice to valid rolls. While
the dice from this charm does count towards the limit of dice-adding charms, he can break the cap
through continued application of this charm.

To Bear the Brass Sky


Cost: None/15m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Obvious, Combo-OK
Duration: One Action
Prerequisite Charms: First Isidoros Excellency, I Will Not Be Denied
Isidoros' strength is without equal; those who wrestle him are crushed, those who get in his way are
trampled, and even the being who still thinks himself the king of all his kind occasionally tries to crush
him between the layers of the Demon City. He tries.
This charm enhances any Strength + Athletics pool to lift or throw an object, as long as that attempt is
also enhanced by the Infernal's First Isidoros Excellency. The Infernal doubles both the dice and
successes added by excellencies, as well as the maximum number of bonus dice he may add to such an
attempt with his Charms.
At Essence 7, for a flat cost of 15 motes and 1 willpower, the Infernal may lift or throw any inanimate
object as though he had ten (strength+athletics) more than the minimum required to lift it, and applies
his Willpower in automatic successes to any roll this charm supplements if it is opposed.
At the end of this Charm's duration, the Infernal is left with his own strength again; he may set down
whatever he has picked up, throw it if possible, or use this charm again; continuing to bear the solid
jade pillar of a manse when one no longer has the strength to carry it bears consequences best pondered
by a creative Storyteller.

Rutting Boar Conflict


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Sorcerous, Social
Duration: One Scene
Prerequisite Charms: Who Argues With Falling Stars?
It is nigh-incomprehensible and anathema to the Black Boar that Twists the Skies that one might bow to
another without expending every bit of their will that they can muster. This charm makes a
Wits+Presence Roll against the target's MDV; the target need not be aware of the Infernal's presence in
order to feel this blessing. If the Infernal succeeds, he imparts unto them a small portion of Isidoros'
will and pride; the next time within the scene their MDV is overcome in Social Combat, the target must
spend willpower to continue the combat if at all possible. At Essence 4, the Infernal may extend this
effect for the entire scene by adding a point of willpower to the invocation cost of this charm. The
target may restrain himself for the cost of 2 points of willpower, and may ignore this charm for the rest
of the scene by resisting it twice.

All Causes Are Worth Blood


Cost: +1wp; Mins: Essence 4; Type: Special
Keywords: None
Duration: One Day
Prerequisite Charms: Rutting Boar Conflict
This Charm enhances its prerequisite, forcing another to continue physical combat until they have
either proven their superiority or fallen to their better. The target simply cannot pull himself away from
combat until his opponent is either unconscious or dead--or until the target of this charm is. Any
attempts to instill supernatural fear or motivation are treated as an unacceptable order, and he receives a
bonus success to resist any other attempts to calm him. The target may spend a willpower to restrain
himself for a single tick, and may throw off the effects for four such willpower spent.

Content to Wallow
Cost: 5m (+1wp, see text); Mins: Essence 2; Type: Simple
Keywords: Ego, Combo-Basic
Duration: One Day
Prerequisite Charms: None
Isidoros earned his title more than once before he and his were trapped away in their king, but he could
not truly trample the constellations and tear stars down from the sky without being willing to wade in
the hateful concept that they represented. The Infernal allows himself to sink into Fate with this charm
(which cannot be used in an area Outside of Fate), and for all intents and purposes seems to be a
creature of Creation for the rest of the day. Those looking into the stars may see him reflected as a
being of great but unclear Destiny (of a strength equal to his Essence), but nothing directly betrays his
Yozi patronage. While this charm is active, he is treated as within fate for all effects, and for a time, at
least, ignores the Blasphemy keyword of any charm with a minimum Essence less than his permanent.
If such a charm's Blasphemy effect is ongoing, it will reveal itself at the end of this charm, and Heaven
will react accordingly.
This charm terminates when the Infernal activates any charm which would remain a Blasphemy effect--
regardless of his permanent Essence, this always includes Sky-Warping Titan Beast Shintai; if he
actives it again via its Ego power (Which costs but two motes and can be used as part of a flurry), he
will leave fate once again on his next action; the Infernal is too great a thing to be truly constrained by
the Loom.
Regardless of the form of this charm, a willpower dot is committed alongside the Essence (this also
takes the place of the usual Ego surcharge); the Infernal is containing himself in ways that he cannot
help but be subconsciously aware of, and his presence suffers for it. On the other hand, the dot and its
point return fully at the charm's end.

The Boar is No Fly


Cost: 2m; Mins: Essence 3; Type: Special
Keywords: Obvious, Shaping, Ego, Blasphemy
Duration: Instant
Prerequisite Charms: Content to Wallow, World of Paper Walls
Whenever Isidoros wraps himself up in Fate, he shudders in joyful anticipation of release, when he
breaks free and reveals himself in all his glory. This charm can be activated when Content to Wallow
ends, whether by choice of the Infernal or the natural time limit expiring; he may also invoke it other
circumstances in which he passes out of Fate; he may break free of any effects placing him inside fate
for 4 motes each with this charm; any other effects contingent upon him being within fate immediately
end.
The Infernal's anima immediately flares to the 8-10 level for the rest of the scene (unless it was already
there or larger), and the Loom is temporarily damaged--all Sidereals in (Essence) miles experience a +2
difficulty to all astrology rolls, and minor loom failures commence in the Infernal's immediate area. For
the next (Essence) ticks, any other Blasphemy effects in the area do not register with Heaven--they may
likely send forces to investigate, but not as rapidly or intently as they might to a more obvious working
of the Yozis. As the Infernal has no control over the way this chaos expresses itself, he regains a
willpower point if he possesses On the Anvil of Wanting.
The Ego power of this charm allows the Infernal to place the entire area outside of fate, instead of
merely inflicting minor problems. If the Infernal is already in a place outside of fate, the usual effects
of this charm occur, but the Infernal does not pay the mote surcharge to activate this charm.

The Stars Lie


Cost: None; Mins: Essence 4; Type: Reflexive
Keywords: Obvious, Ego
Duration: Instant
Prerequisite Charms: The Boar is No Fly
Fate is a flawed concept in flawed execution. By weaving the deeds of great men in the stars before
they are performed, the pattern spiders seek to chain them, control them.
It fails, and Isidoros will always be there to laugh when it does.
This charm allows the Infernal to activate The Boar Is No Fly whenever he is in the presence of a
Blasphemy effect; as a side effect of this charm, he becomes instinctively aware of the presence of any
Blasphemy effect in the area, although he gains no special insight into the nature of the effect, nor
who--if anyone--invoked it. Isidoros cares more that he has been given another chance to make his
point than who has given him the opportunity to do so.
If Isidoros is in Sky-Warping Titan-Beast Shintai, he may employ his own Fate-defying presence to
shred the Loom asunder, and invoke The Boar is No Fly as a Miscellaneous Action (which may be part
of a flurry, although not with itself) regardless of whether or not he is within Fate at the time. Doing so
does not invoke the usual Ego willpower point surcharge for this charm or its prerequisite.

Madness of Infinite Possibilities


Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Counterattack, Social
Duration: Instant
Prerequisite Charms: Content to Wallow
Isidoros cannot abide being predicted or accounted for. So it is that he spits in the eye of anyone
attempting to learn of what he plots. The Infernal becomes aware of any attempts to discern what he
will do in the future, although no other details make themselves known. At Essence 3, he may also pay
2m to make a surprise social counterattack—which becomes Unnatural Mental Influence if the
investigation was conducted through supernatural means such as charms or Astrology—to convince the
investigator in question of an entirely different agenda of his choosing.

On the Anvil of Wanting


Cost: None; Mins: Essence 2; Type: Permanent
Keywords: Obvious, Shaping
Duration: One Scene
Prerequisite Charms: None
The wants and urges of Isidoros outweigh the petty whims of those who would reshape the world
around him. Regardless of what they try,attempting to directly impose their own desires onto the fabric
of Malfeas only sates the boar himself. This charm in and of itself grants no particular protection
against shaping attacks or actions made upon the Infernal, or the area around her, but whether such an
effect succeeds or fails, the Infernal regains a willpower point. In addition to any effects made by a
successful Shaping action, basic wants of the character also manifest around her-- a bed to rest in if she
is tired, favorite foods or wines for hunger, or concubines of whatever sort may please her. Such
creations only last until they are used according totheir function; a soft bed disappears once the Infernal
awakens from it, and a platter of rich foods vanishes once her hunger is appeased(though she remains
full). This charm explicitly does not function for Shaping actions that the Infernal herself performs; she
deliberately chooses the way in which the world shall reflect her desires, and so forces it to gratify her,
instead of letting it come naturally.

Beating Swordsmen into Sweetmeats


Cost: None; Mins: Essence 5; Type: Reflexive
Keywords: Obvious, Shaping, Counterattack, Combo-OK, Sorcerous
Duration: Instant
Prerequisite Charms: On the Anvil of Wanting
Once, in the days when the Primordials were still given their due as rightful rulers of Creation, Isidoros
traveled out beyond the borders, into the Wyld, and slumbered in the purest chaos for a year. When he
awoke, he was surrounded by fine maidens and handsome youths who eagerly pleased him, and fine
foods filled his gullet for a season. Each lover whom he took was an Unshaped who had attempted to
undo him while he slept, and each dish he savored was another.
To open oneself to reshape the world is to leave oneself open all the same, and to lay one's hand on
Isidoros so opened is to risk becoming yet another part of his personal desires. The Infernal may
activate this charm in response to any shaping attack made upon him, and the target must roll
Willpower + Essence at a difficulty of the Infernal's Essence to avoid being reshaped; the unfortunate
souls who fail this roll become an object of desire for the Infernal, as defined in On the Anvil of
Wanting above. Such targets also gain an intimacy towards the Infernal as appropriate to their role.
Exalted shaped into inanimate objects retain their own identities, and still retain their senses and
movement, and may activate charms. Raksha have no such blessing, as their own constructed identities
are unraveled and they gain true shape and form.

Ocean-Swallowing Gullet
Cost: 1m; Mins: Essence 3; Type: Simple
Keywords: Obvious, Ego
Duration: Indefinite
Prerequisite Charms: On the Anvil of Wanting
The great bulk of the Black Boar is beyond imagining and defies reason: on the outside, he swallows
mountains; on the inside, he can contain worlds. This charm allows the Infernal to devote an action to
consuming any inanimate object he can carry--this is a dramatic action if the target of this charm is too
large to be wielded as a weapon, otherwise a Speed 5/DV-2 Miscellaneous action. He cannot carry
objects he cannot lift with his strength + athletics. His mouth and throat can expand to grotesque sizes
as he consumes, but he shows no sign of containing that which he does; such things are not actually
passed along to the Infernal's stomach for digestion, but linger in a sort of Elsewhere-space until the
Infernal decides he no longer wishes to carry it within, at which point he may vomit the swallowed
object up through his mouth, or otherwise relieve himself of the burden through another orifice; this
takes as long as it did to initially swallow the object. He may also reflexively relieve himself of any
stored possessions by forcing them through his skin--this inflicts a number of Lethal health levels of
damage equal to the Strength + Athletics Total required to lift it. Alternately, he may pass it along to his
stomach as though he had initially swallowed it, with whatever reasonable consequences might ensue.
If the Infernal is in Isidoros' Shintai, consuming objects imposes no DV penalty, and any ejected items
inflict a single level of bashing damage to him. He possesses no upper limit to the amount of things he
may carry with this charm, but each invocation requires a separate committed mote, and he may not
manipulate them inside himself in any way unless he has Ever-Burning Forge Gut.
If the Infernals is slain, all the contents stored by this charm spontaneously erupt forth immediately
upon his death.

Greater Beast Consumption


Cost: 4m, 1wp; Mins: Essence 3; Type: Special
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: Ocean-Swallowing Gullet
Blessed is the man consumed by Isidoros, for the man shall become Isidoros. This charm allows the
Infernal to swallow living beings with Ocean-Swallowing Gullet,although this requires a complete lack
of resistance; any significant struggle on the part of the victim prevents the Infernal from being able to
consume the target. Any entity so stored remains comatose and immune to the ravages or demands of
time, although they may spend 3 points of willpower to awaken; a creature who regains consciousness
finds themselves alone in the infinite space inside the Infernal this charm's prerequisite provides, and
they may free themselves from this charm as though it were a Shaping effect with results as though the
Infernal had opted to reflexively eject them from their body.

Weight of the Mountain's Shadow


Cost: 7m; Mins: Essence 4; Type: Simple
Keywords: Obvious, Ego, Shaping, Combo-OK
Duration: One Action
Prerequisite Charms: Greater Beast Consumption
The towering frame of Isidoros crushes men and demons with his mere awesome presence as surely
and brutally as the passage of his countless dark hooves. With this charm, the Infernal directs his
attention and the force of his personality upon a single target within (Charisma) yards as an
overwhelming, overbearing pressure that crushes lesser men utterly. Treat this as an Environmental
effect with a damage of (Willpower)L/Action, and a trauma of 4. Further, the overwhelming mien of
the Warlock weighs even more literally upon the target, and she takes a penalty to her actions as though
she were carrying a load of a Strength+Athletics rating of the Infernal's Charisma+Essence. While in
Shintai, the Infernal adds 5 to the mote cost in addition to the Ego surcharge, and applies this effect to
everything in his vicinity within Essence*10 yards.

Sea Swallows Snowflakes


Cost: 8m; Mins: Essence 5; Type: Supplemental
Keywords: Obvious, Ego, Shaping, Combo-OK
Duration: Instant
Prerequisite Charms: Weight of the Mountain's Shadow
A grain of sand disappears into the desert. A drop of rain disappears among thousands into the rising
waters of a flooding river. A man or demon sinks into Isidoros. In all these things, a single insignificant
part disappears into an infinitely greater whole. This charm adds the Infernal's Essence in dice to any
attempt to maintain or gain control of a clinch. As he does so, his body takes on the night-black pitch of
the Boar who Twists the Skies; even if he fails to maintain control of the clinch he may inflict his
Essence in dice of damage to any who do not release him, as his opponent is crushed into the Infernal
with far beyond brute strength. If he reduces his opponent to Incapacitated, he may maintain the clinch
and absorb his foe through his skin immediately as though with Greater Beast Consumption (this
completes when his DV next refreshes).
While in Sky-Warping Titan Beast Shintai, the Infernal may alternately choose to enhance this charm's
prerequisite; rather than crushing his enemies into the ground, he may instead beckon them to join in
his great being. This bears any targets through the air to the nearest surface of his body with a force
equal to his Strength+Essence, and he may still opt to absorb them (either per Greater Beast
Consumption or for simple nourishment or pleasure) when they lose consciousness and/or life. If he
chooses to consume his fallen enemies like this the process requires no action, but takes three ticks to
complete.

Star-Shattering God-Reaper Stride


Cost: 1m or 6m; Mins: Essence 5; Type: Simple
Keywords: Obvious, Blasphemy, Ego
Duration: Instant
Prerequisite Charms: Sea Swallows Snowflakes, The Boar is No Fly
The heavens seemed to weep when Isidoros walked Creation, and the Maidens still shed tears
involuntarily when this charm is mentioned in their presence. This charm murders the least gods of
every dust mote, every blade of grass, every raindrop and breeze in the Infernal's presence. Yet in this
charm is a sort of benevolence, for Isidoros grants these beings without any real sort of self a part in his
own grandeur. As each one dies, his power forges its Essence into Starmetal, and for a brief time
gathers these not just into himself, but wears them upon his skin. Upon invoking this charm, the
Infernal gains the Magical Material bonus of Starmetal to either his attacks or defense.
If the Infernal has both this charm and Sky-Warping Titan-Beast Shintai active, the cost of this charm
rises to 6 motes plus the Ego surcharge, and every action the Infernal makes further shreds the Loom of
Fate; as stars fall from the sky in a shimmering rain, Isidoros extends his glorious presence to them, as
well. Every tick the Infernal spends with this charm active gives him a success on a crafting roll to
create either a weapon with which to enhance his punches, kicks, or clinches (if he is enhancing his
damage with this charm), or to create armor (if he is enhancing his defense). This panopoly is treated as
artifact arms and armor, but he may only activate one at a time. He may also add successes equal to the
motes of Essence gained out of any stunt, and also add the Essence of any god he kills. The artifacts are
visibly formed of starmetal, although it is equally plainly tainted by the Infernal's Essence, as though it
had been immersed in Vitriol. At Essence 6, this charm gains the Stackable keyword, although further
invocations in Shintai cost a mere two motes of Essence.
As this charm terminates, the Infernal absorbs the armor and weaponry through his skin as it disappears
forever; the Infernal regains a number of motes equal to the artifact level of whatever he absorbs
through this charm.

Ever-Burning Forge Gut


Cost: 1m+, 1wp; Mins: Essence 4; Type: Simple
Keywords: Ego
Duration: Indefinite
Prerequisite Charms: Ocean-Swallowing Gullet
Those things which Isidoros has consumed become a part of him, and if there is one thing of which
Isidoros assumes complete mastery and dominion, it is himself. For an Essence cost of twice the
resources value of the materials with which he works (or twice the Essence of an entity he contains),
the Infernal may make Dramatic actions upon objects carried via Ocean-Swallowing Gullet; he may
absorb the information in books, perform Craft actions upon raw materials, or perform Medicine
actions upon an entity he carries via Greater Beast Consumption. The Exalt explicitly may not engage
in social combat with a sentient being he contains; if he is large enough to contain it, it is too small for
him to accord it the honor of debate. The Infernal may only be performing one dramatic action at a time
with this charm, but need not devote conscious attention to this. If the Infernal is in Shintai, then these
actions are performed around the clock, even while the Infernal may be sleeping or otherwise not in
control of her faculties.

Sky-Warping Titan-Beast Shintai


Cost: 6m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Form-type, Obvious, Blasphemy
Duration: One Scene
Prerequisite Charms: Weight of the Mountain's Shadow, The Boar is No Fly, Perfected Invincible
Form
Isidoros is Isidoros. One could leave it at that, but such elegant simplicity does not enlighten the casual
or ignorant listener. Isidoros towers over mountains and castles, and even in the infinite expanse of
Malfeas, his shadowed back always seems moments away from brushing against the brass ceiling,
though never quite close enough to reach. His shadow can block out the sun, and were he to carefully
balance himself on the Blessed Isle, and were Sextes Jylis to raise his head from the Eastern forest and
Dana'ad hers from the Western Ocean, they would not see each other, but the Black Boar. His grand
shape is too great for the stars to contain.
Upon invoking this charm, the Infernal's body bulges and swells as they take on the mind-staggering
stature of the Black Boar who Twists the Skies. Almost. The Infernal multiplies his size by a factor of
his Essence, and adds his Essence to his Strength.
On the other hand, the Infernal has also outgrown all those around him--any creature more than 2
Essence points beneath his own is no longer a valid target for any interactions outside of the physical.
The Infernal doubles his Soak against those so ignored, but he cannot engage in conversation with
them, only able to recognize their chatter if they make a social attack that circumvents the effects of
Who Argues with Falling Stars. The Infernal may deliberately open his mind to more meaningful
interaction to anyone he could spare from the effects of Singular Catastrophe Charge, but this requires
the expenditure of a willpower point.
On the other hand, he treats all Charms with the Blasphemy keyword as having a minimum Essence
equal to his permanent Essence (which is raised by 1 for the duration of this charm; he cannot train
higher-essence charms to take advantage of this, nor train Attributes or Abilities at a higher maximum,
but does gain enhanced minimum damage and Essence pool, as well as enhancing the power of the
charms he does possess). Isidoros, of course, is not subtle.
Further, the Infernal's emulation of Isidoros is perfected; any charms with the Ego keyword gain access
to their true capabilities.
At Essence 7, the Infernal may purchase this charm again, and treat it as his natural shape; doing so
triples the size multiplier of this charm, adding another point to the Infernal's effective Essence, as well
as rendering him nigh-impervious to harm; any attack which could be absorbed by Perfected Invincible
form does its minimum damage instead. The Infernal also adds his Willpower to his strength in
addition to his Essence. He may still spend the cost of this charm to suspend all its effects and commit
the willpower as well as the motes to take on the pathetic stature that was once shamefully his (He may
also take on the size of the first purchase of this charm for 2m, 1wp). The committed willpower is
cumulative with that of Content to Wallow.
A third purchase of this charm exists, but the effects of the full grandeur of the Black Boar's true size
are beyond the scope of this charmset (Read: No, seriously, he's really, really big and I want to see
what the Yozis-as-a-Landscape rules look like before I do anything with this.)
Sidebar/Errata: With the maximum number of purchases, this charm theoretically means that Isidoros
himself is flaunting a sort of phantom Permanent Essence of 12, at least. Yet the cap for all things in
Creation and beyond is 10 or less. So, how does Isidoros do it?

In typical Primordial fashion: by imposing his own rules on reality. As far as he is concerned, he's
Essence 12 (which means, per NNI, he doesn't change at all via CoDU unless he casts off his own
Motivation with that charm). Most of the rest of the world is inclined to agree. As with all limitations,
he does not merely step outside them, he shatters it and strides past the rubble. However, anything with
a shaping defense active asserts the laws of Creation against him, and as far as they are concerned, the
Black Boar who Twists the Skies is a paltry Essence 10, no bigger than anything else has a right to be.
This assertion of limits only applies to effects directly applied to the character protected; if Isidoros
uses Weight of the Mountain's Shadow, the Exalt in question must still contend with the effects of a
120-yard radius to the power, rather than 100. On the other hand, repeated applications of I Shall Not
Be Denied to attempts to crush the unshapeable target only add 10 dice per invocation, rather than 12.

On the Failure of Compromise


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Sorcerous, Shaping
Duration: Indefinite
Prerequisite Charms: Everything Louder Than Everything Else
As it galls Ferand to see the many weak band together against the strong, so too does Isidoros scorn the
yoking of one's will to another's purposes. To do so acknowledges one's inadequacy and
ineffectiveness, after all; while they would certainly fall if they stood apart and individual, at least they
would do so on their own terms. With this understanding, an Infernal may demonstrate the
inadequacies of the many against the strength of the one.
The Infernal names a group of a Magnitude no larger than his Essence when he invokes this charm; all
actions against him as an individual by members of that group (e.g. Social or physical attacks,
investigations, traps) suffer an internal penalty equal to his Essence.
This penalty has no effect on entities of a higher Essence than the Infernal, and others may opt to sever
their ties to the targeted social group and thus escape the penalty. Such an admirable and iconoclastic
gesture must not be hidden; if the brave soul who would circumvent this charm has a reasonable
expectation that the group she separates herself from will accept her return, then she continues to suffer
the penalty described above. This charm explicitly cannot be used on a single person, and fails to
protect an Infernal in Mass Combat unless he acts as a solo unit.
Spare Parts Redistribution
Cost: 10m (+1wp); Mins: Essence 4; Type: Simple (One Dramatic Action)
Keywords: Obvious, Training, Shaping, Crippling
Duration: Instant
Prerequisite Charms: Pattern-Reassertion Touch, Wholeness Rightly Assumed, Tool-Transcending
Constructs
The perfection of She Who Lives in Her Name is beyond question--she freely restores herself from any
minor harms that slip through her defenses.
Sadly, other things are not the Principle of Hierarchy, but with this charm she may shore up the flaws in
one lesser being with the merits of others. That this exchanges quantity for quality is entirely
acceptable.
This charm establishes a role of donor and recipient between two living entities of the same species,
over the next hour, the Infernal takes the whole tissues of the one to repair and improve the temporary
or more permanent shortcomings of other. He may freely transfer Health Levels (Up to his Essence/2
per activation), Physical Attributes (One attribute per activation), or Mutations (As Physical attributes)
from the former to the latter. Such traits are not exchanged; a target donating Health Levels does not
take damage, but permanently loses them (starting at his -2 levels and working up), and if he loses
physical attributes then he must deal with the sudden consequences of possessing a score of 0 in the
relative trait. The Infernal may not increase the number of the Recipient's total Health Levels with this
charm, unless the Donor possesses extra Health Levels not granted by charms.
The Infernal may also heal Crippling effects, if they are of a suitably physical nature--the donor's eyes
disappear from their sockets, only to reappear in the sockets of the beneficiary. The Infernal must
replace damaged or inferior materials; he may not simply transfer a set of lungs into a perfectly healthy
recipient's chest, nor "upgrade" a great athlete with the grace of a lame beggar.
The donor need not be willing, but must be Inactive if they do not wish to cooperate. Regardless, it is a
small mercy that this charm is painless to both targets of this charm. While this charm does require that
the donor be alive, the Essence of the Infernal sustains them--regardless of what he has taken already--
as long as he continues to activate this charm on his subsequent actions (though it only requires a
willpower point for the initial activation). The losses inflicted by this charm are Crippling effects, but
cannot be restored by the charms of She Who Lives In Her Name; what she has deemed spare parts, she
may not revisit save to take more.
While almost always some degree of obvious, depending on the source of the donor tissue, the
replacements are never required to be off-putting--the Principle of Hierarchy abhors such asymmetry--
but the Infernal wielding this charm is not constrained to Her aesthetics.
The Whispering Flame cannot make herself beneficiary of this charm. The closest things to her in
nature are her fellow Primordials, and even if they were willing, their fundamental natures still clash
with her own too much.
Blessed Ignorance Sheath
Cost: -; Mins: Essence 5; Type: Simple
Keywords: Heretical, Obvious, Illusion,
Duration: One Scene
Prerequisite Charms: Space Monster Scream, Witness to Darkness
She Who Lives In Her Name understands all too well the horror of things beyond order or reason. But
it is only with the dubious touch of the Ebon Dragon an inventive Infernal can become such a thing.
Mercifully, most entities are not the Principle of Hierarchy, and so for their own good ignore the
presence of the Infernal using this Heretical charm.
The Infernal's body shatters and reforms into a collection of mad black geometries comprising his
human shape that exist in a variable number of dimensions, from 2 on up; this form is strangely and
nonsensically recognizable by those who behold it, but exerts a potent Unnatural influence on all
present, urging them to ignore the Infernal's presence. Entities will step out of the way and otherwise
avoid contact with the Infernal, as she forms a block of terrible truths at the edge of their consciousness
that, like all their ilk, end up shoved to the back of the mind and forgotten.
Exalted may spend one point of Willpower to acknowledge the Infernal's presence for an action before
the truths she reveals become too terrible again; if she spends 5 willpower resisting this effect, she
becomes immune for the rest of the scene.
Mortals, Gods, and other creatures without the ablative psychic armor of a Limit Track suffer far
worse: Each time they spend willpower points to resist this charm, such entities must roll Willpower +
Essence, as though resisting Wyld Mutation as though at the Bordermarches. At Essence 6, 8, and 10
the Infernal may repurchase this charm to increase the difficulty of the roll--the extent of the psychic
fractures it inflicts upon those foolish enough to bear witness--by one step, from Bordermarches to
Middlemarches to Deep Wyld to Pure Chaos. Failure does not inflict physical mutation, but instead
fractures the mind of the victim with a number of mutation points equivalent to the results from the
table on the Exalted Core, p. 284. Appropriate levels of Derangements are located on p.148-150
CoCD2: the Wyld, and p. 209-210 in MoEP2: the Lunars.
Characters directly confronted by the Infernal do not need to spend willpower to acknowledge her
presence, but the moment she interacts with them, and for every long tick they interact with the heretic
after (if they do not possess a limit track), they must make the Wyld Resistance roll to keep their sanity.
As a small mercy, each roll they make, whether successful or not, is treated as having spent a willpower
point for the purposes of building a temporary immunity to this charm.

Living the Lie


Cost: —; Mins: Essence 5;
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ebon Dragon Yozi-Body Unity, Eldritch Secrets Mastery

The form of a shadow is malleable and one shape is as true as another. This Charm enhances Loom-
Snarling Deception. The disguise created by that Charm becomes a instantaneous physical change
caused by the Charm activation and can no longer be penetrated by even Charm assisted attempts as
there is no other truth to see.

In addition, without a true form the character remains in the assumed form even after Loom Snarling
Deception ends until another activation changes their appearance once more. This explicitly does not
cause any non-physical benefits based upon Loom-Snarling Deception to persist.

If "(Ebon Dragon) World Assumption" is learnt then this Charm is subsumed by it and lost with the
experience spent learning it being refunded.

Adorjan Eternal Essence


Cost: —; Mins: Essence 7;
Type: Permanent;
Keywords: Blasphemy;
Duration: Permanent;
Prerequisites: Adorjan Yozi-Body Unity [x2]

This Charm functions as per Ebon Dragon Eternal Essence (RotSE p208) with the following addition:

Unlike her sibling-peers the Silent Wind knows when it is best to let go. Even when it is her own life.
she is letting slip If she has no Intimacies and is slain despite the protection afforded by this Charm
then she may opt to simply die without fuss or fanfare rather than become a ghost or Neverborn.

Shattered Titan Defiance


Cost: —; Mins: Essence 7;
Type: Permanent;
Keywords: None;
Duration: Permanent;
Prerequisites: By Agony Empowered, Malfeas Eternal Essence

The King of the Yozi will not go quietly nor cleanly to his death. When he would be slain despite the
protection afforded by Malfeas Eternal Essence he may instead sacrifice part of himself to take the
blow as per a disabling or amputation effect (as per Exalted p152) as a cost to preserve his life. This, or
any other Crippling effects he suffers, cannot be healed during the current story and if the number of
such effects he is subject to exceeds his Essence rating then even this Charm can not preserve his life.

Undetectable Passage of the Wind


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Faster Than Sight
This Charm permanently improves Faster Than Sight. Any mundane attempt to notice the Infernal,
except from touch, automatically fails. When contested by effects that allow for supernatural tracking,
it adds Essence in automatic successes to the contested tracking roll.
If opposed by a perfect effect, then a contested roll should be made, and the Infernal still adds his
Essence in automatic successes.

The Wind Has No Substance


Cost: — (1wp); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Scarlet Rapture Shintai, Undetectable Passage of the Wind
The wind has no limits, and can pass through almost anything. Spending an additional willpower point
the Infernal adopts a state of semi-substantiality. He can pass though any space wide enough for him to
fit his fingers through.
Also, not even touch can detect him anymore. He can go through a multitude and only be noticed like
some strong wind.

Hazardous Wind Transformation


Cost: 12m,1wp; Mins: Essence 5; Type: Simple
Keywords: Sorcerous, Obvious, Velocity
Duration: Indefinite
Prerequisite Charms: Earth-Skimming Gale Tread (x3) Pellegrina's Fury, The Wind Has No
Substance
Adorjan has four daughters who became minor winds. The Infernal can transform himself into such a
hazard. He begins dashing, and his body transforms into pure wind. In this form he can only be hurt by
magical weapons or attacks supplemented by charms. He can (and must) dash at twice his maximum
speed or the Charm ends. This wind body has a size of (Essence x10) yards in diameter. The motes are
committed for the duration of the effect.
But, like Adorjan and her daughters, this wind carries death and silence. The character becomes an
environmental hazard of [(Essence/2) +1] bashings per action (rounded down) with a Trauma equal to
its damage minus one.
A second purchase transforms the character damage into lethal.
A third purchase at Essence 6+ transforms the character damage into aggravated.
Call the Wind Child
Cost: 3m per Essence dot, 1wp; Mins: Essence 5; Type: Simple
Keywords: Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Spawn the Minor Wind
Adorjan can’t live without her children, because she loves them so much. Because of that, she has
learned how to summon her beloved to her side at any time.
The Infernal can use this charm to call the creatures he had created with Spawn the Minor Wind, but
only if he retains a positive Intimacy toward them. He must spend 3 motes per Essence dot of his child,
plus one willpower point. Although the call is instant, the child needs time to arrive at his parent side. If
both are in the same realm of existence, this takes one tick per Essence of the Minor Wind. If they are
in a different realm of existence, this takes twice that time. Once arrived, the Minor Wind can do
whatever it wants. It is not compelled to serve his parent in any form by this charm.
A second purchase allows the Infernal to send his child back to Malfeas, at half the mote cost for
summon them (rounded down) and one willpower. If they are in Malfeas, then the Minor Wind is
teleport to (Infernal’s Essence x100) miles. Sometimes, Adorjan just wants to be alone.

Radiant Bow of Flames


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment (x2), Kissed By Hellish Noon
This Charm permanently improves Vitriolic Corona Empowerment. Instead of a spear, the infernal can
summon a bow made of solid green light. This bow has the same statistics of a short powerbow with no
magical material bonuses and infinite Rate. Also, the arrows fired with this bow radiate with the green
light of Ligier, having all the benefit of the first purchase of Vitriolic Corona Endowment.

Green Sun Burning Rays


Cost: — (1m per arrow); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Radiant Bow of Flames
Malfeas doesn’t need ammunition, for he can transform his own fury into arrows.
When the character summons the Radiant Bow of Flames, he can generate green essence arrows like an
innate capability. Each arrow costs one mote of essence, and has the base damage of a Broadhead
arrow.
Hellish Weapon of Retribution
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment (x2)
This Charm permanently improves Vitriolic Corona Empowerment. When the character creates a
weapon of green light with Vitriolic Corona Endowment, he can spend up to half his Essence (rounded
up) to improve the weapon’s Accuracy, Damage and Defense.
He can freely choose how to arrange these points with each invocation.
If the character knows Radiant Bow of Flames, he can improve Accuracy, Damage and Rate (+25 yards
for each point spend).
A second purchase at Essence 6+ allows the Exalt to spend up to his Essence in points to improve the
weapon stats.

Forge for War


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment (x2)
The King of the Primordials has mastered every weapon known, to spread great havoc upon his
enemies. When the Reclamation comes, none shall escape his spiteful fury!
This Charm permanently improves Vitriolic Corona Empowerment, allowing the Infernal to summon
any close combat weapon he knows. These weapons have the same special rules of the spear and the
stats of artifact weapons up to 3 dots. It is important to note that this Charm only duplicates the basic
stats of weapons, with no magical material bonus or any additional power. So, for example, if the
character summons the Gauntlets of Distant Claws he will only obtain their basic close combat stats,
not the ability to fire the central claw.
If the character knows Radiant Bow of Flames, he can choose summon instead a long powerbow.

Fascination Evoking Dance


Cost: 6m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Social
Duration: One dance
Prerequisite Charms: None
Imprisoned inside his own body, Malfeas can only give himself to excesses to forget his pain. Everyone
who sees his dance can only join him, for the King of the Primordials’ dance is fascinating and
beautiful beyond words.
The Infernal begins to dance and makes a roll of Charisma + Performance. Everyone seeing him who’s
Dodge MDV is lower than the successes becomes fascinated by the dance. This is an unnatural mental
influence that makes the targets under the effect dance, sing or play an instrument alongside the
infernal, and will do anything else except that until the character stops performing. If the character
moves while dancing, all the targets under the effect will follow him. This can affect a Magnitude of
individuals not greater than the Infernal’s Essence.
A second purchase at Essence 5+ let the Infernal affect a Magnitude of up to (Essence x2) individuals.
This effect can be usually resisted for the rest of the scene by spending one Willpower point, but if the
character purchases again this Charm at Essence 4+, the Willpower points needed to resist are equal to
(Essence/2), rounded up.

Unbound Pulse Impact


Cost: — (+2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Kissed By Hellish Noon
Malfeas doesn’t need to touch his victims, for his halo is enough to burn them alive.
This Charm permanently improves Green Sun Nimbus Flare. The character can make an arc of green
fire to hit his enemy from his close combat weapon, at an additional cost of 2 motes when he activates
Green Sun Nimbus Flare. This works like a normal close combat attack but has a maximum Range of
(Essence x10) yards.
A second purchase at Essence 4+ increases the maximum Range to (Essence x20) yards. A third and
final purchase at Essence 5+ increases the maximum Range to (Essence x40) yards.

Tyrant Burning Halo


Cost: 20m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Combo-Basic, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Unbound Pulse Impact
Only worthy opponents can face the might of the King of the Primordials. Minor ones simple fall to the
ground to die, regretting in their last moments their defiance.
The Infernal surrounds himself with a green halo that covers (Essence) yards. This attack is
unblockable and undodgeable. Everyone in the area of effect suffer one unsoakable level of lethal
damage and the effects of Green Sun Nimbus Flare. This attack also affects incorporeal beings if the
character has Godscorch Invective.
A second purchase at Essence 6+ extends the area of effect to (Essence x2) yards. Another purchase,
also at Essence 6+, sets the charm Duration to (Essence/2) actions, inflicting damage every 3 ticks (this
is independent from the Infernal’s actions). At Essence 7+ this can be improve farter with another
purchase, setting the charm Duration to (Essence) actions.

Infinite Primordial Hunger


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Skyfire-Seizing Repast
This Charm permanently improves its prerequisite. The character can reduce the post-soak damage of
purely energy-based attacks by (Essence x2).
The motes he can regain equal the lesser of (her Essence x3) or the (original post-soak damage of the
attack x3).

Reverse Flare Impulse


Cost: ––; Mins: Essence 3; Type: Permanent
Keywords: Counterattack
Duration: Permanent
Prerequisite Charms: Skyfire-Seizing Repast, Unbound Pulse Impact
This Charm permanently improves Skyfire-Seizing Repast. Instead of recovering motes, the Infernal
can use the energy to instantly attack his enemy with Green Sun Nimbus Flare, up to the distance
allowed by Unbound Pulse Impact.

Magnanimous Halo Armor


Cost: –– (3m); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Skyfire-Seizing Repast, Viridian Legend Exoskeleton
This Charm permanently improves Viridian Legend Exosqueleton. When that Charm is active, he can
reflexive use Skyfire-Seizing Repast like an innate capability for 3 motes.
Insanity's Inner Resilience
Cost: ––; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fascination Evoking Dance, Nightmare Fugue Vigilance
Malfeas' defeat and humiliation brought him eternal suffering and everlasting hatred. Yet, there are
times when even the once Great King forgets all of his distresses, and lets his heart be filled with the
warmth of true happiness.
This Charm permanently improves Fascination Evoking Dance. The character doesn’t feel tired while
dancing, and can do so indefinitely, even ignoring any physical needs like eating, sleeping, etc.
However, when he stops, he must rest for (10 - Essence) days before dancing again.

Everlasting Parade of Fools


Cost: ––; Mins: Essence 4; Type: Permanent
Keywords: Illusion, Shaping
Duration: Permanent
Prerequisite Charms: Insanity's Inner Resilience
When people dance with the King of the Primordials, the madness they suffer makes them forget that
they are still mortals.
When the Infernal use Fascination Evoking Dance, all the performers will ignore any physical need or
effects of tiredness, like per Tireless Performer Stance. However, this is only temporal. When the
character stops performing, they will suffer all the physical effects they ignored. If the performance
lasts for days, it will not be unlikely for most of the targets to fall unconscious or simply die.

Contagious Chorus Cacophony


Cost: ––; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fascination Evoking Dance
When a multitude gathers, madness can be contagious.
This Charm permanently improves its prerequisite, allowing the character to add an amount of
successes equal to half the Magnitude of his actual performers (rounded down) to all Performance rolls
he made to further attract more people. This does not increase the maximum number of targets he can
affect.
Wilderness Attracting Instinct
Cost: ––; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fascination Evoking Dance
Even animals find beautiful the dance of Malfeas, and want to join him in his joy.
This Charm permanently improves its prerequisite. Now the Infernal can attract animals to his
performance. They will howl, move frenetic or everything appropriate to their type.

Strength of Fury Unity


Cost: ––; Mins: Essence 4; Type: Permanent
Keywords: War
Duration: Permanent
Prerequisite Charms: Dance of a Thousand Feelings
This Charm permanently improves Fascination Evoking Dance. The Infernal can focus the strength of
his parade, transforming them into an organized force that acts according to his body language and
voice. This unit has Drill 0 and a Morale equal to half the Infernal’s Essence, rounded up.
The character uses Performance in lieu of War for every relevant aspect in Mass Combat with this unit.

Universal Principles of (Virtue)


Cost: —; Mins: Essence 6; Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Cosmic Transcendence of (Virtue)
This charm permanently transforms the way in which the Infernal feel his Virtues. The character can
purchase this charm for any Virtue for which he has the appropriate Cosmic Transcendence of (Virtue).
This Charm set the cap of that Virtue by his Permanent Essence. He also gains a sixth dot into that
Virtue, like a Training effect, and enters an experience debt of 15 experience points.
The character no longer thinks like a human. He needs to spend (Virtue - 4) Willpower points to act
against this Virtue. Each Virtue also imposes different side effects:
Compassion: The Infernal understands that his vision of the greater good is the only way to maintain
the order of the universe. He takes any action that oppose to his greater good as unacceptable orders,
even if this actions demonstrate any “minor” use of Compassion.
Conviction: The character traits any effect to alter the emotional context of his Intimacies, lessen them
outright or alter her beliefs or memory with Illusion effects like unacceptable orders. However, he also
takes any knowingly act against any of her Intimacies like unacceptable orders.
Temperance: The character takes any mental effect that would exert an Emotion effect over him like
an unacceptable order. Unfortunately, he also takes like unacceptable orders any attempt to break a
sworn oath.
Valor: The Infernal incapacity to have fear is uncomfortable to his opponents. He can replace his
Appearance for Valor in any situation where he can take advantage of this fearless visage. Also, he adds
one to the Valor checks of his enemies to see if they flee combat. On the other side, he takes any
attempt to retreat from a battle as an unacceptable order.

Flee To The Sun


Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Touch, Social, Emotion, Stackable
Duration: Varies
Prerequisite Charms: None
This Charm was either a stepping stone towards or a logical consequence resulting from the Ebon
Dragon's realisation of the necessity of the creation of the Unconquered Sun and the parts of himself
that could contribute to the creation of such a being while remaining fundamentally true to himself.
Certainly, the Dragon forgets which, if he bothers to make such a distinction.
All flee the shadow of all things in disgust, hoping to embrace the light, but little do they understand
that the Dragon drives them and the light burns!
This Charm is an unnatural mental influence which may be used against characters who are making a
Virtue roll or may do in the future. The Charm has an Indefinite duration if accompanied by a Touch
and a One Scene duration if not. If the influence succeeds then the target's Virtue rating is enhanced by
2, even beyond normal limits, but only for the purposes of actions for which to fail the Virtue roll
would either be in some way more desirable to that character or which would enhance the Fiend's self-
interest. One invocation of this Charm can affect (Essence) of the target's rolls before elapsing. The
Fiend can stack two invocations.
An example of a Virtue roll to which this would apply would be when a great hero who opposes the
Fiend is faced with the opportunity to fight a duel, which he will certainly lose and his death from
which would leave his lands weak, leaderless and unable to oppose the Fiend.
Since characters targeted by this Charm are embracing Virtue and fleeing the touch of the Ebon
Dragon, attitudes towards those who knowingly attempt to deny or avoid the Charm's effects vary and
can be complex.

Virtue In Shadow Facade


Cost: 6m,1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Emotion, Social
Duration: Indefinite
Prerequisite Charms: None
The Ebon Dragon is the antithesis of all virtue. It pleases the Dragon that some would believe the
corrosive, useless lie that beneath the tissue of shadows is the nobility that befits a being of Primordial
power, a nobility that all but they have failed to comprehend. By stoking this belief he debases the
arrogance of the believer, the nature of Compassion and allows himself the pleasure of another's pain
and confusion while exulting in their enrapturement by an ultimately futile lie. Some might say that all
this is itself merely one of the Dragon's infinitely recursive falsehoods and that this Charm truly is the
expression of the spark of the Dragon's self loathing and desire to be free from his own darkness, but,
among those known not to have been affected by this Charm this view is uncommon.
This Charm is a form of unnatural mental influence. The target gains an additional Motivation - "To
redeem (the Fiend)". Actions such as killing attacks which would render the achievement of this goal
impossible are treated as an Unacceptable Order. In addition, if the Fiend performs a normally
unacceptable action to the knowledge of the target, the target of the Charm must fail a Compassion roll
not to see this as merely a cry for help by an individual sadly suffering inner turmoil and self hatred,
but who can change, because the Fiend is really like just them beneath all appearances.
At Essence 5 this Charm has a 3m cost when being used against a spouse. If simplified and translated
from pure essence construct and understanding into High Realm, the sutra encoding the understanding
is referred to as the "But I Can Change Him Mother!" sutra and is spoken in a petulent and mocking
imitation of wilful self delusion.

Subordination Is Self
Cost: --; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Selfishness Is Power
The Ebon Dragon's nature is to serve only himself. However, what are his demon souls but an
extension of the Ebon Dragon's self? Certainly, says the Dragon, they have no value, meaning or
independance of their own!
This Charm explictly allows the Fiend to treat Akuma and demons which descend from himself, but not
Green Sun Princes, as if they were himself, for the purposes of Ebon Dragon Charms such as the Ebon
Dragon Excellencies that require the Fiend to take actions in his own self interest or that enhance his
ability to do so. However, every assertion of their independence, alienness and personhood, separate
from him, within that scene adds a 1m surcharge to the cost of these uses of the Charms.
This Charm may be the creation of a Green Sun Prince and does not necessarily exist in RY 768,
although it has certainly has not and never will be invented by the Ebon Dragon himself.
Liminal Marches of Shadow
Cost: 6m,1wp; Mins: Essence 3; Type: Simple
Keywords: Social
Duration: Indefinite
Prerequisite Charms: Witness to Darkness
The Ebon Dragon is self serving, but what is self? It is a facet of The Ebon Dragon's nature to be an
empty shadow imitative of and corrosive towards the notion of identity and its bedrock, the Shinma
Nirvishesha.
While this Charm is active, any attempt made by the Infernal to perform mental influence that relies on
blurrying the boundaries of identity (such as convincing a target that the Infernal is another person,
convincing the target that she is not who she believes she is, asking that she picture herself in the
Infernal's position, etc.) becomes unnatural mental influence costing one willpower to resist, as the
Infernal suppresses and corrodes the principle of identity.
A side consequence is that the Infernal finds it increasingly difficult to distinguish between himself and
others. When presented with an opportunity to act in the interests of another person, in a fashion that is
not directly automatically harmful to himself (under the definition of harmful that would make the
consequences of that action an attack under the rules outlined in Unstoppable Force, Immovable Object
on p179 of the Exalted Core), he must roll his Essence against a difficulty of 2. Unless he fails this roll
he is compelled to take that act. He may spend one willpower to suppress this effect and act freely for a
scene.
At Essence 5, the Exalt may choose to purchase this Charm a second time to render this effect
Permanent, avoiding the mote and willpower cost.
This Charm is the creation of a Green Sun Prince.

Ardent Hypocrisy Internalization


Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: A year and a day
Prerequisite Charms: Untouchable Infinitude Reflection
Making a declaration of action that she rules her lessers take, the Infernal binds that statement to
herself, drawing on that principle that declares no consistency between action for the weak and the
strong.
While under the effects of this Charm, the Infernal may consider any action she makes inconsistent
with the statement she has made recommending behavior for her lessers as part of the Cecelynean
Excellency. However, she is unable, in exchange, to support any attempt at mental influence
inconsistent with the statement she has made with Cecelyne Charms, should that influence target
beings that the Infernal would perceive as her lessers.
The Infernal may stack (Essence) instances of this Charm.
If the Infernal reaches Essence 4, she may spend 4xp per statement to make the effects of this Charm
for that statement permanent, waiving the essence cost. Incidences of this Charm converted in this
fashion still count towards the number of instances she may stack.

Cost: 3m; Mins: Essence 2; Type: Simple


Keywords: None
Duration: A year and a day
Prerequisite Charms: Untouchable Infinitude Reflection
Making a declaration of action that she rules her lessers take, the Infernal binds that statement to
herself, drawing on that principle that declares no consistency between action for the weak and the
strong.
While under the effects of this Charm, the Infernal may consider any action she makes inconsistent
with the statement she has made recommending behavior for her lessers as part of the Cecelynean
Excellency. However, she is unable, in exchange, to support any attempt at mental influence
inconsistent with the statement she has made with Cecelyne Charms, should that influence target
beings that the Infernal would perceive as her lessers.
The Infernal may stack (Essence) instances of this Charm.
If the Infernal reaches Essence 4, she may spend 4xp per statement to make the effects of this Charm
for that statement permanent, waiving the essence cost. Incidences of this Charm converted in this
fashion still count towards the number of instances she may stack.

KIMBERY

PELAGIC MUSE ARTISTRY


Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tidal Renewal Discipline
The diseased fancies of the Great Mother are animated by no recognised school of art, yet descend from the perverse aesthetic wisdom of
millennia. This Charm permanently alters the Infernal's ability to create art, allowing him to infuse such creations as paintings, statuary
and song with strange proportions and alien cadence. Characters blessed with madness reduce their MDVs against social attacks encoded
within this strange artistry by the value of their highest-rated derangement. Further, such artistic social attacks can inflict derangements on
their targets, as though they were intimacies requiring a number of scenes of development equal to their point value. An observer can link
the unsettling undertone in the Infernal's art to the aesthetics of the demon realm with a difficulty 3 (Intelligence + Occult) roll.

If the Infernal knows the First Kimbery Excellency, this Charm benefits attempts to create (or modify) objects that conform to the Demon
Sea's understanding of beauty, even if they have no social component, such as a daiklave etched with curiously organic patterns. The
warlock adds (Essence) automatic successes to each roll to create such objects.

SQUAMOUS IDOLS RAISED


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Pelagic Muse Artistry
Only lesser artists need create the symbol of a monster. Kimbery’s beautiful creations are monsters themselves, and art begets art. This
Charm permanently enhances the artwork shaped by its prerequisite, allowing the Infernal to have social attacks encoded within her
artwork produce mutations in line with Kimbery’s aesthetics, rather than derangements. Such alterations only physically manifest after a
night spent sleeping, during which the subject’s dreams are disturbed by the strangely familiar song of the deep ocean. Even if she does
not weave this warping power into her artwork, it can take on a strange potency with sufficient appreciation. All objects whose creation
was enhanced by Pelagic Muse Artistry acts as though it were a manse with the Mutagenic power, rated at a level equal to the higher of its
Resources value and the size of the Cult that somehow uses it as a part of their worship of the Infernal (or one of her souls). Collections of
artwork increase their Resources value appropriately when gathered together.

Prayer rolls toward the Infernal that are made with the help of one of her strange artworks benefit from a number of automatic successes
equal to the value of their highest-rated derangement. Finally, characters with even one mutation caused by Kimbery’s magic increase the
effective value of their highest-rated derangement by their (Essence).

OCEAN’S BOUNTY BLESSING


Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sea, Sorcerous
Duration: (Essence) months
Prerequisite Charms: Price-of-Everything Undercurrents, Tidal Renewal Discipline
In ancient times, the fisher tribe of Lake Guandi found themselves assailed by pagans and dragon-slaves. Making a prayer to the Great
Mother of the Lintha, they waited for their inevitable destruction - and the next morning found blades of exquisite design piercing the red
sand of their lake's shores. The message was clear. The Exalt makes a prayer to a body of water that qualifies for the Sea keyword and is
bordered, owned, or used by a beloved character or organization. She uses not the words of devotion, but of desire and demand,
specifying any variety of inanimate object or non-sapient creature as watery tribute. That body of water is enchanted, such that it produces
the specified good at a rate equivalent to a Resources value of (Infernal's Essence - 2) per week. All manner of goods can be produced in
this fashion, even if there seems no plausible way that the body of water could have spawned them. No more than half of the bounty
produced by this Charm washes up on the shores of the body of the water; the rest must be retrieved from the water itself, with swimmers,
divers, boats, or trained mutant seabass. Every week a community or organization spends harvesting this bounty is treated as a scene spent
building a positive intimacy in that group toward the Infernal.

The Infernal's Essence rating is increased by one for the purposes of this Charm if the bounty would normally come from the water; fish
or fertile rivermud, for example. It is also increased by one if the bounty is a raw material rather than a finished product - driftwood rather
than completed tables. These benefits stack.

PEARLS OF THE SECRET DEEP


Cost: 12m; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Sea, Shaping, Sorcerous
Duration: Until completion
Prerequisite Charms: Ocean's Bounty Blessing
Treasures of unimaginable worth lie at the bottom of all seas, whether abandoned and forgotten by the surface or formed entirely in
unimaginable pressure and darkness. This is true in the boundless blue of Creation's West, the endless oil-slick oceans of Autochthonia,
and in the mother of them all, the roiling depths of acrid Kimbery. Upon activating this Charm, the Infernal's player designs an Artifact
with a rating no greater than (Infernal's Essence - 1) that resonates with the themes of Kimbery. The warlock then rolls (Charisma + lower
of Performance or Lore + Essence), singing her desire to the sea in Old Realm, creating a Sorcerous echo. This echo can be heard
normally by those in the area, though its watery, secret nature applies a -2 external penalty to such Perception rolls. The warlock can sing
to the echo up to once a month, with each new song allowing her to roll again, reinforcing its lyrical, tidal Essence until it stirs up the rich
and murky depths of the pan-ocean. Failing to sing in a given month inflicts no penalty, but means that the warlock misses that chance to
add successes to her pool. Completing the treasure requires that the warlock accumulate (Artifact rating x 30) successes through her
singing, upon which the water bubbles with bitter bright colours as a priceless treasure drifts uncannily to the surface. Targeting the echo
with appropriate countermagic ends this Charm, though its effective minimum Essence increases by one for every thirty successes
accumulated thus far.

With Essence 5+, the warlock need not return to the echo herself. Instead, she may nominate a single beloved character or organization,
who may sing in her place. Such characters use a pool of (Charisma + lower of Performance or Lore) and can sing to it only as long as
they remain beloved - the completed Artifact automatically belongs to them when it emerges.

WEEPING WOUNDS TRIBUNAL


Cost: 2m, 1lhl; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Trust Is Naive
Kimbery is ever-wounded, assailed by a cruel world that does not appreciate her love. An Infernal can activate this Charm while involved
in some kind of dispute with another character, whether a casual disagreement or bitter fight to the death. She wounds herself in some
way, clawing her hands through skin as delicate as her ego, and screams a martyred scream, rolling (Manipulation + Performance +
Essence). Everyone who witnesses the exchange or its immediate aftermath and has a Dodge MDV lower than her rolled successes suffers
an Illusion assuring them that the other party was entirely in the wrong, the vicious, unjustified aggressor in the conflict. Their memories
are edited to convince them that the Infernal's wound stems from a sudden and brutal blow by the other party, regardless of whether they
witnessed the actual moment of injury, while any damage suffered by the "attacker" is glossed over. The Exalt herself seems innocent of
wrongdoing, defensive and defenseless, in need of comfort and aid; they treat this scene as one spent building a related positive intimacy
toward her, and an appropriate negative intimacy toward her "attacker".

Unofficial Errata:
TRUST IS NAIVE: The Infernal takes refuge in the depths of her loving faith, refusing to believe anything bad about a beloved character.
She can still become convinced that such a character has been duped or forced into poor decisions by the wickedness of others, but will
never assign blame to them. Just as Kimbery's waters welcome all, she may reduce the number of scenes necessary to build a positive
Intimacy toward any character she has never reviled by any amount, to a minimum of one.

Unofficial Errata:
ALL-DEVOURING DEPTHS SHINTAI
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Desecration, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Ichor Flux Tendrils (x2), Sea Dissolves Herself
Things have swum through the stagnant depths of Kimbery since before Time, creatures filled with formless hate and diluvial intelligence.
In tribute to them, the Infernal's flesh liquefies into a slurry of squirming, translucent ooze, rendering her an unrecognizable mass of
shifting ichor. All her worn and carried possessions dissolve into Elsewhere for the duration of this Charm, reconstituting when it ends.
The Infernal may selectively retrieve any such items whenever her DV refreshes, but they are incorporated into her protoplasmic form as
strange protrusions and fluid organs; armour manifests as an ichorous carapace, while weapons occupy one of her tentacles (described
below) when "wielded", preventing it from making its usual attacks. Non-Artifact equipment retrieved in this way is destroyed once the
Infernal returns to her human form, falling apart into a corroded mess.

With her normal features dissolved into a shapeless mass, the warlock perceives the world through organs that coalesce ever-so-briefly
across the surface of her form, granting her omnidirectional senses, and her amorphous body can freely flow through any space that isn't
water-tight. She can compress or expand her form by a maximum factor of two, and can even ignore the restrictions of gravity, oozing
across walls and ceilings. This fluidity of form reduces the cost of the first two versions of Sea Dissolves Herself to one mote, though
mutations acquired in this way are temporary Desecrations that dissolve when the Shintai ends, while those lost return. Additionally, she
reduces the post-soak damage of any attack by (Essence) dice, though this cannot reduce an attack's damage below one die. Energy-based
or flaming attacks (like lightning, burning arrows or beamklaives) harm her normally.

Although she can manipulate her surroundings normally by forming clusters of fine, oily manipulators, she also extrudes (Essence)
tentacles identical to those created with Ichor Flux Tendrils, which are similarly capable of independent clinches but are directed with
Martial Arts rather than Occult. These tentacles can be damaged as normal, but the Infernal suffers no harm from their destruction, and
can entirely regenerate a destroyed tentacle at any point by activating Sea Dissolves Itself as though in response to a Crippling effect. She
and her tentacles are always treated as being coated in the poisonous tattoos created by Spiteful Sea Tincture.

-----------------------------------------

EBON DRAGON

LIVING A LIE
Cost: — (+2wp); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Corrosive Pattern Infliction
The Drinker at Night’s Springs understands history. After all, his aesthetic instincts favour tragedy and doom above all things, and the past
is little else. The warlock can spend two additional points of Willpower when activating Loom-Snarling Deception to weave a deeper
deceit, his shadowy Essence slipping false threads into the pattern of the Loom like a cuckoo insinuating itself into a nest. Whatever fake
identity he creates is supplemented by actual changes to the history of the world, as a Shaping effect; his name can be found in the proper
registries, his image is included in the appropriate portraits, and characters who somehow featured in his invented history even remember
him. While these retroactive infiltrations last, he can effectively benefit from an appropriate Backing, Mentor, Influence or other similar
backgrounds. He can use Corrosive Pattern Infliction to create (non-Artifact) props appropriate to his invented identity, such as a passport,
apartment key, official badge, and so on, though these decay without a trace upon abandoning the disguise - like every other change
implemented by it.
Created memories only properly take root in characters with a Dodge MDV no greater than (Infernal’s Essence + 1), and cannot be
intense enough to merit an intimacy on their own; they are vague recollections, acknowledgements of his forged existence, nothing more.
Heroic characters can reject the memories by spending a single point of Willpower, asserting their own history over that recorded by the
Loom. This only allows them to realize that they were misremembering, and does not alert them to any mind-altering magic. All other
changes produced by this Charm are effectively reality-sponsored forgeries, and heroic characters can determine that there is something
subtly wrong with them through a dramatic (Perception + Investigation) roll taking (Infernal’s Essence) hours, at difficulty 5.

Unofficial Errata:
THE FACE IN THE DARKNESS
Cost: 3m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Overdrive
Duration: One scene
Prerequisite Charms: First Ebon Dragon Excellency, Our Little Secret
The Ebon Dragon was first to surrender in the Primordial War, and yet the pioneer of an attack that defeats even the most perfect of
defenses. A strike aimed at the heart, one might say. The Infernal gains an empty ten-mote Overdrive pool, which he can fill through this
Charm. In order to target a character with this Charm, the Infernal must have committed an act of depravity (as defined in Our Little
Secret, though it considers only the mores of the character targeted) against one of their positive intimacies. He activates this Charm by
making some reference (verbal or otherwise - the target intuitively deciphers the meaning of a communicating gesture, such as a finger
slid across a throat) to the act of depravity and the intimacy in question. If the other character was already aware of the dark deed, this
Charm fails to activate.

The warlock gains two offensive motes every time he makes a reference to the act of depravity, including the one he made to activate this
Charm, as shadows hiss tauntingly in the hidden angles of the target's mind. This reference must be perceptible to the target, and the
motes granted are reduced by one if the warlock had already made a largely identical reference earlier in the scene; creativity is
encouraged in these taunts. The warlock gains these motes only once per action, and multiple acts of depravity broaden the range of
potential references rather than increasing his gains.

The only way to drain the Infernal's mockery of its power is to internalize it, robbing him of his sport. At any point, the target may briefly
shut their eyes, allowing the shadows to rush in from the edges of their vision. In that instant, they bear witness to every depravity the
warlock made reference to, replayed in perfect detail before their closed eyes. This dreadful display cuts to their very soul, preventing
them from channeling their Virtues (or spending Willpower for a free success) for the rest of the scene. In addition, they either acquire a
negative intimacy toward themselves, a manifestation of their own guilt and self-hatred, or twist their positive intimacy into a negative
one that seeks to blame the act of depravity on the intimacy itself; a poisoned friend is recriminated as a fool, while a conquered
hometown is dismissed as a pit of weaklings. The warlock is automatically aware of this new or altered intimacy, and if he knows Golden
Years Tarnished Black can reflexively activate that Charm to worsen the target’s sense of blame. In any case, once the target has done this,
the warlock cannot gain offensive motes by taunting them for the rest of the scene.

-----------------------------------------

CECELYNE

SWIFT-SAND DESERT COFFIN


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sandstrike Blast
The desert extends in all directions, swallowing up space and time and wandering heretics. This Charm enhances its prerequisite, allowing
the Exalt to use her sand attack as a ranged clinch when in a place of desolation. She uses the attack pool described in Sandstrike Blast to
make and maintain the clinch, but inflicts only bashing damage, as the sand works to crush her enemies instead of flaying them alive. She
does not need to use the Charm again to maintain the clinch for subsequent actions, only flurry anything else she does with a
miscellaneous action as normal (this represents her concentrating on the sandy prison). If the target wins a subsequent clinch roll, they can
only escape the clinch rather than taking control of it.

UNQUESTIONABLE SCROLLKEEPER CITATION


Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Stackable
Duration: One scene
Prerequisite Charms: Demonic Primacy of Essence
Cecelyne encompasses all knowledge, host to a wisdom beyond the speculative squabblings of the Maidens or the quaking nightmare-
enlightenment of the Labyrinth. Upon activating this Charm, the Infernal infuses herself with an intellectual authority of her choice. Her
expertise becomes clear to any who perceive her, and they will treat her as a complete authority in the field, ignoring or explaining away
any mistakes she makes no matter how egregious. She could perform a vital operation in front of a board of expert surgeons and not
provoke negative comment even as she misuses medical tools, encourages the patient to remain conscious, and mistakes organs for
tumours. As her victim bleeds out, they will only be surprised that even the Exalt's brilliance couldn't save them. This unnatural Illusion
costs three points of Willpower to resist, or two points if the character in question has a higher rating than the Infernal in the Ability most
relevant to her claimed authority.

A second purchase of this Charm allows the Infernal to infuse the Illusion into a piece of writing she produces, convincing those reading it
that it was written by a true expert in the field, as described above, with demonstrable errors ignored, forgotten, or explained away as
faults on someone else's part.

ALL-AUTHORITY GLASS GOWN


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unquestionable Scrollkeeper Citation
In the hiearchy of the Demon Realm, titles are claimed and held only by strength. Such is the intent of Cecelyne's law, for if none dare
mock the Emperor, who is to say he is not wearing clothes? This Charm permanently enhances its prerequisite, allowing the Infernal to
instead claim some form of material authority, ranging from store manager to shogun. All characters who meet the warlock are swiftly
convinced as to her supposed position, glossing over inappropriate attire or lack of paperwork as they are struck by the aura of officiality
and influence that extends from her every word and deed. This Illusion can be resisted as normal, but has its cost reduced to one point of
Willpower if the target has some clear proof that the Infernal does not hold the relevant position - whether because they have met the
actual incumbent, or because they know that the city she claims to rule was destroyed several generations ago.

-----------------------------------------

THEION

FINAL FURY UNBLINKING


Cost: 3m (+2m/action); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: One Action
Prerequisite Charms: Apocalypse Comet Gaze
To escape the wrath of God is to leave the world entirely. This Charm enhances an attack made through Apocalypse Comet Gaze, causing
the bolts of searing perception that emit from the warlock's eyes to track their deserving victim, leaving tightly-focused tracers of anima-
fire in their wake. If the attack is parried or dodged then it repeats Steps 2-10 at the start of the target's next action, after their DV
refreshes. It uses the same attack successes as the original attack, and retains the effects of any Charms used to enhance it. This continues,
at the start of each of the target's actions, until the attack strikes a character or the Charm ends. Using a perfect defense allows the
defender to end the Charm early by stunting their dispersal of the warlock's wrath, or its redirection into a nearby inanimate object. This
Charm lasts just a single action, by default, but its duration can be extended by spending two motes for each additional action, to a
maximum of (Essence) additional actions. If it ends early, for whatever reason, the warlock immediately receives two offensive motes for
each repeated attack that was never expended.

Victims killed by an attack enhanced by both this Charm and Radiant Fury Dissolution receive a more focused torment, their millenia of
disembodied suffering spent endlessly acting out imagined escapes from the warlock's wrath, ranging from the realistic to the absurd, but
all ending in inevitable burning failure.

Gift Of Hope
Cost: 2 motes; Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

A mother knows to give her children food when they are hungry. This Charm may be activated to target
any being that the Infernal is touching. It allows her to transfer up to (Essence x3) of her own motes to
the target. It may only be activated targeting a given person once per scene.
If the character has a positive Intimacy towards her target, the cost of this Charm drops to 1 mote, and
she may reflexively give the motes to her target as long as she is within (Essence x50) yards of her.
Subordination Of Dreams
Cost: 6 motes, 1 Willpower; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Compulsion
Duration: One Project
Prerequisite Charms: Gift Of Hope

With Cytherea's aid, the Primordials created vast wonders, and yet no savant can point to something
that she crafted alone. This is because to work for herself was never in Cytherea's nature - instead, she
modified and twisted the desires of her siblings to create the things that she loved.
This Charm enhances a Crafts-based roll made by anyone within (Essence x5) yards of the Infernal at
the time that they begin crafting. It exerts unnatural mental influence on the target to change her project
to suit the Infernal's needs. The Infernal rolls (Charisma + Socialize), adding bonus dice equal to her
Essence if she has a positive Intimacy towards her target. If the target resists the effect, the Charm has
no further effect, and may not be reactivated targeting the same crafting project.
If the Charm succeeds, it has three effects. First, the target may accomplish (Essence) hours of work for
each hour that passes. Secondly, she must spend two Willpower for every day that she does not work on
the project. Finally, the project twists and warps to the desires of the Infernal. Upon activating this
Charm, the Infernal names exactly (Essence) minor differences between what the target intended to
create and what will be created, or fewer major differences.
• Minor differences include a single point of a weapon or armor's statistics, a single cosmetic
feature, a slight change to an object's magical function (such as altering a sword to require
regular bathing in wine instead of blood), a single dot of Resources worth of value from a
mundane item, or similar changes.
• Major differences include a modification of one dot of Artifact in the object's effect, a massive
change in what a magical object will do within its existing category (constructing a daiklave
instead of a grimcleaver, for example). Each major difference requires the expenditure of four
minor differences.
Targets may resist the changes, but only by committing one Willpower per minor change or four
Willpower per major change for the duration of the project, but each Willpower spent in this way
reduces the character's effective Essence when determining construction speed by 1. Instead of adding
more changes, the Infernal may require the same change multiple times, effectively increasing the
Willpower cost to resist including it.
If targets of this Charm have their own effort-speeding Charms, this Charm increases the total
multiplier by (Essence -1) rather than multiplying it. Multiple Infernals may not use this Charm on the
same target.
A second purchase of this Charm allows the Infernal to spend an additional mote to allow the target to
use the Infernal's own die pool for the crafting, if it is higher than the target's. If she does this, and is
able to activate an Excellency in conjunction with this Charm (through Combos or effects that render
the Excellency not a Charm use), the Infernal may also use her Excellency to enhance the target's
Crafting rolls, using her own die limit or the target's (whichever is higher). These dice count as dice
granted by Charms for the purpose of any die adder Charms the target possesses.

Withdrawal Of Conception
Cost: 10 motes; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sorcerous, Compulsion
Duration: Indefinite
Prerequisite Charms: Children Fear Darkness, Subordination Of Dreams

Once, Cytherea revelled in the wonders her siblings brought to her, but now she is more cautious. After
all, it is dangerous for children to play where their mother cannot see them. This Charm targets any
individual that the character is capable of speaking to. The character explains to her target what course
of action is dangerous, and the target stops considering whether to do it.
The character names a goal or project with the scope of an Urge, and rolls her (Charisma + Socialize)
as unnatural mental influence, adding bonus dice equal to her Essence if she has a positive Intimacy
towards her target. If she succeeds, the target develops a negative Urge towards this project. In order to
take actions that promote the negative Urge, they must spend one Willpower per scene. A target who
spends a total of five Willpower in this way shakes off the effect and recovers.
If a target's negative Urge conflicts with her Motivation, she does not need to spend Willpower to
overcome it. This Charm is simply not powerful enough to restrain Cytherea's loved ones in this
manner.
A second purchase of this Charm at Essence 4+ allows the character to spend (10 motes per dot) to
affect a number of people with a Magnitude of up to (Infernal's Essence). The character may name only
one goal, and applies a single roll to all targets' MDVs.

Unity Of Desire
Cost: 5 motes, 1 Willpower; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Emotion
Duration: One Story
Prerequisite Charms: Gift Of Hope

Cytherea understands that her own goals are not those of her fellows, but she doesn't see why this
should be the case. This Charm exerts unnatural mental influence on every being within (Essence x100)
yards of the character whose MDV is equal to or lower than her Essence. Extras reduce their MDVs by
1 when resisting this Charm. The character redefines the Motivations of all of these beings. This new
Motivation must be positive in nature, and this Charm may not impart a new Motivation that is
completely opposed to the targets' original Motivations.
Heroic targets may choose to spend 1 Willpower per action to resist their new Motivation. If so,
spending a total of 5 Willpower causes the effect to end.

First Ikanii Excellency


Cost: 1 mote per die; Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Ikanii is terrifying and mysterious, a half-glimpsed horror that waits in the dark or glides hidden within
the furthest reaches of the sky, or the deepest depths of the ocean. Ikanii is patient and cunning, he
never attacks piecemeal instead circling until he is ready to cause sudden losses to his opposition and
vanish leaving no witnesses and few clues. Whatever leavings the hidden titan does allow ultimately
serve the purpose of luring those who think themselves strong into the darkness where it dwells so they
may be consumed.
This Charm can always be used to enhance actions that inspire terror, hide the character, their goals and
motives, or just confuse the facts of any situation. This Charm cannot be used to enhance overt
activities, even deceptive ones. Out and out lies are no more Ikanii’s nature than full frontal attacks are.
Socially Ikanii is more likely to deal in contradictory half-truths than outright deception.

Peacock-Metal Crucible
Cost: —; Min: Essence 3; Type: Permanent
Keywords: Shaping
Prerequisite Charms: Viridian Legend Exoskeleton, Cold Fire Desolation Brand

Malfeas is never a king without a palace; when he is found without a refuge, he builds one. This Charm
permanently improves Cold Fire Desolation Brand, expanding the palette of spiritual diseases the Infernal may
inflict. At Essence 3+, the Infernal learns the Molting Scarab Plague. At Essence 4+, he learns the Flower of
Anguish Parasite. Finally, at Essence 5+, he may inflict the Abalone Vessel Endowment.

All these diseases have features identical to the Green Sun Wasting and Final Viridescence, as the prerequisite
Charm inflicts, except for their symptoms.

Molting Scarab Plague Symptoms: This disease begins as a rapid greening and toughening of the skin. Within
hours, the victim feels a stiffening in his joints and muscles. As the disease progresses, the victim's skin begins to
slough off in ragged patches, revealing hexagonal plates of green brass. The stiffening and molting reduce the
victim's effective Strength by 1 dot per day (minimum 0). By the time of his demise, the victim's skin and
muscles will have been transformed into green, building-quality brass, encasing his unaltered bones and organs.

Flower of Anguish Parasite Symptoms: With this disease, black fungous vines burst from the victim's skin,
emerging from his blood vessels. These vines grasp nearby items and each other, progressively reducing the
victim's Dexterity. Allowed to run its full course, the vines will consume the victim's entire body and interlace
themselves into a tightly-woven mat. This mat may be unwrapped and spread out with some effort, producing
enough fibrous, grasping matter to act as mortar to wall a hundred-square-foot room. Once bound to an edifice,
the vines become quiescent, only erupting into iridescent green-blue flower when they come into contact with
bodily fluids, and even then only for instants before the flowering bodies burst in clouds of sterile spores.

Abalone Vessel Endowment Symptoms: This disease is nearly indistinguishable from the Final Viridescence,
with the exception of the luminous vesicles that form around the victim's lymph nodes. These may be harvested
from the cadaver, providing an amount of refined vitriol with a refinement cost equal to the victim's Essence.

Narcissitic Solipism Attraction


Cost: - (2m, 1wp) Type: Permanent
Duration: Permanent
Keywords: Emotion
Mins: Essence 3 Prereqs: Nemesis Self Imagined Anew

Many are the heros of the world who would deny the darkness to their very last
breath, but many more are those who find themselves attracted irresistably to
the darkness inside themselves.

This Charm permanently upgrades its prerequisite. Whenever the Infernal uses
Nemesis Self Imagined Anew he may spend two motes and one additional willpower
and the target of that Charm immediately develops an intimacy of sexual lust
towards the Infernal so long as he maintains use of the prerequisite Charm. This
Emotion effect is not obvious to the target until he first meets the Infernal,
but instead manifests as a sudden urge that can not be satisfied in any way.
Once he meets the Infernal, the victim recognizes that he has met the one being
capable of satisfying his desires. This urge exists regardless of the victims
normal sexual preference or species. Only beings immune to Emotion effects are
uneffected.

While under the sway of this Intimacy, the victim suffers a penalty to all his
mental Dvs against the Infernal equals to the Infernal's (Essence). This does
not stack with other Intimacy, Virtue or Motivation related DV penalties.
Resisting this Emotion effect costs one Willpower per scene or (Essence)
Willpower when Nemesis Self Imagined Anew is first activated or the Infernal
first met (but may onyl be resisted on a scene by scene basis thereafter).

Dead Lover's Embrace


Cost: - (5m, 1wp) Type: Permanent
Duration: Permanent
Keywords: Illusion
Mins: Essence 4 Prereqs: Narcissitic Solipism Attraction

It is not uncommon for the heros of the world to find themselves living with
regrets. Those they have lost, those they have pushed away, the things and
places that have been deswtroyed by their rise to power and can never be
returned. This deadly nostalgia is like a poison seeping into enemies heart, and
there is nothing the Ebon Dragon enjoys more than watching that poison eat away
at everything the hero holds dear.

Whenever the Infernal activates Nemesis Self Imagined Anew he immediatly knows
if there is any creature that the victim knew once but who has since died and
whose death the victim truly regrets, as well as the emotional context of that
regret (lover, parent, child, companion etc). If the Infernal so decides he may
then spend 2m, 1wp in addition to the base cost of Nemesis Self Imagined Anew
and assume that role in the victim's life. Unless otherwise noted, the effects
of Nemesis Self Imagined Anew are not changed.

This does not literally transform the Infernal into the dead person. Instead the
victim develops a sudden Intimacy towards the Infernal. Until they meet this
manifests as a sudden welling up of guilt and regret towards the circumstances
in which the dead person was lost. When he meets the Infernal he will see the
Infernal as the "natural" heir to the dead person's legacy. The Infernal's
mannerism will constantly remind him of the dead person, his words will bring up
old memories, and the victim will find the Infernal sliding without resistance
into the exact same position his dead friend occupied while alive (lover,
confident, parent or child as appropriate).

So long as this Intimacy exists the victim will find it hard to push away the
Infernal's presence, whether physically or mentally. The victim of this Charm
suffers an internal penalty of the Infernals (Essence x 2) on all physical and
social attacks against the Infernal so long as the Intimacy exist. This Intimacy
may be suppressed for one Willpower a scene or negated entirely for
(Infernal's Essence) willpower when the Charm is first activated or the victim
first meets the Infernal (but not at any point thereafter).

This Charm is compatible with Black Mirror Shintai. If the Infernal knows that
Charm he may spend an additional 2m, 1wp when activating it to assume the
perfect likeness of the dead person. All the usual rules for Black Mirror
Shintai apply, except the Infernal gains the traits of the dead person rather
than the victim. While the Intimacy created by this Charm exists the victim will
not remember that the person being mimiked ever died and will treat the
Infernal as if he had "returned from a long unexplained absence".

Tumourous City-Carving Impulse


Cost: —; Min: Essence 3; Type: Permanent
Keywords: Compulsion
Prerequisite Charms: Peacock-Metal Crucible

The madness of Malfeas is both constuctive and self-destructive at the same time, and all who live within him
find this madness contagious.

This Charm permanently enhances Peacock-Metal Crucible. Whenever the character successful infects a victim
with any of the Sickness effects of Peacock0Metal Crucible that victim is overtaken with a Compulsion effect.
The Compulsion effect forces them to begin creating and or expanding a habitable area around them. The victim
will work with feverish intensity and intuitive skill (increase the victims Craft ratings to 2 if they are less than
that value) but no plan or reason. He will simply begin constructing walls, dwellings, paths and other signs of
development and civilization at random. So long as the victim continues to work the Sickness remains
suspended, it will not continue to accumulate damage. However this Charm does not grant any special endurance
to the victims, if they halt their work for so much as a single action for any reason (including sleep or combat)
the disease will start to take its course again.

Resisting the compulusion caused by this Charm takes no Willpower, instead the victim begins to experience the
disease again. No effect can remove the Compulsion without also allowing the Sickness to run its course.

The Infernal may purchase this Charm again at Essence 4. Doing so makes the effects of Tumourous City-
Carving Impulse contagious. Anyone who speaks to, touchs or otherwise interacts with the victim must make a
Stamina + Resistance roll at a difficulty of 4, if they fail they become infected with Peacock-Metal Crucible and
Tumourous City-Carving Impulse (and themselves become infectious).

Here's a few She Who Lives in Her Name mass-society charms I've been working on. They're still kind of
awkward and probably very imbalanced (most of them bypass MDV in some way and I still don't think I've
compensated enough for it). At the very least they're missing some keywords. Still, here's what I've got so far:

Name Chaining Principle


Cost: -, Mins: Essence 2, Type: Permanent
Duration: Permanent
Keywords: None
Pre-requisite Charms: First She Who Lives in Her Name Excellency

As the Principle of Hierarchy chains her subjects with the perfection of her name, so too does the Green Sun
Prince. Upon learning this charm the Infernal reaches into the smokeless fire within his soul and draws forth a
new, secret name for himself. From this point on, that new name is his true one. The Prince’s old name does not
disappear and unless an observer has the means to sense the change no one will be any the wiser, but for any
mechanical effect where it might be relevant the Prince’s old name is no longer his true one.

The Prince’s new name is a distorted reflection of the name of the Principle of Hierarchy and as such contains a
measure of its power. Should the Prince decide to take the risk of telling his name to another (and it is something
of a risk, for the new name is powerful enough that the knowledge of it gives the target an arcane link to the
Infernal) then it grants the Infernal a measure of power over the target. The Green Sun Prince does not have to
tell the target his new name personally, the name is just as powerful when heard from the lips of another, but it
lacks the might of the true name of hierarchy and as such can only exert power over a number of people equal to
the Green Sun Princes Essence. Anyone who hears the name after this many people have knowledge of it suffers
none of the effects of being under the name’s power, and even if the number of people bound to the name is
reduced they have no danger of falling under its power unless they somehow forget the name and relearn it
again.

At any time, the Prince may beseech She Who Lives in Her Name for a new secret name by spending five full
days in meditation. Such a desire for change offends the Principle of Hierarchy, and she will inflict levels of
aggravated damage upon the Prince to take him to the brink of incapacitation (completely replacing any levels of
bashing or lethal damage already accrued), but she understands that a name that is anything less than perfect
must be forged anew and permits the Prince to take a new name. The old name loses any power it has over those
that knew it and no longer counts as an arcane link to the Prince.

Any target with knowledge of the Princes name and under its power must spend a single point of willpower
every day to avoid developing a positive intimacy towards the Prince. Furthermore any target with an essence
lower than the Prince treats all his social attacks as unnatural mental influences. If the target is also affected by
the Essence 3 version of Unshattered Tongue Perfection and the Infernal is counted as a superior, his attacks now
cost 3 willpower to resist.

A target can resist the power of the name by avoiding hearing of it in the first place, or by wiping the memory of
the name from their minds (any charm that would be sufficient to remove the imposed intimacy to the Infernal
can be used to eliminate the memory of the name, as can using a perfect social defence or spending five points of
willpower over the course of five days to avoid picking up the intimacy in the first place. Any target who forgets
the name becomes resistant to learning the name again for five days).

At essence 4 the power of the name expands so that any target with a lower Essence than the Prince ignores any
bonus from Appearance they would get to their MDV, and doubles any penalty they would take from having a
lower Appearance than the Prince up to a maximum of double the normal penalty (usually doubling the
maximum penalty from 3 to 6) this charm is explicitly allowed to synergise with Unshattered Tongue
Perfection’s power to replace the function of appearance with essence.

At essence 5 the power of the name expands once more, and any target with essence equal to or less than the
Prince must spend two willpower to resist his regular social attacks. If the target is also affected by the Essence 3
version of Unshattered Tongue Perfection and the Infernal is counted as a superior, his attacks now cost 4
willpower to resist.

At essence 3 the Prince may purchase this charm a second time to increase the number of people who may be
under the power of his name to a mass of people with a magnitude no greater than his Essence. At essence 6 the
Prince may purchase the charm again to remove the number limit entirely.

Society Scarring Procedure


Cost: 7m, 1wp, Mins: Essence 2, Type: Simple (6 long ticks)
Keywords: Combo-OK, Compulsion, Obvious
Duration: Instant/Indefinite
Pre-requisite Charms: Unshattered Tongue Perfection, Name Chaining Principle

Sometimes, flawed hierarchies must be disassembled so that a new order may rise to replace them. With this
charm, such excessive force is unnecessary, the Green Sun Prince may remove the cancerous tumours of human
society cleanly and elegantly.

With a single cutting gesture across the brow of a target the Prince brands all members of a social unit to which
the target belongs with the flaming Eye of She Who Lives in Her Name upon their forehead, provided the unit
has a magnitude no greater than his essence and no members possessing an Essence higher than the Prince. To
resist the initial brand, an individual target must spend 3 willpower, or the unit as a whole must spend 5 loyalty
to protect the group.

The Infernal may define a single concept that becomes anathema to the group. The group instantly loses any
positive intimacies towards that concept and gains a negative intimacy towards the new taboo. If the concept is
intrinsic to the group’s policy, then the group’s policy must change to something no longer related to that
concept, though the Prince has no control over the formation of the new policy.

At essence 2 this charm is of instant duration, the brand of She Who Lives in Her Name flares briefly then
recedes. At essence 3 the Infernal may opt to continue committing motes to this charm, causing the brand to
linger as a tattoo. While the Infernal commits motes to this charm, affected individuals treat any social attacks to
create or build intimacies/policy towards the taboo concept or erode the existing negative intimacy as
unacceptable orders. A branded individual may spend 2 willpower to resist the effect of the brand for a scene,
and if they resist for a number of continuous scenes equal to the Infernal’s essence may shake off the effect of
the charm completely. If they are also under the effect of Unshattered Tongue Perfection, however, the target
must first shake off that charm before they possess the linguistic tools to even conceive rebellion against this
charm.

Clockwork Unity Paradigm


Cost: 8m, 1wp, Mins: Essence 4, Type: Simple
Keywords: Combo-OK, Compulsion, Servitude
Duration: Indefinite
Pre-requisite charms: Society Scarring Procedure

It is the will of the Principle of Hierarchy that the Gods know their place, mortals do not grow bold, subjects
obey their masters in all things and the Exalted falter and meet only failure. With this charm a Green Sun Prince
may share these insights with the world, using the arcane link of loyalty, love or trust to chain the targets to
perfection.

By invoking this charm and waiting one day for the chains of attachment to form, any individuals who possess a
positive intimacy towards the Green Sun Prince may be compelled into joining a new social unit under a policy
and leader selected by the Prince. The leader must also possess a positive intimacy towards the Infernal, though
the Prince can select himself as the leader of the group provided he has a relevant intimacy. While the Infernal
keeps essence committed to this charm, members of this new social unit with an essence less than the Prince are
incapable of failing temperance checks, always succeeding such checks by a threshold of at least 1 success.
Additionally they gain a supernaturally reinforced intimacy towards the leader of their social group, treating any
social effects that would cause them to go against this intimacy as unacceptable orders. Affected
groups/individuals cannot spend willpower/loyalty resist social attacks from the group leader without also
spending willpower to override the effects of this charm.

Any member of the compelled group may spend 2 willpower to resist the effects of this charm for a scene. Once
they have spent a number of continuous scenes resisting this charm equal to the Infernal’s essence they can break
free of the charm completely, though if the target is also under the effect of Unshattered Tongue Perfection they
must first find a way to shrug off that charm before they can linguistically conceptualise rebellion against this
effect.

Any affected members of the group within a number of miles of the target equal to the Infernal’s essence become
instantly aware if a target spends willpower to resist the charm and gains a negative intimacy towards the target
until they stop resisting. Affected individuals face an overpowering compulsion to force the target to conform to
the group and stop resisting the charm by any means necessary, automatically succeeding any conviction or
valour checks and failing any compassion checks as required. If the target breaks free of the charm completely
the negative intimacy remains with the group.

If the Infernal ceases committing motes to the charm the group remains in existence provided it has a reasonable
expectation of enduring without mind-control, but the intimacies inflicted are no longer supernaturally
reinforced and all other effects of the charm terminate.

This charm gains the Blasphemy keyword if the number of individuals in any single affected group is greater
than 10’000

Perfection of the Name


Cost: - Mins: Essence 5, Type: Permanent
Keywords: None
Duration: Permanent
Pre-requisite Charms: Clockwork Unity Paradigm

Through long meditation on the concept of Hierarchy, a Green Sun Prince who learns this charm comes to truly
understand the perfection of the name whispered between the spheres, and understands that surrendering to the
chains of She Who Lives in Her Name brings with its slavery liberation, of a kind.

The Malfean dialect imposed by the Infernal’s Unshattered Tongue Perfection charm now becomes the formal
and highly ritualised sub-dialect employed only by the thralls who dance to the name, a language specially
engineered by the Principle of Hierarchy to inhibit the possibility of rebellion. All willpower costs to resist the
effects of Unshattered Tongue Perfection are increased by one.

As a simple action lasting five long ticks the Infernal may spend 10 motes and four willpower to inflict up to one
target under the power of the name granted to him by Name Chaining Principle that he can see with a Total
Control Effect which costs half the Infernal’s essence in willpower to resist and lasts for the scene. At Essence
8+ he can reflexively spend 50 motes and five willpower to control all targets under the power of his name
regardless of whether or not he can see them, and lasts for the rest of the day. Both versions of this power carry
the Blasphemy keyword. Spending willpower to resist these effects renders the target immune to further control
attempts from this charm for five days.

This charm enhances the effect of Society Scarring Procedure, empowering the Infernal to not only cut away
undesirable elements of a hierarchy, but reforge it to his specifications. The Infernal may replace any intimacy
cut away with this charm with another intimacy of his choice in addition to the standard negative intimacy
inflicted.

Targets Under the Effect of Clockwork Unity Paradigm benefit from the joy of liberation from personal
ambition. Every day they do not spend willpower to resist this charm, mortals under the effect of Clockwork
Unity Paradigm regenerate twice the normal amount of willpower from sleep.

Persistent Principle Infliction


Cost: -- ; Mins: Essence 3; Type: Permanent
Keywords: Shaping, Obvious
Duration: Permanent
Prerequisite Charms: Principle-Invoking Onslaught

The violence of She Who Lives In Her Name is a tool, and she need not kill the fools who oppose her designs to
render them irrelevant. This Charm permanently enhances its prerequisite. If the Infernal successfully deals
damage to a target with an attack supplemented by Principle-Invoking Onslaught, he may spend three additional
motes in Step 7 of combat resolution; if he does, he may inflict a Crippling or Sickness effect appropriate to the
attack's form. Like the shaping attacks granted by Principle-Invoking Onslaught, the effect may take nearly any
form imaginable, but its effect is to either reduce one of the target's physical Attributes (or Appearance) by one
dot, or inflict an internal penalty to all actions equal to the Infernal's Essence. Repeated uses of this Charm may
remove more dots but may not increase the internal penalty. Lost Attributes return at the end of the scene;
likewise, penalties fade at that time.

If the Infernal has purchased Will-Crushing Force, he may use this Charm to supplement attacks which remove
points of Willpower, as stated in that Charm's effects. If he does, the effect does not manifest physically, instead
taking place in the target's mind alone. This use of Persistent Principle Infliction inflicts an Emotion or
Compulsion effect instead of a Crippling or Sickness effect, and reduces mental Attributes, Charisma or
Manipulation rather than physical ones.

A second purchase of this Charm at Essence 4 extends its duration; damage and penalties both last until the
target has healed all damage from the attack or until the end of the scene, whichever is greater. If the attack
removed Willpower instead of dealing damage, the effects last until the target has regained all spent Willpower.
At Essence 5, a third purchase permits the Prince to spend a point of Willpower to reshape the target more
directly, giving this Charm the Desecration keyword; in this use, the Prince may provide up to his own
Willpower in harmful mutations (if the attack deals damage) or derangements (if the attack removes Willpower).
Like its prerequisite, this Charm has no effect on targets immune to Shaping.

Reactive Opposition Conception


Cost: -- ; Mins: Essence 3; Type: Permanent
Keywords: Shaping, Obvious
Duration: Permanent
Prerequisite Charms: Counter-Conceptual Opposition

Woe unto those who offer offense to the Principle of Hierarchy; even the act of brushing their attacks aside may
drive them to their knees. This Charm permanently enhances its prerequisite. When the Exalt activates Counter-
Conceptual Opposition in response to an attack, he may spend an additional point of Willpower. If he does, he
receives a counterattack in step 9 of combat resolution, using his Willpower + Occult as a die pool. This attack
renders both dodge and parry DVs inapplicable, but deals no damage. Instead, if it hits, the Green Sun Prince
may choose to stun his enemy, knock them back or disarm them, at his option, using the raw successes on the
attack roll. The torrent of water that extinguishes the firewand blast goes on to hurl its wielder back; the
thunderclap that knocks an arrow off course dazes the archer with its fury.

Principle of Negation
Cost: 3m; Mins: Essence 4; Type: Permanent
Keywords: Shaping, Obvious, Combo-Basic
Duration: Permanent
Prerequisite Charms: Mind-Hand Manipulation, Collective Convergence of Principles

While She Who Lives In Her Name abjures violence for its own sake, it is sometimes necessary to tear down a
flawed construct in order to make room for another more perfect one. This Charm enhances an attack using
Mind-Hand Manipulation. It causes that attack to deal unsoakable aggravated damage, manifesting as colorless
fire erupting from the wounds as the target's form is unmade.

If the target dies from damage inflicted by this Charm, his body dissolves into colorless fire and raw motonic
flux, leaving only the Celestial Exaltation (if the target possessed one) intact. The Green Sun Prince may take
advantage of this creative potential if he activates Collective Convergence of Principles within one scene,
gaining bonus successes on the shaping equal to the target's Essence. If multiple characters are slain in this way,
the bonus successes stack to a maximum of the Prince's Willpower + Occult.

If more than one scene passes before the Prince takes advantage of this opportunity, the accumulated motonic
flux destabilizes and drains away, possibly inflicting minor cosmetic mutations on mortals in the area. She Who
Lives In Her Name abhors waste above all but free will, however, and will inflict a point of Limit on a Prince
who does not attempt to reuse the raw potential he freed, to a maximum of one point per scene. Green Sun
Princes who frequently displease the Principle of Hierarchy in this way may find themselves summoned to
Malfeas for...corrective instruction.

Will-Predicting Engram
Cost: -- (4m); Mins: Essence 3; Type: Permanent
Keywords: --
Duration: Permanent
Prerequisite Charms: Analytical Modeling Intuition

Through correct analysis, all things may be predicted -- even the vagaries of free will. This Charm permanently
enhances the function of its prerequisite, allowing the Prince using that Charm to commit an additional 4 motes
on activation. If he does, he may forgo asking a question to analyze the target's thought patterns, storing them as
a theoretical model in his consciousness. So long as the 4m remain committed, the Infernal Exalt gains a two-die
artificial specialty which applies to any action in which the target would oppose him; this counts both against the
maximum possible specialty and as dice granted by a Charm, though applying them does not count as a Charm
activation. In addition, with an Intelligence + Investigation roll at an external penalty of half the target's MDV,
the Prince may gain an idea of how the target would react in a given circumstance. The Prince's specialty
explicitly applies to this roll. The target's player must accurately describe the target's most likely course of action
in the scenario the Prince provides, but need not provide contingency plans or responses to details the Prince has
not described. The Infernal must spend one scene in quiet contemplation to run such a scenario. He may have, at
most, a number of active profiles equal to his Investigation.

At Essence 4, with a second purchase of this Charm, the Prince's analytical powers extend to hierarchical
organizations to which the target belongs, with a Magnitude no more than his Intelligence. His artificial specialty
applies to all members of the organization acting in an official capacity, and he may analytically predict the
organization's doctrinal response to events he postulates. In addition, he gains automatic successes equal to his
Essence when making social attacks against members of that organization, explicitly including Analytical
Modeling Intuition and other Charms of She Who Lives In Her Name compared against mental defense values;
insight into the organization's doctrine and principles allow him to take advantage of the metaphysical
connection between the organization and its members.

I want to do something with the constructs Will-Crushing Force leaves behind. I'll think on that.

Heartsoul Dancing
Cost: - Type: Permanent
Duration: Permanent
Keywords: None
Mins: Essence 2 Prereqs: None

Only in his dance does the hate of Malfeas abide, only in the dance is he
capable of forgeting his maiming, only in his dance does he find release from
pain.

When this Charm is purchased the character instantly gain an Intimacy to


Dancing. This functions in all ways like a normal Intimacy, except that any
social attack that would reduce this commitment is considered an Impossible
Order. Once purchased, no magic can alter this Intimacy, not even the
character's own magic.

The character never suffers an internal penalty to any Performance rolls made to
dance.

Cathartic Release
Cost: 5m, 1wp Type: Simple (Dramatic Action)
Duration: Instant
Keywords: None
Mins: Essence 3 Prereqs: Heartsoul Dancing

When he dances, the lord of all Yozi find his troubles boiling away. Using this
Charm is a dramatic action during which the character dances in a manner which
is utterly unique every time it is evoked. This dance takes one hour to perform.
During this time anyone who witnesses the dance can make an attempt to read the Infernal's motivation or
intimacies (see Exalted pg x) with a number of bonuses successes equal to the Infernal's Essence.

At the end of this dance the character feels a great release. He may instantly
remove any single Positive Intimacy he has, and in doing so regains all his
spent Willpower. If the Intimacy to be removed is supernaturally enforced the
Infernal must spend a number of motes equal to five times the willpower cost to
remove it before he can regain the Willpower.

The character may purchases this Charm up to four more times. Each time he
selects a single Virtue. From that point forward, the character regains all
spent Virtue Channels of that Virtue when he would regain all Willpower from
using this Charm. However each additional purchases increases the minimum time
this Charm would take by a factor of 2 (two hours at two purchases, four hours
at three purchases and so on).

Dancing Dervish Style


Cost: 6m, 1wp Type: Simple
Duration: One Scene
Keywords: Combo-Ok, Emotion
Mins: Essence 2 Prereqs: Heartsoul Dancing
When Malfeas dances the prisoners in the demon city find respite from his
torments, if only for a time. This Charm borrows a bit of that protection. When
activated the Infernal begins dancing. So long as he continues dancing (a
Miscellaneous action each action which can be flurried as normal) others must
spend one willpower to attack him with a single flurry, or three willpower to
throw off the influence entirely.

A second purchase of this Charm at Essence 3+ allows him to extend the benefits
of this Charm to a Mass Combat unit the character is leading, with a magnitude
no greater than his (Essence +1). Instead of spending Willpower a Mass Combat
unit that attack the Infernal's unit must make an immediate Morale check at a -1
external penalty. If it fails this check it immediately looses a point of
magnitude before the attack is resolved (this occurs in step 2 of attack
resolutiion) due to deserters who can no longer bring themselves to fight the
Infernal. Using it in this manner is Obvious.

Blue Sun Mourning


Cost: 10m Type: Simple
Duration: Instant
Keywords: Sorcerous, Emotion, Social
Mins: Essence 2 Prereqs: Heartsoul Dancing

Those who see the dance of Malfeas when he is feeling melancholy are moved to
tears by his performance. But they should beware his wrath should they make him
shed tears instead!

To use this Charm the character must dance for five minutes (five ticks in
social combat). At the end of those tick the characetr rolls Charisma +
Performance gaining a number of automatic successes on his roll equal to his
(Compassion). This attack is Unblockable. Anyone with Compassion 3+ finds this
attack Undodgeable, their hearts can not help but sympathise.

Anyone effected by this Charm finds themselves crying uncontrollably. When their
tears leave their skin they vanish in puffs of blue light whose exact shade no
one can ever remember. Victims suffer a -1 internal penalty to all actions
except stunted social attacks to take advanatege of their constant crying.

At Essence 4+ this Charm may be purchased again. It gains the Stackable keyword and multiple performances
stack penalties. The Charm thereafter requires Sapphire Countermagic to remove

Music Of The Spheres


Cost: - (1m) Type: Permanent
Duration: Permanent
Keywords: Obvious
Mins: Essence 2 Prereqs: Mind Hand Technique

The Principle of Hierarchy enjoys all things whose order matches her own, and
her enjoyment of music is based on its strict mathematical nature. This Charm
allows her to enjoy music whenever she wants.

The Infernal who knows this Charm can produce music out of nowhere. He can have
it occur at any volume within any distance up to his (Essence) yrds away from
him. Any type of music can be reproduced in this manner, from a farmboy's
mournful flute solo to the complex interplay of a hundred piece orchestra. The
only limit of this Charm is that it can not be used to create spontaneous music,
the Infernal must listen to a performance first and then he can spend 1m to
perfectly remember it and a further 1m to reproduce it at any point in full.

Using this Charm should justify a 1d stunt on any Performance or War rolls, or a
2d stunt if the Infernal selects an especially appropriate piece of music.

Artful Synthesis Instrument


Cost: - (3m, 1xp) Type: Permanent
Duration: Permanent
Keywords: Obvious
Mins: Essence 3 Prereqs: Music of the Spheres

This Charm permanent upgrades Music of the Spheres, allowing the Infernal to
produce music creatively on the fly. Any music produced via this Charm lacks a
vocal component and comes across with an oddly synthetic quality that is quite
unlike anything produced by any natural instrument in Creation.

Using this Charm the character can create musical tracks that specifically
resonate with certain tracks. The Infernal selects an Attribute, Ability and
Speciality; such as Dexterity + Performance (Dance) or Stamina + Resistance
(Withstand Disease). The Infernal then rolls Intelligence + Performance +
Essence against a difficulty of half his effective dicepool in that combination
of traits(round up). This is a dramatic action that takes one hour to complete,
or can be done in a single Misc Action if the Infernal rolls against his total
dicepool rather than half his dicepool. Once done the player may spend 3m and
1xp to memorize that music with Music of the Spheres. From there forward the
player may spend 1m and take a Misc Action to dance, sing or play an instrument
when evoking that Charm to gain a +1 die specialty in the specified area for one
scene. For the rest fo the scene the character will continue dancing, singing or
playing along with the music, inflicting a -1 internal penalty on all actions
not governed by the Specialty Song. At Essence 3+ character may evoke and attune
to multiple songs, or the same song repeatedly but must spend 1m and Misc
Action for each time a song is attuned to. The internal penalties from multiple
songs stack (and apply to any action not governed by one of the songs evoked),
but this Charm magically blends the songs into a harmonic whole that is pleasant
to listen to.

A Specialty Song stacks with normal Specialties, but can not raise the total
number of Specialty dice above +3. The character can not create artificial
specialties for either Stealth or Larceny with this Charm.

Instrumental Hero Revolutions


Cost: 3m, 1wp Type: Simple
Duration: One Scene
Keywords: Sorcerous, Obvious
Mins: Essence 3 Prereqs: Artful Synthesis Instrument

She Who Lives In Her Name naturally orders the world around her, those who move
with this order find themselves rewarded and those who move against it find
themselves punished.

This Charm can be activated by selecting any specialty song created using Artful
Synthesis Instrument. When the player does so a series of floating spheres
containing heatless flames manifest as immaterial objects that rotate around the
Infernal up to his (Essence x 2) yrds away. The number of spheres that appear is
equal to half the characters Attribute + Ability + Specialty dicepool in the
relevant specialty song, divided by two. Each flame is a slightly different
shades, from deep indigo to bright red. This counts as an anime manifested at
the 8+ motes level for purposes of interference with Stealth.

Once the Infernal begins acting the specialty song begins to play and the
spheres begin to periodically light up to in order the rythym of the music. Any
allies who see this display may spend a single Miscellaneous action "attuneing"
to the music. This requires a successful Dexterity + Performance (Dance or Singing
or Play Instrument) roll at difficulty 1. If they do so they gain benefits and
drawbacks of the Specialty Song for one scene. When the Infernal activates
Insrumental Hero he may activate any number of Specialty Songs, paying 1m per
song after the first (this Charm magically blends the songs created into a
harmonious whole regardless of how different they are). Those who wish to
attune to the song must spend a Misc Action for each song (these may be placed
in the same flurry), but at a further +1 difficulty for each song beyond the first.
Allies who gain this benefit count this scene as a scene towards building a
positive intimacy towards the Infernal.

This Charm may be purchased a second time at Essence 4+. At this point enemies
who work against the songs manifested find themselves unable to act with
complete freedom. They suffer a -1 External Penalty to all actions governed by
the Specialty Song (or Songs) until they spend a Misc Action to successful
attune to the song. Like allies, attuneing to the song for one scene counts as a
scene towards building a positive Intimacy to the Infernal. The total penalty
from this song can never exceed -1. At Essence 5+ this penalty cap increases to
(Infernal's Essence)

Blemish-Smoothing Transcendence
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Messianic
Duration: Permanent
Prerequisite Charms: Temple Self Apotheosis

Cecelyne demonstrates her superiority in the numberless hordes that worship and nourish her. An
Infernal with this Charm may forgo all mote and Willpower rewards from her Cult for the next 25
hours. At the end of this period, she heals any and all health levels of damage she is suffering from,
including aggravated damage.
When the Exalt preys on an Intimacy of reverence from her worshipers, if it would be higher she
benefits from an effective (Cult + 1) Appearance modifier; this modifier can not be lower than three,
but it may be higher.
A second purchase of this Charm at Essence 5+ makes it more difficult to pray to the Infernal without
developing an Intimacy of reverence to her. Resisting the unnatural emotion of Temple Self Apotheosis
now costs the supplicant (Infernal's Cult) Willpower.

Infinite Horizon Desolation


Cost: —(1wp); Mins: Essence 5; Type: Permanent
Keywords: Blasphemy, Messianic
Duration: Permanent
Prerequisite Charms: Blemish-Smoothing Transcendence, Dune-Drowned Oasis Ritual, Soul-Sand Devil
Shintai, Dune-Burst Onslaught

None can escape the oppression of Cecelyne, for she is eternal, endless and ever present. Though they
cross her trackless wastes, they do not leave her behind. Though they rebel against her laws, they only
end fulfilling them. When an Infernal with this Charm would be killed she may reflexively pay one
Willpower to stave off the unthinkable torment of the Underworld or some future, lesser incarnation.
She then rolls her permanent Essence against a difficulty equal to half the permanent Essence of the
one who struck the killing blow. If no killing blow is to be had, the minimum Essence of the effect or
closest equivalent (Manse or Artifact rating, etc.) determines the difficulty. Natural phenomena and
mundane traps produce a difficulty of 1. Success results in the Infernal surviving and reforming with
one Dying level unfilled in any Dune-Drowned Oasis Ritual site that she consecrated herself,
dematerialized and out of motes and Willpower.
Exploiting the laws of her infinitude to avoid death in this way is extremely taxing. The Exalt
temporarily lowers her Essence rating to equal that of her Cult. She is considered to actually be of her
lowered Essence rating for all purposes, including access to Charms with higher minimum Essence and
mote pools. These missing dots of Essence return at a rate of one per month, until the Infernal is again
at full strength.
Whether she succeeds or fails in overcoming death, the Exalt's slain body immediately explodes in a
terrible sandstorm. This has the same basic effects of both Holy Land Infliction and Dune-Burst
Onslaught centered on the Infernal, with a radius of (Essence x 100) yards.
This Charm is ineffective if the Exalt is slain with Ghost-Eating Technique or similar Charms, or if she
is killed in the Underworld.

88888888888888888888888888888888888888888888

NEVERWAR RPNATION MIRROR

Metagaos - EAT EVERYTHING, EVEN DISTANCE AND EXISTANCE. If nothing else, get Weakness is Food.
Metagaos Charms

First Metagaos Excellency


Cost: 1m per die; Mins: Metagaos 0, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for
defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Metagaos is a devouring predator and a cunning hunter, and in his eyes all are prey. When he feeds
himself, nothing is safe from his rapacious appetites. When others feed him, he receives blood
offerings, he rewards initiative with growth. When desperate, the All-Hunger Blossom will devour
himself, using self-cannabalism to transform, striving always to be more deadly than before. Metagaos
is a host of deadly traps and plants, and can always inflict disease in a pinch. In the swamps of
Metagaos, there can only be growth through feeding.
This Charm can enhance any action that either creates life or consumes, as the cycle of self-predation is
a defining aspect of Metagaos. Actions involving sacrifice, typically a blood offering may also be
enhanced by this Charm. Hunting and stalking resonate well with the themes of the All-Hunger
Blossom's predatory themes, as do improving one's self. Finally, the All-Hunger Blossom's nature as a
dominant creature may extend to social situations when asserting personal authority, although the
authority from a title holds little power unless it was a title earned through establishing dominance.
Metagaos Mythos Exultant
Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Metagaos Excellency
First and last, Metagaos feeds. Whenever the Infernal receives a stunt reward for a successful action
that qualifies for the prerequisite, he may opt to steal that reward from another character that was
subject to the action. If there is no such subject, or the subject has none of that reward available, this
Charm has no impact.
Sorcerous Initiation of Metagaos
Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Metagaos Excellency
Metagaos swells with life and power, deadly and hungry though that life and power may be. Any spell
that improves the Infernal's physical capabilities costs 10m less. Metagaos gains only sustenance from
substance, however, and with the exception of countermagic (which devours spells) the Infernal cannot
learn spells that focus exclusively on that which lacks physical substance.
Ravenous Conquest Pursuit
Cost: 1lhl per 3m; Mins: Metagaos 0, Essence 2; Type: Permanent
Keywords: Obvious
Duration: Instant
Prerequisite Charms: None
There is no richer soil in the swamp than that tainted red with blood, as it feeds whatever may take root.
When paying motes for anything that doesn't require the motes be committed, the Infernal may reduce
the motes paid by paying health levels instead, at a rate of one lethal health level per three motes, to a
minimum of zero motes. This effect is Obvious as the Infernal's body momentarily seeps red mist from
his pores, the blood sent out into the surrounding air as an offering. If a Scourge or an Exalt with a
similar ability attempts to hide the Obvious effect of this Charm, the health level cost is doubled as well
as the mote cost.
Indomitable Predator
Cost: 1lhl per 1wp; Mins: Metagaos 0, Essence 2; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Ravenous Conquest Pursuit
Meer harm to flesh will not restrain the hunger of Metagaos; it will expand it if nothing else. This
Charm functions similarly to its prerequisite, save that it allows lethal health levels to replace spent
willpower on a one-for-one basis. Also unlike its prerequisite, the Charm is not Obvious, as force of
will is entirely internal. Finally, this Charm may not alter the cost of Compassion or Temperance
channels: Metagaos knows neither mercy or restraint, and as such their pursuit never comes easy to
him.
No Greater Treasure
Cost: 2lhl per ingredient; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Indomitable Predator
When the All-Hunger Blossom creates, he creates from himself. Should the Infernal ever require rare
ingredients for artifact creation, he may pay 2lhl in place of one of these rare ingredients, the offering
of blood being more precious than anything so mundane as a vitriol or a paradox given form. The first
purchase of this Charm allows a single rare ingredient to be substituted, but each additional purchase
allows an additional substitutions. These additional purchases have a minimum Essence one lower than
the previous: The second purchase requires Essence 4+, the third Essence 5+, and so on.
Top Of All Food Chains
Cost: Varies; Mins: Metagaos 0, Essence 2; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Indomitable Predator
Metagaos would rather devour his own body than allow it to become prey to another. When subjecting
to a Shaping effect from a Charm or a mutation, the Infernal with this Charm may pay lethal health
levels to prevent the Shaping or mutation. Charms require a payment of lethal health levels matching
the minimum Essence of the Charm, while mutations are costed as follows: poxes and deficiencies cost
1 lhl to resist, afflictions and debilities cost 2 lhl, blights and deformities cost 4 lhl, and abominations
require 6 lhl.
Aspect Of The Perfect Predator
Cost: 3m per mutation point; Mins: Metagaos 0, Essence 3; Type: Simple
Keywords: Desecration, Shaping, Sorcerous
Duration: One scene, one day, or Permanent
Prerequisite Charms: Top Of All Food Chains, First Metagaos Excellency
With nothing more than sheer desire to, the All-Hunger Blossom becomes deadlier. This Charm allows
the Infernal to grant temporary mutations to himself, provided said mutations manifest in a manner
aligned with the themes of swamps and predators. If the cost of this Charm is paid fully with motes, the
mutations last for a scene. If paid for partially with health levels, they last an entire day. If paid for fully
with health levels, the mutation becomes permanent and this Charm gains the Training keyword for that
use, and the Infernal either pays or gains experience depending on whether the mutation is positive or
negative. Naturally, acquiring overt external mutations makes this Charm Obvious.
Transcending Lesser Forms
Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Aspect Of The Perfect Predator, No Greater Treasure
The hunger of Metagaos is relentless because he must constantly feed new growth, new twisted
wonders to inflict upon his prey. The Infernal may use his own body as a workshop to create grafts,
which are automatically attuned and implanted in the Infernal upon completion. Construction materials
are consumed orally, and the Infernal may do so without harm even with the most volatile ingredient,
such as vitriol. The first purchase of this Charm treats the Infernal's body as a master's workshop, but
subsequent purchases at Essence 4+ and 5+ convert it into a flawless workshop and ideal workshop,
respectively.
Cauldron of Flesh and Blood
Cost: -; Mins: Metagaos 0, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Transcending Lesser Forms
This Charm expands its prerequisite, allowing the Infernal to create biological artifacts within his body
before ejecting it, unattuned, suffering a lethal health level of damage per artifact dot during the
ejection process. Artifacts based on magical materials made this way cannot be made with magical
materials other than vitriolic green jade or vitriolic black jade, but weapons may be caustic.
Genesis of Predation
Cost: -; Mins: Metagaos 0, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Transcending Lesser Forms
This Charm expands its prerequisite, allowing the Infernal to use his body as a workshop for Craft
(Genesis) to make carnivores. Male Infernals vomit up such monsters, while females may opt between
vomitting up their creations or giving a live birth. Creatures made this way are always considered
creatures of darkness.
Maw Of The Bloom
Cost: -; Mins: Metagaos 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Metagaos eats. At the first purchase, this Charm gives the Infernal the capacity to safely consume and
digest any biological material, save for that which is diseased or poisonous. It additionally grants the
Bite mutation at no cost, causing the Infernal's Clinch attacks to deal lethal damage. A second purchase
of this Charm, also at Essence 2+, allows the Infernal to consumed diseased and poisoned materials
without consequence, and adds the Infernal's Essence to the Accuracy and Damage of his bite.
Feast Upon (Shinma)
Cost: 3m; Mins: Metagaos 0, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Maw Of The Bloom
The hunger of Metagaos is not bound to the material. When purchasing this Charm, the Infernal
chooses one of the seven shinma listed below. This Charm supplements an attack action with the
Infernal's Bite, with each activation implementing one of the special powers listed below. An Infernal
may purchase this Charm as many times as there are available shinma to feed upon, and may activate
different powers with multiple Charm activations without using a combo.
Nirakara: The form of the victim may be obstructive to the maw under normal circumstances, but a
maw that can wrap around a victim's shape on a conceptual level is unhindered by physical barriers.
Double the raw damage of the supplemented attack.
Nirguna: The Infernal eats not only what flesh there is, but the very existence of flesh where he bit.
This attack deals aggravated damage.
Nirvishesha: An identity is difficult to bite off in pieces, but the Infernal still gets a taste. The
supplemented attack roll doubles as a roll to read the intimacies of the target, with the successes
checked against the difficulty for that roll and the target's physical DV seperately.
Nirvikalpa: Communication brings resolution, tranquility, peace... Communication must be consumed.
This Charm adds a special poison to the Bite attack, with the following statistics: Damage 3*/Action,
Toxicity (Essence), Tolerance -/-, Penalty -0. The poison deals no damage, but the victim loses the
ability to communicate the way an Infernal suffering from Adorjan's Torment does whenever they fail
the roll to resist Toxicity. If out of sight, the victim cannot even be heard.
Nishkriya: While the destruction of conflict would deny Metagaos the capacity to feed, there's no
reason not to bite the fight out of his prey. If the supplemented attack hits, the victim must pay a lethal
health level or lose a temporary point of willpower.
Nirupadhika: If the Infernal's enemies are the main course, than the distance between them is the
entree. The Infernal swallows the distance between himself and the target of his attack, removing the
Clinch tag from the supplemented attack and giving it a Range of (Essence x10) yards. This Charm
activation is Obvious.
Dharma: There is nothing that one values that cannot be consumed by the Infernal with this Charm.
Successfully damaging an enemy with this attack forces them to pay 1wp or lose an Intimacy of the
Infernal's choosing as an Emotion effect. If the Infernal isn't aware of any of the target's intimacies, the
lost intimacy is chosen at random.
Revisiting Old Wounds
Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Feast Upon Nirakara
While Metagaos is never deliberately kind, it may consume things that are unwanted by others. This
Charm supplements an attack action with a bite attack. Rather than rolling damage on a successful hit,
total up the raw damage. Then, subtract existing wound penalties on the target from the raw damage as
follows: a level of aggravated damage is worth two levels of lethal damage or four points of bashing
damage, while a lethal level of damage is worth two levels of bashing damage. The wounds on the
target used to neutralize the raw damage are healed, and the remaining raw damage (if any) is wasted.
The Infernal then suffers lethal damage equal to half the raw damage subtracted this way. A second
purchase at Essence 5+ allows the Infernal to safely digest the wounds.
Dragging Prey Out Of Sight
Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: Blasphemy, Combo-OK
Duration: Instant
Prerequisite Charms: Feast Upon Nirguna
Prey will hide in the herd, so the canny hunter separates prey from the herd. If a target is damaged by
the supplemented attack, individuals other than the Infernal and those close to the target gradually
forget about the victim, as though his identity were an expired resplendent destiny. A second purchase
at Essence 5+ ensures that not even the victim's loved ones remember him, and if the victim dies the
ghost will be without memories.
Feast Of A Lifetime
Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Feast Upon Nirvishesha
The All-Hunger Blossom isn't content with the end of an individual's life when he eats them. If he's
going to eat someone, he's going to eat an entire lifetime of them! The Infernal digests the lifetime
consumed, allowing him to recollect the memories of the last target killed by this Charm with a
successful Intelligence+Lore roll at a difficulty of the victim's Essence. A second purchase of this
Charm at Essence 5+ allows the memories of countless victims to be retained, but the Infernal can
never regain those lost before the second purchase.
Words Like Vipers
Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: Combo-OK, Sorcerous
Duration: Instant
Prerequisite Charms: Feast Upon Nirvikalpa
When one feasts upon a shinma, fangs find their place within the domain of the shinma. This Charm
supplements a social attack made by the Infernal. The very words of the Infernal are dangerous: Those
that fail to resist them are exposed to a poison with the following stats: Damage (Essence)B/action,
Toxicity 3, Tolerance -/-, Penalty -1. A second purchase at Essence 5+ changes it to lethal damage,
increases the Toxicity to 4, and the Penalty to -3.
Predatory Dominance
Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Feast Upon Nishkriya
Conflict as a whole must remain so Metagaos may feed, but conflict against him is a desirable meal.
This Charm supplements any attack action that the intended victim is aware of. If successfully struck,
the victim must pay 1wp to resist unnatural mental influence to build an intimacy against opposing the
Infernal. A second purchase at Essence 5+ causes the intimacy to be formed at full strength if the victim
fails to resist even once.
No Place Is Safe
Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Varies
Prerequisite Charms: Feast Upon Nirupadhika
Distance in the swamplands of Hell are determined not by linear measure, but the attention and appetite
of the Yozi that formed them. This Charm can supplement any roll or action involving travel time,
reducing the time required by a factor of (Infernal's Essence+1) for the supplemented roll or, if there is
no roll, a day's travel. The time travelled is not actually reduced, but the Infernal actually gnaws at the
distance that is unneccesary to walk. Others may accompany the Infernal on this hastened journey, a
group with a maximum Magnitude of the Infernal's Essence. A second purchase at Essence 5+ gives
this Charm a Permanent Type and Duration, and eliminates the activation cost.
Hunter's Trophies
Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Feast Upon Dharma
Metagaos feeds not only on desire, but desirability. This Charm supplements a social attack to insult,
accuse, or otherwise lessen the target. If successful, the target must pay 1wp (in addition to that to resist
the social attack) or lose a dot in a Social Attribute of their choosing for the remainder of the scene. The
Infernal then gains a temporary dot in the same Attribute for the scene as well. A second Purchase at
Essence 5+ allows the Infernal to keep these temporary dots by paying the required experience as a
Training effect, so long as the dots made permanent don't put the Infernal over normal maximums.
Scent The Elusive Prey
Cost: 5m; Mins: Metagaos 0, Essence 2; Type: Simple
Keywords: None
Duration: One Scene
Prerequisite Charms: Maw Of The Bloom
The Infernal may consume anything, even the immaterial, if he knows where to look. This Charm
allows the Infernal to perceive and track spirits, even if they are immaterial.
Screaming Heavenly Morsels
Cost: 3m; Mins: Metagaos 0, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Scent The Elusive Prey
The gods betrayed the Yozi, but Metagaos took it more personally than most Yozi. He had to make sure
he could devour spirits beyond recovery, no matter where they hid. It was their mistake not to kill him,
and one they would regret. This Charm allows the Infernal to strike immaterial spirits. A second
purchase at Essence 3+ makes it so that if an attack enhanced by this Charm kills a spirit, it is
permanently destroyed.
Food That Keeps On Feeding
Cost: -; Mins: Metagaos 0, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Screaming Heavenly Morsels
This Charm enhances its prerequisite, allowing the Infernal to draw sustenance from the spirit's
Essence if it was worthy prey. If an attack enhanced by Screaming Heavenly Morsels kills a spirit, the
Infernal may compare the spirit's Cult rating to his own. If the spirit's Cult is higher, the Infernal's Cult
rating is temporarily raised to match it. This temporary rating lasts until the spirit regenerates or, if the
spirit was permanently destroyed, until the prayers stop. In the former case the loss is sudden, in the
latter case the absence is gradual, depending on how worshippers react to their patron's absence.
Prey Upon Predators
Cost: -; Mins: Metagaos 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Maw Of The Bloom x2
The purchases of the prerequisite Charms allow the Infernal to consume poisoned and diseased
materials without consequence, but offered no protection against other vectors of entry. This Charm
allows the Infernal to assert dominance over the smallest predators in Creation, causing the Infernal to
automatically succeed on Stamina+Resistance rolls against poison and disease. A second purchase at
Essence 3+ grants the Infernal complete immunity to poison and disease, allowing them to carry them
suspended without fear for himself or others. A third purchase, also at Essence 3+, allows the Infernal
to reflexively inflict one of the poisons or diseases in the Infernal on a target hit with one of the
Infernal's natural attacks.
Weakness Is Food
Cost: -; Mins: Metagaos 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Maw Of The Bloom
The All-Hunger Blossom does not heal by regenerating damaged tissue, but by devouring it until only
healthy tissue remains. The Infernal's natural healing is hastened by a factor of (Infernal's Essence.) A
second purchase at Essence 4+ causes the Infernal to heal lethal damage at the same rate as bashing
damage. A third purchase at Essence 6+ allows even aggravated damage to heal at the accelerated rate
of bashing damage.
Evolve Or Die
Cost: 6m, 1wp; Mins: Metagaos 0, Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: One Scene
Prerequisite Charms: Weakness Is Food
Anything in the swamp that bleeds either stops bleeding or stops breathing. While this Charm is active,
the Infernal gains natural soak against aggravated, lethal, and bashing damage equal to the health levels
of damage he currently suffers. A second purchase of this Charm at Essence 3+ adds non-bashing levels
of damage to this extra soak a second time. A third purchase, also at Essence 3+, doubles the soak this
Charm grants from aggravated damage.
Prey Are As Nothing
Cost: 3m; Mins: Metagaos 0, Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Evolve Or Die
Before the might of predators, prey are as nothing. This Charm may be used in response to any attack,
allowing the Infernal to perfectly soak all damage inflicted, the wound sealing as soon as it is formed.
This Charm suffers from the Imperfection of the All-Hunger Blossom: The role of predator and prey
must be constantly enforced, or roles may reverse. This Charm may not be used against attacks from
sources the Infernal has not attacked himself in the last (Infernal's Essence) actions.
Death Is For The Weak
Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Evolve Or Die
This Charm grants the Infernal five additional Dying health levels per purchase, and may be purchased
up to Essence times. The first purchase of this Charm also prevents the character from suffering regular
damage due to having damage in the dying health levels.
Insatiable Fanged Lotus Shintai
Cost: 30m, 2wp; Mins: Metagaos 0, Essence 5; Type: Simple
Keywords: Blasphemy, Form-Type, Obvious, Sorcerous
Duration: One Day
Prerequisite Charms: Evolve Or Die, Feast Upon (Shintai) x7, Indomitable Predator
The Infernal gains a sudden awareness of all the available meals in the existence surrounding him...
And a sudden awareness that none of it will be enough to satisfy. Still, one must try, no? The very air
trembles in fear of the Infernal, color drains from the world around him, and his teeth change from
being merely deadly to a maw of deadly fangs in an unhinged and expanding maw. Embracing the
hunger and the power of Metagaos grants numerous benefits:
-The capacity for the Infernal to feed is amplified to match his appetite, which is without measure. The
cost to activate Feast Upon (Shinma) is 1m per power, and doing so does not count as a Charm
activation. The Infernal also gains an eighth activation for the duration of the Charm, Feast Upon
Advaita Iraivan. Attacks supplemented thusly are made at Speed 3. Finally, the Infernal may
supplement any melee range attack with Feast Upon (Shinma.)
-When the Infernal would use lethal health levels as alternate payment for motes or willpower, he may
use whatever sort of damage he should choose, and may combine sources to determine the cost paid.
So, the Infernal may pay two aggravated health levels to activate Evolve Or Die, or a single bashing
health level for three activations of Feast Upon (Shinma.)
-The Infernal's Bite has the Clinch Tag as optional, and increases the Accuracy, Damage, and Rate
values by four. Whenever an Infernal would successfully deal damage with his Bite attack, he may
reflexively pay 3m to heal a health level of damage.
Unlike most Sorcerous Charms, the Infernal may terminate this Charm prematurely.

Cytherea - Good for compassionate Infernals and anyone who plans on tearing down in order to rebuild.

The Cytherean Urge: The Urge to Design

Cytherea first fashioned the world. Her blueprints laid forth the pattern to be Creation. Green Sun
Princes and Akuma who follow the Mother are filled with a similar need to cast broad designs upon the
world. These designs are generally positive in nature, though the Prince rarely observes the objections
or suggestions of his lessers. After all, this is his plan and none other can quite comprehend its
greatness.
High Compassion Cytherean Princes see the struggles in others' lives as flaws in the plan and bumps to
be smoothed. They will reorder, rearrange and redesign all aspects of a loved one's life, just to give said
loved one an ideal happiness -- at least as the Prince sees fit. The Prince knows best and the complaints
of a lover are as the cries of an errant child to its mother. High Conviction Cytherean Princes are single-
minded, driven individuals who are willing to break rules and perform harsh acts in the name of their
design. Cytherea frowns on unnecessary violence but what isn't necessary in the name of their grand
plans? High Temperance Cytherean Princes, like Compassionate Princes, have an invested interest in
altering the lives of others, though Temperate Princes lead others to adhere to self-bettering or
enlightening strictures. Only the Prince knows what is right and everyone else should follow. High
Valor Cytherean Princes puruse their desires with force, be it in one on one duels or in the theatre of
war. Fighting, conflict and courage are an art -- they do not delight in gleeful, senseless slaughter or
thoughtless, destructive rage. Ultimately, their acts of violence yield something: a new kingdom, new
boundaries, new rulership or a new weapon, etc.
Examples of Cytherean Urges
* Teach the misguided Storm Mothers to be accepting of all women
* Reform the culture of Nexus into one of asceticism and spiritual enlightenment
* Replace the Celestial Bureaucracy with something more Yozi-compliant
* Incite civil war within the Hundred Kingdoms so they will become a new and greater nation.
The Torment of Cytherea
Her Princes are her Children and, like any child, they step out of line and must be punished. Unlike the
other Yozis, Cytherea feels no need to punish anyone but the guilty party. The Torment of Cytherea
DOES NOT affect all those around the Prince, nor any Intimacies the Yozi disapproves of. The Mother
shows her child the error of her ways by eliminating her ability to further her goals.
When the Prince accrues 10 points of Limit, she gains a number of botches equal to her Essence, as
though she had violated an Eclipse Caste Oath. Good Luck Charms and other effects that prevent
botches cannot save the character from her mother's punishment. The Storyteller should assign them to
any dramatically appropriate roll any time during the subsequent scene. This Torment increases in
severity as the Exalt grows in power. Naturally! An older, more powerful child should know better than
to disobey. A mortal mother does not put her teenage son in "time out," after all.
----------------------------------------------------------------------------------------------------------------------------
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Cytherea's Charms
[Cytherea] Excellency
In Malfeas, there grows a tree the size of the Blessed Isle. At its roots extends a cave that plunges as
deep as the mortal imagination can conceive and beyond. This is Cytherea, the Mother. Cytherea
embodies the concepts of protection, design and motherhood.From her world-designing genius, the
blueprints of reality were shaped, and in a combined effort with the other Primordials, they fastened a
world within the Wyld. During the War, she fought back against the Exalted, not out of malice, fear or
spite but for the love of her creation and for the protection of her design. Who knew what might happen
if the gods succeeded in their rebellion? Creation might unravel and then all her would would be
unmade, and she could not abide by that. Perhaps because of this, she fought harder than the other
Yozis, though by nature she is a designer and an architect, not a warrior; but what good mother lets her
disobedient children misbehave? Unnecessary violence and killing is detrimental to the integrity of the
design, but this does not mean she is afraid to take punitive measures.
Her loss in the War was a willing self-sacrifice when the once-Primordial put Creation's wellbeing
before her own so that no more damages would be wrought. She left behind a fragment of her genius so
that Creation could be as it was. Now the tree and the cave rest in solitude within Malfeas. Cytherea
yearns to return to her Creation and to implement the perfection that was. To do so would be tearing it
from the ruinous hands of the gods and their Exalted. Of this, she is also unafraid. Her goals are of
reclamation and restoration, not of torment and wrath. This, perhaps, puts her at odds with her Yozi
siblings but she does not fear them, either.
Characters may apply this Charm to any actions in which they begin or further a productive goal
supported by their virtues. Cytherea’s Excellency also assists actions that defend this goal, either
through integrating potential dissenters into the design or removing them through physical force.
Cytherea considers success more important than her own wellbeing, thus it cannot be used to support
any action in which the Infernal abandons their plans for whatever reason. Cytherea’s Excellency also
cannot be used in any scene in which the Infernal has suppressed a virtue, the Mother of All is always
true to her nature.
[Cytherea] Mythos Exultant
The Cytherea Mythos Exultant restores 1hl per stunt die to any wounded ally or object within [Essence]
yards of the Exalt. If there are no damaged objects or wounded allies, the Infernal may heal herself. The
Infernal may NOT heal herself before healing someone or something else.
Hubristic Creatrix Imposition: Once a session, whenever the Infernal treats another competent
individual as a child who simply does not yet know the ways of the world by forcing them (physically,
emotionally, socially or otherwise) into an act that the Infernal desires that they perform, she may roll
her Conviction to reduce Torment.
Sorcerous Enlightenment of [Cytherea]
Cost: ---; Mins: Essence 3; Type: Permanent
Duration: Permanent
Keywords: Sorcerous
Prerequisites: First Cytherea Excellency
The elegant design of the Mother of Creation is a constant cycle of growth and rebirth. Spells that
naturally create life or promote growth cost 10 motes and 1willpower less (minimum 5 motes 1
willpower) Spells that summon rather than create beings do not count.
Examples of valid spells include: Floral Ferry, Food from the Aerial Table, Invocation of the Living
Ship, Sprouting Shackles of Doom, Summoning of the Harvest, Water from Stone and Benediction of
Archgenesis.
Cytherea’s initiation limits the Infernal’s sorcery in two ways-
It may never be used to blight Creation, disqualifying the use of spells such as River of Blood or Curse
of Unyielding Mist.
Any offensive spells must be capable of creating life among the destruction they create, for example
Death of Obsidian Butterflies could take the form of a hail of razor sharp seeds- spells that cannot be
modified to meet this requirement cannot be used.
New Keyword: Growth. Growth-Keyword charms must be used towards a productive means. This does
not necessarily have to be positive, or physical, but should always lead to the design, development or
production of something that had not previously been present. This must be a significant production.
Simply changing someone's mind or inspiring a particular emotion is not enough--unless, of course,
such at thing drastically change the world.(some charms grant additional effects if used with a Growth
means) Growth charms cannot be comboed with Blasphemy charms
Afloat in the Sea of Mind
Cost: -- (1wp); Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
The Cytherean Prince sees things with a unique duality: the way things are and the way they should be
(or could be), much in the same way the Forest Witches do--but with much less delusion. The Prince's
unnatural clarity grants him +1 DMDV against Illusion keyword effects and +1 sux to Awareness,
Investigation and Perception rolls. This effect costs him 1wp, otherwise, his dual-vision imposes a -2
penalty to the same rolls.
Sharp Eye of the Designer
Cost: ---; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Afloat in the Sea of Mind
Those who see with the Mother's eyes understand that the "real" world is flawed and that just beyond
the flawed "reality" lies the possibility of what COULD be. The Green Sun Prince may apply this
unique understanding to reality. When confronted with the task of repairing something (not limited to
items, this charm may be expressly used to heal or cure an individual or restructure a "broken" society)
halve the total difficulty, round up. This does not decrease the amount of time needed to perform
maintenance.
The Flowering of [Virtue]
Cost: --- (3m); Mins: Essence 2; Type: Permanent
Keywords: Growth, Obvious
Duration: Permanent
Prerequisites: Afloat in the Sea of Mind
The Mother blesses those who pour the whole of their hearts into their designs. Whenever the Infernal
channels a virtue to further her greater designs (Thereby satisfying the Growth keyword), she may
spend 3m to turn the dice into automatic successes. This must be purchased once per Virtue; subsequent
purchases past the first cost 4XP. When this effect is used, the ground beneath the Infernal bursts forth
with multicolored, alien blossoms, even if (and especially when) the ground is unsuited for plant life. A
shower of unearthly petals fall from beneath the character if she is suspended in the air. Even cursory
inspection reveals the flowers/petals are not native to Creation.
Resurgent [Virtue] Blossom
Cost: ---; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: The Flowering of [Virtue] (any)
The Prince centers herself and inhales deeply, causing the petals from The Flowering of [Virtue] to
swirl around her. She then draws the unearthly petals into her, through her nose and mouth. If a roll
augmented by The Flowering of [Virtue] succeeds, the character may restore that Virtue channel but
may only do this once per activation of The Flowering of [Virtue].
Instruct the Ignorant
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-Ok, Shaping, Touch
Duration: Indefinite
Prerequisites: Afloat in the Sea of Mind
The Prince spits in the dust and makes a paste, which he then smears over the eyes of his target. In the
absence of available dust to spit in, simply covering a target's eyes will do. When she pulls her hand
away or clears the mud off, the target is granted the full effects of Afloat in the Sea of Mind so long as
the Prince commits 2m.
Scorned Leader Sabotage
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Touch, Shaping
Duration: Instant
Prerequisites: Afloat in the Sea of Mind
No one's plans, no matter how well-laid, can be greater than those of the Mother and her children. The
Green Sun Prince lays a hand upon her target (which may require a successful Martial Arts attack) and
smiles warmly, knowing that no matter how great the target thinks himself, his efforts will ultimately
turn to dust. On the target's next roll involving a mass-scale project (such as crafting an Artifact, wide-
sweeping War or Socialize rolls or a Bureaucracy-based projects) the target is considered to botch
spectacularly as though he had violated an Eclipse Caste oath. If the target actually ignored, scorned or
disregarded the Prince's advice, he gains two more spectacular botches.
Skeins of a Greater Design
Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Shaping, Touch, Growth
Duration: Indefinite
Prerequisites: Sharp Eye of the Designer
The Infernal laces her fingers together and draws them apart before the eyes of a target, a shimmering
pattern of iridescent strands spreading between her hands. She then touches the target and the threads
entangle him for a moment before vanishing. As long as the Green Sun Prince commits 10m, the target
benefits from the Infernal's Essence in automatic successes to any wide-scale project, such as crafting
an Artifact 3+, or massive Bureaucracy or Socialize projects. Withdrawing the favor of the Mother
(uncommitting the motes) is always disheartening and causes the target to lose 3 points of temporary
Willpower.
Deconstructive Understanding
Cost: ---; Mins: Essence 4; Type: Permanent
Keywords: Growth
Duration: Permanent
Prerequisites: Skeins of a Greater Design
Upon learning this Charm, the Infernal may take any construct (social structures, military units and
people are all valid constructs for this Charm) and break it down piece by piece, which takes the
normal amount of time required to do such a thing. Once it has been torn apart and laid out before the
Green Sun Prince in pieces -- either physically or metaphorically. She then gains an intrinsic
understanding of how the construct worked. From then onward, the Infernal may rebuild or fashion
new constructs in half the time it would regularly require.
Examples: Resurgent Cavalier, a Cytherean Prince steals a Common Warstrider from Lookshy and
dedicates the time to taking it apart, piece by piece. When he decides to make his own, the project takes
(1 month) rather than (three). Another Cytherean Prince might watch his patient die of a strange new
disease which takes 2 weeks to fully treat. The next patient that contracts the disease can be cured in
one. Yet another Prince establishes a civil war in order to tear a kingdom apart. If it took 20 years to
found that kingdom, he can rebuild it into something new in 10.
Garden of Souls
Cost: 10m, 2wp; Mins: Essence 5; Type: Simple
Keywords: Combo-Basic, Shaping, Obvious, Sorcerous
Duration: Four Actions
Prerequisites: Scorned Leader Sabotage
The Infernal spreads her arms slowly, opalescent white light mingling with the green flames of her
anima as she does so. This washes over all enemies within (Essence + Conviction) x 5 yards. The
Cytherean Prince then rolls Willpower + Essence, as an attack roll against the targets caught within the
radius. This cannot be dodged because of it's area of effect nature, but Leaping Dodges may be applied
if and only if they would carry the victim outside of the affected area. Creeping vines slither upwards
from the the ground and ensnare all affected targets and then begin to grow into the targets' flesh. This
persists for four of the Infernal's actions. The results of being ensnared are as follows: the character
cannot Move, Dash, or Jump (even reflexively) unless he succeeds at a Miscellanious Str + Athl or Res
roll at a difficulty equal to (1 + the Infernal's Conviction). Breaking free still deals a single level of
unsoakable lethal damage. For every attempt past the first, until the charm terminates, the difficulty
increases by 2. So, 3 + Conviction on the second, 5 + Conviction on the third and 7+ Conviction on the
fourth. Effects that perfectly negate ensnarement or grappling negate the effects of this Charm.
Trapped targets take the Infernal's Essence in dice of unsoakable lethal damage every tick until the
charm terminates. If this should kill any victims, their bodies become blossoming trees that bear fruit
the color of blood (or their anima, in the case of an Exalt). Consuming this fruit restores (the victim's
Essence x 10) motes to the eater. The tree lasts forever, until cut down.
Of What Is and Isn't
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-Basic, Illusion
Duration: One Scene
Prerequisites: Afloat in the Sea of Mind
The Infernal flings her palm outwards and a spray of warm, salty water jets from her fingertips into the
target's eyes. She makes an attack roll with (Charisma + Presence + Essence) OR (Perception + Martial
Arts + Essence) vs the target's DMDV. If successful, moments later, ghostly images, flashes of light and
sounds interfere with the target's perceptions as a result of his partial annointment into the Sea of Mind.
For the rest of the Scene, the character is distracted by flashes of things that may or may not be there,
imposing a (-Essence) internal penalty to all actions. The target may focus past this at the cost of 1wp
an action or pay 3wp to ignore the Illusion for the rest of the scene.
An Army of Mist
Cost: -- Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Of What Is and Isn't
While using Of What Is and Isn't, a number of ghostly figures materialize within an affected target's
vision. A number of misty copies appear equal to the Infernal's Essence and "attack" on the Infernal's
Tick. The copies do nothing to the target, besides lower his DV as though he were affected by a
coordinated attack. This means at Essence 4+ the infernal is guaranteed a surprise attack each round,
unelss the target is immune to surprise or coordinated attacks. 1 wp will ignore the illusion per action.
4wp ignores the additional effects and those of the previous charm, for the scene.
Or Is It Real?
Cost: -- (2wp); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: An Army of Mist
This enhancement removes the Illusion keyword from Of What Is and Isn't (Thereby also removing the
-Essence penalty) and creating (Essence) mist clones who make real basic attacks against the target
using the Infernal's base pools and DV. The coordinated attack penalty still applies. Each has the
Infernal's base soak and may NOT be augmented with seaprate charms.
Each clone has only Essence x -0 health levels and vanishes if destroyed -- but any damage they may
deal is very real. The infernal must spend 2wp upon activation to turn An Army of Mist's shades into a
real threat. This does not activate if the wp is not spent. Activating this after the initial charm activation
is a Simple action.
Shroud of Whispering Mist
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Growth, Compulsion, Illusion
Duration: One Scene
Prerequisites: Of What Is and Isn't
The Infernal draws a long, deep breath and fills her lungs with Essence. She then exhales and a thick
cloud of clinging, cool mist billows from her lips. This mist swirls to fill an area equal to (Essence x
100) yards in diameter which then rapidly thickens, imposing a -2 external penalty to all sight-based
awareness rolls. Where the mist settles, thick roots and vines sprout wildly from the ground, halving
the distance anyone trapped within the radius can Move, Dash or Jump. Targets caught in the radius
with DMDV less than the Green Sun Prince's (Wits + Essence + Conviction) simply cannot perceive
him at all, so long as she stays within the area of effect. All others suffer her (Essence) internal penalty
to attempts to find, attack, or defend against her. More importantly, while her targets are trapped within
the mist, the Infernal may whisper the agenda of the Mother, which will subliminally reach the ears of
all those within the area. Targets unaware of the Infernal automatically gain an Intimacy to an ideal
design that the Infernal impresses upon them.
The Prince must make Social attacks against those who can perceive her, but targets defend with the
penalty listed above. She may continue to give targets Intimacies of her choice until the scene ends, all
targets move out of the area, or until the targets have gained a number of Intimacies equal to the
Infernal's Essence. Moving out of the radius terminates the sight-based penalties, but does not make the
Infernal easier to spot nor does it terminate any Intimacies gained. The inability to perceive the Infernal
is an Illusion effect which may be ignored for 1wp for the scene. The impression of Intimacies is a
Compulsion effect and 4wp dispels any Intimacies gained. Both are unnatural mental influence.
Of Worlds Native and Alien
Cost: --; Mins: Essence 2; Type: Permanent
Keywords: Combo-Ok
Duration: Permanent
Prerequisites: None
Cytherea designed the wonder that is Creation but was still unjustly banished into Malfeas. By the
injustices of the world, the Prince was denied the glories of Creation and given a second chance by the
mercy of the Mother. This permanently makes the Green Sun Prince register as both a native of
Malfeas AND of Creation, which perfectly protects him from wards or detection specifically geared
towards Creatures of Darkness or Denizens of Malfeas. He still takes aggravated damage from Holy
charms.
Demand the Obedience of Gaia's [Element] Dragon
Cost: ---; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Of Worlds Native and Alien
She Who Made the World exhibits her superiority over she who IS the World and commands that the
Dragons bow their heads and avert their gaze before Creation's designer. This doubles the character's
natural soak against the Element she purchased this charm for. This includes any natural hazards
(avalanches, tsunamis, volcanoes, lightning storms, etc); unnatural hazards (Fair Folk powers,
elemental themed behemoth attacks, etc); and magically created Elemental effects (Dragon-Graced
Weapon, Elemental Bolt, Breath of the Fire Dragon, etc). Additionally, the Prince gains +3 dice to any
Social Attack she makes against Elementals of the selected Element(s). This may be purchased up to 5
times, once per Element. Additional buy-ins beyond the first cost 4xp.
World-Maker's Wake
Cost: --- (5m); Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Demand the Obedience of Gaia's [Element] Dragon (any two)
Cytherea and her beloved have naught to fear from the hazards of her Creation. Reduce the difficulty of
traversing through any Elementally difficult terrain (frigid tundras, blazing hot deserts, treacherous
waters, steep cliffs, etc) to 1; nor do natural environmental penalties (high winds, driving rain,
excessive heat, dense forests, etc) affect her. Natural sources of environmental damage simply do not
harm her. All of the above make a very obvious show of swerving to avoid the character after bowing
or making some other overt sign of respect. This does not apply to magical sources of environmental
damage, save the Dragon Blooded anima banners, which also dodge the character and bow. For 5m, the
Prince may extend the effects of this charm to all allies within [Essence x5] yards.
Sprouts of Necessity
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (long ticks)
Keywords: Sorcerous, Obvious
Duration: Instant
Prerequisites: Demand the Obedience of Gaia's Wood Dragon
The Infernal presses two fingers to her forehead and illuminates her Caste Mark. As she draws her hand
away, a seed made of softly pulsing light appears in her palm. She then pushes the seed into the ground
(actual soil is not necessary for this charm to function) where it dims and vanishes. The Infernal then
makes a request of the plant, which may be for any one mundane thing that a Resources = to Infernal's
Essence could buy OR enough food and water to satisfy a military unit with Magnitude equal to the
Infernal's Essence. Six long ticks later, a three-feet tall plant bursts forth from the ground, blossoms
with flowers alien to Creation and then bears a bizarre multicolored fruit containing the one thing
requested OR with fruits to nourish the unit. Regardless of how much money the character COULD
theoretically generate, this Charm cannot conjure anything innately magical--so, while it could give the
Infernal a perfect suit of mundane superheavy plate, it could not give him a breastplate of Orichalcum.
It could give him a warhorse of the most fine stock, but not a simhata. It could generate a palatial
mansion but not a manse. It could make a skin of the finest Realm wine, but not even a cup of Celestial
Wine. Some caution and forethought should be used while activating this Charm -- summoning a
mansion in a small area might not be the best idea, or perhaps is an excellent way to cover an escape.
Life-Giver Restoration
Cost: 8m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Obvious, Touch, Sorcerous, Shaping
Duration: Instant
Prerequisites: Of Worlds Native and Alien
With but a touch, the Infernal can bring damaged things back to working order. The item must be
missing significant parts for this to function (a daiklave might be missing half its blade, or a suit of
armor all the major joint protection.) By touching the item, the Green Sun Prince instantly repairs it by
replacing what was missing with living vines and strands of brass and silver wood. The Artifact is then
considered repaired, but loses any Magical Material Association it may have had. At the Storyteller's
discretion, it may become a Helltech artifact.
At Essence 3, Life-Giver Restoration may be used to cure amputations. This does not actually heal the
damage but it does give the target a new and fully functional Artifact 1 Helltech limb. This does not
require any attunement from the target. Any other minor properties beyond that are Storyteller
discretion. Emerald Circle Countermagic will counter this.
Mother-and-Child Methodology
Cost: ---; Mins: Essence 2; Type: Permanent
Keywords: Growth
Duration: Permanent
Prerequisites: None
The Infernal dedicates herself completely to the grand designs associated with an Intimacy -- not the
intimacy itself. Rather than dedicate herself to her kingdom, she dedicates herself to the world-
spanning empire it could be, and the plans needed to get it there. Social attacks that try to sway the
character from these ideals are considered unacceptable orders.
Aegis of Eternal Plans
Cost: 4m; Mins: Essence 3; Type: Simple (Speed 4)
Keywords: Combo-Ok, Obvious, Growth
Duration: One Scene
Prerequisites: Mother-and-Child Methodology
The Infernal whispers the words of the Mother's designs which slip from her mouth as falling leaves
inscribed with glowing Old Realm Glyphs. The leaves fall against her skin where they disappear
beneath her flesh. If any skin is exposed, onlookers can see vines growing through the character's veins.
They then sprout from her body in coiling patterns that spell out the words she initially spoke. The
sprouts even poke through cracks in armor and spaces in clothing. Mechanically, this grants (+Essence)
to all soaks and (+ 1/2 Essence, round up) to hardness, both of which stack with armor. Additionally,
the living plants within her regrow as she takes damage, regenerating 1 level of Bashing an action and
1 lethal a minute.
Seed of Protection and Pain
Cost: 4m; Mins: Essence 3; Type: Simple (Speed 4)
Keywords: Combo-Ok, Obvious, Touch, Shaping
Duration: One Scene
Prerequisites: Aegis of Eternal Plans
The Prince spits out a seed the size of a peach pit and presses it into the chest of her target, right above
the heart. A willing target then benefits from the full effects of Aegis of Eternal Plans. An unwilling
target first requires a successesful Martial Arts attack, but then rather than increase the target's soaks
and hardness, it decreases them by the same margin as the growing vines push plates of armor aside to
reveal weak points, which may reduce soak to 0. The target then takes 1 automatic level of bashing
damage every action until Incapacitated or until he activates an anti-shaping effect. Perfect soaks
negate the damgae, but must be used every time the character would take damage.
At Essence 4, the character may reflexively spend 1 wp to switch the benefits to detriment and vice-
versa.
Compassionate Mother's Embrace
Cost: 5m or 10m; Mins: Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-Ok, Obvious, Growth
Duration: Instant
Prerequisites: Mother-and-Child Methodology
The Cytherean Prince throws her arms wide at the sight of an incoming attack. This instantly and
wholly disperses any and all damage that would have been dealt on Steps 8 through 10. This IS a soak
defense and by nature it is applicable even against unanticipated attacks.
Imperfection of the World-Mother: Cytherea is a force of directed growth, an entity that works within
an infinity of plans. Because of this, she does not react well to things that disrupt her plans, or force her
to abandon them. Perfect defenses granted by Cytherean Charms cost more when she is reacting to
another's plans instead of setting the agenda, or while she is being forced to abandon a design.
Mantle of a Mother's Love
Cost: ---; Mins; Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Compassionate Mother's Embrace
This allows the Cytherean Prince's Compassionate Mother's Embrace to apply to any other additional,
adverse effects such as Crippling, Poison, Illness, Desecration, etc that may not require damage, but are
accompanied by the Touch Keyword. A second purchase allows it to apply to Social charms that carry
similar effects and the Touch keyword.
Dismissive Parental Chiding
Cost: 3m or 5m; Mins: Essence 3; Type: Reflexive (2)
Keywords: Combo-Ok, Social
Duration: Instant
Prerequisites: Compassionate Mother's Embrace
When faced with Mental Influence, the Infernal responds as a parent would to an unruly child --
perhaps sending them to their room (Manse?), asking what's really bothering them, grounding them or
perhaps simply clucking her tongue and shaking her head. This makes the Prince's P or DMDV
considered 1 higher than the successes rolled. This costs 3m vs Natural Mental Influence and 5m vs
Unnatural Mental Influence.
Welcome Open Arms
Cost: --- (+3m); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Compassionate Mother's Embrace
The Infernal clutches her target to her chest, or perhaps gives him a stern or meaningful stare that
unnerves him. This extends the duration of Compassionate Mother's Embrace to one tick for an
additional 3m.
Beloved Child Martyrdom
Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 6)
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisites: Mother-and-Child Methodology
With a glance, the Prince notices that someone is in grave danger and needs protection. In that instant,
the Cytherean Prince vanishes and reappears before the victim so long as they are within ((Compassion
+ Essence + Perception)x2) yards. Obstacles do not impede this. The Prince then becomes the full
target of the attack and must defend against it normally.
Now the Green Blade Rises
Cost: ---; Mins: Essence 5; Type: Permanent
Keywords: Sorcerous, Obvious
Duration: Permanent
Prerequisites: Beloved Child Martyrdom
Should a Cytherean Prince be killed by a use of Beloved Child Martyrdom, he does not truly die.
Instead, his body transmutes into a sapling capable of containing his soul and Exaltation and takes root
at the spot of his would-be death, protected from harm until the conflict that would have been his
demise ends. For a number of months equal to his Essence, the sapling grows. It remains protected
from the elements, but not protected from malicious tampering. However, recognizing the plant for
what it is requires a successful Wits + Occult roll at an External penalty equal to the Prince's (Essence
x2). Anyone with knowledge of this Charm suffers no such penalty. The plant, if uprooted, will survive
(Essence) days without soil, sunlight or water. Destroying the plant is distressingly simple -- no more
difficult than crushing an ordinary sapling. If the plant is destroyed in any way, the Exalt's soul washes
instantly away into Lethe and the Essence returns to be reincarnated. If the plant survives, at the end of
the (Essence) month incubation, the sapling suddenly becomes a tree, flowers, and bears fruit. One of
these fruits burgeons and then splits open, revealing the Exalt, naked and reborn. The character loses a
point of Permanent Essence and one of his Intimacies and MUST change his Motivation. This is a new
beginning, after all. This Charm is considered Adamant Circle for the purposes of Countermagic.
The Mother of Invention
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Growth, Touch, Social
Duration: Instant
Prerequisites: Mother-and-Child Methodology
Cytherea is not a mother in the human sense but a wellspring from whence ideas, concepts and plans
swell. The Infernal may emulate her Mother's inspiration. She must touch her target (which may be as
distant as a handshake or as intimate as copulation) who must be willing. When the target next sleeps,
he dreams of the Mother and of Possibility. When he awakens, all his Conviction dice for wp recovery
turn up as successes--if this would exceed his willpower, he gains the excess successes as points of
temporary willpower which last until spent or until the end of the day, whichever comes first. He also
then gains a Cytherean Urge, as determined by the Yozi herself. The Urge lasts as long as any other
Motivation might last. The Green Sun Prince does not need to inform the target of this clause in order
to use this charm.
Obedient Child Acquisition
Cost: --- (5m); Mins: Essence 4; Type: Permanent
Keywords: Servitude
Duration: Permanent
Prerequisites: The Mother of Invention
By purchasing this Charm, the Cytherean Prince always recognizes those she has given over to
Cytherea via The Mother of Invention. Such fortunate targets are marked by a glowing green ring
above their hearts, visible only to the Prince who used The Mother of Invention on them and any
Cytherean Demons. By spending 5m, the Infernal may make the target perceive any of her Social
Attacks as being in line with his Urge. Most targets gleefully obey the orders of their "elder sibling."
However, if the social attack really isn't in line with the target's Urge, the target may spend 2wp to
shake the Servitude effect and defend against the attack normally. This always unnatural mental
influence.
Fostering Parent's Instruction
Cost: ---; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: The Mother of Invention
In her travels, the Infernal finds someone worth teaching the ways of the world (but more importantly,
the ways of the Mother). This person may be Exalt or mortal but must be human and must have an
Essence rating equal or less than the Prince's. The Prince must spend a significant (2 hours or more)
portion of her day with the student in order for this charm to function. While under the tutelage of the
Infernal, the student subtracts 2 units of time from the amount of time something would normally take
to train (i.e. 3 weeks only takes 1). If this reduces a factor to 0, he learns it instantly. He also subtracts
1XP from raising abilities and specialties and 2 from the cost of attributes, virtues and willpower.
However this benefit comes with a cost. By accepting to be the Cytherean Prince's disciple, the target
instantly gains an Intimacy to Cytherea (which may be eroded as normal) and loses -3 MDV against the
Infernal for all intents and purposes which stacks with any other MDV penalty. If the students should
ever ask to raise Essence, first he subtracts 5 from the total cost, which he may forego in order to raise
it instantly. This, however, summons forth a 3rd Circle demon who squeezes out of the prison long
enough to capture the target and drag him to Malfeas for presentation to Cytherea, in order to become
Akuma. The Infernal does not need to tell her disciple the consequences before he chooses. All XP
discounts are subtracted from the total cost. An Infernal may only have one fostered disciple at a time.
Verdant World-Mother Shintai
Cost: 15m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Growth, Obvious
Duration: One Scene
Prerequisites: World-Maker's Wake, Resurgent [Virtue] Blossom (Any)
Dropping to her knees, the Infernal lifts her eyes to the Heavens and cries out the glories of Creation's
original and perfect design. Her consciousness splits in two, one half swelling and growing to the size
of a large tree (roughly larger than a Royal Warstrider) and takes on the aspects of the Mother's iconic
imagery. Eyes become pools of opalescent light, skin turns to layers of thick green bark, limbs become
conglomerations of branches and vines, and so on. This half may freely focus on anything the character
wishes and gains the following distinct advantages: The character soaks lethal with full Stamina and
adds twice her Essence to all soaks. Armor is subsumed in the transformation and does not stack with
this bonus. The character gains her full health level track as additional phantom -0's. These disappear as
they are lost. The character's enormous size permits her to attack anyone within a radius of [Essence
x2] yards as though they were at close range. Double her Strength for the purposes of Feats of Strength
and dealing Damage.
The other half retains the Infernal's full statistics, but must dedicate at least part of her action to
satisfying the Growth keyword, furthering her Motivation OR Urge. If she cannot do this, the Charm
instantly ends. While the character takes such actions, she gains her Essence in automatic successes to
the roll.
Both halves are considered fully separate entities. Killing one half does not kill the Infernal (though
killing both halves will). They take onslaught and action penalties, suffer from poison and illness
separately though both act on the same Tick and draw from the same mote pool. They may coordinate
attacks with one another and teamwork other rolls. Each half may use Charms independently of one
another, and the stunt rewards should be applied individually to both halves.
Player X stunts his Green Sun Prince tree-half flinging a Dynast across the scene to splatter messily
against the wall and describes his human half fervently trying to repair the first age Ariship so he may
finish the civil war he began in order to turn the warring nation into a fanatical Yozi cult. The
Storyteller awards both 2 dice. Both succeed, and the Infernal regains 8 motes.
One half may not stray more than (Essence x 100) yards from the other. Any further, and the character
must pay one automatic aggravated level of damage for every yard they are separated. If one is thrown
or knocked back away from the other (such as with Solar Hero Charms), both travel the same distance
but take no damage, unless for some reason they cannot reunite. In which case, they must pay health
levels as if normally separated. This can be enormously inconvenient for the human half.

Szorney - Good for stealth, health, and illusions. Stack Weakness Is Food and/or Wholeness Rightly Assumed
with Broken Mirror Mending for ridiculous healing rates.

SZORENY

First Szoreny Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: None
This Charm functions identically to the other First (Yozi) Excellencies, except that its benefits only
apply to actions that meet Szoreny's particular set of criteria. A description of Szoreny's purview
follows.
Szoreny: The Silver Forest is patient and determined. He moves slowly, but inexorably towards his
goal, like a tree root splitting a stone. He opposes sudden action unless it is necessary, instead
preferring to work subtly. He plans far in advance and plans for every contingency. He turns seeming
failures into successes.
Being less than infinite, Szoreny expands his influence, growing greater with each passing day and
stubbornlyrefusing to give way to any. He is verdant and full of life. Where the other Yozis ignore or
mistreat their lesser progeny, the Silver Forest is relatively benevolent, providing succor to those
beneath him. However, he values conformity and seeks to impose his values on others.
The Silver Forest prefers to work by misdirection. He seeks to confuse his enemies and attacks
unexpectedly. He poisons his foes, either physically or by slowly cutting off their social and mental
resources. Where possible,others do his dirty work for him
Additionally, Szoreny's Excellency may always be used to enhance any Larceny action to create a
disguise. Szoreny's chromed branches easily reflect the images of others.
Szoreny Mythos Exultant
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Szoreny Excellency
As with other versions of (Yozi) Mythos Exultant, this Charm enhances any stunt the Infernal performs
that could benefit from the First Szoreny Excellency.
Silver Forest: Szoreny is a creature of patience, growing through failure until he reaches success. If the
stunt fails, the Infernal still receives half the motes he would have gained from succeeding. The
Infernal cannot choose to receive a point of Willpower instead.
Silver Gardener Spirit
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Szoreny Excellency
The Silver Forest grows forever, expanding to fill the wasted parts of Malfeas with vibrant, silver life.
This Charm allows the Infernal to recover a number of motes equal to his Essence for every hour he
spends spying on others, planning for the future, expanding his influence over others, or tending a
garden.
Additionally, the Infernal gains an additional Peripheral Essence pool capable of holding 10 motes.
Essence from this pool cannot be committed to artifacts or spells and can only be refilled by Szoreny
Charms that restore motes.
Seeds of Victory Prana
Cost: 5m per task; Mins: Essence 4; Type: Reflexive
Keywords: Combo-Ok, Stackable
Duration: Indefinite
Prerequisite Charms: Szoreny Mythos Exultant, Szoreny Inevitability Technique
The Silver Forest's victories build upon seeming losses. When the Infernal commits Essence to this
Charm, he chooses one task with a definite end, such as "Destroy Sijan," "Free myself from prison," or
even "Defeat my rival in battle." For as long as the Infernal continues to commit Essence, every roll
that he makes that furthers that goal that fails grants the Infernal a bonus success on all further rolls
related to that task until he finally succeeds on a roll related to that task.
The successes from this Charm stack with each other, up to a limit of the Infernal's Essence, so an
Infernal who fails three rolls related to his chosen task would receive three bonus successes on rolls
that work towards the completion of that task. If he then succeeded on his next roll, all the accumulated
bonus successes would then be lost.
An Infernal can commit Essence to this Charm multiple times, once for each task he defines, but
separate tasks do not stack with each other and their number of accumulated bonus successes are
tracked separately. If a roll would further two tasks at the same time, only the greater number of
accumulated bonus successes would apply to the roll. However, a failure on such a roll would cause
both tasks to accumulate a bonus success.
This Charm lasts until the defined task is completed or the Infernal chooses to end the Essence
commitment. If the Infernal chooses to end the commitment early, all accumulated successes are lost;
Reactivating the Charm later for the same task would start with no accumulated bonus successes.
Thousand Words Picture
Cost: 4m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: First Szoreny Excellency
Szoreny speaks with images as fluently as some speak with words. This Charm enhances a dramatic
action by the Infernal to create any sort of image. It could be a doodle, a painting, or even a sculpture,
so long as it is not normal script of any sort. As he creates the item, he encodes within it a message or a
meaning which can be of any length. As long as the image's creation is successful, this meaning is
immediately apparent to anyone who views the image. While a social attack may be encoded into the
image, only one social attack may be encoded per image.
Alternatively, the Infernal can create the image in such a way that only a select few can understand its
meaning. The Infernal is free to define as many or as few individuals or groups that can understand it,
such as "My Coven," "The Scarlet Empress," or "The People of Nexus."
Mirrored Meaning Confusion
Cost: 8m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-Ok, Illusion, Sorcerous
Duration: (Essence) days
Prerequisite Charms: Thousand Words Picture
Szoreny's mirrored surface reflects not only images, but concepts and meanings. When the Infernal
invokes this Charm, he rolls (Manipulation + Socialize) against his target's Dodge MDV, adding a
number of additional successes equal to his Essence but taking an external penalty equal to his target's
Essence. The Infernal need not speak to his target, but he must be in his target's presence.
If successful, the target has the consequences of his social attacks reversed for the duration of the
Charm's effect. His friends hear biting sarcasm behind his greetings, his closest lovers hear hatred
behind his declarations of love, and attempts to insult his enemies get taken as compliments. As long as
the Charm is in effect, all attempts to create or reinforce an Intimacy instead work to weaken that
Intimacy or create a negative Intimacy, as appropriate. Attempts to create a compulsion to follow one
course of behavior instead inflict a compulsion to do the opposite course of behavior.
This Charm is not Obvious, so the target is initially unaware of the effect it has on him, though he may
become aware of the effect by observing its results. There is no way to surpress the effect, but it can be
worked around. Unlike most sorcerous Charms, the Infernal can terminate this Charm's effect at will.
A second purchase of this Charm at Essence 5+ increases the duration to (Essence) weeks, while a third
purchase at Essence 7+ allows the Infernal to make the duration indefinite.
Mirror Matches Movement
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Silver Forest needs no preparation to imitate another's face. Their movements are already his own.
This Charm permanently removes the difficulty increase for attempting to disguise one's self as a
specific person and also removes the difficulty increase for attempting to mimic that person without
first spending several weeks observing the target.
Meeting Mirror Deflection
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Mirror Matches Movement
No matter how fast a man strikes, he cannot outpace his own reflection. With this Charm, an Infernal
perfectly matches his foe's attack, so much so that their attacks meet and cancel each other. This is a
perfect parry that suffers from the Imperfection of the Silver Forest.

The Imperfection of the Silver Forest


The Silver Forest shows the world a twisted reflection of all that stands before it. It is his greatest
strength, yet it derives from his ability to understand his opponents' every move and duplicate them.
Accordingly, Charms noted as suffering from the Imperfection of the Silver Forest must use the same
Ability to defend against an attack as the attack was made with. Further, the Infernal must have at least
one dot in that Ability to qualify. For example, an Infernal armed with only sword could not use
Meeting Mirror Deflection to parry an Archery-based attack, nor could an Infernal who does not have
at least one dot in Archery. If the attack to be defended against is a spell, the Infernal must at least be
initiated into Terrestrial Circle Sorcery or Shadowlands Circle Necromancy. Stunts are allowed to
improvise appropriate methods of defense, so an Infernal armed with only a sword could throw the
sword as an improvised weapon to parry a Thrown-based attack using Meeting Mirror Deflection.

Mirror-Strike Counter
Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 2 & Step 9)
Keywords: Combo-Ok, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Meeting Mirror Deflection
Those that strike a mirror do so at their own peril. Those that strike the greatest of mirrors are fools
beyond measure. When an Infernal uses this Charm to defend himself, he mimics his opponent with
exacting precision until, at the very moment the attack would strike, he becomes his opponent.
This Charm supplies a perfect dodge, subject to the Imperfection of the Silver Forest, in Step 2 of
attack resolution. In Step 9, the attacker rolls his attack as a counterattack against himself. This includes
the effects of any Charms the attacker may have used to enhance the original attack.
After the opponent attacks himself, the Infernal reverts to his normal appearance.
Shifting Quicksilver Visage
Cost: - (1m); Mins: Essence 2; Type: Permanent
Keywords: Illusion
Duration: Indefinite
Prerequisite Charms: Mirror Matches Movement
Szoreny uses no makeup to mirror others. By reflexively committing a single mote, the Infernal can use
illusion to alter his appearance as though making a mundane disguise, except that it only takes a single
instant to do so and requires no makeup or props. Further, the Infernal is not restricted in how high his
effective Appearance can be.
This illusory disguise looks, feels, and even smells exactly how it should, based upon the Infernal's
(Intelligence+Larceny) roll, so it cannot be detected simply by touching the disguised Infernal. The
disguise lasts until the Infernal uncommits the mote.
Charm Concept: Szoreny and Disguises
After the Primordial War, Szoreny was turned upside down by his rough treatment at the hands of the
Exalted. In protest to this, Szoreny now refuses to show a truly perfect reflection of anyone except his
fellow Yozis upon any of his silver branches. Because of this, none of Szoreny's Charms can provide a
perfect disguise. They can eliminate penalties and speed the process, but it will always remain possible,
if only remotely so, that ordinary sense will pierce his disguises and see them for what they truly are.
Impossible Form Duplication
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Shifting Quicksilver Visage
The reflections of the Silver Forest know no limits to the forms that they may take. This Charm
removes all penalties and difficulty increases causes by attempting to impersonate someone of a
different gender, age, or body type. Further, this Charm allows the Infernal to use Shifting Quicksilver
Visage to impersonate anything of approximately the same dimensions as the Infernal, even inanimate
objects. The Infernal can just as easily impersonate a fat man as appear to be a small tree.
Mirror-Hall Misdirection
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok, Obvious, Illusion
Duration: One scene
Prerequisite Charms: Shifting Quicksilver Visage
Images step free of Szoreny's branches to walk beside their original. On activating this Charm, the
Infernal creates a number of illusory doubles of himself equal to his Essence. These doubles look
exactly like the Infernal and nothing short of a perfect detection effect (not merely Essence sight) can
tell them apart.
The Infernal can reflexively direct their actions, having them take any action he is capable of. The
illusions are not real, however, so they cannot truly interact with anything. The doubles initially occupy
the exact same position as the Infernal, but they can move at the same rate as the Infernal himself. This
gives the appearance that the Infernal just separated into multiple copies when invoked.
The Infernal can pass through his own doubles without destroying them, but any other object that
passes through them destroys them. They have the Infernal's Dodge DV, but no Parry DV.
The Infernal can only have one set of doubles at a given time. If he uses this Charm again, his existing
doubles shatter like glass as the new set forms.
Shattered Mirror Defense
Cost: - (+3m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mirror-Hall Misdirection
Making illusions takes less than a thought for the Silver Forest. This Charm improves its prerequisite,
allowing the Infernal to activate Mirror-Hall Misdirection in response to an attack as a Reflexive
Charm by paying an additional three motes.
Instead of the attack hitting the Infernal, one of his illusory doubles takes the attack instead, while he
and his remaining doubles are instantly shifted to any location within (Essence) yards he could reach by
normal movement.
This provides an automatic dodge against most attacks, but cannot be used to defend against
undodgeable attacks or unexpected attacks. If the attack affects an area and using Shatter-Mirror
Defense does not remove the Infernal from the area, he is still affected.
Same Sword Reflection
Cost: 3m per duplicate; Mins: Essence 3; Type: Supplemental
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Mirror-Hall Misdirection
The same image can reflect endlessly upon the Silver Forest's branches. This Charm duplicates the
Infernal's attack with incomplete reflections, turning one blow or one arrow into many swinging swords
or a hailstorm of shafts. Each duplicated attack costs three motes and the Infernal can duplicate his
attack a number of times equal to his Essence score. Treat the original attack and the duplicates as a
single attack for making an attack roll and applying DV, but if the attack hits, each duplicate deals
damage seperately.
Tree Amidst Forest Camoflage
Cost: 5m; Mins: Essence 2; Type: <>
Keywords: Illusion, Touch, Combo-Ok
Duration: Indefinite
Prerequisite Charms: Mirror-Hall Misdirection
Finding the Silver Forest is easy. Finding Szoreny when he does not wish to be found is impossible.
Upon activating this Charm, the Infernal causes the object or creature he touches (which could be
himself) to become impossible to find by any means as long as it is near at least (11 - Essence) objects
or creatures similar in appearance, such as a daiklave in a rack of swords, a single tree in a grove, or a
single person on a crowded street. Note that this is based on appearances, so an Infernal disguising
himself as a tree could not use this Charm to hide himself among humans. The affected creature or
object must be fairly similar to those around it to be hidden by this, so a pine tree in an oak grove or a
blood-drenched Infernal in full armor at a dinner party would be as obvious as they normally would be.
If another Charm contests this effect, add the Infernal's Essence in automatic successes to the opposed
roll to maintain the Charm.
Lost in Reflection
Cost: 8m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Sorcerous, Illusion, Combo-Ok
Duration: (Essence) days
Prerequisite Charms: Tree Amidst Forest Camoflage
Those who displease the Silver Forest find themselves caught within his boundaries, cursed to wander
lost until the Yozi chooses to spare them. When the Infernal invokes this Charm, he chooses a creature
or a group of creatures with Magnitude no more than his (Essence - 2) that is within his sight. He rolls
(Manipulation + Survival) against the highest Dodge MDV in the group, adding his Essence in
automatic successes and applying a penalty equal to the group's Magnitude. If successful, the targeted
group becomes supernaturally lost.
Any time an affected creature wanders more than 30 yards from where it was at the time it was
affected, it loses all ability to tell direction and identify landmarks. It wanders lost for about an hour
before returning to its original location. If anyone attempts to take pity on an afflicted creature and lead
them somewhere, this Charm momentarily includes the would-be good Samaritan, causing both to
wander lost before returning to their original location. This only persists for as long as they attempt to
help an afflicted creature. As soon as they abandon the creature, they regain their ability to navigate. If
another Charm contests this effect, add the Infernal's Essence in automatic successes to the opposed roll
to maintain the Charm.
An affected creature can spend one Willpower to attempt a (Intelligence + Survival) roll against a
difficulty equal to the Infernal's Essence. If successful, this Charm's effect is suspended for one hour.
Wherever the creature reaches in that time becomes the creature's new original location for the
purposes of this Charm. This Charm ends when the target has successfully navigated to a new location
three times.
An Infernal with Essence 4+ can purchase this Charm again. Doing so allows the Infernal to reflexively
renew the Charm just as it would end, if the Infernal so chooses. He need not have the original target or
targets in sight when he does so.
Mirror-Maze Navigation
Cost: 5m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-Ok
Duration: Indefinite
Prerequisite Charms: Tree Amidst Forest Camoflage
Szoreny is never lost within himself. This Charm enhances any attempt by the Infernal to find a person,
place, or object, guaranteeing success. The Infernal learns the distance and direction to the sought after
person, place, or object. If the Infernal is attempting to track the target of this Charm, he automatically
gets (his target's successes +1) successes on the opposed roll for the tracking contest. The Infernal must
know exactly what he seeks or this Charm will lead him only to the nearest person, place, or object
matching the general description he seeks. This Charm cannot read minds, so it cannot do things such
as lead the character to someone who knows the answer to a question or lead him to his nearest
unknown enemy.
If another Charm contests this effect, such as to keep a character hidden or untrackable, add the
Infernal's Essence in automatic successes to the opposed roll to maintain the Charm.
Freed From the Mirror
Cost: 3m; Mins: Essence 3; Type: Simple (Speed 5, DV -1)
Keywords: Obvious, Touch, Combo-Ok
Duration: Indefinite
Prerequisite Charms: Mirror-Hall Misdirection
Szoreny's silvered bark reflects all, not only himself. When the Infernal invokes this Charm, he lays
hand on some creature or object no bigger than himself and gently pulls its reflection away from it. The
reflection comes free in the Infernal's hand as a physical object, identical in function to the original and
almost identical in appearance. If a character is attuned to the original, it is automatically attuned to the
mirror at no additional cost. Creatures mirrored this way create a lifelike but immobile statue of
themselves. A successful (Perception + Awareness) roll against a difficulty equal to the Infernal's
Larceny reveals some flaw in the appearance of the mirrored object that marks it different from the
original.
A creature or object can only have one physical mirror in existence at a time. Attempting to use this
Charm on creature or object already so mirrored automatically fails.
An Infernal with Essence 4+ can purchase this Charm a second time. Doing so removes the touch
keyword from the Charm, allowing the Charm to be used on any creature or object within sight.
Wake the Mirror
Cost: - (+3m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Freed From the Mirror
The Silver Forest's reflections are empty shells, waiting for Szoreny to fill them with purpose. This
Charm permanently enhances its prerequisite. Whenever the Infernal uses Freed From the Mirror to
create a mirror of a creature, he can increase the cost by an additional three motes to give the mirror a
semblance of life. It can still be told apart from the original as normal for Freed From the Mirror and
has no Charms, but otherwise has all the same statistics and mannerisms as the original, including
whatever gear the original was carrying. If the original was attuned to an artifact, the animated mirror is
attuned to its duplicate.
The mirror does not know any of the original's secrets or memories, but if engaged in ordinary
conversation will attempt to respond suitably with information drawn from the Infernal's knowledge.
The animate mirror always follows the Infernal's orders without question and to the best of its ability.
Animate mirrors are considered Extras and follow all appropriate rules. An animated mirror shatters
like glass and crumbles to nothing when it dies or its duration ends.
Thousand Reflections Legion
Cost: 10m, 2wp; Mins: Essence 4; Type: Simple
Keywords: War, Sorcerous, Obvious, Combo-Ok
Duration: One scene
Prerequisite Charms: Wake the Mirror
The Silver Forest's myriad reflections are all the army Szoreny will ever need. When the Infernal
invokes this Charm, he creates dozens of mirror copies of himself, all animated and capable.
These copies form up with the original as a unit of extras with a magnitude equal to the Infernal's
Essence.
The copies are only extras and have no Charms, so they have a base Might of 1, but they are armed
identically to the Infernal himself and attuned to their weapons (if necessary), which may increase their
effective Might. The copies obey the Infernal's orders without question, so they have Drill 5 and need
no relays in order to function as a cohesive unit. The unit has perfect morale and comes into existence
in close formation.
Because so many doubles of the Infernal exist as part of the unit, all attempts to specifically target the
Infernal with an attack suffer an external penalty equal to the unit's current Magnitude.
Image of Greatness Reflection
Cost: - (+5m,+1wp); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wake the Mirror
Szoreny is the only mirror great enough to hold the image of his brother, Isidros. Lesser images are but
a paltry thing beside his visage. This Charm permanently enhances Freed From the Mirror. As with
Wake the Mirror, this Charm allows an Infernal to animate any creature he mirrors using Freed From
the Mirror at an increased cost. However, the cost is greater, an additional five motes and one
willpower instead of three, and the effect is greater. An animated mirror enhanced by Image of
Greatness Reflection is a heroic character, even if the original was not not, and so is capable of stunts
and has a full set of health levels.
As with Wake the Mirror, animate mirrors are attuned to all the gear they possess (if necessary), are
unflinchingly loyal and obedient to the Infernal, and do not know any of the original's secrets, nor do
they have the original's Charms.
One Tree Forest
Cost: 15m; Mins: Essence 5; Type: Simple
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: Image of Greatness Reflection
Though Szoreny is the Silver Forest, he is only a single tree. He is both one and many. Upon activating
this Charm, the Infernal steps out of himself, creating an additional self. Both copies of the Infernal are
the Infernal.
The new copy comes into being with copies of all the Infernal's mundane gear, but not his artifacts or
other magical gear. The copies have separate health tracks, but share Essence Pools and a Charm
activation - if one has activated a Charm and has not yet recovered from using it, the other can only
activate that Charm. As long as one copy is alive, the Infernal lives. When one copy dies, its body
shatters like glass and dissipates to nothingness, the Charm's duration ends, and the other becomes the
Infernal. If one copy is aware of something, both copies are aware.
The additional copy lasts as long as the Infernal leaves the Essence committed to this Charm or until it
is killed. If the Infernal chooses to uncommit the motes from this Charm, he chooses which copy
shatters.
Quicksilver Sap Transfusion
Cost: - (1 lhl); Mins: Essence 1; Type: Permanent
Keywords: Obvious, Poison
Duration: Permanent
Prerequisite Charms: None
Szoreny's blood is quicksilver, deadly to all but those that suffer his benevolence. This Charm replaces
the Infernal's blood with poisonous quicksilver. In addition to allowing the Infernal to use his blood as
a poison, this renders the Infernal immune to the poisonous effects of Szoreny's quicksilver, allowing
him to drink the stuff as though it was water, and to the poisonous effects of the quicksilver blood of
any Infernal that also knows this Charm.
One lethal health level of the Infernal's blood is a single dose of poison, which deals 7L/minute
damage, has a Toxicity of 3, and a Penalty of -3. There is no Tolerance for this poison.
The poison can be administered by injury or ingestion, so anything foolish enough to bite the character
automatically ingests a dose of poison. An Infernal need only cut himself to apply this poison to his
own weapons. The poison, exposed to air, stays potent for (Essence) days before becoming useless.
The Charm is only Obvious while the character is bleeding, which reveals his shimmering silver blood.
Unyielding Argent Bark
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Quicksilver Sap Transfusion
Though not as physically potent as Malfeas, the Silver Forest has endured just as long. This Charm
grants the Infernal an additional two -0 health levels.
Subtle Poison Style
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: up to (Essence) hours
Prerequisite Charms: Quicksilver Sap Transfusion
Those who feel Szoreny's wrath die slowly, often long after they think they have escaped his reach.
This Charm allows the Infernal to set a delay on the onset of the poisonous effects of his blood. The
Infernal can decide any amount of delay, up to (Essence) hours, as a reflexive action. Until the Infernal
chooses to change it again, the delay remains fixed.
A second purchase of this Charm increases the length of the possible delay to (Essence) days. A third
and final purchase allows the Infernal to delay the poison for as long as he wishes, be it minutes, years,
or centuries.
Haunting Hallucination Infliction
Cost: - (6m, 1 lhl); Mins: Essence 2; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisite Charms: Subtle Poison Style
The effects of the Silver Forest's poison on the body are fearsome, but the wise fear its effects upon the
mind even more. With this Charm, the Infernal can turn a single dose of his blood (one lethal health
level's worth) into a carefully controlled hallucinogen by spending 6 motes. This hallucinogen does the
victim no harm and can be delayed, as per Subtle Poison Style. Instead of dealing damage, the
hallucinogen delivers a single social attack against the victim through vivid hallucinations (or lucid
dreams, should it strike while the victim is asleep). This social attack is unexpected unless the victim
wins an opposed roll against the Infernal. The victim rolls (Stamina + Resistance), while the Infernal
rolls (Manipulation + Socialize). This hallucination can include social Charms, spent at the time the
Infernal creates the hallucinogen.
Silver Sworn Bond
Cost: 10m, 1 lhl, 3xp; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok, (Sorcerous; see text)
Duration: Instant
Prerequisite Charms: Quicksilver Sap Transfusion
Those that dwell in the Silver Forest are connected to it by bonds, some subtle and others much less so.
With this Charm, the Infernal forges a bond of his own with any creature that he wishes by sharing with
it a portion of his own blood.
The Infernal cuts himself as he uses this Charm and charges the spilled blood with Essence. This blood
keeps its special properties for (Essence) days before spoiling. Unlike his normal blood, this dose is not
toxic
A creature needs only drink the Infernal's prepared blood to experience the bond; it need not be willing
or already loyal to the Infernal. Each use of this Charm only produces enough blood to affect one
creature.
If the creature is a natural animal, it increases the Infernal's Familiar background by one. Once his
Familiar background reaches a sufficient level to have the animal as a familiar, the animal becomes the
Infernal's familiar. The animal gains an Urge to serve the Infernal once it becomes his familiar.
If the creature is a First Circle Demon, the creature immediately becomes the Infernal's Demonic
Familiar, with the Background at one dot. The demon gains an Urge to serve the Infernal as it becomes
the Infernal's familiar.
If the creature is already the Infernal's Familiar, it raises his Familiar background with that creature by
one dot, to a maximum of five dots.
The Infernal still can have no more Familiars than his Essence. Using this Charm to make a new
Familiar when the Infernal is already at his maximum causes the bond with one of the Infernal's other
Familiars to break. The Infernal chooses which Familiar is freed.
If the creature is not a natural animal or a demon of the first circle, the bond does not have the strength
to force service. Instead, the bond makes the affected creature more susceptible to the Infernal's
influence as a Sorcerous effect. The affected creature suffers a -3 penalty to its Dodge and Parry MDVs
against the Infernal's social attacks. This penalty remains for the affected creature's lifetime unless
appropriate countermagic is used to dispel the effect.
Eyes Like Mirrors Oversight
Cost: 3m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, Obvious
Duration: Indefinite
Prerequisite Charms: Silver Sworn Bond
Kagami, the City of Mirrors and Szoreny's fetich soul, watches Malfeas from inside every mirror's
reflection. With this Charm, the Infernal emulates this, viewing the world through the eyes of those
under his influence. When he activates this Charm, the Infernal picks one being who he has influence
over. He has an instinctive understanding of which creatures he has under his influence, so he need not
know a being's name or face to choose him, but he does not have any instinctive information about the
location of any of those he has influence over.
Until the Infernal chooses to deactivate this Charm, he sees through the eyes of the chosen creature,
observing everything that it sees. His own eyes glaze over silver, the only Obvious component of this
Charm, making it impossible for him to see through his own eyes. The Infernal cannot use any Charms
that enhance his own senses to improve the senses of his chosen vessel.
The chosen vessel has no awareness that he is being used in such a manner by the Infernal, nor is there
any outward indication that the vessel is the Infernal's unwitting spy.
At Essence 4+, the Infernal can choose to hear through his vessel's ears when activating this Charm, but
gives up the ability to hear with his own ears while doing so.
Charm Concept: Influence
To have influence over someone is to have a measure of supernatural control over that being.
An Infernal is considered to have influence over his Familiars, any creature affected by the Infernal's
Silver Sworn Bond, any creature currently protected by the Infernal's Silver Branch Shelter, any
creature still affected by the Infernal's Mirrored Intentions, any creature that has ever been affected by
the Infernal's In the Master's Image, and any creature that has benefited from the the Infernal's Bitter
Medicine Charm in the past (Infernal's Essence) days.
Additionally, an Infernal has influence over any creature currently bearing his brand (as per
Magnanimous Warning Glyph), anyone who has been fed using his Locust Mana Plague or Spawning
Pit Sanctification in the last (Infernal's Essence) days, anyone who still owes the Infernal a debt as per
Verdant Emptiness Endowment, anyone who has benefited from the Infernal's Pattern-Reassertion
Touch in the past (Infernal's Essence) days, any creature created by the Infernal's Constructive
Convergence of Principles, and anyone under the effects of the Infernal's Unfair Excellence
Endowment. Other Charms may also apply at the Storyteller's discretion, such as the Solar Charm
Power Awarding Prana used by a Fiend.
Transcendent Toxin Internalization
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Quicksilver Sap Transfusion
The greatest of poisons can all be derived from Szoreny's sap and so are no danger to the Silver Forest.
This Charm brings the Infernal to this realization, making him immune to all poisons.
A second purchase of this Charm makes the Infernal immune to all non-magical diseases and to all
magical diseases with a Virulence less than the Infernal's Essence.
Any such poison or disease the Infernal may be suffering when he learns this Charm is immediately
cured.
New Growth Meditation
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Quicksilver Sap Transfusion
Szoreny allows his branches to be cut, for they will always grow anew. This Charm speeds the
Infernal's natural rate of healing.
An Infernal who knows this Charm always heals as though he is resting, even if engaged in strenuous
activity.
Further, each hour counts as three hours of time for the purposes of determining the speed with which
the Infernal recovers from bashing or lethal damage. This Charm has no effect on the amount of time it
takes a character to recover from aggravated damage.
An Infernal can purchase this Charm multiple times to increase the speed with which he heals. His
healing rate is [(Number of copies known x 2) + 1] effective hours for every hour that passes. He can
have as many copies of this Charm as he has dots of Stamina.
Broken Mirror Mending
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: New Growth Meditation
Even if whole swaths of Szoreny's silver trees were felled, the Silver Forest would recover.
With this Charm, the Infernal becomes impossible to permanently maim. This Charm allows the
Infernal to apply the accelerated healing granted by New Growth Meditation to his rate of recovery
from any sort of Crippling injury. Further, if he suffers a Crippling effect that would not naturally heal,
he heals the injury away over the course of four weeks. This is only the base time for healing otherwise
permanent Crippling effects, so all Infernals will recover much faster than this.
For example, an Infernal has this Charm and only one copy of New Growth Meditation. He loses an
arm, a normally incurable condition. Because of this Charm, he begins growing a new arm, which takes
him only a little more than nine days to do so.
Bitter Medicine
Cost: - (1 lhl); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: (Essence) days
Prerequisite Charms: Transcendent Toxin Internalization
Szoreny is not only the source of the most potent poisons, but also the source of their antidotes and
more. This Charm allows the Infernal to share the benefits of some of his Charms with others by
sharing with them some of his own quicksilver blood.
The blood must be given willingly and causes no harm to anyone who consumes it, despite its normally
poisonous nature. Instead, a creature who consumes the dose of blood gains the benefits of the
Infernal's Transcendent Toxin Internalization Charm. If the Infernal knows New Growth Meditation or
Broken Mirror Mending, the creature also gains the benefits of those Charms. These benefits last for a
number of days equal to the Infernal's Essence.
The creature need not know what it is drinking, nor does it need to be willing to experience the effects
of this Charm. The Infernal's blood will keep for (Essence) days before spoiling.
Rooted In Reality
Cost: 10m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-Ok
Duration: Indefinite
Prerequisite Charms: None
Szoreny stood unchanged in the depths of the Wyld long before the foundations of Creation were first
laid. When the Infernal activates this Charm, he becomes immune to any Shaping effect that would
alter his mind, body, spirit, or traits in any way. This includes instantaneous Shaping effects and any
new alterations caused by long-term Shaping effects. This also protects the Infernal from any
undodgeable or unblockable Shaping attacks. This immunity remains for as long as the Infernal
commits Essence to this Charm.
This Charm does not extend its benefits to any piece of the Infernal's gear, nor does it extend to other
characters. If the Wyld transforms his best friend into an avalanche of knives that then engulfs the
Infernal, this does not directly alter the Infernal through Shaping, nor is it an attack if the Infernal's
sword is transformed into a cotton ball - simply an undesirable effect.
Silver Branch Shelter
Cost: - (+5m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Rooted In Reality
Szoreny watches over those he considers to be in his care, whether they wish his benevolence or not.
This Charm permanently enhances its prerequisite. Whenever the Infernal activates Rooted In Reality,
the Infernal can commit an additional five motes to extend this protection to all objects or creatures
within (Essence x 5) yards.
The Infernal can reflexively choose to exempt any number creatures or objects from his protection if he
wishes and at any time. As long as the Infernal continues to commit the necessary motes, he can later
re-extend protection from Shaping effects as a reflexive action.
Mirrored Intentions
Cost: 5m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Social, Shaping, Combo-Ok
Duration: Instant
Prerequisite Charms: Silver Branch Shelter
Like She Who Lives In Her Name, Szoreny values conformity, believing that he knows best how the
world should work and seeking to impose those values upon those in his care. This Charm can enhance
any attempt by the Infernal to create an Intimacy that the Infernal already has or erode an Intimacy that
he lacks. If the attempt succeeds, it becomes unnatural mental influence that costs two Willpower to
resist. If the target does not resist, the Intimacy is either instantly created or destroyed, as appropriate to
the Infernal's attempt.
For example, an Essence 3 Infernal whose only Intimacies are an Intimacy of Hatred towards Nexus
and an Intimacy of Loyalty towards Szoreny could use this Charm to instantly create an Intimacy of
Loyalty to Szoreny, instantly create an Intimacy of Hatred towards Nexus, and instantly destroy an
Intimacy of Love towards Fluffy Bunnies, among other possibilities.
This Charm does not work by persuading the target to believe differently than he does, but by literally
changing the target's mind to be more in tune with the Infernal's own.
At Essence 4+, this Charm allows the Infernal to attack a mortal's Motivation directly, rather than an
Intimacy. If successful, the victim must spend Willpower to resist if possible. If the victim cannot, the
victim's Motivation immediately changes to match either the Infernal's own Motivation or the Infernal's
Urge. The Infernal chooses which new Motivation to inflict.
In the Master's Image
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Shaping, Sorcerous, Training, Stackable
Duration: Instant
Prerequisite Charms: Mirrored Intentions
Szoreny's views about how the world should be extend beyond just how people believe, encompassing
even how they should look and act. This Charm allows the Infernal to change not just a target's mind,
but allows him to change the target's body and soul to match his own.
The Infernal can affect a single character or a group of characters with this Charm, so long as he has
influence over every character he wishes to change. He does not need to be present for the duration of
the change, nor does he even need to see his targets to affect them, so long as he has influence over
them. As with Eyes Like Mirrors Oversight, the Infernal has an instinctive knowledge of which
characters he has influence over.
The Infernal rolls (Willpower + Integrity), adding a number of successes equal to his Essence but
taking an external penalty equal to the highest Essence among his group of targets plus the Magnitude
of the group as a whole.
If successful, the group slowly finds one of their traits moving towards that of the Infernal. The trait
can be any Attribute the Infernal wishes. Over the course of the next week, each affected character
either loses a dot in the chosen trait (if the Infernal's rating is lower than the affected character's current
rating) or gains a dot in the chosen trait (if the Infernal's rating is higher than the character's own). The
Infernal has no control over which way the change occurs, only over which trait is changed. A single
character can have up to the Infernal's Essence in ongoing transformations at a single time.
If an affected target's traits improve, he goes into experience debt, as normal for training effects. If his
trait values worsen, he is fully refunded the experience for the lost traits but cannot naturally raise the
degraded trait for (Infernal's Essence) weeks.
As a target's Appearance nears the same trait value as the Infernal's own, the target looks more and
more like the Infernal, even changing hair and eye color. When a target's Appearance is the same as the
Infernal's own, the target looks strikingly similar, to the point where the two could be easily confused
by those not closely familiar with one or the other. Such characters are treated as though having an
artificial three-dot specialty in impersonating the Infernal. This specialty does not count against the
character's number of specialties, but does not stack with other specialties. Only the greater bonus
applies.
This Charm can be purchased up to three additional times at Essence 4+. Each purchase allows the
Infernal to change one of the following in addition to Attributes: Abilities and Specialties, Virtues and
Willpower, or Mutations.
If the Infernal selects Mutations, he can give an affected character a mutation he himself already has or
take away a mutation that the Infernal's does not have as a Desecration effect. All Infernals are innately
Creatures of Darkness, so all Infernals can and must give that mutation as a precursor before any other
mutation can be given. An Infernal who knows Quicksilver Sap Transfusion can give the full effects of
that Charm as a single Abomination with the same name.
Into the Looking Glass
Cost: 1wp; Mins: Essence 4; Type: Reflexive
Keywords: Illusion, Combo-Ok
Duration: One scene
Prerequisite Charms: Silver Branch Shelter
Within his borders, Szoreny rules the senses. This Charm allows the Infernal to create illusions on a
grand scale. This Charm can only be activated if the Infernal already has Rooted In Reality and Silver
Branch Shelter active, but once activated, the Infernal can create life-like images, sounds, and even
smells anywhere within the area protected by Silver Branch Shelter at will. These images, sounds, and
smells are ephemeral; they cannot be touched or tasted. These illusions can be of anything the Infernal
can imagine and can be directed to change or move as a reflexive action.
These illusions are not perfect, however. A successful (Perception + Awareness) roll against a difficulty
of the Infernal's Larceny will allow any character to tell an illusion from a real object.
If the Infernal moves far enough that an illusion falls outside the effect of his Silver Branch Shelter,
they shatter like glass and vanish, as do the rest of the illusions created by this Charm when the
duration ends.
Frozen Reflection Mirror
Cost: - (5m); Mins: Essence 4; Type: Permanent
Keywords: Sorcerous
Duration: Indefinite
Prerequisite Charms: Into the Looking Glass
The Silver Forest's phantoms endure ages at the whim of Szoreny. This Charm enhances its
prerequisite, allowing the Infernal to create illusions that last indefinitely. After creating an illusion
with Into the Looking Glass, the Infernal may choose to spend 5 motes (uncommitted) to cause the
illusion to endure indefinitely as a Sorcerous effect. The illusion can even leave the area of the Silver
Branch Shelter without shattering into nothing. Unlike most Sorcerous effects, the Infernal retains the
ability to reflexively end the effect.
However, an enduring illusion can no longer be altered by the Infernal; he loses all ability to control
them, only retaining the ability to end them. The Infernal can set a looping sequence of events for the
illusion to follow if desired, but once set this cannot be changed.
Color-Music Melody
Cost: - (5m); Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Into the Looking Glass
Within the Silver Forest, one sense can become another. This Charm enhances its prerequisite, allowing
the Infernal to create more real illusions and even turn one sense into another.
With this Charm, illusions created by the Infernal can be felt and tasted. They are still very ephemeral -
anything more than a casual touch will pass right through them - but the Infernal could hold an illusory
feast and few could tell the difference until they found themselves still hungry afterward.
Additionally. the Infernal can commit an five motes to this Charm to allow him to switch any two
senses within the area of his Silver Branch Shelter. He could switch sight with touch, causing people to
feel a painting's beauty at a distance, or switch touch with hearing, turning a courtesan's caress into an
exotic melody. This effect cannot be made enduring using Frozen Reflection Mirror.
If the Infernal chooses to switch sight with any other sense, creatures unused to navigating by that
sense take a -2 external penalties on all rolls while they remain within the affected area.
False Truth Reflection
Cost: 5m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Sorcerous, Combo-Ok
Duration: One scene
Prerequisite Charms: Color-Music Melody, Image of Greatness Reflection
Under Szoreny's branches, who can tell what is truth and what is illusion? An Infernal with this Charm
can make his illusions fully real. This Charm can only be activated if the Infernal has Into the Looking
Glass active. While this Charm lasts, any illusion made with Into the Looking Glass instead creates a
real object, with all the properties that a normal, non-magical object of that sort would have. These
objects can still be identified as being different from a normal object as per Into the Looking Glass, but
that does not stop them from being just as solid. A solid object cannot be created in a location already
occupied by another solid object.
Creatures created with this Charm are unmoving but lifelike statues unless the Infernal pays the cost to
animate them using Wake the Mirror or Image of Greatness Reflection.
If the Infernal chooses to use objects created with this Charm to attack another, such as by creating a
large anvil above an enemy or engulfing an opponent in a sudden inferno, the attack has the statistics
listed below. His dice pool for the attack is (Wits + Larceny) and the Infernal whether the attack deals
lethal or bashing damage at no penalty.
At the end of this Charm, all objects created by this Charm shatter like glass and crumble to nothing.
Conjured Object Attack: Speed 5, Accuracy +(Essence), Damage (Intelligence + Larceny)L or
(Intelligence + Larceny)B, Defense +0, Rate (Essence), Range (Essence x 5) yards.
Conjured Object Clinch: Speed 6, Accuracy +(Essence), Damage (Intelligence + Larceny)B, Defense
+0, Rate 1, Range (Essence x 5) yards.
Mirror-Madness Malediction
Cost: 8m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Combo-Ok, Shaping, Social, Obvious, Stackable
Duration: Instant
Prerequisite Charms: Color-Music Melody
Those who spend too much time within the Silver Forest risk their sanity. With this Charm, the Infernal
can cause madness in a target with only a few words. The Infernal makes a social attack as part of using
this Charm. That attack becomes unblockable. If successful, instead of having the normal effect that
such a social attack would have, this Charm instead exerts a form of unnatural mental influence on the
target that takes two Willpower to resist as the victim experiences a surge of vivid nonsense images,
psychedelic lights, insane babbling noises, and other phenomena in a matter of moments.
If the victim fails to resist, the victim suffers a permanent derangement of the Infernal's choice. This
derangement starts at only deficiency strength, but reapplication of this Charm on the victim can raise
the strength of a derangement by one step, from deficiency to debility or from debility to deformity,
instead of inflicting a new derangement. The Infernal chooses whether to inflict a new derangement or
to strengthen an existing one.
This Charm is only Obvious to the victim.
Silver-Soothed Sanity
Cost: 10m, 2wp, 1 lhl; Mins: Essence 5; Type: Simple
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Mirror-Madness Malediction, Bitter Medicine
What the Silver Forest gives, it can also take away. This Charm allows the Infernal to distill sanity into
a small amount of his own blood. The resulting dose is not toxic. Instead, any being who consumes it
will be cured of any and all derangements and will be freed on any Compulsion and Servitude effects it
may be suffering.
The Infernal's blood keeps for (Essence) days before spoiling. The creature who consumes it need not
know what it is consuming, nor need it be willing.
Sorcerous Enlightenment of Szoreny
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Szoreny Excellency
Like his siblings, Szoreny can grant initiation into sorcery to an Infernal. Spells cast through the
Initiation of the Silver Forest resonate with the natural illusions of the Silver Forest. Thus any spell that
creates an illusion or disguise costs 10 motes and one Willpower less than normal to cast. Likewise,
Szoreny is a being of growth and so any spell that manipulates the element of Wood or that causes or
creates plant growth receives the same discount.
Examples of valid spells include Becoming the Wood Friend, Disguise of the New Face, Floral Ferry,
Spoke the Wooden Face, Summoning of the Harvest, Sprouting Shackles of Doom, and Benediction of
Archgenesis.
However, Szoreny shares the same appreciation of subtlety that She Who Lives In Her Name. Spells
whose primary purpose is to deal damage cost 10 motes more than normal to cast. However, this does
not apply to spells that deal damage through poison, as Szoreny is the author of poisons.

Hegra - Good for messing with people's emotions and screwing with Fair Folk.

First Hegra Excellency

Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Typhoon of Nightmares is always excited, a manic being who revels in the sensous. Her erratic
moods are constantly shifting through the spectrum of emotions, and she is subject only to her whim.
Hegra clings to her dreams because they are more pleasing than reality, and wishes to share her vision.
She brings both inspiration and terror, disturbing the sleep of dreamers with unwanted revelations. Her
wrath is less deadly than her carelessness, as her catastrophic storms cause massive collateral damage,
without her knowing. Despite the exuberant rejoicing that her aimless passage through Malfeas brings,
her mercy is just as unintended as her malice. She enjoys all that she does as if giving an artistic
performance or playing a game, because she will not do anything which does not please her.
Characters may apply this Charm to actions that resonate with their emotions and passions, or acts of
flamboyant and over the top vivacity. Actions that focus on style over substance or seem heroic are
always better than those that are merely effective, as Hegra’s form is nothing but dreams and gossamer,
shaped into her own self-image. Socially, she arouses passions and incites revolutionary changes,
upsetting systems of oppressive control or restraint with out of control emotion. She exploits the
feelings of others, using them to achieve her own satisfaction. This Charm can never enhance any
action that conflicts with the Infernal’s own emotions or Intimacies, as Hegra values fantasy over
reality and cannot place necessity above what she wants.
Hegra Mythos Exultant

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: First Hegra Excellency
Hegra’s rains bring madness, washing away the harsh realities of the world with their downpour. The
Infernal may forgo the mote or Willpower awards of a stunt to cause a single character within (Essence
x 10) yards to lose a point of Willpower, as a shaping effect. Characters with awakened essence may
choose to instead spend motes equal to (stunt rating x 3).
Sorcerous Enlightenment of Hegra

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Hegra Excellency
The passage of the Typhoon of Nightmares warps and twists emotions. Spells create, alter, or influence
emotional states, desires, or memories cost an additional point of Willpower to resist when cast with the
Sorcerous Enlightenment of Hegra, if they normally require Willpower to resist. If the mental influence
must be resisted multiple times, this increase only applies to the first such time any given character
resists it. Hegra’s taboo bans the creation of material things, adding one Willpower to the cost of any
spell that does so. If this is an ancillary effect of the spell, the Infernal may warp it away to avoid this
ban, but she cannot do so if creation is the primary purpose of the spell. Summoning does not count as
creating a thing, so the Infernal may freely bind demons and other beings to her will.
Ecstatic Passion Kaleidoscope

Cost: 5m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: None
Hegra subsists entirely on emotion, the whole of her being coalescing around her hysteric passions.
Activating this Charm, the Infernal may instill herself with any emotion, passion, or feeling, exerting
unnatural mental influence upon herself. The Infernal may add (Essence/2) dice to any action which
resonates with that emotion, which does not count as dice added by Charms. This Charm also exerts the
usual penalties of an Emotion effect–a -1 internal penalty on any action that does not resonate the
emotion instilled, or a -3 internal penalty on any action that directly opposes that emotion. The Infernal
must spend a point of Willpower to cancel this Charm before its duration ends, or if they activate it
again to change the emotion it creates.
A second purchase of this Charm allows the Infernal to re-activate it as an innate ability. So long as it is
already active, activating it a second time to change the emotion it creates does not count as Charm
activation, and they need not pay a Willpower surcharge to do so. A third purchase of this Charm at
Essence 5 allows the Infernal to waive its mote cost when activating it, and it extends its duration to
Indefinite. However, they can never voluntarily cancel the effects of this Charm–they may change the
emotion it instills with a subsequent activation, but cannot simply end its effects.
Extravagant Revelry Carnival
Cost: – (+1wp); Mins: Essence 2; Type: Permanent
Keywords: Emotion, Social
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra’s rains slick the streets of the Demon City with alien passions and vivid memories, fomenting
sensual hallucinations. This Charm permanently upgrades Ecstatic Passion Kaleidoscope. Whenever
the Infernal activates it, she may pay a surcharge of one Willpower to roll (Charisma + Performance)
against the Dodge MDV of all characters who can see her. Any character whose MDV is exceeded
succumbs to the same Emotion effect as the Infernal, a form of unnatural mental influence that can be
resisted for two points of Willpower. This Emotion effect lasts for one scene. They do not gain the
bonuses of Ecstatic Passion Kaleidoscope; only the base penalties of the Emotion effect.
In addition, while Ecstatic Passion Kaleidoscope is active, the Infernal may enhance any social attack
that would rouse the same emotion it instills. Doing so costs a point of Willpower for Performance-
based attacks, or two motes for Presence-based attacks, and inflicts the same unnatural mental
influence as above if the social attack is successful. The character must resist this influence separately
from the social attack if the Infernal’s roll overcomes their MDV’s. Enhancing a social attack in this
way does not count as Charm activation.
Emerald Ego Calcification

Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
Hegra is nothing but dreams and glamour, a knot of gossamer wrapped around itself. But she is not
weak. At her core there is something stronger than dreams, stronger than bliss, stronger than chaos.
Will. This Charm upgrades all Extravagant Revelry Carnival. Whenever the Infernal activates it to
inspire confidence, determination, or resolve, she may pay six motes to append an additional Emotion
effect. All characters who fail to resist the initial mental influence are filled with unshakable willpower.
They double the bonuses they receive to their MDV’s against mental influence that opposes an
Intimacy, Virtue, or their Motivation. In addition, whenever they spend Willpower to enhance an action,
they add two automatic successes, rather than one.
Red Rage Incitement

Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
Blood flows when Hegra’s rain falls. This Charm upgrades all Extravagant Revelry Carnival.
Whenever the Infernal activates it to inspire anger, rage, or hatred, she may pay six motes to append an
additional Emotion effect. All characters who fail to resist the initial mental influence gain a single
bonus die on all combat-related actions and Valor rolls. In addition, if multiple characters are affected,
the Infernal may organize them into an unordered military unit. The Infernal may choose to take
command of this mob, or leave it to its own rampaging hatred. This additional unnatural mental
influence may be resisted for a single point of Willpower, but otherwise lasts for as long as the initial
Emotion effect. Once the Emotion effect ends, mass units created by this Charm will dissolve and
wander off.
Yellow-Bellied Cowardice Infliction

Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
Cowardly hearts quail at the thunderous roar of Hegra, succumbing to the countless exotic terrors of
her rains. This Charm upgrades all Extravagant Revelry Carnival. Whenever the Infernal activates it to
inspire fear, panic, or cowardice, she may pay six motes to append an additional Emotion effect. All
characters who fail to resist the initial mental influence are overcome with fear, and must make a Valor
roll each action. They may act normally if they succeed, but are left cowering and cringing if they fail,
forced to take a Guard action. Mass combat units that succumb to this influence must instead check for
rout each action, at a difficulty of 1. This additional unnatural mental influence may be resisted for a
single point of Willpower, but otherwise lasts for as long as the initial Emotion effect.
Abundant Euphoria Apothecary

Cost: 1m or 10m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Emotion, Obvious
Duration: Instant
Prerequisite Charms: Extravagant Revelry Carnival
The Infernal formulates a potent mind-altering drug within their body, secreting it in a consumable
form. They might vomit up a clutch of candy-colored pills, weep tears of pungent liquor or acrid
coffee, grow herbs amid their hair, or any other form of internal alchemy they wish. Any form of drug
may be produced by this Charm. The Infernal chooses an emotion to instill the drug with, and any
character who ingests it automatically succumbs to that passion as a form of unnatural mental
influence, costing two points of Willpower to resist. Activating this Charm for one mote produces a
single dose, while for ten motes and a point of Willpower, the Infernal may produce enough drugs for a
mass unit with a Magnitude no greater than her Essence. Regardless of the activation chosen, this
Charm incurs a surcharge of one Willpower if the Infernal does not have Ecstatic Passion Kaleidoscope
active and instilling the same emotion she imbues the drugs with.
A second purchase of this Charm renders the Infernal’s drugs extremely addictive. Any character who
consumes a dose must pay a single point of Willpower or become hopelessly addicted. Whenever they
have an opportunity to consume more of the drugs, they must succeed on a Temperance roll or else
become obsessed with doing so, suffering a -3 internal penalty on all actions until they have taken a
dose. They may ignore this penalty for a scene by spending a point of Willpower, or may spend a point
of Willpower to forgo the Temperance roll, succeeding automatically. The initial addiction constitutes
unnatural mental influence and must be resisted separately from the Emotion effect of the drug, but
subsequent Temperance rolls to resist temptation are a form of natural influence. At Essence 5, the
difficulty of the Temperance rolls increases to (Essence/2).
Virgin-Eating Seraglio Arts

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: Social
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival
To revel in the rains of Hegra is beyond all other pleasures. Having danced beneath the Typhoon of
Nightmares and known the glories of her half-dreams, who can deny her? This Charm upgrades all
Infernal Charms with the Emotion keyword, so long as exert the usual penalties for an Emotion effect
on their victims. If the subject of such an effect attempts to exert his MDV’s against mental influence
when doing so would be at odds with the imposed emotion–that is, if he would suffer a -3 penalty to his
MDV dice pool from doing so–that mental influence is considered unnatural, regardless of its source.
This includes even Emotion effects that target the Infernal herself. A second purchase of this Charm at
Essence 4 increases its scope. Subjects of Emotion effects created by the Infernal’s Charms treat mental
influence as unnatural if resisting it does not align with the emotion imposed on them, suffering the
corresponding -1 penalty to their MDV dice pool.
Spirit-Cracking Bedlam

Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Compulsion, Emotion, Social
Duration: Permanent
Prerequisite Charms: Virgin-Eating Seraglio Arts
The Typhoon of Nightmares thunders in the minds of the mad, bidding them dance to her own strange
passions. This Charm upgrades Virgin-Eating Seraglio Arts. Any mental influence that it would render
unnatural now costs two points of Willpower to resist, rather than one. Exalts and other characters with
a Limit Track may instead gain a single point of Limit for resisting it–even if they have already done so
in that scene (this does not stack with the base Limit an Exalt gains for resisting unnatural mental
influence for the first time in a scene). Even Exalts who are free of the Great Curse, and who do not
normally gain Limit from resisting mental influence, still gain Limit from resisting valid exception. The
Alchemical and Abyssal Exalted are notable exceptions to this rule–Alchemical Exals instead lose a
point of temporary Clarity whenever they resist any valid mental influence, while the Abyssal Exalted
are unaffected.
In addition, whenever a character enters Limit Break or Torment while subject to an Infernal Emotion
effect that exerts the stand penalties, their normal Break or Torment is instead replaced with the effects
of any Solar-type Limit Break that resonates with any one of the emotions that is imposed on them,
chosen by the Storyteller. If there is no existing Limit Break that matches any of the emotions, the
Storyteller may either create a suitably similar effect, or simply deem that the character enters their
usual Limit Break or Torment, at his discretion. A character may spend a single point of Willpower to
resist this unnatural mental influence, allowing their Limit Break or Torment to occur normally. Exalts
who have been freed from the Great Curse are never subject to this effect.
Storm-Heart Tempest Infliction

Cost: 15m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Combo-Basic, Compulsion, Emotion, Social
Duration: Instant
Prerequisite Charms: Spirit-Cracking Bedlam
Hegra exists in unfeeling bliss, because she cannot bear to face her suffering. She wishes that all things
were just as decadent and ecstatic as she is, that she might not have to be reminded of her true state.
Activating this Charm, the Infernal rolls (Charisma + Presence) against her target’s Dodge MDV. If she
succeeds, her target succumbs to an eruption of cathartic passion unless he spends two points of
Willpower to resist this unnatural mental influence. An Exalt immediately enters Limit Break, and must
spend a point of Willpower if they wish to exert partial control over their actions. However, this
spontaneous Limit Break resets their Limit to zero, just as if it were a natural one. Infernals instead
suffer Torment. Un-Exalted characters targeted by this Charm instead suffer a Solar Limit Break
selected by the Storyteller from among those associated with the target’s highest Virtue. Mortals cannot
partially control this Limit Break, and characters of awakened essence must still spend a point of
Willpower to do so.
An Exalt who is not subject to the Great Curse may resist this effect without needing to spend any
Willpower. However, he may choose to enter into Limit Break, choosing one from among those
associated with his highest Virtue. If he does, he may partially control his actions without needing to
spend any Willpower, and his Limit track is reset once it ends. The Alchemical and Abyssal Exalted are
exceptions to this rule. An Alchemical who succumbs to this influence loses all points of temporary
Clarity or Dissonance, his veneer of transhuman dispassion torn away in a torrent of strange emotions
and cathartic release. The Abyssal Exalted cannot be affected by this Charm at all, as not even Hegra’s
fantasies can wash away the darkness of Oblivion.
Indelible Prismatic Stains
Cost: –; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra’s heart is as the storm cloud–sometimes illuminated by brilliant lightning, sometimes choked
with dark rains, and sometimes still and tranquil. Just as the storm, there is nothing that can bind or
fetter her passions. This Charm upgrades Ecstatic Passion Kaleidoscope. While it is active, the Infernal
may treat any mental influence that would cause her to feel or experience an emotion, or gain an
Intimacy based on an emotional context, that is opposed or incompatible to the emotion she has
inflicted upon herself as unacceptable orders. A second purchase of this Charm at Essence 4 extends its
benefits to all Infernal Charms she knows that exert an Emotion effect, so long as they carry the usual
penalties for such effects. Any character subject to the mental influence of such a Charm gains the
benefits of Indelible Prismatic Stains.
Soul-Crucible Diabolism

Cost: – (1m); Mins: Essence 2; Type: Permanent


Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Ecstatic Passion Kaleidoscope
The poisoned souls of the Infernal Exalted overwhelm any mere venom. This Charm permanently
upgrades Ecstatic Passion Kaleidoscope. Whenever the Infernal would be affected by any form of
poison while it is active, she may pay a single mote to absorb it into her system, consuming it
harmlessly. The resultant backwash of toxins produces a slight euphoria, and the Infernal must change
the emotion instilled in her by Ecstatic Passion Kaleidoscope, though this does not count as canceling
its effects.
Ignoring Senseless Babble

Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope
Hegra’s bright passions numb her to the world outside, letting her dream away the absurdities of her
imprisonment. This Charm may be activated in response to any form of mental influence, allowing the
Infernal to perfectly dodge it. This Charm may defend against undodgeable mental influence. If the
Infernal has Ecstatic Passion Kaleidoscope active, she may activate this Charm for a reduced cost of
three motes against any mental influence that does not align with the emotion created by it, or for one
mote against influence that is directly opposed to that emotion.
Sky-Crisis Strike

Cost: 2m; Mins: Essence 2; Type: Simple


Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
Blizzards of fancy and lightning bolts of erotic passion rain down from Hegra’s storm fronts, disasters
as wonderful as they are destructive. Activating this Charm, the Infernal rolls (Charisma + Presence) as
she hurls a bolt of prismatic lightning, a burst of gossamer ice, or some other form of emotional
weather at a character within (Essence x 50) yards. Strong emotions draw down Hegra’s wrath, and the
Infernal receives a single automatic success on the attack roll if she attacks a character who is subject to
an Emotion effect that exerts unnatural mental influence. The base damage of this is attack depends on
the stunt awarded to the Infernal’s attack, equal to (Stunt Rating x 5) lethal piercing damage. Attacks
not awarded a stunt at have a base damage of only (Essence), to a maximum of 5L piercing.
Firmament-Shaking Cataclysm

Cost: – (+2m per effect); Mins: Essence 2; Type: Permanent


Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Sky-Crisis Strike
Both Hegra’s anger and her passion shake the sky, cracking its very foundation. The Infernal may
channel a Virtue to enhance Sky-Crisis Strike without needing to spend a point of Willpower. In
addition, upon purchasing this Charm, the Infernal may choose any of the following upgrades to Sky-
Crisis Strike. Additional upgrade may be learned for a cost of one experience point each, or one bonus
point for two. An Infernal may choose to employ any of the upgrades she has learned when activating
Sky-Crisis Strike, for a cost of two motes each. At Essence 3, the Infernal may pay 5 motes and a point
of temporary Willpower to append all of the upgrades she knows to an attack.
Blinding Rainbow: Lashing ribbons of prismatic light emanate from the Infernal’s presence, too bright
to behold. If the attack successfully hits, the target must succeed on a (Wits + Dodge) roll to avert her
eyes or be dazed, suffering a -2 external penalty on all non-reflexive actions until her DV next
refreshes, as a Crippling effect. If she succeeds on the roll, she suffers only a -2 internal penalty.
Blood Sirocco: Shimmering waves of oppressive heat distort through the air, charring the flesh of the
Infernal’s victims. If the attack is successful, it inflicts a single additional level of post-soak damage.
Eldritch Rime: Countless flecks of diamond ice fly from the Infernal, numbing and freezing the flesh of
those who struggle against the blizzard. If the attack is successful, its victim delays his next action for
(Essence) ticks, to a maximum of 5 ticks, as a Crippling effect. This effect is non-cumulative, and does
not stack with other similar effects.
Lightning Scourge: Shimmering lightning arcs from the Infernal’s fingers to her victim. Rather than
merely halving the soak from her target’s armor, the Infernal reduces it to a third of its original value.
Whirlwind Strike: A roaring wind blows from the Infernal’s own breath, buffeting down all who stand
against her. If the attack successfully hits, the target must roll to resist knockdown or fall prone.
One Hundred Colors Stain

Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Poison
Duration: Permanent
Prerequisite Charms: Firmament-Shaking Cataclysm
Hegra’s rains are tinctured with mortals dreams, and those who dance beneath them revel in alien
visions. This Charm upgrades Sky-Crisis Strike. Whenever the Infernal deals damage to an enemy with
it, they are drenched in streams of colorful rain, exposing them to a poison called Psychedelic Rain,
with traits of Damage 2B, Toxicity 3, Tolerance –/–, Penalty -2. Each time a character suffers damage
from the poison, he also loses a point of Willpower. If a character is reduced to zero temporary
Willpower as a result of this, they gain a derangement of the Storyteller’s choice at the strength of a
debility, often delusions or hallucinations.
In addition, the Infernal’s flesh itself becomes toxic. Any character that has prolonged contact with any
of her bodily fluids is also exposed to the toxin. Touch is not enough to transmit the poison normally,
but the Infernal may reflexively pay four motes to render physical contact with her of any sort–
including being struck by an unarmed attack, or successfully hitting her with an unarmed attack–
sufficient vector for it. Likewise, she may pay four motes whenever she activates any Infernal Charm
that creates food, drugs, or any other ingestible substance to lace its products with poison–and she must
succeed on a Compassion roll to avoid doing so whenever she activates a valid Charm, if she has the
motes available. However, when transmitted through any of these secondary vectors, the poison has a
Tolerance rating of the target’s (Stamina + Integrity)/1 hour. Each incident of exposure counts as only a
single dose.
World-Drowning Cloudburst

Cost: – (+6m, 1wp); Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Sky-Crisis Strike
The Infernal raises her hands up to the sky, calling down bolts of lightning or crushing rain. This
Charm upgrades Sky-Crisis Strike. The Infernal may pay six motes and a point of Willpower when
activating it to call down the attack from the sky, allowing them to target up to (Essence) enemies. He
makes only a single attack roll for these, but calculates and rolls damage separately for each of them. At
Essence 4, the Infernal may add additional targets for a cost of three motes each, in addition to the base
surcharge of this Charm. Individual Extras may be added as targets for no mote cost. There is no limit
to how many additional targets she may add this way, but the Infernal cannot target any character with
more than (Essence) attacks, or (Essence x 3) attacks for mass units of Magnitude 3+.
Rainbow’s Blessing
Cost: 15m, 1wp, Mins: Essence 3, Type: Simple (Speed 6)
Keywords: Shaping, Sorcerous
Duration: One week
Prerequisites: World-Drowning Cloudburst
Hegra is the patron of storms, as much as she is the queen of kaleidoscopic emotions. This charm is the
use of the former. When an Infernal activates this charm, she seeds the area with Hegran essence,
which slowly rises into the air as multihued vapour. Starting within a few minutes, the area will receive
regular rainfall for a week - enough water to sate the thirst of a group with magnitude equal to the
Infernal’s essence. This water can be used for any other purpose water could be used for, and keeps
indefinitely with proper storage. It tastes good to all palates, slightly tinted with a drinker’s favourite
tastes.
However, the water’s Infernal origin affects those who drink too much. Whenever a character drinks
the rainbow water, the scene counts as one scene spent building a positive Intimacy towards the
concept of thoughtless joy, and a scene toward a second Intimacy of adoration toward the Infernal
provider. Characters who have conflicting Intimacies that would interfere with this process find those
feelings weakened by their drinks until nothing stands in the way of forming the new attachments.
While the characters continue to drink this water at least once a day, any Intimacy built or
attacked by the Charm can’t be lessened or rebuilt, respectively. After a day, the Intimacies may be
affected normally. Once a character drinks only rainbow water for a full week, she
gains the Lacking Temperance mutation, along with the cosmetic side effect of bright, often rainbow
coloured features, often hair and eyes. If the Infernal knows Extravagant Revelry Carnival, a second
week of drinking nothing but rainbow water provides the Passion Kaleidoscope abomination to those
lacking its effects. After a decade of drinking primarily rainbow water, these mutations become
hereditary and breed true. Mating with normal humans only has a 10 percent chance of yielding
mutated offspring.
Natural unintelligent animals who drink rainbow water gain all the standard effects from doing so.
Such beasts still become adoringly worshipful to the Infernal who fed them,
though. If the Exalt drinks her own water, the Intimacy she gains toward herself is one of cheerful
pride.
Passion Kaleidoscope Abomination
This abomination has similar effects to a triple purchase of Ecstatic Passion Kaleidoscope. The
character does not gain the ability to change their own mood. Rather, any emotion they feel bears the
full force of an Emotion effect enhanced by this charm, giving Essence/2 bonus dice to actions that
resonate with that emotion, and a -1 internal penalty to actions not fitting that emotion, as well as a -3
internal penalty to actions directly opposing their emotion. They may not negate the effects of this
mutation by spending willpower.
Vibrant Rainbow Chorus

Cost: 5m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Ecstatic Passion Kaleidoscope
The Infernal experiences emotion as a synesthetic chorus of music, from the violet strains of love to the
bright red cacophony of anger. This perception allows her to know the dominant emotion of all
characters she can perceive, and she may place any character’s emotions in context within the scene, if
applicable. In addition, if any of a character’s Intimacies or their Motivation resonate with their current
emotional state, they are made Obvious to the Infernal. The Infernal may perceive this with any of her
senses, allowing her to benefit from this information even if she is blinded or deafened–she might taste
the different flavors of emotion on the air, or feel their psychic vibrations. This does not allow her to
ignore any of the usual penalties for sensory impairment, however.
A second purchase of this Charm grants the Infernal (Essence) automatic successes on all Awareness-
based actions to perceive any character whose emotions he can detect with this Charm. However, he
suffers an equal external penalty on all Awareness-based rolls to perceive things without emotions or
whose emotions he cannot read. In addition, even if blinded or deafened, he may still use the
synesthetic perception of this Charm in place of his lost senses, allowing him to visually or audibly
perceive characters without the usual penalties of his impairment, so long as he can sense their
emotions. He still suffers the normal penalties for perceiving anything with no emotions, or whose
emotions he cannot detect. The perception granted by this Charm extends to (Essence x 100) yards
when used in this way as an independent sense.
Ersatz Adventure Imagination

Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: None
Sometimes Hegra never realizes she was ever in the Wyld, as her own fantasies and daydreams bring
her just as much pleasure. Whenever the Infernal would suffer mutation from exposure to the Wyld, the
Shaping effect is converted into an Illusion effect that exerts unnatural mental influence on her. She
rolls to avoid mutation as normal, but may spend a single point of Willpower to resist it entirely. If the
Infernal does gain any mutations, they function normally, as the chaos of the Wyld reacts to their
hallucinated transformations. However, upon leaving the Wyld, all such illusionary mutations are
terminated, bubbling away into kaleidoscopic essence as they are exposed to stark reality.
A second purchase of this Charm at Essence 3 extends its protection against any shaping effect used by
a raksha. Though they still function normally, they may be resisted for a cost of one Willpower, and
their duration is terminated as soon as the Infernal leaves the Wyld. If the Infernal is not in the Wyld
when the raksha attempts to shape them, then any Shaping effect the employ is terminated at the end of
the scene.
Creation-Denying Imagination
Cost: 1-6m, Mins: Essence 3, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Ersatz Adventure Imagination
If Hegra says she can fly, who will persuade her she is wrong? Certainly nothing so unimportant as the
truth.
This charm enhances its prerequisite in two ways. Firstly, whenever they would suffer a random
mutation, they may spend a number of motes equal to the mutation’s rank to choose the mutation they
acquire instead, which may be any mutation of up to that rank.
Secondly, by committing these motes (A negative mutation may be kept for a 1m commitment,
regardless of cost), they may retain these mutations indefinitely, her belief and essence insulating them
from Creation’s reality.
A repurchase of this charm, requiring Essence 4, allows the Infernal to sustain a number of mutation
points equal to her Essence with the commitment of two motes. She may not commit more motes than
her temporary willpower, and loses mutations if her willpower falls below the number of motes she has
committed.
Epic Saga Playground

Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination
Hegra's presence suffocates all dreams lesser than her own, quashing them beneath the weight of her
superior imaginative vision. This Charm upgrades Ersatz Adventure Imagination, extending its benefits
to all Creation-born characters within (Willpower x 10) yards of the Infernal, allowing them to treat
valid Shaping effects as Illusions if they please. However, they must either be subject to an Emotion
effect created by one of her Infernal Charms, or have an Intimacy towards her, to receive this benefit. A
second purchase of this Charm at Essence 5 extends its range to an entire waypoint, so long as the
Infernal is within it. However, this does not function while the Infernal is within a freehold she does not
control–within such a sub-reality, this Charm only provides its benefits within its base range.
Breath of Quicksilver

Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination
Hegra’s dreams are not all her own. She breathes deep the constant fog of dreaming that arises from
Creation’s mortal peoples, from the fantasies of the Wyld, from the slumber of her own fellow titans.
The Infernal adds (Essence/2) automatic successes to all rolls made to recover Willpower after
sleeping, as she experiences countless dreams in which she is many people. However, she still cannot
ever regain more than (Conviction x 2) Willpower from any one roll. In addition, any effect that would
prevent the Infernal from dreaming is of no use–even if she cannot dream, she can still revel in the
dreams of others.
Mist-Sublimation Defense

Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 5)


Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Breath of Quicksilver
Melting into a burst of colorful wisps, the Infernal flows around an attack even as it strikes them,
reforming as it passes through. This Charm is a perfect dodge against any attack the Infernal is aware
of, even undodgeable attacks. This defense occurs in Step 6, allowing her to dodge attacks that would
otherwise have hit her.
This Charm is vulnerable to the Imperfection of the Typhoon of Nightmares. It may be used at any
time, but the Infernal must pay a surcharge of two motes whenever they defend against an attack made
by a character with more than three points of temporary Willpower remaining, or a surcharge of five
motes when defending against a character with more than seven points of Willpower.
Eerie Phantasm Apparition

Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Breath of Quicksilver
Hegra’s thundering disturbs the sleep of the Demon City, loosing clutches of nightmares and terrifying
fantasies. The Infernal makes a Presence-based social attack, but does not actually speak aloud–indeed,
her intended target need not even be there to hear her. Instead, the next time the target of the social
attack sleeps, he is haunted by a phantasmagoria of bizarre dreams, conveying the social attack the
Infernal made. He may only defend against the influence with his Dodge MDV, and suffers a -2 internal
penalty to the pool used to calculate it. Using this Charm to target characters that the Infernal does not
know is difficult–she suffers a -5 external penalty on the social attack roll if she has never met her
target, or a -3 external penalty if she has only seen him or met him in passing, without any actual
interaction. Making a social attack into a character’s dreams renders it unnatural mental influence, with
a cost of one Willpower to resist. The Infernal can shape the imagery and symbolism of the dream as he
chooses, and may use this to either grant his target a bonus die on the roll to recover Willpower upon
waking, or inflict a -1 internal penalty on the same roll if they do not resist the mental influence.
Nightmares Reign

Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Social
Duration: Permanent
Prerequisite Charms: Eerie Phantasm Apparition
Should Hegra ever become lucid enough to contemplate her own defeat and mutilation, all Malfeas
would fall into nightmares. When the Infernal activates Eerie Phantasm Apparition, she may choose not
to direct her dream-message to any one character. Instead, she rolls a single Performance-based social
attack, an influence that is conveyed to all characters within (Essence) miles of her when they next
sleep. This functions just as with a normal Eerie Phantasm Apparition, although the Infernal does not
suffer penalties for sending dreams to characters they do not know. No character can be excluded from
this sending, including the Infernal herself. A second purchase of this Charm at Essence 7 extends its
range to (Essence x 100) miles, while a third purchase at Essence 9 extends its range to (Essence x
1,000) miles, allowing her to haunt entire directions with nightmares.
Figments and Childish Things

Cost: 6m; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Illusion
Duration: One scene
Prerequisite Charms: Breath of Quicksilver
Hegra’s mists cloud perception, staining it with her colorful whimsies and make-believes. The Infernal
rolls (Manipulation + Presence) against the Dodge MDV of any character she can perceive within
(Essence x 10) yards. If she succeeds, she has free reign over her victim’s perceptions. She may create
intangible illusions that deceive any of the senses, and it is equally easy for her to simply shut down the
victim’s senses, stripping him of sight or hearing. A character may resist this unnatural mental influence
for a cost of two Willpower, and may disbelieve an illusion if he is presented with definitive proof that
is is false. The Infernal may choose to target additional characters with this Charm for a cost of two
motes each, rolling (Manipulation + Performance). If he targets multiple characters, any illusion he
creates is perceived by all of them–he cannot give each one their own individualized fantasies. At
Essence 5, the range of this Charm increases to (Essence x 100) yards.
Exuberant Dream-Wisp Style

Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination
Hegra’s storm clouds are a condensate of mortal dreams, pregnant with the gossamer of a thousand
fantasies. The Infernal gains a pool of (Essence) gossamer, which is replenished at the beginning of
each story. This gossamer is cumulative with other sources, but leftover gossamer is wasted when the
Infernal’s pool is replenished. Whenever the Infernal takes an action that is enhanced by Infernal
Charms, she may spend gossamer in place of Willpower to add automatic successes or channel a
Virtue. Doing so renders the action Obviously magical, as the Infernal’s surreal fantasies bleed into
reality. Any action taken in the Wyld can also be enhanced by spending gossamer.
Brood of Nightmares

Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)


Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Exuberant Dream-Wisp Style
Hegra’s nightmares birth monsters strange and beautiful. The Infernal may activate this Charm only
when she sleeps, entering into a fitful nightmare that imposes a -1 penalty on her roll to recover
Willpower. However, the Infernal may shape her nightmares into an imaginary monster. This functions
exactly as creating a living artifact with Craft (Genesis), except that the Infernal rolls her (Willpower +
Essence), and the crafting interval is only eight hours. This action may be enhanced by Excellencies of
Hegra as though the dice pool was a combination of (Attribute + Ability). All threshold successes
gained are banked towards creating the Infernal’s nightmare monster. They are lost if the Infernal goes
an entire season without activating this Charm to craft the nightmare, or if the Infernal begins crafting a
different nightmare. No materials or facilities are needed for this form of crafting, other than the
Infernal’s own mind, and she may ignore the normal Ability minimums needed for artifact crafting.
This dream-crafting is fully compatible with other Charms and effects that alter or create dreams,
though excessive use of them may flavor the appearance of the Infernal’s nightmare.
Once the Infernal has finished creating her nightmare monster, she must complete it by spending
gossamer equal to its artifact rating, which takes the place of the exotic components needed to craft the
artifact. However, these dream-things are real only to the Infernal, existing as hallucinatory
companions. If she wishes to give one its own reality, she must commit two motes per dot of Artifact
rating to it as a miscellaneous action, which does not count as Charm activation. Doing so causes the
monster to appear, fully real, for the rest of the scene. This mote cost is waived in the Wyld. If a
monster created by this Charm is killed, the Infernal cannot manifest it again until they have spent
gossamer equal to its Artifact rating. However, any other form of harm or damage inflicted to a beast
does not carry over between manifestations. Monsters manifested by this Charm are fully real
constructs of essence and dreamstuff, not the petty glamour of the Fair Folk.
Waking Dreams Shintai
Cost: 10m, 1wp, Mins: Essence 5, Type: Simple (Speed 6, DV -0)
Keywords: Form-Type, Shaping
Duration: One scene
Prerequisites: Brood of Nightmares, Epic Saga Playground
Hegra lives a thousand lives, a thousand worlds lay bare before her. From her perspective, every one is
as true as the others, every one merely a dream subject to her every whim. Nothing that happens here
matters to her real self-she can wash away suffering and resist the temptations of a false world.
By realising this truth that reality is just another dream, the Infernal shapes it to better fit her desire.
· Whenever the Infernal would pay one willpower, she may instead pay two gossamer.
· She may create gossamer by committing five motes for each piece, and may not have more pieces at
one time than her permanent essence.
· She may create beings and items from gossamer, paying one gossamer for each dot of resources they
would cost. Beings, creatures, and items with no resource cost cannot be created, and magical beings
and items may never be created. The Infernal chooses the statistics of creatures and beings where they
differ, including motivation and intimacies. Where it matters, beings are mundane or even extras.
Creatures and objects created last as long as five motes are kept committed to them per point of
gossamer used for their creation. If they are kept real for long enough, they can begin to sustain
themselves. Objects take one month of existence per dot of resources to become real and return their
motes to their creator. Beasts and creatures take one year per dot of essence. Sentient creatures and
beings take five years.
· She may wash away the false pain of the world at a rate of one bashing level for a single mote, one
lethal level for three motes, or one aggravated level for ten motes. She may substitute one gossamer for
five motes, or one willpower for ten.
These effects may only be used while the Shintai is active, except for creations which she retains
commitment for.
Scrumptious Delirium Banquet

Cost: 5m, 1wp per point of gossamer; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: First Hegra Excellency, Exuberant Dream-Wisp Style
Hegra’s storm-body abounds with wisps of dreams and gossamer lightning, a delectable treat for the
Fair Folk. In the days before Creation, she would laugh and laugh as the raksha gorged themselves to
death on her primordial essence. The Infernal may use this Charm to bestow gossamer upon a
character, paying a single point of Willpower for each point of gossamer granted. She may choose to
pay gossamer she personally possesses in place of Willpower. Characters incapable of using gossamer
cannot benefit from this Charm at all.
Unfortunately for the Fair Folk, all the gossamer made by this Charm is flavored with primordial
essence. A little is a tasty treat for them, but too much of it will corrode their essence flows from the
inside-out. If the Infernal bestows an amount of gossamer on a raksha exceeding half the rating of their
highest feeding grace with a single activation of this Charm, the raksha explodes in a conflagration of
prismatic light and synesthetic fantasies, dying instantly. Non-heroic raksha explode if fed even a single
point of gossamer by this Charm. The rainbow-slick residue left behind the explosion can be consumed
by a single character, allowing them to recover a single point of Willpower or gossamer as they enjoy
the delicious remains of the fae.
Excessive Splendor Wonderland

Cost: 15m, 1g+; Mins: Essence 4; Type: Simple


Keywords: Combo-OK, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Scrumptious Delirium Banquet
The Wyld once roiled and bubbled as Hegra passed through it, twisted into the strange fantasies of her
dreaming. Activating this Charm, the Infernal invests up to (Essence) points of gossamer into a
waypoint, staining the chaos of the Wyld with primordial energies. Waypoints that are part of a freehold
the Infernal does not control, or that are part of an Unshaped, cannot be targeted. The saturation of
gossamer turns the waypoint into a sensual paradise for the raksha. They may sense the transformed
waypoint from (Essence) waypoints away, and must succeed on a Temperance roll to avoid journeying
to it, and must likewise do so to leave it. Within the transformed waypoint, raksha double the rate at
which they respire essence, and add dice equal to the amount of gossamer spent on this Charm to all
shaping actions they make. These dice count as being added by Charms.
Little do the Fair Folk realize that the sorcerous paradise created by this Charm is actually a death trap.
A raksha within the waypoint suffers an unsoakable level of aggravated damage at a certain interval, as
poisonous gossamer corrodes his essence patterns. The interval for this damage is determined by the
amount of gossamer invested by the Infernal–once a month for one gossamer, once a week for two
gossamer, once a day for three gossamer, once at the start of each scene for four gossamer, and once
each action for five gossamer. With ten gossamer invested, this damage occurs once per tick. Raksha
killed by this Charm dissolve into shimmering residue, as with Scrumptious Delirium Banquet. Even as
the raksha realize that the waypoint tears them apart, they must still suppress their Temperance to leave
it.

Isidoros - Good for building The Hulk and screwing both gravity and Sidereals.

First Isidoros Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Isidoros is reckless, implacable, and never changes from his course. He is that which acts upon the
world, and in acting upon the world, changes it. He acts with unstoppable force todefy his foes,
overcoming extraordinary opposition. He exults in senseless destruction, bringing to bear immense
strength for strength’s own sake. He cannot conceive of failure and only grows angrier when
confronted with a foe he cannot best, striving again and again to crush them underfoot with
inexhaustible tenacity. Isidoros abides by no limitations, be they fetters, laws, or fate itself. He shatters
impassable barriers and bears immense burdens to obtain what he desires. Inexorable and fanatical in
all endeavors, he knows no shame, acting without regard for others.
Characters may apply this Charm to any action that uses strength or superior ability to conquer their
enemies, do away with obstacles, or simply show off his own might. Isidoros changes the world to fit
his desires, and his unbridled arrogance and megalomania can abide by no lesser vision. This Charm
cannot aid any action performed at the behest or command of another, nor can it aid any indirect
action–the Infernal must accomplish his goals himself, not through others. He must take pride in all his
victories, making his supremacy known to all who witness the compelling arguments of his absolute
might.
Isidoros Mythos Exultant
Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Isidoros Excellency Isidoros overcomes all limitations, angrily surpassing
anything that might restrain him. Whenever he is awarded a stunt, he may add that stunt's rating to his
effective (Attribute + Ability) or (Essence + Trait) rating for the action to determine how many dice he
may add with Isidoros' excellencies.
Borne by the Boar
Cost: –; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Isidoros has strength to crush all opposition, strength to bear all burdens. An Infernal with this Charm
adds his Essence to his Strength for purposes of calculating his dice pool for feats of strength and the
range of any thrown attack he makes with an improvised weapon (including throwing clinched
opponents). This Charm may be purchased a maximum number of times equal to the Exalt’s Essence
rating, with each purchase stacking to cumulatively increase the Infernal’s effective Strength rating.
Broken Worlds Crumble
Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
Isidoros hurls about the mountains and towers of Malfeas with his passing, haphazardly crushing
countless millions in his wake. The Infernal may treat any improvised weapon he wields as having
Accuracy of +0, and reduces the (Strength + Athletics) pool needed to throw an object by one die for
each purchase of Borne by the Boar he has. He may roll (Strength + Athletics) in place of (Dexterity +
Thrown) for the attack roll with any improvised object, and may enhance any such attack with Isidoros
Charms. A second purchase of this Charm at Essence 5 allows the Infernal to treat all improvised
weapons as having an Accuracy of +3, and to multiply the base range of any Thrown attack he makes
with an improvised weapon by ten, before any additions from Borne by the Boar.
Face-Crushing Hoof
Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Borne by the Boar
Isidoros crushes all opposition underfoot, not even noticing what he has done. This Charm enhances
any Melee or Martial Arts attack. If the attack successfully deals at least one level of damage, then its
victim is stunned until his next action.
A second purchase of this Charm at Essence 3 allows the Infernal to spend a single additional mote
when activating this Charm. Doing so increases the penalty from being stunned to the Infernal’s
Essence, and extends the duration of the stunning to (Essence) actions.
Brutality of the Unmatched Beast
Cost: 7m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Face-Crushing Hoof
The Black Boar knows nothing of restraint or mercy, committing atrocities with blissful ignorance.
This Charm doubles the post-soak damage dice in Step 8 of any Melee or Martial Arts attack. If the
attack deals any levels of damage to the Infernal’s enemy, they are knocked back one yard for each
level of damage suffered, plus an additional yard for each purchase of Borne by the Boar the Infernal
has. A second purchase at Essence 4 allows the Infernal to activate this Charm reflexively in Step 8 of
attack resolution. Doing so costs an additional point of temporary Willpower, and renders this Charm’s
effects Obvious, as the Infernal brims with the world-shattering strength of the Black Boar, cracking
the earth beneath his feet. He may treat Brutality of the Unmatched Beast as a reflexive Charm for
purposes of Combos.
Blind Cataclysm Tread
Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Brutality of the Unmatched Beast
Those caught in the path of Isidoros cannot hope to survive. The Black Boar is not without occasional
mercy, but he cannot offer it to those too small to see. The Infernal may activate this Charm when he
damages an opponent who is either stunned or knocked prone, converting all post-soak damage dice to
levels of lethal damage as he gleefully maims them.
Constellation-Shattering Spite
Cost: 5m (+1wp per astrological effect); Mins: Essence 4; Type: Reflexive (Step :cool:
Keywords: Combo-OK, Ineffable, Shaping
Duration: Instant
Prerequisite Charms: Brutality of the Unmatched Beast
Isidoros is vast beyond destiny’s power to contain him. Its fetters strain and snap in futile defiance of
the Black Boar. This Charm enhances a Melee or Martial Arts attack. If it successfully hits and deals at
least one level of damage to its victim, all Sidereal astrology effects placed upon that character become
Obvious to the Infernal’s senses. He may choose to shatter any or all of these astrological effects,
spending a single point of Willpower for each one he chooses to negate. At Essence 5, the Infernal is
able to trample over even true Destiny. He becomes capable of stripping away the Destiny background
from characters who possess it, for a cost of of one point of Willpower for each dot of the background
removed. Furthermore, he may render the victim of his attack permanently outside of fate by spending
an amount of Willpower equal to their Essence. The Infernal may activate any of these options
simultaneously, so long as he has sufficient Willpower to spend on them.
Broken Zodiac Catastrophe
Cost: 15m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Ineffable, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Constellation-Shattering Spite
With one stamp of his mighty hoof, Isidoros can set the stars asunder in the heavens, cracking the
firmament of the world. This Charm is a feat of strength performed to break reality. As the Infernal
activates it, the sky above him shatters, black cracks spreading across the heavens to mark his domain.
He may crack the reality of an area that spans up to one square mile for every five dice of his (Strength
+ Athletics) pool, though shattering reality in an area greater than ten contiguous square miles is a
Blasphemy effect. Adjacent areas whose fates are shattered by this Charm combine to form a single
collective territory. Shattering the fate of a land immediately consigns ownership of it over to the
Infernal, as he marks his territory with the destruction of destiny. He cannot contest the ownership of
land possessed by a character of awakened essence, although the remainder of this Charm’s effects
function normally regardless. All Charms with the Fate keyword cost a single mote more within the
marked territory, and gain the Obvious keyword. Black cracks split the essence and anima of any Exalt
who activates such a Charm, revealing their manipulations for the Infernal to see.
The land that lies beneath the shattered sky is considered outside of fate. All characters within it must
make a (Essence + Willpower) roll each month, at a difficulty of the Infernal’s Essence, or be rendered
outside of fate. Mortals and animals do not receive a roll to resist. Demons of the first circle are always
considered to be outside of fate within the Infernal’s domain. Such characters return to fate if they
spend a month or more outside of the Infernal’s territory. Appropriate countermagic can dispel the
Infernal’s machinations, returning the land to fate’s domain and revoking the warlock’s ownership as
the cracked sky is healed and mended. In addition, a character capable of crafting destiny may heal the
rift with an (Intelligence + Craft [Fate]) roll at difficulty 10, although doing so requires that they both
know the precise location of the rift and have access to the Loom of Fate. Furthermore, any usage of
sorcerous countermagic will add a number of successes to the roll. Emerald Countermagic will add 3,
Sapphire countermagic 4, and Adamant countermagic 5.
Wrath Answers Fools
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Social
Duration: Instant
Prerequisite Charms: Face-Crushing Hoof
Isidoros cannot be persuaded from his course. Pleas and entreaties only ever convince him to destroy
whatever annoyance seeks to bargain with him. The Infernal may activate this Charm in response to
any mental influence. He makes a Melee or Martial Arts counterattack against the character who
exerted the mental influence, responding to their persuasion with violence. All characters who observe
the attack roll Join Battle once the mental influence is resolved, ending the social combat, and shifting
the scene into normal combat ticks.
Sky-Twisting Geometries
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Borne by the Boar
With a threatening gesture or a shouted curse, the Infernal may shatter anything that offends his sight.
This Charm enhances a feat of strength to break or lift an object, allowing the Infernal to make it from
a range of (Essence + Strength) yards. He may not target items in active use, including attuned artifacts.
If he successfully breaks an object, it shatters on the spot. If he successfully lifts it, he may either have
it fly to his side or hand, or else move it up to (Essence + Strength) yards. He may choose to attack an
enemy by flinging the object at them, in which case it is treated as a Thrown attack. The Infernal rolls
his (Essence + Strength + Athletics) for the attack roll. At Essence 5, the range of this Charm is
increased to ([Essence + Strength] x 5), while at Essence 7 it becomes ([Essence + Strength] x 10). At
Essence 10, the Infernal may use it on anything within his sight, allowing him to truly twist the
heavens. Any bonuses to thrown attacks from Borne by the Boar are invalid when using this charm.
Cosmos-Shaking Stride
Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Sorcerous
Duration: One scene
Prerequisite Charms: Sky-Twisting Geometries
Isidoros carves a path wherever he wills to go, stamping his hoof-prints into the face of the moon or the
dome of the sky. The Infernal may choose what direction is “down” relative to his orientation as he
wishes, allowing him to traverse any surface with ease. He may walk up walls, cross ceilings, or
perform similar gravity-defying feats as he pleases. However, the Infernal must have stable footing on a
solid surface in order to traverse it in defiance of gravity. Without that, he will fall to the ground as
usual. At Essence 5, the Infernal may walk with nothing beneath him, allowing him to tread on air
itself. He does so in the same way and with the same ease he walks on ground. He can still suffer from
unstable footing due to wind or other buffeting forces while walking on air, as normal, but does not lose
the ability to do so because of unstable footing. However, if he is knocked prone while walking on air,
he falls, and cannot avert his descent with this Charm. A second purchase of this Charm at Essence 4
grants the Infernal its benefits permanently.
Strength is Destruction
Cost: –; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
Isidoros cannot help but crush all things with his passage–he cannot restrain the quaking of his
footfalls, or the vastness of his strength. The Infernal may perform feats of strength as a miscellaneous
action, allowing him to lift or break objects in combat. However, their own strength exceeds their
power to control. Whenever they wield or use any item as a non-reflexive action, they must succeed on
a (Dexterity + Athletics) check, or else unwittingly apply their full (Strength + Athletics) pool in a feat
of strength to break that item. The difficulty of the roll is equal to the number of copies of Borne by the
Boar that the Infernal knows. Succeeding on the roll allows the Infernal to wield or use that item safely
for the rest of the scene. Attuned artifacts are exempt from this hapless destruction. A second purchase
at Essence 5 allows the Infernal to perform feats of strength as reflexive actions. There is no limit on
how often he may attempt a feat of strength, but he may not make more than a single reflexive feat of
strength against a given object in a single action. Whenever he touches an object, he must roll his
(Dexterity + Athletics) to avoid accidentally breaking it, as above. Succeeding on the roll allows the
Infernal to touch that object without any risk of it breaking for the rest of the scene–or, for worn
objects, for as long as he carries it.
Cowing the Lowly
Cost: –; Mins: Essence 2; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Borne by the Boar
None can look into the lightless eyes of the Black Boar and not see their own doom. Any social attack
the Infernal makes against a character with a Valor of 2 or less is considered unnatural mental
influence, and costs two points of Willpower to resist. If a victim enhances their MDV’s by channeling
Valor, they may ignore this effect. An Infernal with Essence 4 may use this Charm to intimidate any
character with Valor 3 or less, while at Essence 6 he may menace anyone with Valor 4 or lower.
All Things End in Blood
Cost: 6m, 1wp; Mins: Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-Basic, Emotion, Obvious, Social
Duration: One scene
Prerequisite Charms: Cowing the Lowly
Cowards fall first before the Black Boar, their strength shattered by their faltering courage. When
Isidoros snarls and stamps his hoof, he puts the mettle of his foes to the test. To see him is to fear.
Whenever the Infernal makes an attack or social attack against a character whose Valor is less than his
Essence, he gains a single automatic success on the roll. In addition, characters with a Valor of 1 halve
their Parry DV and Parry MDV against attacks made by the Infernal, too cowardly to raise up arms in
their own defense or argue against him. This Charm may be resisted for a cost of three points of
Willpower. Characters with Valor 5 may instead channel a point of Willpower through their Valor to
resist. The Infernal gains no benefits against characters who have resisted this unnatural mental
influence.
Hero-Breaking Glare
Cost: 8m; Mins: Essence 4; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: All Things End in Blood
Isidoros commands the world that it might be what he wishes, and none dare defy him. This Charm
may enhance any social attack or mental influence the Infernal makes or exerts, rendering it
unblockable and undodgeable and adding (Essence) automatic successes. However, a character who
enhances their MDV's by channeling their Valor may still apply them against the Infernal's influence.
Defiant Force Unswayed
Cost: –; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
So long as the Black Boar can stand, he can never be shaken from his course. Whenever the Infernal
would be knocked back, thrown, or otherwise forced to move against his will, he subtracts his (Strength
+ Athletics) from the total number of yards he would be forced to move. If this reduces the total to 0 or
less, then the offending effect is negated entirely. The Borne by the Boar Charm increases the Infernal’s
Strength rating for this calculation as if it were a feat of strength. A second purchase allows the Infernal
to negate any effect that would forcibly move him against his will by spending a single mote. Doing so
is an Obvious effect, as the Infernal seems to become become truly immovable, all force crushed
against his unshakable will. This has no effect on supernatural means of movement, such as banishment
or teleportation.
Earth-Shaking Stomp
Cost: 3m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Defiant Force Unswayed
Fools rush in where Isidoros treads. Activating this Charm, the Infernal stomps on the ground, causing
it to quake beneath his footfalls. He rolls (Strength + Athletics) as an attack against all characters within
(Essence x 2) yards, plus one yard for each purchase of Borne by the Boar he has. The attack has a
damage of (Strength + Essence)L, and all characters damaged by it are knocked prone. However, a
character must stand on the same surface as the Infernal to be hit by the attack–characters who are
airborne, or who are otherwise not in contact with the ground are unaffected. This attack may be
enhanced by Isidoros Charms as if it were a hand-to-hand attack. At Essence 4, the Infernal may spend
an additional two motes when activating this Charm to unleashing a devastating force with a
thunderous clap of his hands or a deafeningly loud shout. Doing so allows him to dispense with the
need to stomp on whatever surface his enemies stand on and allows the attack to radiate out in a sphere
of (Essence x 2) yards, rather than on the same surface to said distance.
Unlimbered Tusks of Adamant
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Borne by the Boar
Isidoros cannot conceive that anything could ever oppose him–and thus, nothing can. This Charm
enhances a Melee or Martial Arts attack, causing the Infernal’s weapon to glisten with the black luster
of Isidoros’s own tusks. The attack becomes piercing, and ignores its victim’s Hardness. A second
purchase of this Charm at Essence 4 allows the Infernal to activate it reflexively in Step 8 of attack
resolution for a cost of two additional motes. He may treat Unlimbered Tusks of Adamant as a reflexive
Charm for purposes of Combos.
Who Dares Defy Me?
Cost: – (1m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Borne by the Boar
Isidoros cannot yield, even as he assails an immovable object with unstoppable force. He can only
redouble his efforts. Whenever a character activates a Charm that has a Flaw of Invulnerability, the
Infernal may reflexively spend a single mote to learn that Charm’s flaw. If they commit that mote, they
gain one automatic success on any attack roll against that character that exploits the assessed Flaw of
Invulnerability. The Infernal may only commit the mote to a single character’s Flaw of Invulnerability
at a time. Whenever an attack the Infernal makes is defended against by a Charm with a Flaw of
Invulnerability, the Infernal gains a single point of Limit. He may only gain Limit in this way once per
scene.
Single-Minded Stubborn Boar
Cost: 3m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Social, Stackable
Duration: Indefinite Prerequisite Charms: Who Dares Defy Me?
Once Isidoros has made a decision, there is no force in all the world that can change it. Whenever the
Infernal makes a decision, he may activate this Charm. Doing so causes him to instantly gain an
Intimacy towards that decision. So long as he commits the essence, any mental influence that opposes
that Intimacy or that would cause him to change that decision is treated as an unacceptable order.
However, the Infernal himself may not oppose his decision or change his mind without first breaking
his commitment or eroding the Intimacy.
Once this Charm’s duration ends, the Intimacy remains, but possesses no special properties. Intimacies
created by this Charm may be eroded normally (and doing so ends this Charm’s duration). The Infernal
rolls his Conviction in each scene he attempts to erode one, gaining Limit equal to the successes rolled
from the trauma of changing his mind. The Infernal may activate this Charm to reinforce up to
(Conviction) decisions at any one time.
A second purchase at Essence 5 allows this Charm to be activated as an innate ability. The motes spent
to activate it are not committed, and its duration changes to Instant, causing any Intimacy created by it
to be permanently reinforced. However, he must erode any Intimacies created by this Charm if he
wishes to remove them, as he can no longer deactivate this Charm normally. The Infernal may still not
activate this Charm more than (Conviction) times; he must erode an Intimacy created by this Charm if
he wishes to reinforce another decision once he has reached this maximum.
A third purchase at Essence 9 allows the Infernal to dedicate himself to any number of decisions,
without any maximum. However, whenever he makes a decision, he must fail on a Conviction roll in
order to not activate this Charm, and gains a single point of Limit for doing so. In any scene in which
the Infernal attempts to erode an Intimacy reinforced with this Charm, he does not roll his Conviction
normally, but instead gains Limit equal to his Conviction.
Invincible Colossus Stature
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Isidoros is a giant, towering above the buildings of the Demon City. This Charm permanently grants the
Infernal all the benefits and drawbacks of the Large mutation. He gains a dot in both Strength and
Stamina, an additional -0 health level, and at least a foot of height.
At Essence 3+, the Infernal can purchase this Charm a second time, increasing its effects to that of the
Huge mutation. He gains an additional dot in both Strength and Stamina, an additional -1 health level,
and at least two additional feet of height.
A third purchase of this Charm at Essence 4+ further increases this Charm's effects to that of the Giant
mutation. The Infernal gains a third additional dot in both Strength and Stamina, an additional -1 health
level, two additional -2 health levels, and at least an additional three feet in height.
A final purchase of this Charm at Essence 5+ raises increases the benefits to that of the Colossus
mutation. He gains six feet in height, a fourth additional dot in both Strength and Stamina, an additional
-1 health level, and an additional -2 health level.
The dots of Strength and Stamina granted by this Charm are not considered to be dice added by
Charms, nor do they count against the Infernal's normal maximum value for Attributes or for determine
the experience cost to raise Strength or Stamina.
For example, an Infernal with Essence 3 and Strength 4 purchases this Charm twice. His Strength
becomes 6, but he can still raise his Strength by an additional dot and the experience cost to do so
would be 16 experience points instead of 24.
New Mutation: Colossus
This abomination is the equivalent of taking the Large Mutation four times. The creature grows to three
times the size of the largest examples of his species. This mutation confers four dots of Strength and
Stamina, as well as additional health levels: -0 x1, -1 x3, and -2 x3.
Unhearing Giant Stance
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Invincible Colossus Stature
Those who stand beneath Isidoros are of no consequence, their pleas heard only when it suits the
massive titan.
This Charm grants the Infernal a bonus to his Dodge MDV equal to the number of size categories by
which he exceeds his social attackers.
Quote:
Charm Concept: Size Categories
Several Isidoros Charms care about the relative size differences between the Infernal and others around
him. The following broad categories and examples should be used to classify such when dealing with
such Charms. In ascending order of size:
Miniscule - Humans with the Miniscule mutation, Cats
Tiny - Humans with the Tiny mutation, Dogs
Small - Humans with the Small mutation, Wolves,
Medium - Normal humans, Deer, Dolphins
Large - Humans with the Large mutation, Gorillas, Lunars in Warform
Huge - Humans with the Huge mutation, Lunars with Devastating Ogre Enhancement in Warform,
Rhinos,
Giant - Humans with the Giant mutation, Mammoths, Yeddim, Tyrant Lizards
Colossus - Humans with the Colossus mutation, Alchemical Exalted with Essence 6+, Characters
piloting Warstriders
Towering Titan Condescension
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok
Duration: Indefinite
Prerequisite Charms: Invincible Colossus Stature x2
Sometimes, Isidoros feels the whim to spare those beneath him instead of crushing them underfoot. At
those times, he chooses to take a smaller form.
Upon activating this Charm, the Infernal can reduce his height, down to his original size if he so
chooses. This allows the Infernal to once more blend in with ordinary humans and removes and size
related penalty to disguise rolls, but does have the drawback of reducing his effective size category,
which may weaken other Isidoros Charms.
Using this Charm, however, does not remove the benefits that his great size may grant him, like
additional dots of Strength and Stamina or additional health levels. This only affects his size.
Footsteps Like Earthquakes Prana
Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: Knockdown, Combo-Ok, Obvious
Duration: One action
Prerequisite Charms: Invincible Colossus Stature
The Black Boar that Twists the Skies shakes the foundations of the Demon City with just his footsteps.
While this Charm is active, anyone who is within (Essence) yards of the Infernal while he is moving
must check for knockdown. Add the number of size categories by which the Infernal's size exceeds the
victim's to the difficulty to resist knockdown.
Stone Breaking Step
Cost: 5m; Mins: Essence 4; Type: Extra Action
Keywords: Combo-Ok
Duration: One action
Prerequisite Charms: Footsteps Like Earthquakes Prana
Those who fall beneath Isidoros's hooves are crushed like the insects they are. An Infernal with this
Charm active can make a reflexive kick attack against every prone opponent that he walks over. The
Infernal adds a number of bonus dice to the attack roll equal to the number of size categories by which
the Infernal's size exceeds the victim's size.
The Infernal may only make kick attack per pass over a particular foe, but making more than one pass
across a particular opponent is perfectly permitted, allowing the Infernal to trample a particularly hated
foe into pieces.
RECKLESS DEVISTATION
Cost: 1m per die
Mins: Isidoros 1, Essence 2
Type: Supplemental
Duration: Instant
Keywords: Combo-OK
Prerequisites: None
Isidoros cultivates no notion of strategy; reckless brutality is his only tactic. This Charm may enhance
any Melee or Martial Arts attack. The Infernal may forgo a number of dice from the attack roll up to his
Essence, spending one mote for every die given up. If the attack hits, he gains one automatic success on
the damage roll for every die given up.
UNYIELDING SIEGE OF STEEL
Cost: 8m
Mins: Isidoros 1, Essence 3
Type: Simple
Duration: Instant
Keywords: Combo-OK
Prerequisites: Reckless Devastation
No wall or fortification offers refuge when the Black Boar rampages across the world, nor can any
armor preserve its bearer from the wrath of the Green Sun Princes. The Infernal makes an attack that
targets both an enemy and his armor. For every level of damage dealt to the enemy, the bashing and
lethal soak (but not hardness) of their armor is reduced by one (this reduction occurs in step 10 of
attack resolution, so the armor uses its full soak value against the attack). Mundane armor remains
damaged until it is repaired; artifact armors regain their full soak values at the end of the scene. The
reduction in soak from this Charm is cumulative, and a mundane armor whose soak is reduced to 0 is
destroyed (although artifact armors cannot be destroyed by it). This Charm cannot reduce natural soak.
BATTLE MAIDEN’S DOWNFALL
Cost: 2m
Mins: Isidoros 1, Essence 2
Type: Reflexive (Step 2)
Duration: Instant
Keywords: Combo-OK
Prerequisites: Reckless Devastation
Even the mightiest of the Exalted find themselves powerless against Isidoros. His all-devouring hunger
drains away even the very Essence from their attacks. This Charm negates any dice added by Charms
to an attack roll against the Infernal.
ULTIMATE BOMBASTIC VILLAINOUS MONOLOGUE
Cost: 5m
Mins: Isidoros 1, Essence 2
Type: Simple
Duration: (Essence) actions
Keywords: Combo-OK, Compulsion, Social
Prerequisites: None
Isidoros’s arrogance is legendary, for his infinite nature leaves him incapable of conceiving of anything
greater than he. His children embody this ego, commanding awe-struck silence from your foes. The
Infernal rolls (Charisma + Presence) as a social attack against one foe, declaiming a 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.
SHATTERED CONSTELLATION HOROSCOPE
Cost: 10m, 1wp
Mins: Isidoros 1, Essence 2
Type: Simple (Dramatic Action)
Duration: Indefinite
Keywords: Shaping, Sorcerous
Prerequisites: None
Isidoros gloried in the breaking of the Mask, watching as Fate began to unravel and twist in Creation.
His Infernal children can take advantage of Creation’s damaged Fate to conceal themselves from mortal
memory. This Charm grants the Infernal the effects of the Sidereal’s Arcane Fate. This grants him
immunity to the Arcane Fate of other Sidereals–but they are not immune to his.
At Essence 3, this Charm can be used to affect another character, in which case it gains the Touch
keyword. The character cannot have an Essence greater than that of the Infernal, and if they are
unwilling, the Infernal must roll (Intelligence + Occult), at a difficulty of the character’s Essence.
At Essence 4, this Charm can extend the Arcane Fate to an entire social unit, at a cost of an additional
15 motes. He must either lead the social group of successfully touch the group’s leader. The leader
cannot have an Essence greater than that of the Infernal, and if they are unwilling, the Infernal must roll
(Intelligence + Occult), at a difficulty of the unit’s Magnitude plus the leader’s Essence. If used on a
social unit, each member must have the Charm dispelled individually; dispelling it from one member
does not affect any others.
RAVISHING THE MAIDENS
Cost: 5m, 1wp
Mins: Isidoros 1, Essence 2
Type: Simple
Duration: Indefinite
Keywords: Obvious, Touch
Prerequisites: Shattered Constellation Horoscope
Isidoros both hates and lusts for the Maidens–if he had his druthers, he would consume them utterly, at
once annihilating them and becoming one with them. For now, he satisfies himself with the
masturbatory pleasure of corrupting their work, undoing what Fate has wrought. With this Charm, the
Infernal touches a single character, and learns all ascending or descending destinies that have been laid
on them (though not any resplendent destinies). They may then choose one and attempt to negate it,
rolling (Intelligence + Occult) at a difficult of the (Essence + College) of the destiny’s creator. If the
Infernal succeeds, then that destiny’s effects are negated for as long as the Infernal keeps the Essence
committed.
A second purchase at Essence 4 allows the Infernal to grant this Charm the Sorcerous keyword, at the
cost of 5 additional motes. He does not have to commit the Essence spent, and the destiny is negated
until the Charm is dispelled (the countermagic must be cast on the target of the destiny).
TEN THOUSAND FACES
Cost: 5m
Mins: Isidoros 1, Essence 3
Type: Simple
Duration: Indefinite
Keywords: Fate, Sorcerous, Touch
Prerequisites: Ravishing the Maidens
Just as Isidoros consumes all things, so do his children consume the selves and destinies of Creation’s
lowly mortals to conceal themselves. By using this Charm on another character, the Infernal can
consume and devour their name. Only the Infernal can speak, think, or write that person’s name with
specific reference to them, although the victim, any character who had an intimacy (whether positive or
negative), or any character whose Essence is greater than yours can spend one point of Willpower to
ignore this restriction for one scene.
In addition, an Infernal has consumed a mortal’s identity, he can forge it into a resplendent destiny. The
Storyteller determines which colleges the stolen identity corresponds to enough to be made into a
resplendent destiny of, and the Infernal chooses which college to use. They do not make a prayer roll or
effect roll to create the resplendency; instead, the Infernal rolls their (Essence + Occult); the number of
successes is the Endurance of the resplendent destiny, minimum one. The duration of the resplendent
destiny is indefinite, ending only if its Endurance is exhausted or if this Charm is dispelled. The
resplendent destiny functions as a perfect disguise of the victim of this Charm.
The victim’s name is only regained once this Charm is dispelled, or once the resplendency’s Endurance
is exhausted. While an Infernal can steal the identity of any number of victims at one time with this
Charm, they may only ever have a single resplendent destiny gained through it.
FORCEFUL SEDUCTION OF THE STARS
Cost: –
Mins: Isidoros 1, Essence 4
Type: Permanent
Duration: Permanent
Keywords: None
Prerequisites: Ravishing the Maidens
Isidoros does not merely unravel the strands of Fate–he twists and reweaves them, warping the nature
of cause and effect to destroy all reason and purpose of the world. This Charm permanently enhances
Ravishing the Maidens. Whenever the Infernal uses it, he may spend an additional willpower to subvert
the destiny, rather than simply negating it. A subverted destiny has its providence reversed for the
duration: an Artless Prodigy Blessing becomes a Sloped-Floor Curse; a Blissful Idiot Blessing becomes
a Ruin Without Failure Curse; a Hound-Chases-Rabbit Blessing becomes a Heart-Piercing Curse; a
Fortified Spirit Blessing becomes a Name-Destroying Curse; and vice versa.
NO MORE HEROES
Cost: 10m, 1wp
Mins: Isidoros 1, Essence 3
Type: Simple
Duration: Instant
Keywords: Fate, Obvious, Touch
Prerequisites: Shattered Constellation Horoscope
It is the nature of Isidoros to unravel fates, to undo destiny. With but a touch, he can strip a glorious
destiny from a hero, leaving him barely a man. This Charm allows an Infernal to unravel a mortal or
Exalt’s destiny. If used against an Extra, it automatically kills them, the thread of their destiny
irrevocably snapping. If used against a Heroic Mortal, they become an Extra, their heroic fate stripped
away (however, they cannot be killed by a futher use of this Charm). The Exalted are only partially
hindered by this Charm–even Isidoros cannot destroy their shards of exaltation. However, they lose the
ability to use excellencies or to regain willpower (but not motes) from stunts for the rest of the scene.
THREADS ON ANOTHER LOOM
Cost: –
Mins: Isidoros 1, Essence 3
Type: Permanent
Duration: Permanent
Keywords: None
Prerequisites: Shattered Constellation Horoscope
Within the infinitely vast heart of Isidoros, their lies a dark twin to the Loom of Fate, upon which every
being that dwells outside of Fate is marked by a single strand. However, the Black Boar despises the
tyranny of predestination, and thus all strands upon his Loom are spun, measured, and cut only by their
own volition. His favored Infernals are marked on this dark Loom by threads of glistening Malfean
brass, and only they have authority to have new threads fashioned for the Creation-born. This Charm
permanently enhances the Infernal’s Shattered Horoscope Constellation Charm. Whenever they use it,
they may spend an additional 10 motes and 1 willpower to instead remove the Charm’s target from
Fate. The Sidereal Exalted alone are immune to this effect.

Elloge - Good for communication and stealth

There are three Elloge variants, all of which are a bit short and mesh well together. You may mix-and-
match from these, making logical substitutions like The Author Apart as a replacement prerequisite for
other charms.

Variant 1
First Elloge Excellency
Elloge is the mother of narrative and the teller of the story that is life. It is under Elloge that heroes
triumph, villains fall, and reality favours the epic. Equally, it is Elloge who sees the evil empire rise and
the hero’s parents cut down. Elloge always knows the best story, and works towards it regardless of her
own ends. Elloge, more than her siblings, understands interactions, the better to write her vision of the
world into being.
The Storyteller’s Excellency may be invoked on an action where the Infernal disregards his safety to
aim for the best narrative, as well as an action where she deliberately acts in the expected manner. It
cannot be used on an action where the Infernal defies his expected place in the scene. These could (but
could not, depending on context) include situations such as the young hero accepting the villain’s offer
to join him, the princess refusing his affections after her rescue, or seeing a chance to utilise an Act of
Villainy and not doing so. In addition, the excellency is inapplicable to an action attempting to hide
knowledge. Stories want to be told.
Her excellency is always valid on an action earning a stunt rating of two or greater – doing something
well is more important than doing the right thing.
Elloge Mythos Exultant
Elloge’s displays of power are works of beauty, choreographed sequences that would make the celestial
deity of the art weep in jealousy. Whenever she stunts, those that see her are driven to help tell her tale.
She may make an immediate, free undodgeable social attack using a pool of Charisma+Linguistics,
with additional successes equal to the level of her stunt. A successful attack instills a positive intimacy
towards their role in the scene, as perceived by Elloge. This intimacy can be eroded normally, and
vanishes by the end of the scene. Before bonus successes, a single willpower negates the effect of this
Mythos on a character for the scene.
Sorcerous Enlightenment of Elloge
Elloge is subtle, often working through others. Her magic is largely used to this end.
Spells that cause emotion or control of others, as well as those that facilitate communication, have their
cost reduced by half, while spells that cause grand manipulation of the environment, such as directly
damaging spells, have their cost increased by the same amount. Ellogian spells often include images of
runes, words, and script, sometimes even spelling out the purpose of the spell. (A successful Int+Occult
roll with difficulty 4-spell’s circle tells a viewer the basic gist.) These persist for a small time after the
initial casting, but fade away for non-Obvious spells.
Ascendency Mantle of Elloge
No storyteller has power without an audience, and Elloge is no exception. Her Ascendency Mantle
functions only as long as she knows widespread fame, represented by a background such as Infamy at
at least four dots.
Foolish Youth Relinquished
Elloge knows how many stories begin and end with the act of mercy, however foolish it may be for the
one who does it. When her champions allow those who hate them to live and escape, Elloge rewards
their mistake.
Whenever the Infernal has a foe in her power, and chooses not to kill them, but to let them leave and do
as they wish, her player may roll dice equal to her Conviction, reducing the character’s Limit by one
point per success.
The Urge to Express
Elloge’s heart is that of stories, endless tales that repeat again and again. Her urges seek to show these
stories to the world, and to tell all those that she meets of the irresistible narratives that encompass
every existence.
Sample Urges include-
Convince the Dragonbloods of Lookshy that they are naught but bit players.
Tell the world the secret of the Emissary of Nexus.
Convince the realm that the Immaculate Dogma is a lie.
The Torment of Elloge
Elloge knows that all stories are about interaction, and that one being alone can do little. Those she
hates are punished with loneliness and self-doubt.
The Infernal immediately gains an intimacy of distrust and hatred towards himself, replacing any
intimacy she already possesses.
Anyone who possesses a positive intimacy towards the Infernal gains a negative one. Usually, they will
continue working with her, but will do so spitefully and unwillingly.
After a week has passed, the effects fade, with the Infernal’s self-confidence returning and her friends
returning to her-if the meantime hasn’t destroyed them.
Every Word is Mine
Cost: - Mins: Essence 1, Type: -
Keywords: None
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
All words are Elloge, and in turn, Elloge is all words.
An Infernal with this charm understands all meaningful language.
She still does not understand magical glossolalia, which is only gibberish, but can seamlessly switch
from one language to another, even if she has never encountered it before. This applies to anything
which can reasonably be described as speech, but not to body language.
The Words Within Life
Cost: - Mins: Essence 2, Type: -
Keywords: None
Duration: Permanent
Prerequisite Charms: Every Word is Mine
While Elloge concerns herself entirely with words, to the Sphere of Speech, everything is words. With
this charm, the Infernal can communicate using otherwise byzantine methods. She may say ‘run!’ with
a high singing note, paint an argument in the air with her fingertips, or dance her desire into visibility.
This functions as long as the target possesses at least one dot in the ability you set.
This charm allows the Infernal to communicate using any ability she can stunt. As a baseline, any
artistic expression - painting, sculpture, dance, song, oration - is always allowed. As a side benefit, this
makes it difficult for a foe to notice or interpret hidden messages, raising the difficulty by one, and
forcing them to use the chosen ability to meet that difficulty.
With an Essence 3 repurchase, the Infernal can communicate with anyone and anything. While some
beings and objects may not understand what she says - rocks, for example - she is still communicating
with them.
A separate repurchase, also requiring Essence 3, allows the Infernal to choose an Attribute instead of an
ability, allowing anyone with a rating of 3+ in that ability to understand.
A second repurchase allows her to choose any virtue (for those with three dots of that virtue) or
Essence (anyone with enlightened essence.)
Dabbling in Other Forms
Cost: - Mins: Essence 3, Type: -
Keywords: None
Duration: Permanent
Prerequisite Charms The Words Within Life
While this charm is a favourite of many Infernals, Elloge rarely makes use of it, preferring to remain
linked to her beloved words.
This charm expands all Elloge charms that specifically derive benefits from the character’s Linguistics,
allowing her to utilise other ‘Artistic’ abilities instead.
She may replace Linguistics with another ‘artistic’ ability. Artistic abilities are those that create and
express. Craft is the most obvious, allowing an Infernal to utilise paintings, sculptures, or calligraphy as
their medium. Performance, used to sing, dance, or merely orate, is the next. Stunts lend themselves
well to alternate abilities - imagine an Infernal who utilises Craft (Fate).
Narrator’s Insight
Cost: 4m, Mins: Essence 1, Type: Simple (Speed 3, DV-0)
Keywords: Combo-Ok
Duration: One scene
Prerequisite Charms: None
The storyteller understands those in the story as well as they do. She can tell who is important and who
isn’t, and can, with practice, discern the trustworthy from the villainous.
By spending four motes, she may tell whether anyone she looks upon is an extra, a normal being, or a
heroic being. With Essence 4, she may also detect whether they possess enlightened essence.
A repurchase of this charm, requiring Essence 3, allows the storyteller to sense if anyone she looks at
has an Intimacy towards her, and whether it is positive or negative.
This charm upgrades automatically at Essence 4, becoming Indefinite.
Shipper’s Compatibility Index
Cost: 2m or 1m, Mins: Essence 2, Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Narrator’s Insight
by looking at a pair of people, the Infernal judges their opinion of each other, and how much they have
in common. The Infernal becomes aware of what intimacies they have towards one another, if any, and
how many of their virtues are within a dot rating of each other, although not which. She also becomes
aware if they have mutually exclusive Motivations, but not what they are. This charm costs 2m
normally, but is reduced to 1m while the Infernal is under the effects of Narrator’s Insight.
Without Essence 6, the Infernal may not target herself with this charm.
The Story Begins
Cost: 5m, Mins: Essence 3, Type: Simple
Keywords: Combo-Ok, Emotion, Social
Duration: One day
Prerequisite Charms: Shipper’s Compatibility Index
Often, Elloge finds that other people refuse to see what she does, and act towards the best interests of
the story. This charm targets a pair who the Infernal has previously targeted with this charm’s
prerequisite. The two receive an intimacy towards one another with a context of the Infernal’s choice.
If they already possess an intimacy towards the other person, the Infernal must make a social attack
using Attribute+Linguistics, with bonus dice equal to half her essence. This attack is unblockable
without stunts or charms. Success overwrites the intimacy, while failure negates the charm’s effects on
that target.
This intimacy lasts for a single day with magical intensity, but then fades normally. Some Infernals, and
occasionally Elloge herself, use this charm as a form of matchmaking, and pride themselves on finding
couples who then sustain the intimacy. However, targets may negate their intimacy be spending one
willpower, before bonus successes.
Expert’s Textual Analysis
Cost: 3m, Mins: Essence 3, Type: Simple
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Narrator’s Insight
Elloge finds it easier to understand writing than reality. Therefore, she writes reality, and then reads the
writing.
Elloge looks at a target, and puts ink to parchment without moving her eyes. She writes for one action,
and then has a description of that character. She may analyse it, attempting to read motivation or use
other similar actions.
At Essence 4, this charm upgrades, grants her (Linguistics) bonus successes on these attempts.
A repurchase, requiring E5, expands this charm. He may write descriptions of more than one target,
adding one mote to the cost and one to the speed per target. With a one willpower surcharge, the
number of additional motes he pays is the magnitude of the social unit he can study instead, in
preparation for similar actions attempting to read loyalty or policy.
A separate repurchase, requiring only E3, allows an Infernal to pay a two mote surcharge as she writes
a description. If she does, the description includes everything that could be determined using essence
sight - she recognises supernatural creatures with Essence 4 or greater as such, as long as they aren’t
disguising it, and all active charms are rendered obvious. However, to correctly interpret the effect of
unknown charms, or to determine the strength and aspect of a character’s essence, he must make an
Occult+Intelligence roll, as described in All-Encompassing Sorcerer's Sight.
Writing On The World
Cost: - , Mins: Essence 3, Type: Permanent
Keywords: Shaping, Obvious
Duration: Permanent
Prerequisite Charms: Expert’s Textual Analysis
So many times, an author is caught off guard with no tools to record their ideas. With this charm, this
problem no longer occurs. The Infernal can write down his thoughts on the very air, or summon paper
and ink from the aether.
In the former mode, he may write with speech or hand, and the words remain until the end of the scene
or his dismissal. While he may do this freely, there is always the risk that someone else could read what
he says.
Self As Subject Understanding
Cost: -, Mins: Essence 3, Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Expert’s Textual Analysis
Even the best writers sometimes desire a place in their own world, but to write themselves, they must
know themselves - something that makes many people quite uncomfortable.
This charm allows the Infernal to analyse themselves through writing using this charm’s prerequisite.
Obviously, reading one’s own motivation is of no use, but analysing this paper causes all unnatural
mental influence currently applied to the Infernal to become obvious to her.
As a benefit, no command that would bar the Infernal from writing succeeds, being considered an
unacceptable command. (With Dabbling In Other Forms, this also applies to any artistic ability the
Infernal has at least two dots in.) This means, amongst other things, that the Infernal cannot be
commanded not to use this charm.
A repurchase of this charm, requiring Essence 4 and Redrafting the World, allows the Infernal to write
her own way out of the chains upon her mind. As a persistent effect, she may spend 4m to shatter any
mental influence that is placed on her, as long as she is aware of it. She may do this even if she would
be prohibited from doing so.
For a 2m surcharge, the Infernal may write her own dialogue - for herself or a willing being (extras are
always willing) - that perfectly parries a social attack. This may apply even against an unblockable
social attack.
Redrafting The World
Cost: 1wp, Mins: Essence 4, Type: Supplemental
Keywords: Combo-Ok, Social
Duration: Instant
Prerequisite Charms: Expert’s Textual Analysis
Elloge thinks it much easier to just edit a character until they are useful, rather than having to persuade
them herself. To this end, she has thoughts and ideas enter their mind.
Using a description obtained from this charm’s prerequisite, she writes in her argument, and describes
how her target accepts it.
Wherever the target is, they hear the Infernal’s words as she writes them. This is treated as a normal
social attack, using Charisma+Presence, with the Infernal using Linguistics instead of Appearance.
They may reply or ignore it as normal with their MDV. The Infernal may only use a description in this
way until their attacks first fail, at which point their mastery of the piece is ruined, and they must write
a new description as described in that charm. (This also allows the target only a single counterattack.)
While an Essence 5 repurchase removes this limitation, it also means the target can freely respond, and
attempt to convince the Infernal of their own beliefs.
A second repurchase, requiring the E5 repurchase of Expert’s Textual Analysis, allows the Infernal to
rewrite large groups. This is a Charisma+Performance roll, with the Infernal using Linguistics instead
of Appearance, and may target the group as a normal performance attack, or, if the target constitutes a
social group, in Mass Social Combat. It is affected by the other repurchase of this charm, if the Infernal
has it.
The Author Apart
Cost: 5m Mins: Essence 3, Type: Simple
Keywords: Illusion, Combo-Ok
Duration: One scene
Prerequisite Charms: Narrator’s Insight
The author is everpresent in her work, but, for the largest proportion of the time, is invisible and
untouchable. Drawing on this, she fades into the background. Noticing the Infernal’s presence if they
hide, or thinking that they’re important, is impossible without a great expenditure of will, or
tremendous insight. A successful Wits+Awareness roll, with difficulty equal to the Infernal’s Essence
plus half their linguistics, reveals them, as does the expenditure of four willpower.
Whenever the Infernal takes any action that is neither walking or writing, resisting the charm is
lowered to a 2wp cost, and the difficulty drops to merely the Infernal’s essence. With Dabbling in Other
Forms, use of those abilities is protected as writing.
Mundane attempts to draw attention to the character, including natural mental influence suffer an
external penalty equal to the Infernal’s Essence. Unnatural mental influence, and charm enhanced NMI
apply normally, negating the effects of this charm until the Infernal is no longer under attention. (Eg,
out of sight, out of mind.)
A repurchase of this charm, requiring Essence 5, allows the Infernal to pay a one willpower surcharge
to remove the latter limitation. If the Infernal takes any action that directly impacts another character,
such as opening a door that the guard would suffer for guarding incorrectly, the cost to resist and the
difficulty to notice is lowered as above. When actually making an attack, whether physical or social,
the target or targets automatically notice.
A separate repurchase of this charm, also requiring Essence 5, allows the Infernal to spend an
additional two willpower surcharge to stop her anima banner from affecting attempts at stealth. Music
fades into the background, bright lights become soothing flickers, and flickering energy is but a warm
touch.
Ardent Villain Command
Cost: 3m Mins: Essence 3, Type: Supplemental
Keywords: Combo-Ok, Obvious, Social
Duration: One scene
Prerequisite Charms: Narrator’s Insight
This charm supplements an order, telling a single target what their role is. This could be ‘cruel hearted
matriarch’, ‘bimbo princess’, ‘adoring fan’ or anything else. This command is rendered unnatural
mental influence, and costs one more willpower to resist than it otherwise would. If it succeeds, they
gain three bonus dice on any action which supports this characterisation, which counts towards their
dice caps, but suffer a -3 internal penalty from any action that opposes it.
This charm may be used in combination with Redrafting the World. It remains obvious to the target
only.
An Essence 4 repurchase allows this charm to be activated while using The Author Apart without
breaking that charm’s stealth, even for the target. When used in this way, the attack has a 1wp
surcharge, but is unblockable and loses the Obvious keyword completely.
Narrative Imposition Proclamation
Cost: 6m, 1wp Mins: Essence 4, Type: Supplemental
Keywords: Combo-Ok, Obvious, Social
Duration: One scene
Prerequisite Charms: Ardent Villain Command
With this charm, the storyteller proclaims the narrative that she desires from the scene, and all those
who come near must listen. Narratives are ideas such as ‘a revolution against the king’ or ‘a brawl in
the pub’. Storytellers are suggested to accept any narrative that has benefits and penalties for both
sides, and to deny anything truly one-sided, unless the Infernal has put in truly intense effort to setting
it up.
She makes a charisma+performance roll, with bonus successes equal to her Linguistics. All those
convinced must attempt to support this narrative. Resisting costs a base of two willpower, before bonus
successes.
Regardless of the social attack, all characters in the scene gain additional dice on any roll to play any
valid role within the story equal to half the Infernal’s Linguistics, while suffering an internal penalty of
the same size to anything that contradicts the narrative. These dice do not count towards dice caps.
Those who failed against the initial roll must pay one willpower to act contradictory to the story, with
the influence breaking when they have spent willpower equal to the initial cost to resist. Those who
succeeded against the original social attack, are free to follow it or not, gaining dice or suffering
penalties as appropriate. It is obvious to everyone in the scene both what the narrative is, and who is
telling the story.
With Essence 6 and the performance repurchase of Redrafting the World, this charm may be used with
that charm, in which case the source of the effect is Obvious only to those affected by the initial social
attack. The narrative remains obvious to all.
With Essence 6, the Infernal may buy this charm a second time. If they do, it may be used while the
Infernal uses The Author Apart, without affecting that charm’s stealth. Doing so carries a 5m surcharge,
but the attack becomes unblockable, and the social attack loses the Obvious tag completely.
Rocks Fall
Cost: 2m Mins: Essence 2, Type: Simple (Speed 5, DV-1)
Keywords: Combo-Ok, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Narrator’s Insight
The Infernal’s favoured tools are the characters that litter the world, but the world of her story can
substitute in a desperate situation.
This charm creates an attack using the environment. It uses Charisma+Linguistics, rather than
Dexterity+(Ability), and has an accuracy equal to half the Infernal’s Essence. Its base damage is equal
to her Charisma+Essence, but gains a bonus equal to twice the stunt bonus gained on her attack roll.
This damage is lethal, but can be made bashing with a fitting stunt. It also deals Aggravated damage to
Fae, due to their shared affiliation with narrative. It can only cause effects that have some relation to
the scene at hand-lightning does not strike from a clear sky, but a rockfall is a constant danger in a
quarry.
To begin with, this charm is utterly obvious. The Infernal’s actions are clearly the ones that caused the
effect.
A repurchase of this charm, requiring Essence 3, improves this charm. Firstly, a suitable attack is not
immediately obvious as an action of the Infernal’s.Viewers, including the target, must make a
Wits+Linguistics check, with difficulty equal to the Infernal’s Linguistics, to determine that he caused
the attack.
Secondly, the Infernal can create effects that do not fit the environment, flukes of fate and seeming
impossibilities striking her foe. With this use, she may create attacks as abstract as strangling someone
with their bad grammar, or truly impossible attacks similar to those granted by Principle Invoking
Onslaught. When she does this, she becomes Obvious as the source.
A second repurchase changes this charm’s duration to indefinite. When used in this way, the charm is a
reflexive action, costing ten motes. It allows the Infernal to utilise Rocks Fall at will, whenever she
could make a normal attack. It also lets her parry with the environment, the same odd coincidences and
illogic protecting her. These attacks use the following profile.
Speed 5, Accuracy +(Essence/2), Damage (Charisma+Essence+2Stunt)L/2, Defense: (Stunt), Range:
(Essencex30), Rate: 3, Tags: O
A third repurchase, requiring the E5 repurchase of The Author Apart, allows Rocks Fall to be used
while that charm is active without automatically breaking its effects. Attacks made from this stealth are
not considered unexpected, but targets affected by that charm’s stealth must succeed on their check or
pay one willpower to recognise you as the source.
Deus Ex Machina
Cost: 5m Mins: Essence 2, Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Rocks Fall x2 (Indefinite)
When she is in enough danger, Elloge’s standards slip. Rocks jump to defend her, storms form in a
midsummer desert, and perfectly timed coincidences save lives.
An impossibly fortuitous coincidence perfectly parries a single attack. This is a perfect defence that
may block the unblockable, but bears the Imperfection of the Sphere of Speech. As an additional
benefit, it is not immediately obvious that the Infernal is the cause of the defence.
Imperfection of the Sphere of Speech
Elloge cares for stories above all else, and a beautiful story deserves to triumph. Her perfect defence
bears a surcharge in motes equal to twice the value of the stunt awarded to the attack. In addition, three
die stunts add a three willpower surcharge.
Omniscient Narrator Shintai
Cost: 14m, 1wp Mins: Essence 4, Type: Simple (Speed 6, DV-0)
Keywords: Blasphemy, Form-Type, Shaping
Duration: One scene
Prerequisite Charms: The Story Begins, The Author Apart, Redrafting the World
With this charm, the Infernal expands. She dissolves into a metaphysical idea, expanding over
Essencex50 yards. In this state, she is immaterial and invisible, and benefits from the same massive
size as an Infernal utilising the Greater Shintai of the Endless Desert:
She is incapable of dodging attacks from smaller beings, but cannot take more than one level of
damage from them in any given attack, unless it covers a full tenth of her size. In mass combat, she
always enjoys the full +3 magnitude bonus, unless fighting a similarly scaled foe.
While in this overarching state, many of her charms are improved.
She enjoys the benefits of the Author Apart automatically, for as long as the charm lasts, exactly as
described in that charm, including any repurchases she possesses.
She may use the charm Expert’s Textual Analysis on anyone within her area as a reflexive action with
no cost.
The willpower cost to resist The Story Begins becomes equal to half the Infernal’s Essence.
She may use Redrafting the World for 4m, Ardent Villain Command for 1m, and Narrative Imposition
Proclamation for only 1wp.
As a downside, the Infernal must give himself a role in the scene, as if with Ardent Villain Command.
He converts the dice granted by that charm, as well as by Narrative Imposition Proclamation, into
successes. However, she is incapable of acting in a way that does not fit her role, or against acting
against the narrative, as surely as an Akuma cannot act against his urge. As a note, not all acts qualify
either way. An act is not ‘either disallowed or enhanced.’

Variant 2

The Ellogian Urge - The Urge to Express


People do not truly understand each other. They do not truly know each other, because communication
is imperfect outside of Elloge's own body. They must settle for the imperfections of mortal language.
This drives those afflicted with Elloge's Urge to madness, as they strive to find greater and more perfect
means of expressing their thoughts to others. Their art projects are grand and terrifying, achieving a
beauty that is both marvelous and incomprehensible. To make the outside world see the inner world is
the goal of all who have the Ellogian Urge, but it is futile; none shall ever achieve that perfection... or
will they?
Sample Urges:
• Paint a perfect representation of the suffering of the Yozi, such that all may understand their
torment.
• Write a text of demonic lore surpassing the wisdom of the Broken-Winged Crane, and ensure
that it hasbetter narrative structure
• Create a sculpture out of the corpses of the entirety of Lookshy, creating a monument to the
ushering of the Third Age
The Imperfection of the Sphere of Speech
Elloge comprehends the world in terms of narrative structure. To her, people act in predictable ways,
allowing her to defend from their attacks. However, when people defy her expectations, she finds
herself paralyzed, unable to defend herself. Any Charm which carries the Imperfection of the Sphere of
Speech cannot be used against an opponent who has knowingly worked against their own Motivation in
the past scene.
Act of Villainy: Loving Self-Sabotage
Infernals who favor Elloge understand her love of a good story, even if that story goes against her own
interests. The Infernal must intentionally fail to correct a problem or flaw in himself, his tools or his
plans, and explain to another person why, according to his role in his narrative, he must not correct that
problem or flaw. He then rolls (Conviction), with each success reducing his Limit by one. And Infernal
may take advantage of this Act of Villainy only once per plan; confessing to the same flaw multiple
times loses its gravity, after all.
The Torment of the Sphere of Speech
Those who earn Elloge's wrath suffer her greatest curse: she retracts their ability to communicate,
ensuring they can only speak or write in incoherent glossolalia. All speech is garbled and random; all
written words become unreadable. All rolls that require written or spoken language automatically fail
for one day. Worse, this effect is contagious; all who share an Intimacy with the Infernal or who are
within (Essence x 10) yards of the Infernal for more than a minute become similarly afflicted.
Universal
First Elloge Excellency
Cost:1m per die; Mins:Essence 1
Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords:Combo-OK
Duration: Instant
Prerequisite Charms: None
The First Elloge Excellency adds dice to enhance valid actions using the same costs and rules as other
First Excellencies, except as stated here. If the action or value enhanced uses only an Attribute or an
Ability, but not a combination of the two, the dice limit is (Used Trait + Essence). The italicized words
and phrases in the description below provides the core themes of Elloge's purview.
Each time the Infernal or Akuma increases her Essence, this Charm must be re-purchased as a Training
effect. Thus, no Infernal may have fewer purchases of any given First Excellency than her Essence at
any time.
The Sphere of Speech is romantic, given to flights of fancy and becoming lost within herself . She is
invisible to those outside of her, while her inner world is complex and rich beyond imagination. She
perceives the whole world through the lens of narrative, understanding relationships through archetypes
and themes. She seeks to build connections between people to create a more unified narrative. She
dictates reality around her, but admires introspection and self-exploration. She also enjoys paradox and
self-contradiction, as it creates more complication and greater depth in her stories.
To Elloge, words are what they represent, and she does not distinguish between symbol and
symbolized. She speaks only truth, though it is the truth of stories, rather than of cold-hard fact. Facts
that are inconvenient to her stories are edited out of existence, as Elloge seeks to create the perfect
story. Her narrative structure dominates the Wyld, as her narrative holds the greatest power over those
entities which exist outside of Creation's law.
This Charm may be used to enhance any action in which the Infernal uses words or language as a part
of his task, or which is used in an act of self-expression. This Charm may also be used to encourage a
narrative that the Infernal enjoys, or to develop relationships, whether or not she is a part of that
relationship. This Charm cannot be used in any action to make someone act in a way that is antithetical
to their character, or to inhibit any act of self-expression which is in accordance with an archetype or
narrative she wishes to foster.
Finally, Elloge has an obsession with marriage and children, and as such this Excellency may be used
in any action to facilitate romance or aid in protecting children.
Elloge Mythos Exultant
Cost: –; Mins:Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
The Yozi revel in the exercise of their purview, drawing power from the very strategies they use to
spread that power through Creation. As with any (Yozi) Mythos Exultant, no action may be enhanced
by more than a single Mythos Exultant. Whenever the Infernal succeeds while stunting on an action
that could benefit from the appropriate Excellency, she may choose to receive the alternate reward
listed below instead. Characters may partake of these awards even if they did not use the pertinent
Excellency to assist the action, just so long as doing so was an option.
Above all others, Elloge understands the beauty of a well-crafted narrative, and she believes it
important that others share her understanding. Any who perceive an Infernal make a two- or three-die
stunt enhanced by this Charm and have a Dodge MDV less than the number of successes gained on the
stunted roll must spend a point of willpower or gain an Intimacy towards the Infernal as appropriate to
the situation (as decided between the player and ST). This is an Emotion effect and counts as unnatural
mental influence. All Intimacies created through this Charm fade after one week, unless they are
reinforced through other means.
Sorcerous Enlightenment of Elloge
Cost: –; Mins: Essence 3
Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Elloge Excellency
By the power of the Primordials, Creation came into existence, as did the elements, deities, and life
itself. Sorcery is this power, filtered down through fractured glimpses of understanding that cannot
begin to describe the intricate elegance of the universe. To be a sorcerer is to be mad with jagged shards
of cosmic awareness and with will and might enough to impose that madness upon the world.
This Charm grants the Infernal the shallowest fragment of supernal wisdom, enough to learn and cast
spells of the Emerald Circle. This Charm may be re-purchased a second time at Essence 4+, and a third
time at Essence 5+, granting access to Sapphire and Adamant Circle Sorcery.
As this knowledge is granted by Elloge herself, the spells the Infernal may access via this Charm are by
nature limited; however, some sorceries are so in tune with Elloge's nature that they are easier for the
Infernal to cast.
Beneficial spells dealing with communication, whether by enhancing it or allowing it when before it
was unavailable, all receive a 10m, 1wp cost reduction (the Willpower cost of a spell may not be
reduced to below 1wp in this way). Examples of such spells include Infallible Messenger,
Commanding Presence of Fire, Empathic Wind, and Eye of Alliance.
While Elloge is a superlative communicator, she is often locked into action by her own stories. She
may not cast spells that will cause a target to act antithetically to their Motivation (some uses of
Sorcerer's Irresistible Puppetry, for instance) nor may she utilize Sorcery with an effect opposing an
active Narrative she has invoked or contrary to a Role she is playing. If she has knowingly acted
against her Motivation in the scene, she adds a 1wp surcharge to all Sorcery.
Additionally, all spells learned via this Charm must utilize the themes and imagery of Elloge –
however, as Elloge's stories change, so does her imagery. Sorcery learned via this Charm must be cast
with whatever imagery is most thematically appropriate to the situation at hand. If Elloge has declared
a Narrative in the area, the imagery and themes will match the Narrative she has invoked in some way
(either by upholding it or subverting it). If she is playing a Role, then that Role's thematics take
precedence over that of the Narrative. If she has neither a Role nor a Narrative active, then her sorcery
utilizes Elloge's native imagery of words and stories – Death of Obsidian Butterflies might manifest as
a storm of stone shards, each with letters etched upon them (were someone to assemble the shards into
order, they would find a story; perhaps one unrelated to the moment, but perhaps the story of some
other way those precise injuries could have been inflicted upon the spell's target). This imagery and
theme do not change the mechanical elements o the spell in any way (except by allowing different
Stunts to be made).
This shift in imagery is noticeable to the canny observer, however – for Emerald Circle spells, those
with Occult 1+ may make (Wits + Occult) rolls at difficulty 5 to recognize the taint. For Sapphire
Circle spells, the difficulty is 3, while for Adamant Circle spells the difficulty is only 1. Spells with
Holy effects may notbe learned by Infernals, nor may Infernals utilize the demon-summoning spells of
other Exalts (however, Infernals do have access to their own versions of demon-summoning spells).

Variant 3

Act of Villainy: Proud Mastermind Gloat


Elloge is the author of glories and sorrows, but her light hand in events frequently makes her unnoticed
and steals away the credit she is due. When the Infernal reveals his participation or direction in
previously established events that trouble his opponents, he may roll his Temperance and reduce his
Torment by one for each success he receives.
Words Given Life
Cost: -- Mins: Essence 2 Type: Permanent
Duration: Permanent
Keywords: None
Prerequisites: None
When He Who Bled the Unknown Word died, the instrument with which he scribed his will into reality
was destroyed. Elloge remembers what it is for things set down on parchment and etched in stone to
have meaning, but they seem so static and hateful and dead as such. Let them take on life, then, through
her.
With this charm, the Infernal loses the ability to read in any conventional sense. He may at any time
comprehend a written work within his eyesight, but this is an Obvious effect that can be noticed by
anyone present with a successful Wits + Awareness roll: Letters coil into ideographic representations of
their actors, and play out their meaning before his eyes as they chant in a soft sing-song of themselves;
this aids the Warlock's comprehension even as it confuses spectators, and the Infernal multiplies his
reading speed by (his Essence x 5); the bizarre dramatization occasionally elides details: he may
remember the actions of a novel as clearly as normal, but specific turns of phrase--unless markedly
abnormal--go unnoticed. When he ceases to examine the writing, it reverts to its prior shape.
Twisting Echoes Remain
Cost: 4m Mins: Essence 3 Type: Simple
Duration: Instant
Keywords: Sorcerous, Obvious
Prerequisite Charms: Words Given Life
After examining a body of written work with Words Given Life, the words remain tangled. The Infernal
rolls Wits + Linguistics to encode a written work he reads, adding his Essence as bonus successes.
Phrases become looped and illogical, sentences repeat mindlessly, and letters transpose and flip
themselves into a bizarre cipher.
The Infernal himself may still understand this work as before, as can any reader who possesses this
charm, or entities under the effect of one of the Infernal’s Edits. But for anyone else, the text becomes
impenetrably complex.
Character Distillation Rewrite
Cost: 4m Mins: Essence 3 Type: Supplemental
Duration: Instant
Keywords: Emotion, Combo-OK, Edit
Prerequisite Charms: Twisting Echoes Remain
This charm supplements a social attack. If the attack succeeds, the Infernal may redefine one of the
target's intimacies of which she is aware. The new context must be related; the Infernal could not turn a
man to hate his lover--unless their Intimacy was in the context of, say, "Tempestuous Passion"--but she
could render Pure Love into Platonic Fondness, Burning Desire, or Worshipful Awe, among others.
NEW KEYWORD: EDIT
Several of Elloge's powers change motivations or natures of the things they effect. However, Elloge
does not like to revisit the alterations she has made. A charm with the Edit power innately includes an
Illusion effect, which the Infernal cannot resist in any lasting sense without preventing the charm from
functioning. This Illusion compels the Infernal to believe that they have in some way revealed or
clarified a pre-existing truth intrinsic to the target, rather than created a new reality themselves. As
such, they cannot use a charm with the Edit keyword to alter a previous Edit of theirs. They can defy
this illusion for a scene for the cost of a willpower point.
A Brilliant Revelation
Cost: 6m, 1wp Mins: Essence 3 Type: Reflexive
Duration: Instant
Keywords: Illusion, Sorcerous
Prerequisite Charms: Twisted Echoes Remain
This charm allows the Infernal to affect anyone who has witnessed them use a charm with the Edit
keyword in the scene. By spending the mote cost of this charm, the witness applies the effects of the
Edit keyword to herself, coming to believe completely that what the Infernal has shown them is and
always has been the truth. This may affect memories as well, but only to the bare minimum required to
bring them into line with the effects of the charm used. Like the Infernal himself, the target may spend
a point of willpower to force themselves to acknowledge what is might not be what always was, but
unlike the Warlock targets who spend three willpower like this break free of this charm's effects
permanently, and cannot be brought to believe the same illusion twice.
Stolen Guilt Confession
Cost: 5m Mins: Essence 3 Type: Supplemental
Duration: Permanent
Keywords: Sorcerous, Illusion, Edit
Prerequisite: Character Distillation Rewrite
This charm supplements an Investigation-based social attack. The Infernal asks a target a question
about the past, and treats his MDV as though she were asking about a preferred rather than actual truth.
This doubles all penalties he might take from appropriate Intimacies, Virtues, or Motivations. If asked
if he had successfully seduced the object of his affections or murdered a hated rival, for instance, he
would at least take a -2 to his MDV from his intimacy towards said person.
If the target's MDV is overcome, he immediately suffers from an Illusion effect that the question he
was just asked to verify was true. He believes it in the face of all contradictory evidence and denial
unless he spends two willpower points to remember a more disappointing reality.
Hero-Summoning-Devil Call
Cost: 8m, 1wp Mins: Essence 3 Type: Simple
Duration: Instant
Keywords: Sorcerous, Emotion, Edit, Blasphemy
Prerequisite Charm: Stolen Guilt Confession
No character exists in a vacuum. The lawman must have outlaws, the knight must have his lord, and the
suitor must have an object for his affections.
The Infernal makes a statement of purpose--for herself or another--and in so doing forces the world to
support that narrative. She rolls (Manipulation + Performance); among those who listen, a single target
whose MDV is overcome becomes instantly develops an Intimacy toward the notion the Warlock puts
forth.
If the Infernal possesses Becoming the Unmasked, she may freely spin her new actor out of the stuff of
the world as a Shaping effect for a +2m charge. Be it nemesis, mentor, or lover, the new creation
appears somewhere in the surrounding area, albeit in an unobserved spot. Such entities exist as Heroic
Mortals whose very Motivation is bound up in fulfilling their role.
These ersatz antagonists exist until their work is done and their motivation is completed; at the end of
that scene, they fade from existence.
Gifted Polyphony Voice
Cost: -- Mins: Essence 1 Type: Permanent
Duration: Permanent
Keywords: Obvious
Prerequisites: None
The Infernal's own voice as it was at the moment of her Exaltation is silenced forever. Unlike Adorjan,
she does not lose her voice so much as trade one for ten thousand. She gains a bonus of (Her Essence)
dice to precisely replicate any sound or voice and speech pattern she has heard, regardless of age,
gender, or dialect. If she does not maintain at least a tiny amount of focus, however, her voice slides
across a pastiche of lands and languages as she speaks, alternating with sentences, words, and syllables
without her own notice.
Forceful Script Adjustment
Cost: 3m, 1wp Mins: Essence 3 Type: Simple
Duration: One Scene
Keywords: Sorcerous
Prerequisites: Gifted Polyphony Voice
Sometimes actors do not act as they should. Elloge knows better, though, and is happy to keep the story
on track.
The Infernal rolls Charisma + Presence against the MDV of a target within (Her Essence x 10) yards. If
she succeeds, she replaces the spoken words of the target with her own voice and choice of words. She
is aware of what the target says, inasmuch as she could comprehend their language, and may opt to
translate the words in real time to another language, or replace them with whatever she desires. The
target is as aware as anyone that his voice is being replaced, but has no immediate recourse to stop the
effect save to stop speaking--this charm in no way compels action on the behalf of its beneficiaries--but
suspicious onlookers may roll Wits + Awareness at a difficulty of the Infernal's Essence to notice that
the words of the target of this charm do not directly correspond to the movements of their mouth.
Paper Tiger Roar
Cost: 8 motes Mins: Essence 2 Type: Simple
Duration: Instant
Keywords: Obvious, Illusion, Emotion, Combo-OK
Prerequisites: Gifted Polyphony Voice
The Infernal may falsely imitate any voice-based attack charm she has heard as an Illusion effect. This
includes effects she does not have access to, such as Demon-Wracking Glory, Lion's Roar Rebuke, and
Withering Phantasmagoria. These do not actually inflict harm or other effects upon those who hear
them, but she may roll (Wits + Performance) and compare the result to listeners' MDVs. Those whose
mental defenses are overcome are convinced the Infernal has employed the charm in question, or are at
least familiar with the results they should suffer, if not the charm itself. For those who should be
affected by such an attack, their survival is clearly the result of their own luck--truly not something
repeatable--and immediately develop an Intimacy of Fear against the Infernal.
New Truths Revealed
Cost: 8m, 1wp Mins: Essence 4 Type: Simple
Duration: Instant
Keywords: Shaping, Combo-OK, Touch, Sorcerous, Edit
Prerequisites: Character Distillation Rewrite, Forceful Script Adjustment
Mortals frequently claim themselves to be of no interest, of no importance. This disappoints the Sphere
of Speech. It would be much better if they were, in fact, more than they appeared, even if they didn't
realize it themselves.
The Infernal rolls Wits + Performance, and compares the result to her opponent's MDV. She may apply
any remaining successes as though they were a disguise roll which the Infernal immediately perfectly
negates, pulling away a wig, or tearing a sleeve away to reveal a prisoner's brand. The changes may be
relatively drastic--legendary success could theoretically "reveal" Dace to have been Faka Kun in
disguise through heavy use of makeup, stilts, and surprisingly concealing clothing, though this would
neither remove Faka Kun from existence elsewhere, nor alter Dace's Dawn Caste Exaltation, Traits, or
his memories. This charm does not in and of itself allow for gross changes to the physical form, such as
mechanically significant mutations or crippling effects. However, Health Levels required to inflict a
crippling injury are reduced by 1 when using this charm, striking away a leg that had always been
wooden, or knocking out a glass eye. An Infernal may theoretically strip away or apply the appearances
of advanced age, but for any such beneficiary within Fate, it does not forestall or advance their meeting
with Saturn.
Short of similar magics, this charm is difficult to negate; the Infernal has permanently "revealed" the
true face of someone, and barring other magics the target is stuck with their new form. For the same
reason, this charm cannot be sorcerously countered after it is completed.
Becoming the Unmasked
Cost: (+3m) Mins: Essence 5 Type: --
Duration: Instant
Keywords: Illusion, Emotion
Prerequisites: Stolen Guilt Confession, New Truths Revealed
It bothers Elloge at times that she goes to the trouble of revealing someone's true identity, only for them
to protest! This is just wrong. Perhaps they should be brought up to speed. The Infernal may spend
three disguise successes while using New Truths Revealed to create an entirely new identity for her
target to live in. If the target does not resist--requiring a single willpower point--the Infernal creates a
new identity and history for them, and spins a small handful of Extras (No more than her Essence) out
of the stuff of the cosmos to give the disguise verisimilitude. The target ceases to be, for any
metaphysical purposes, the person he was; his traits remain as they were, and he may remember factual
snippets of his former life--such as a proud warrior realizing he has a brilliant grasp of modern
medicine--but lacks reference or care as to where the knowledge came from. The Infernal may also
spend successes on a 1-for-1 basis, treating each success as a scene eroding or building an intimacy.
The Illusion effect of this charm may be fought off later for the cost of four willpower points. The
Intimacies laid down require either other magics or their own natural processes of erosion and building
to restore.
An Infernal with this charm may always spend two motes as a non-charm use, allowing them to stunt
charms laying mutation, training, and shaping effects as being applied with these trappings in addition
to those of the Yozis whose charms she employs.

Oramus - Good for driving men mad by speaking to them, and a mental equivalent of Loom-Snarling
Deception. I recommend Crimson King Shintai for outright F*** YOU BAD GUY!

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.

MASQUE OF HOLLOW FACES

Cost: 9m, 1wp; Mins: Essence 3 (Repurchase Essence 5); Type: Simple

Keywords: Social, Illusion, Sorcerous

Duration: Indefinite

Prerequisite Charms: Secrets of the Self Held Fast

The mind of Oramus is a riddle wrapped in a mystery inside an enigma, and grasping what he thinks or cares about is a truly challenging task,
beyond even the greatest savants of the First Age.

The Infernal may create a false Motivation and set of Intimacies which appear to all intents and purposes (including Charms which read such
things) to be the reality of the matter, but have no real correlation with the actual contents of his mind. The number of false Intimacies he may build
are equal to (Willpower + Compassion), and this mental disguise may be removed or donned as a Reflexive action, remaining there so long as
motes remain committed to maintaining the mask or until Emerald Countermagic is used to dispel it.

A repurchase at Essence 5 allows the Infernal to have as many such hollow personalities as his Permanent Essence, with a maximum of 7, and to
switch between them as a Reflexive action.

NAME SHROUDED UNDER VEILS

Cost: -; Mins: Essence 3 (Repurchases Essence 4/5); Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Masque of Hollow Faces

It is the sole pleasure of Oramus in his imprisonment that he may mock those who propose to know his true name, for in actuality he has seven
impossible ones, and all the other monikers, titles and sobriquets mortals create can never properly describe or define his true and utterly
paradoxical nature.

This Charm permanently upgrades Masque of Hollow Faces. In addition to the mental disguise it creates, the Infernal may take a new name as part
of it which to all Charms and other techniques for telling the truth is his actual name. This name must maintain a level of verisimilitude - a name
which rings false to others will not work for such purposes.

At Essence 4 a repurchase will allow the warlock's fake moniker to be a title of some description, say, 'the Lady' or somesuch.

A repurchase at Essence 5 allows the Green Sun Prince to assign a name to each of the fake personalities he creates, hiding his true identity under a
great number of veils.

FALSE IDENTITY INTERNALISATION

Cost: -; Mins: Essence 3; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Masque of Hollow Faces

Oramus may hide his innermost nature just as well as he decieves others to his name and personality, for what men see of him is never the whole
picture or the uttermost truth - such things he never deigns to reveal, for what he holds to himself he always has power over.

Masque of Hollow Faces is permanently upgraded by this Charm - it may display a different set of Virtues than the Infernal actually possesses, to
those beings capable of sensing such things. This set is equal to the number of points the Infernal spent on Virtues during character creation (but
must be allocated differently, no Virtue taken below 3 dots).

NIGHTMARES GLANCED THROUGH THE MIND'S EYE

Cost: 7m; Mins: Essence 3; Type: Simple

Keywords: Emotion, Shaping

Duration: Instant

Prerequisite Charms: Masque of Hollow Faces

The nightmares of Oramus seep into the warlock's mind, not strong enough to yet appear in his dreams but still enough for a glimpse to serve as a
mental defence against his enemies, should they seek to break his mind.

When the Infernal uses willpower to throw off Unnatural Mental Influence, he may give the person delivering the influence, provided he is present
within 10 x Essence feet of the Green Sun Prince, a flash of the impossibilities of Oramus' nightmares bursting through his mind as a Shaping
effect. This is also an Emotion effect building an Intimacy of terror applied to the Infernal.

MULTIPLE ORIGINS INTERTWINING

Cost: -; Mins: Essence 4; Type: Permanent

Keywords: Illusion, Shaping

Duration: Permanent

Prerequisite Charms: Name Shrouded Under Veils, False Identity Internalisation

The story of Oramus has many origins written for him, and none and all are true at the same moment, so that none know the beginning of his tale or
the details of his genesis.

Anyone trying to recall a piece of information about the warlock's past history must make a (Wits+Integrity) roll to defeat the aura of falsehoods
and half-truths which surround the details of his genesis. If failed, they recall a plausible-sounding yet utterly misleading string of circumstances in
which he is a central figure.

INSANE GRACEFUL MOVEMENTS

Cost: 7m, 1wp; Mins: Essence 3; Type: Simple

Keywords: Social, Combo-OK, Obvious

Duration: One Scene

Prerequisite Charms: Beautiful In My Way

Oramus moves in ways which are impossibly graceful, their alien geometries drawing all eyes to him and eliciting a feeling of terrible beauty about
him - at least, they would if he were not bound inside his own broken wings.

This Charm works for one scene, making the warlock the fulcrum of attention as these eerie and beautiful movements hypnotise and fascinate all
around her. They function to make all her social attacks Unnatural Mental Influence for the duration of the scene, which may be resisted as normal.

HORROR AND BEAUTY AS ONE

Cost: -; Mins: Essence 3; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Insane Graceful Movements

The beauty of Oramus is found in his horror and his horror in his beauty. Given enough time, the two become indistinguishable.

When the warlock uses Insane Graceful Movements, it causes an Emotion effect building simultaneous Intimacies of horror and reverence as they
see disturbing, uncanny flashes of alien terror and beauty in her movements. This is an Obvious effect.
SEVEN SIGNIFIERS OF SELF

Cost: -; Mins: Essence 4; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Secrets of the Self Held Fast

Upon purchase of this Charm, the Infernal gains seven distinguishing features (decided between the Storyteller and the Player) which define him as
himself and no other being. They are Obvious to Charms such as All-Encompassing Sorcerer's Sight, appearing as tendrils of rainbow essence
curling about the warlock. They enforce a -2 penalty on any attempt to Impersonate the Infernal.

GLIMPSED THROUGH A WARPED MIRROR

Cost: 14m, 2wp; Mins: Essence 5; Type: Simple

Keywords: Shaping, Sorcerous

Duration: One Scene

Prerequisite Charms: Seven Signifiers of Self, Masque of Hollow Faces

Oramus is a dragon with seven wings. He is also a temple with seven minarets, an ourobouros-serpent of seven colours, a galleon with seven masts
anchored to a single pearl, and many more besides. These are facets of the true Oramus in all the infinite realities where he is manifest - they are the
selves he is in many other worlds.

On using this Charm, the Infernal shifts shape to an alternate version of himself (he may have his Permanent Essence of these in readiness for use) -
he may be a scholar, a martial artist, a businessman or even an animal such as a peacock or eagle. Forcing himself to take the shape of what he
could have been in another world is taxing however, and he may only maintain this capability until the next Scene.

The Infernal always maintains the seven signifiers of who he is in some fashion on his body, for otherwise he would not be himself. They remain
Obvious as the prerequisite.

The Charm's effect may be broken early by the use of Sapphire Countermagic.

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.

Midnight’s Shadow Scars

Cost: 10m; Mins: Essence 3; Type: Simple

Keywords: Desecration

Duration: (Essence) nights

Prerequisite Charms: Ululating Nightmare Wings

In Oramus’ shadow dwells more than fear, there is a madness there, as real and alive as can be. Activating this Charm, the Infernal specifies a
package of derangements worth no more than (Essence) mutation points. When next she sleeps, anyone affected by her Ululating Nightmare WIngs
gains this package at a rate of one mutation point per night (in an order of the Infernal’s choice). For Essence-wielders, this effect is Crippling and
lasts seven weeks. For mortals, it is permanent. The Infernal may choose not to affect those she has marked with Ululating Nightmare Wings’
second effect.

If the Infernal also has Pyreflame Footlights, she may exchange any number of mutation points for an equal number of dots in Whispers.

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.

Sublectic Beast Invocation

Cost: 15m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)

Keywords: Combo-OK, Shaping

Duration: Instant

Prerequisite Charms: Midnight’s Shadow Scars

Oramus’ nightmares birth monsters strange and beautiful. His earliest dreams were influenced by the madness of the Wyld, and the embodiment of
everything he was not. The first product was a shadow, a darkness that infested the war-games of the Fair Folk and Primordials. When the Infernal
next sleeps, she enters a fitful nightmare that imposes a -1 penalty on her roll to recover Willpower. However, the Infernal draws the potential of her
nightmares into an imaginary monster. To use this Charm, the Infernal kneels and entreats the madness of reality in Old Realm, necessitating she
know the language and make a successful prayer roll (target number -1 for every Derangement she possesses, including Nightmare Fugue
Vigilance). Her words spread as an invisible ripple through the cosmos, entreating a monster to rise and serve the will of Oramus through her. The
summoned beast is drawn bodily into the slipstreams of the cosmos, arriving (10 – Essence) minutes later. While the Charm remains active, the
monster is enchanted as follows:

• It must obey the Infernal like a bound demon without regard for its own safety. This Servitude can’t be broken by spending Willpower.
• It understands all commands the Infernal speaks to it in Old Realm and can execute those commands as though it had minimum Intelligence 2.
• The Infernal can command it at a distance via successful prayers as though the beast knew First Oramus Excellency.
The creatures summoned are statistically identical to Fair Folk Cataphractoi or Diplomats, at the discretion of the Infernal. Separate activations can
bind multiple creatures. With Essence 3+, the Infernal may also summon natural animals warped into Wyld Mutants. The player selects desired
mutations that can’t encompass more positive mutation points than (the Infernal’s [Willpower + Essence]) + (the creature’s total number of negative
mutation points).

With repurchase at Essence 3+, the warlock can entreat the nightmares of Creation or the Wyld at night (or the horror of the Demon Realm at any
time), summoning an unbound member of any non-aquatic First Circle demon race (but not a specific demon) from any realm of existence. The
Charm enslaves these demons normally, but is preempted by spells that summon or bind enchanted demons.

A third purchase at Essence 5+ allows the summoning of any specific non-aquatic Primordial behemoth smaller than a geographic entity (i.e. no
Lintha Ng Oroo). This follows the timing and location restrictions for First Circle demon summoning. The Charm only brings the behemoth to the
warlock and doesn’t grant control unless the warlock’s Essence is greater than its. If other creatures smaller than the behemoth are in physical
contact with it when it answers the summons, they are carried along. Behemoths are unique and powerful; most are massive, nigh-immortal entities
capable of challenging Celestial Exalted.

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.

Sheltering the Troupe

Cost: 2+m; Mins: Essence 3; Type: Reflexive

Keywords: Shaping, Combo-OK

Duration: One scene

Prerequisite Charms: Impresario’s Sure Hand

Be In rare moments of relative sanity, the Lord of Not sees the value of protecting useful friends from the wrenching beauties of the Beyond. The
Infernal can extend the protection of Impresario’s Sure Hand to any number of targets at a cost of 2m per target. An Essence 4 repurchase extends
the duration of this protection for a number of weeks equal to the Infernal’s permanent Essence.

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.

Dreams of Air and Darkness

Cost: +3m; Mins: Essence 3;Type: Supplemental

Keywords: Combo-OK, Obvious

Duration: Instant

Prerequisite Charms: Calculating Dho-Hna Angles

The Dragon Beyond the World was feared by all who opposed him, and rightly so; what can shelter you from that which is only as tangible as a
dream, yet horribly real? This Charm follows all of the same rules as its prerequisite, including costs, but permits the supplemented attack to ignore
any bonuses granted to the target’s DV by cover. An Essence 4 repurchase allows the Charm to ignore natural soak and any soak and Hardness from
a non-magical source as well.

Deadly Trompe l’oeil


Cost: 5m; Mins: Essence 3; Type: Supplemental

Keywords: Combo-OK, Obvious

Duration: Instant

Prerequisite Charms: Calculating Dho-Hna Angles

During the Primordial War, many were the Exalted hosts who thought to attack Oramus from afar or to engage him in guerilla hit-and-run battles.
They were…disappointed to discover that the Impossible Dragon did not honor such concepts as “distance.” This Charm permits the Infernal to
attack any target who attacked the Infernal during the scene, regardless of the distance between the Infernal and the target. The Infernal does not
actually move as a result of this Charm; she simply draws upon exotic and alien formulations to fold and pierce the concepts of space and distance
for an action (although the sympathetic link created between the Infernal and the target at the moment of the Infernal’s attack permits the target to
counterattack the Infernal, if applicable). When used against a Charm that imposed an arbitrary amount of distance between the Infernal and the
target, such as Swallowed in Eternity, a roll-off is required. An Essence 4 repurchase of this Charm permits the Infernal to attack such a target even
if the target is in another plane of existence from the Infernal.

Actors in a Child’s Play

Cost: —; Mins: Essence 3; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: What Is and What Should Never Be

What delight the Impossible Dragon takes in the Raksha! While they are still lesser, pitiful beings, at least they struggle in their feeble ways to
comprehend the majesty of the Beyond. Oramus honors them by joining in their little games. The Infernal may choose to engage in Shaping
Combat with a Raksha, as described in Graceful, Wicked Masques. For these purposes, the Infernal’s rating in each Grace corresponds to the
Infernal’s applicable Virtue plus the Infernal’s permanent Essence score. In the unlikely event that the Infernal is defeated in Shaping Combat, the
Infernal is affected like any other Creation-born entity.

Painted Wooden Swords

Cost: 4+m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Obvious

Duration: One scene

Prerequisite Charms: Actor in a Child’s Play

The Raksha must forge their weapons, monsters, and conjurations out of the vital essence of what defines them; Oramus is not so limited. The
Infernal conjures a Shaping Combat weapon or armor into existence by paying 4m plus the Artifact value of the weapon or armor in question. The
weapon or armor produced by this Charm is only useful in Shaping Combat; a conjured behemoth, for example, cannot be set free to rampage
across Creation and is not built with mutations.

Bright Costumes and Bold Makeup

Cost: 4m; Mins: Essence 3; Type: Simple

Keywords: Combo-OK, Illusion

Duration: Indefinite

Prerequisite Charms: What Is and What Should Never Be

History records that Oramus was a mighty dragon with seven limbs, but he was never constrained by so petty a concept as shape. By activating this
Charm, the Infernal may appear as anything she desires as an Illusion effect. Changing her appearance requires reactivating the Charm. Seeing
through this Illusion requires the viewer to spend Willpower equal to the Infernal’s permanent Essence (maximum of 5 Willpower); once a viewer
pierces the Infernal’s illusory shape, the viewer cannot be affected by this Charm again in the Scene. The listed cost is for activations of this Charm
outside of the Wyld; in the Wyld, this Charm is free.

Pyreflame Footlights

Cost: 15m, 1wp; Mins: Essence 4; Type: Simple


Keywords: Shaping

Duration: (Permanent Essence) days

Prerequisite Charms: What Is and What Should Never Be

The Neverborn are pure examples of the impossible made actual; the Primordials could not die, and yet a number of them now suffer in agony
forever in death without end. Owing to this, Oramus finds them unhealthily fascinating and remains the only Yozi who will treat with them (besides
the Ebon Dragon, who transgresses all bounds of propriety).

Upon activating this Charm, the Infernal gains a temporary rating in Whispers equal to her permanent Essence score, and may use Sorcerous
Enlightenment of Oramus to imitate Necromancy spells as well as Sorcery spells for the Charm’s duration. However, while this Charm is active, the
Infernal loses the ability to regain Willpower through any means other than stunting, as her nightmares are haunted and warped by the eternal dying
screams and curses of the Neverborn.

Dancer in Infinite Silence

Cost: —; Mins: Essence 4; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Pyreflame Footlights

As the Lord of Not conversed with his dead siblings in dreams, he discovered to his great surprise that the twisted world spawned from their
nightmares contained within it a faint spark of the blazing inferno of the Beyond, for it was a thing that could not be, and yet demonstrably existed.
This Charm upgrades Pyreflame Footlights. While that Charm is active, the Infernal considers the Underworld and all denizens native to the
Underworld, such as ghosts, to be magical (see "Magic").

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).

Muse of Unearthly Delights

Cost: 10m, 1wp; Mins: Essence 3; Type: Simple

Keywords: Obvious, Shaping

Duration: One scene

Prerequisite Charms: Flowers Bloom Like Madness

Oramus is a generous soul, willing to impart stunning visions of the Beyond to those capable of appreciating the soul-wrenching vistas. That such
an experience is invariably damaging to the mortal mind is something he either does not realize or does not consider important; demonic scholars
continue to debate this issue. The Infernal acts as a wicked muse for another person within sight of the Infernal, granting that person successes to a
specific kind of Craft roll. Upon activation of this Charm, the Infernal learns what, if any, score the target has in Craft, and the Infernal determines
the Craft specialty to which the bonus successes are applied (successes cannot be allocated among multiple Craft specialties without multiple
activations of this Charm). The same restrictions regarding the unique nature of the Crafted result as imposed by Flowers Bloom Like Madness
apply to this Charm. In addition, the number of successes granted equals the bonus point cost of a Derangement mutation, chosen by the Infernal,
that is imposed on the target at the same time as the bonuses. Both the bonuses and the Derangement last for the remainder of the Scene.

Because the Charm is Obvious, the target intuits that insanity will go hand-in-hand with the gift. Those who do not wish to trade lucidity for artistry
may resist the effects of this Charm by paying 1 Willpower. Doing so immunizes the target from the effects of this Charm for the remainder of the
Scene. An Essence 5 repurchase causes the successes granted by a successful activation of this Charm to be permanent. The imposed Derangement
also becomes permanent as a Desecration effect and imposes the Creature of Darkness mutation on the target at the same time as the Derangement,
if the target does not already possess it.

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.

Soul-Eroding Production

Cost: —; Mins: Essence 3; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Words that Twist Like Daggers

The masques, plays, operas, exhibitions, and other events sponsored by Oramus before the Primordial War are still famous even today among the
denizens of Malfeas, sending the audiences insane with joy at the spectacles of pure artistry wrought by the Lord of Not.

This Charm permits Words that Twist Like Daggers to supplement a Performance-based roll against any number of targets that are in the Infernal’s
presence. An Essence 4 repurchase permits Words that Twist Like Daggers to be used remotely by the Infernal on any witness to a unique piece of
art that the Infernal has created, such as a painting, sculpture, book, or play (including a play created by the Infernal that is being performed in the
Infernal’s absence). The Infernal subliminally becomes aware of when such a piece of art is being viewed by a sapient being or beings (although no
information about the viewer is conveyed) and can choose to initiate a social attack (based on Performance for multiple viewers) supplemented by
Words that Twist Like Daggers against those viewers. A further repurchase at Essence 5 permits the Infernal to teleport to the location of the artistic
piece through which she channeled a social attack at an additional cost of 5m.

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.

Fractured Mind Empowerment

Cost: —; Mins: Essence 3; Type: Permanent

Keywords: None

Duration: Permanent

Prerequisite Charms: Words that Twist Like Daggers

Oramus has no use for sanity, as he has long since discovered the power that can be reaped from shattering his own lucidity to let the mad power of
the Beyond flow through him. The Infernal gains an Overdrive pool of up to 15 motes. Initially empty, the Infernal can fill the pool by imposing a
Derangement on herself as a free action. Doing so adds the values of the Derangement in bonus points as motes to the pool. Additionally, this value
is added again to the pool each time the Infernal acts in accordance with the Derangement, at the Storyteller's discretion. For example, an Infernal
who flurries to waste an attack on an imaginary foe during combat would gain 2 overdrive motes for mimicking the Delusions Derangement. Any
Derangement gained by this Charm remains in effect for the rest of the Scene.

Ornamental Lunatic Pyre Shintai

Cost: 15m, 1wp; Mins: Essence 5; Type: Simple

Keywords: Shaping, Sorcerous, Form-Type, Obvious

Duration: One scene

Prerequisite Charms: Play the Music, Light the Lights; Bright Costumes and Bold Makeup; Words that Twist Like Daggers; Sorcerous Initiation of
Oramus

Oramus is not content merely to transmit the glory of the Beyond. His abysmal madness and horrifying power concentrates the experience as a
prism focuses a ray of light through this, the least of his Shintai Charms, intensifying the experience many times over. Mortals caught up in the
experience very quickly become broken, twisted, mewling wretches, hopelessly addicted to the limitless possibilities of the Wyld.

Upon activating this Charm, the Infernal bellows forth a gout of bright colors in all hues possible and impossible, which consumes her body
instantly in a glittering bonfire of blazing, shimmering rainbows. The Infernal may activate Play the Music, Light the Lights at no cost at the same
time she activates this Charm; the Wyld Zone created by this Charm radiates out from the Infernal at all times. She also may use Bright Costumes
and Bold Makeup each tick at no cost and without counting as a Charm activation to constantly change her form. Additionally, this Charm grants
the following benefits. First, the difficulties for the Wyld Exposure and Wyld Addiction rolls for any person other than the Infernal who is caught
within the bounds of Play the Music, Light the Lights increases by the Infernal’s permanent Essence; Essence-users may offset this penalty for any
required Wyld Exposure roll by spending motes on a one-for-one basis, if they are not already immune to the Wyld’s effects. Second, each target
must make a Wyld Exposure and Wyld Addiction roll on each of their action ticks while they remain within the bounds of Play the Music, Light the
Lights (succeeding at a Wyld Addiction roll prompted by this Charm does not grant the target the normal +1 bonus for future rolls over a number of
months as described on page 288 of Exalted). Finally, while this Charm is active, the number of successes required to mirror any spell using
Sorcerous Enlightenment of Oramus is halved, rounding down, and the number of times the Infernal may use Sorcerous Enlightenment of Oramus
is increased by the Infernal’s permanent Essence.

Crimson King Shintai

Cost: 30m, 2w; Mins: Essence 5; Type: Simple

Keywords: Combo-Basic, Shaping, Form-Type

Duration: Indefinite

Prerequisite Charms: Touch Of The Eldest, Actors In A Child's Play, Calculating Dho-Hna Angles, Glimpsed Through A Warped Mirror

Pity poor Oramus, for if he could activate this charm his troubles would cease. Alas, the Incarna decreed that only his most restrictive jouten would
be admitted into the realms of the real. Green Sun Princes face no such bindings, and may call forth their bloody majesty into Creation at will,
transforming themselves into a cape of billowing red fluid draped around a humanoid emptiness, crowned with a wreath of Crimson fire.

While using this charm the Infernal must pay a 3 mote surcharge on the cost of any charms not belonging to Oramus.

In this form, the Infernal can be everywhere and nowhere. The Infernal adds his Essence in automatic successes to all awareness rolls and may
reflexively move to any point he can see by spending 1 mote. This movement effect does not grant the Infernal any special ability to dodge attacks
and only takes effect after any attacks against the Infernal made on that tick have been resolved. This ability does instantly and perfectly end any
grapple that the Infernal is subject to, and this power does NOT suffer the imperfection of the Dragon Beyond the World. Furthermore, the Infernal
can reflexively hold any damage he suffers Elsewhere, committing one mote for a bashing level, two motes for a lethal level and three motes for an
aggravated level. The Infernal can transfer these wounds in step 10 of combat resolution the instant he would normally suffer them and can hold
them for up to the duration of this charm. The infernal heals these wounds even while they are Elsewhere at normal rates, after healing any wounds
on his health track. Such wounds always count as wounds on the -0 track.

While wearing the crimson crown the Infernal has dominion over many unreal kingdoms. The Infernal always counts as being part of a mass
combat unit with magnitude at least equal to that of the creature or unit attacking him for the purposes of calculating magnitude penalties (before
taking account of bonuses for formations), and always forces a rout check on enemies damaged by the Infernal or his unit (charms or effects that
would normally prevent rout force an Essence roll off). The Infernal always counts as being leader of a social unit with a magnitude equal to his
Essence and a policy the same as his motivation. The magnitude of this social unit can never be reduced, but if its loyalty is reduced to zero the
Infernal must still capitulate to the social attack that brought it to this point. Loyalty is then restored as if the social unit’s magnitude shrunk.

Finally, any troops routed by the Infernal or his unit, or any targets reduced to zero willpower by the Infernal’s social attacks, can be added to the
Infernal’s kingdom as a shaping effect. The subjects are dragged screaming (often by tentacles) to realms beyond, never to return. Spirits subject to
such effects never are never reborn and demons count as dead for the purpose of fetich death and similar effects, and targets taken beyond never
leave ghosts. Celestial Exaltations do find their way back to Creation after an indeterminate time. At Essence 8, this power transcends reality itself
and no longer counts as a shaping effect.

Baal Shazash - Credit to @WarDragon for, well, a Dragon.

The Draconic Urge (Urge to Hoard)


The Dragon Astride the World is covetous of his possessions, and jealous of his privileges. These Urges
all concern gathering wealth, knowledge, and/or power to oneself, even if the Infernal would otherwise
care nothing for such. Sample Urges include:
*Become the richest person in the world.
*Steal Raksi's collection of sorcerous writings.
*Never do anything for free.
*Rebuild the Jade Prison, and fill it with every Celestial Exaltation save your own... then use it as your
throne and power battery.
Torment of Baal-Shazash
For one full day upon accumulating 10 points of limit, the Draconian becomes incredibly territorial and
possessive, certain that everyone around him is plotting to steal from him. His weapons, his wealth, his
land, his secrets – they want it all. He shuns all contact with others, and becomes incapable of doing
anything other than vigilantly guarding everything that he considers his own. He will not sleep, pursue
other goals, nor move to another location unless he thinks it safer for his treasures. He will not even eat
if food is not readily at hand. Anything that his paranoia might interpret as an attempt at theft or
trickery, no matter the source, will be met with excessive force.
First Baal-Shazash Excellency
Cost:1m per die; Mins:Essence 1; Type:Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords:Combo-OK
Duration:Instant
Prerequisite Charms:None
The Dragon Astride the World is avaricious and proud, utterly ruthless in defense of his ever-
expanding hoard. His mighty draconic bodyinspires awe and fear in lesser creatures. He values wealth
both for its own sake, and for the power it brings. Nor is he limited to mere coinage; his hoard includes
knowledge, as well as land and the people upon it.
Fortunately for his subjects, he is a relatively benevolent tyrant, at least so long as his power is
unchallenged. After all, the state of his hoard reflects upon him; he does not linger idly over his wealth,
but works to improve his dominions, and feels pained at their diminishment. The Consuming Fire is
even willing to practice self-denial, so long as it is in the name of delayed gratification. His patience is
limited, however, and any foolish enough to rob him, or threaten his pride, will be purged with talon
and flame.
This Charm can be used to enhance rolls used increase or protect the Infernal's wealth and power
(except when doing so could lead to greater loss later), and and for manipulating fire as a tool or
weapon. Strangely, it can also be used with games of skill and chance, even when they are not played
for high stakes; Baal-Shazash is enamored of such diversions, and can rarely resist a bet. He cannot use
his Excellency to disguise himself, or hide his presence or goals; the Dragon Astride the World is too
vain to cloak his majesty in subtlety.
Baal-Shazash Mythos Exultant
Cost:—; Mins:Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Baal-Shazash Excellency
The Wyrm of Avarice hoards even such ephemeral goods as luck and good fate, miserly withholding
them until the moment of greatest profit. Whenever the Infernal would gain dice from a stunt that could
benefit from the Baal-Shazash Excellency, he may instead store those dice for a later date. If he does
so, he receives all the other normal rewards for his stunt, but not the stunt dice.
Instead, at any point after his DV next refreshes, he may expend any and all stored stunt dice on an
action; that action's dice pool acquires all of the stored dice, which are not dice added by Charms (the
action benefits from its own stunt as normal). All stored dice must be expended at once, though the
Infernal can immediately begin storing dice again after doing so.
The Infernal may store no more than (Essence x 3) stunt dice at once in this way. All stored dice are
lost at the end of the scene.
Ascendancy Mantle of Baal-Shazash
Cost:—; Mins:Essence 5; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Baal-Shazash Excellency
As much as he denies it, Baal-Shazash is a fundamentally vain and avaricious being, strengthened by
wealth and praise. Excess dots of Essence are lost, as per Ascendency Mantle of Cecelyne, whenever
the Infernal's total dots in Cult, Followers, and Resources drop below the boosted rating, or any one of
these backgrounds is at 2 or less.
Sorcerous Enlightenment of Baal-Shazash
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Baal-Shazash Excellency
The Dragon Astride The World is a creature of burning pride. Any spells that use fire to cause damage
deal half-again as much damage before counting attack successes. Non-damaging fire spells cost 10m,
1wp less to cast (minimum 5m, 1 wp). Spells which deal with flames only by being warped do not
count. In his vanity, he disdains the petty conveniences needed by lesser beings. Spells that create
vehicles or temporary shelter, quicken mundane travel, or create food or disguises, cannot be used
(permanent structures, being a form of wealth, are allowed, as is teleportation).
Knightbane Strike
Cost: 1m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
To Baal-Shazash, an opponent's armor is only a minor impediment. This Charm grants the
supplemented attack the Piercing tag, and causes it to completely ignore hardness from armor. An
Essence 3+ repurchase, which also requires Rending Dragon Claws, allows the Infernal to pay a 1m
surcharge to apply this effect to every attack in a flurry.
Rending Dragon Claws
Cost: 3m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Knightbane Strike
A dragon needs no weapon other than his own mighty body. Upon activating this Charm, the
Draconian's hands glow red, as if with great heat, flesh and bone running like wax for a split second, as
they are reforged by his will into a more suitable form. When the glow fades, human fingers are
replaced by vicious, scaled talons. This allows him to block lethal or ranged attacks without a stunt, and
replaces his punch attack with the following statistics:
Speed 5, Accuracy +3, Damage +6L/2, Defense +3, Rate 4, Tags: N, O
Though this is still a natural attack (and thus compatible with most Martial Arts styles), it does not
stack with spells or mutations that enhance an unarmed attack's traits. If Knightbane Strike is used with
these claws, it causes the attack ignores 2 points of natural soak in addition to its normal effects.
Scouring Inferno Breath
Cost: 4m; Mins: Essence 3; Type: Simple (Speed 4, DV -2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Rending Dragon Claws
What better shows the essence of a dragon, than the fire in its heart pouring forth? The Infernal's eyes
blaze with light as he inhales deeply, then breathes out a cone of roaring flame up to (Essence x 10)
yards long, Essence x5 yards wide and high. A single attack roll (using Archery or Occult, at the
Infernal's option) is applied to all creatures in the area, and deals a base damage of the Infernal's
Stamina + Essence with Overwhelming 2. Regardless of the number of targets hit, other Charms used
to enhance the attack need be paid for only once. This attack ignores soak from nonmagical armor.
Any creature killed or object destroyed by this attack is burnt to clean ash, with only indestructible
possessions remaining; this does not prevent a spirit's resurrection. Flammable objects not destroyed
outright catch fire and burn normally.
If the Infernal knows Principle-Invoking Onslaught, he may purchase a Heretical upgrade for this
Charm for 2 xp. This allows his breath attack to manifest as any form of instant-duration destructive
phenomenon he wishes, for a surcharge of 1m. This is primarily a stunting aid, though it also allows
him to bypass protections against fire.
Funeral Pyre Exhalation
Cost: -; Mins: Essence 3;
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Scouring Inferno Breath
The dead have no place in the living world. They are parasites, leeching off resources that rightly
belong to the living... and to Baal-Shazash. This problem has an obvious solution; fire cleanses. This
Charm upgrades its prerequisite in the following ways:
*the Infernal's fiery breath deals Aggravated damage to creatures of death;
*the ashes of creatures or objects destroyed by his breath can be used to ward away ghosts in the same
manner as salt;
*if the Infernal burns the entire surface of a Shadowland between sunrise and sunset, he cauterizes the
wound in Gaia's flesh, closing the Shadowland permanently.
External Heart Firestorm
Cost: +10m, 1wp; Mins: Essence 4;
Type: Permanent
Keywords: Obvious, Sorcerous
Duration: One scene
Prerequisite Charms: Scouring Inferno Breath
The Dragon's heart is fire; though he breathes that fire out upon his foes, it is still a part of him. By
paying a 10m, 1 wp surcharge on Scouring Inferno Breath, the Infernal can cause the blast of fire to
linger as an environmental hazard, even in the absence of flammable materials. The firestorm deals the
Infernal's (Stamina + Essence) damage, with a trauma of (Essence), and burns for the remainder of the
scene. The Infernal can have only one such firestorm at a time, and can move it up to three times his
normal movement speed as a Speed 5, diceless miscellaneous action. The Infernal is immune to his
own firestorm.
Lashing Wyrm-Lord's Tail
Cost: 2m, 1wp; Mins: Essence 3;
Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Scouring Inferno Breath
To stand behind a dragon is as dangerous as before; this Charm continues to evolve the weak human
form into a fitting vessel for the power of the Dragon Astride the World. His coccyx bursts into flame,
stretching and growing new, scaled flesh as the fire extends outwards, finally guttering out to leave the
Draconian with a reptilian tail roughly as long as he is tall. This new limb is prehensile, acting with his
full Strength, but -2 Dexterity for acts of fine manual manipulation (due to lacking fingers; accuracy in
combat is not reduced). In combat, it has the following statistics:
Tail slap Speed 5, Accuracy +2, Damage +9B/2, Defense +2, Rate 1, Tags: N, O, R
Tail constrict (Clinch) Speed 6, Accuracy +2, Damage +7B/2, Defense —, Rate 1, Tags: C, N, O, P, R
These ratings do not stack with spells or mutations that enhance natural attacks. For a 2m surcharge,
the Draconian can make a single reflexive tail attack on the tick he activates this Charm.
Unfurling Wings of Fire
Cost: 5m; Mins: Essence 3;
Type: Simple (Speed 3, DV -1)
Keywords: Combo-Basic, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Scouring Inferno Breath
Once the heart's fire is ignited, it buoys up heavy flesh and bone, and can be used to reshape a frail
human form into something more... suitable. The Infernal briefly doubles over in pain as flames erupt
from his shoulder blades and travel outward, searing the shape of his wings into the world. Seconds
later, the flames die to wisps and embers, dancing along newly the formed appendages for as long as
the wings exist. Any mundane clothing or armor on his torso not specially made to accommodate this
transformation is destroyed.
This permits the Infernal to use Move and Dash actions to travel through the air at three times his land
speed before any other modifiers, or thirty times in a vertical dive. Outside of combat, the wings cover
ground at ([strength + Essence] x 10) miles per hour of flight. Alternatively, he may move at a reduced
speed of ([strength + Essence] x 5) miles per hour, in which case he does not accrue fatigue and regains
essence at four motes per hour, as if he were at ease.
This Charm can be ended either by Countermagic, or by activating it again at the normal cost. A second
purchase at Essence 5+ changes the Charm's type to Reflexive, and reduces the cost by 3 motes. At
Essence 7, the second purchase upgrades automatically, reducing the mote cost to 0, and removing the
Sorcerous keyword entirely.
Prey-Scything Swoop
Cost: 4m, 1wp; Mins: Essence 3;
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Unfurling Wings of Fire
The talons of Baal-Shazash reave entire armies of puling mortals. This Charm can only be used while
its prerequisite is active and the Infernal is flying. It allows him to dive down and move up to his full
flight speed, striking any enemies within his reach on the path (to a maximum of Essence + 2 attacks).
He may turn to strike additional enemies, but no more than a total of 90 degrees during the entire
movement. This magical flurry ignores rate and multiple action penalties, and uses only the highest DV
penalty of all attacks made, but immediately ends if the Infernal stops moving, touches the ground for
any reason, or strikes an individual enemy more than once.
Alternatively, the Infernal can focus his wrath on a single, worthy foe. This works similarly, except that
the first attack in the flurry must be a clinch. If he successfully grapples the target, and is capable of
lifting it with a feat of strength, he flies off with it, directing the remaining (Essence + 1) attacks
against that one enemy as he goes. If he misses the grapple or cannot lift the target, the remaining
attacks are wasted.
Scorched-Earth Strafing Run
Cost: +5m, 1 wp; Mins: Essence 4;
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Prey-Scything Swoop
Claws and fangs are all very well for playing with one's food; but what a dragon truly wishes
destroyed, he burns. This Charm upgrades Scouring Inferno Breath, granting it a new mode of use.
While Unfurling Wings of Fire is active, the Draconian can pay a 5m, 1 wp surcharge on Scouring
Inferno Breath, in order to move his full flight speed in a straight line, while breathing out flame,
affecting everything within (Essence x 5) yards of his path on either side, or (Essence x 10) yards on
only one side.
This Charm synergizes with External Heart Firestorm; when they are used together (costing a total of
+15m, 2 wp), the entire area affected by Scorched-Earth Strafing Run is ignited as an environmental
hazard until the Infernal's next action tick, at which point it dwindles to the base area of his Scouring
Inferno Breath.
Gem-Studded Scales
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Hardy
Duration: Permanent
Prerequisite Charms: Rending Dragon Claws
The Consuming Fire adorns himself in wealth; that the gems and precious metals embedded in his hide
bolster his scales is merely a pleasant side benefit. A character with this Charm adds his dots in the
Resources background to his natural bashing and lethal soak. A second purchase at Essence 5+ grants
him a natural Aggravated soak equal to his natural Lethal soak. Whether he actually has jewels and
coins grafted to his skin, or merely partakes of their essence is at the Infernal's discretion.
Hoard-Bound Hide
Cost: 5m (+1wp); Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Hardy, Obvious, Sorcerous
Duration: One Scene
Prerequisite Charms: Gem-Studded Scales
A dragon must defend his hoard; a wise dragon can convince the hoard to reciprocate. The Infernal
grows a thin layer of gemstone scales, in the colors of his anima, that completely cover his skin. This
grants him a natural bashing and lethal Hardness rating of Essence + Stamina + Resources. There is a
single weak point in this defense, a flawed gem that will shatter the entire structure if struck correctly;
this weakness can be located with a difficulty 5 Perception + Larceny roll, and struck with a successful
called shot, ending the Charm. It also ends the first time the granted Hardness is overcome by raw
damage. In either case, the Charm can be reflexively reactivated by paying the normal cost with a 1 wp
surcharge.
Obdurate Adamant Scales
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Hardy
Duration: Instant
Prerequisite Charms: Gem-Studded Scales
Even the mightiest weapons will rebound from the scales of the Dragon Astride the World. This charm
is a perfect defense, reducing raw and final damage of an attack against the user to 0, as it ineffectually
bounces off his diamond-hard skin. This Charm carries the Imperfection of the Dragon Astride the
World.
Imperfection of the Dragon Astride the World said:
No matter how great the dragon, how impervious his armor, there is always a chink, an uncovered soft
point which a canny foe can exploit. If a charm with this Imperfection is used to defend against an
attack benefiting from Aim dice, it suffers a surcharge equal to the number of ticks the attacker spent
aiming, to a maximum of +3m.
Greater Imperfection of the Consuming Fire
Baal-Shazash is a creature of fire, and direct force. Watery essence can douse his flames, and flow
around his strengths to attack his weaknesses. Any attack made with a weapon composed of black jade,
or pure water-aspected Essence, imposes a +3m surcharge on charms bearing this Greater Imperfection.
If both Imperfections are exploited on the same attack, the charm fails outright.
Whiff of Greed and Fear
Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
This Charm acts as the Solar Charm Keen (Sense) Technique, though applying only to smell. It also
grants the following enhancements:
*First, the warlock automatically knows whether any creature within (Perception x 100) yards is
currently suffering from a fear-based Emotion effect, or has a fear-based Intimacy towards any other
creature or thing present.
*Second, he knows the Resource value and approximate location of the most valuable item within
(Perception x 100) yards.
*Third, the +2 die bonus to scent rolls increases to +(Essence) against fearful characters, or those
carrying more than Resources 3 worth of possessions.
*This Charm carries a drawback, as well; while active, the Infernal's predatory, rapacious instincts
draw closer to the fore of his mind. He suffers a -1 internal penalty to Compassion and Temperance
rolls, and -1 MDV against social attacks exploiting his desire to prey on perceived vulnerabilities.
Secret Hoard Pillow
Cost: -, Min: Essence 2, Type: Permanent
Keywords: None,
Duration: Permanent
Prerequisites: Whiff of Greed and Fear
The Dragon may only find comfort in the proximity of his unlimited riches, snoring peacefully upon a
heap of gold. As long as the Infernal sleeps in direct contact with any amount of objects he owns whose
total cost is higher than his permanent Essence, he adds his Resources rating to Conviction rolls made
to regain Willpower from rest. When forced to sleep away from his possessions, the Infernal is sick
with worry, and suffers a -1 internal penalty to said roll as he twists restlessly.
Golden Heart's Blood
Cost:—; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Secret Hoard Pillow
Wealth is power. Baal-Shazash takes this ancient truth, and makes it literal. The Infernal gains a 10-
mote Peripheral Essence pool, which refills one mote for each hour spent cleaning and admiring, or
resting in physical contact with, his personal possessions worth at least Resources 4.
Wealth-Begets-Wealth Understanding
Cost:3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Whiff of Greed and Fear
The lure of riches is a powerful enticement; no one knows this better than the Wyrm of Avarice. This
Charm functions as Irresistible Salesman Technique, save that it can only be used when the Infernal is
offering a bribe or payment as part of his social attack, rather than enhancing a deal or encouraging a
course of action.
Avaricious Assayer's Adeptness
Cost:- (1wp); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wealth-Begets-Wealth Understanding
A dragon knows his hoard... and it is never enough. This Charm enhances the Infernal's appreciation of
riches in two ways. First, an Infernal who knows this Charm adds half his Essence in automatic
successes to appraise the Resources value of an object, and may do so reflexively if he can physically
touch it. By spending one willpower, he can perfectly appraise every object he can see as a
Miscellaneous action.
Second, the Infernal reacts differently to social attacks against him which include bribes, offers of
payment, or other monetary value. If the offer is equal to (Infernal's Resources - 2) or less, he gains a
+2 MDV bonus against it, insulted by the paltry tribute. If it is equal to (Resources - 1) or more,
however, he takes a -1 internal penalty to MDV, as his own greed pushes him to accept.
Gather the Fatted Herd
Cost: -; Mins: Essence 2;
Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Avaricious Assayer's Adeptness
Baal-Shazash is too discerning to let any possible source of value slip by him... even mortals
understand the concept of owning one another. This Charm allows the Infernal to claim and enforce
metaphysical ownership of other living, sentient creatures. Exactly whom he can own is ultimately up
to the Storyteller, but as a rule of thumb, any character that is subordinate or servile towards him (see
Shards of the Exalted Dream, pg. 33) can be considered his property.
For purposes of interacting with other Baal-Shazash Charms, humans have a Resources value of either
their Essence, or the cost to buy them as slaves on the open market, whichever is higher. Groups of
humans have a collective Resources cost equal to the groups rating as Followers. God-blooded, Dragon
Kings, and similar non-Exalted Essence users cannot be owned unless the Infernal's Essence is at least
double their own, and are always considered Resources 5. First-Circle demons are considered owned as
long as they are bound. Demons of the Second or Third circles can only be owned if they are the
Infernal's own souls. Gods, elementals, and the Exalted can never be owned.
Conspicuous Consumption Privilege
Cost: 1 wp (+1 Limit); Mins: Essence 3;
Type: Simple (Dramatic action)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Gather the Fatted Herd, Golden Heart's Blood
Dragons are ravenous creatures, never more so than after a long slumber or taxing battle. This Charm
allows the Draconian to devour his personal possessions to restore his body and Essence. For every
object (or person) he consumes, he rolls its Resources value, and regains non-Aggravated health levels
or motes equal to the successes. Motes gained in this manner can only be placed in his Overdrive pool,
or the 10m pool gained from Golden Heart's Blood. Anything swallowed with this Charm is almost
instantly burned by his internal fires, taking up no space in his stomach and never emerging as waste.
Each such lavish meal requires at least one long tick to fully consume, or more for larger chunks. In the
vanishingly rare event he consumes a N/A-rated Artifact, his health levels (even Aggravated wounds)
and all mote pools are fully restored. Destroying wealth in this manner, however desperate the need, is
emotionally wrenching for the Infernal, and he gains a point of Limit the first time he consumes
something rated Resources 3+ in each scene.
Sidebar: Pricing the Priceless.
Many Baal-Shazash Charms reference the Resource value of objects, and the Wyrm's greed is
limitless, far outstripping even the Guild's avarice. If a character accumulates so many riches that
even Resources 5 does not reflect his true purchasing power, consider using the Wealth background,
found in Dreams of the First Age: Lords of Creation. Each dot of Wealth is equivalent to a
Resources rating 2 dots higher, and can raise the effective value for these Charms above 5.
Magical treasures are some of the most valuable; indeed, the greatest of wonders typically cannot be
bought for any price, or at least inspire vicious bidding wars in the sumptuous halls of the Guild or
brass streets of Malfeas. A determined collector, however, can put a price on almost anything. In
general, Artifacts, Manses and Hearthstones can be considered to have a Resources cost equal to
their rating + 2, with 4- and 5-dot wonders costing Wealth 4 and 5, respectively. The ST can adjust
this up or down for particularly common or sought-after items. Artifacts that are themselves rated
N/A are truly beyond price, and each one is a special case as relates to these Charms.
Click to expand...
Fueling Jealous Fires
Cost: -; Mins: Essence 4;
Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Avaricious Assayer's Assessment, Scouring Inferno Breath
Greed and pride are the foundations of Baal-Shazash's power; when either his hoard or his dignity are
diminished, his fury rivals that of Malfeas. This charm provides an Overdrive pool with a capacity of
fifteen motes. This pool begins to fill any time the Draconian rolls Join Battle, and is aware of the
presence of at least one enemy who has stolen from him or challenged his authority in the past. The
number of offensive motes gained are equal to the Resources value of his stolen property, or the
Essence score of the defiant character. He gains an additional offensive mote on each action tick that he
remains engaged with valid enemies, and two offensive motes upon killing such a target. Furthermore,
any charms used against these thieves or rebels that are paid for entirely with overdrive motes receive a
1m discount.
Heart-Wracking Countenance
Cost:5m; Mins: Essence 2; Type: Reflexive (Step 1 attacker, Step 2 defender)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Whiff of Greed and Fear
The sight of the Dragon can still a mortal heart; Baal-Shazash himself fears nothing. This Charm adds
half the Draconian's Essence to his effective Appearance when making or resisting a social attack
intended to instill or take advantage of fear. The maximum Appearance bonus or penalty to enhanced
attacks is doubled.
Valor-Crushing Assertion of Dominance
Cost: 5m, 1wp; Mins: Essence 3;
Type: Simple (Speed 4, DV -1)
Keywords: Combo-Basic, Compulsion, Emotion, Obvious
Duration: Instant
Prerequisite Charms: Heart-Wracking Countenance
To look upon Baal-Shazash, to hear his mighty voice, is to know fear. With an aggressive statement of
his authority, or a terrifying roar, the Draconian rolls his Charisma + Presence + Essence against the
Dodge MDV of all creatures within Essence x 10 yards. Bonuses and penalties from Appearance apply
as normal for a social attack. All characters whose DMDVs are exceeded by this attack must spend
Willpower to resist as normal for a social attack, or instantly lose one Valor channel and gain an
intimacy of "Terrified Awe" towards the Infernal. Any character who resists, whether by a sufficient
DMDV or expenditure of Willpower, is immune to further use of the Charm for 24 hours, and gains a
+1 bonus to MDVs against the Infernal for the same period.
Stilling Timorous Hearts
Cost: -; Mins: Essence 3;
Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Heart-Wracking Countenance
Draco Tyrannis revels in the terror of his lessers, and they quail as they attempt to strike him down.
Any character with a fear-based Intimacy towards the Infernal takes a -2 external penalty to physical
attacks against him, and to DVs against the Infernal's attacks. In addition, each scene of combat against
him counts as a scene reinforcing the Intimacy in question. This is an unnatural Emotion effect that
costs (Infernal's Essence, max 5) Willpower to resist for a scene; the only permanent protection is to
remove the fearful Intimacy.
Apocalypse Fire-Wyrm Shintai
Cost: 15m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Blasphemy, Form-Type, Obvious
Duration: One Scene
Prerequisite Charms: External Heart Firestorm, Scorched Earth Strafing Run, Obdurate Adamant
Scales, Heart-Wracking Countenance
Witness the might of the great Wyrm, unveiled from pathetic human flesh. Witness the incarnate rage
of Baal-Shazash. Witness doom. Roaring his fury and indignation at those who would defy his power,
the Infernal unleashes the fire of his heart, letting it consume and reforge him into a perfected new
form. His anima flares to its full, totemic height, and his body dissolves into it, giving substance to the
blazing light. This storm of Essence coalesces into Primordial draconic flesh, transforming the Infernal
into a massive dragon of mountainous scales and living flame. The exact details of his dragon form's
appearance are up to the Infernal, and can even change as he grows and evolves, but his total length is
always (Essence * 10) feet. However he chooses to shape himself, the transformation bestows the
following changes:
*all worn or carried equipment is banished Elsewhere for the duration of this Charm;
*the Warlock's new form is quadrupedal, with talons rather than hands, giving a -2 external penalty on
rolls involving manual dexterity and fine manipulation (attacks and parry DV are unaffected);
*his increased size adds his Essence to his Strength for purposes of feats of Strength, damage, and
controlling a clinch;
*he gains +20B/20L soak, and his natural Hardness is set to 10B/10L if it was lower;
*if his Charisma or Appearance are lower than 10, they are raised to 10 for purposes of inflicting fear
(cannot be used with Heart-Wracking Countenance, counts as dice from Charms);
*he grows wings and can fly as per Unfurling Wings of Fire;
*he gains a natural bite attack with Speed 5, Accuracy +3, Damage +10L/3, Defense +0, Rate 1, Tags:
C (same statistics), N, O;
*any Baal-Shazash Charms that give a natural attack may be activated as part of the same Charm
activation as the shintai, for a flat cost of 1m each;
*all of his attacks automatically benefit from Knightbane Strike at no cost;
*flames constantly pour forth from his body, subjecting any creature adjacent to him to an
environmental hazard, as per External Heart Firestorm;
*the base cost of Scouring Inferno Breath is reduced to 0m, and its maximum area is increased to
(Essence x 100) by (Essence x 50) yards. The Infernal can spend 1m when using his fiery breath to
spare any number of mundane objects in the area with a Resources cost of 3+ that he chooses from
harm.
Sacheveral - I have my reservations about this one.

Lucky Fool Rides the Swift Horse


Cost: 3m or 1wp; Mins: Essence 1; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None
Sacheverell has seen the cities of Creation gasping out in plumes of smoke, and he has seen all that he
and his sisters created wiped away, and he has seen himself swallowed by Oblivion whole. Do you
think he is caught unawares by your fist or orichalc? The Infernal’s senses twist, her ears perking, her
eyes shifting around as though in a state of REM, and even her tongue slithers as he tastes the air. This
Charm enhances any attempt to dodge a single attack. Add the character’s Wits to his MDV total. If the
attack is unexpected, treat it as though it were not. At Essence 2 and for one point of Willpower, the
Infernal treats all unexpected attacks as expected for the rest of the scene.
Blind Beating the Blind Technique
Cost: 1m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Lucky Fool Rides the Swift Horse
When the Jurigae stare up from their roottopped tents at the stars, they say: "here are two sets of stars.
The twinkling stars are open eyes, and they see not. The lightless stars are asleep, and they see." This
Charm allows an Infernal to ignore blindness penalties for any one action. A second purchase of this
Charm allows her to ignore any such penalties automatically. A third purchase allows the Infernal to
sense all nearby immaterial beings, but only while her eyes remain shut.
A Knock on the Gate of Horn
Cost: 1wp + 5m per roll; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Blind Beating the Blind Technique
Sacheverell has never seen a possibility. He has seen only that which shall be. Those who watch over
him, however, are presented with hermeneutic difficulties. This Charm can only be activated when the
Infernal is asleep; seeking the answer to a yes-or-no question, she receives a dream which, properly
interpreted, means "yes, unless..." or "no, unless..."
The Green Sun Prince spends 1 Willpower and slumbers for at least an hour, at which time she
becomes immersed in his dreaming state and cannot be awoken unless physical harm that does at least
1lhl is inflicted upon her. Her dreamtime is an extended dramatic action that takes one hour per roll.
Each hour, she pays the mote cost of the Charm and rolls her (Perception + Investigation) to interpret
the dream. A single success gives a basic “yes or no,” while each subsequent success grants knowledge
of a single circumstance that might contribute to causing a different result, even if it is only altered in
regards to specific details.
It remains, of course, the case that the thing will or will not come to pass, for the second clause itself is,
indeed, predetermined, but it is the nature of limited beings to cope with limited perceptions.
You Lead
Cost: 5m; Mins: Essence 3; Type: Reflexive (Step 1)
Keywords:
Duration: Instant
Prerequisites: Blind Beating the Blind Technique
Like a Dynast paired with a ravishing courtier at a formal ball, those who follow Sacheverell know the
moves they and their partners shall make. The Infernal activates this Charm at the beginning of an
action. She envisions every motion and change to her surroundings moments before they happen. At
this point all other characters present who will act during the next six ticks must declare what their next
action will be. The Green Sun Prince can then act accordingly to take advantage of her forearming. All
characters forced to dictate their actions must play them out unless, of course, they are left unable to. A
second purchase allows the Infernal to foresee other actions not taken by characters, such as a tree
falling or a trap being sprung.
Portent of the Wakeless Dream
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Blasphemy, Sorcerous
Duration: One scene
Prerequisites: A Knock on the Gate of Horn
All things shall pass into eternal sleep. So it has been seen. Sacheverell wishes to spare us of this, but
his charges are not always completely merciful. The Infernal curses her opponent, speaking the
circumstances of his death in the secret language only he knows when he babbles in his sleep. This acts
as an unnatural social attack that uses the Infernal’s (Manipulation + Presence). This curse has the
following effect:
· The target is afflicted by a vision of his own death, which seeps through his every sense. He sees,
hears, smells, tastes, and even feels his death occurring. He suffers a -1 internal penalty to all rolls for
the rest of the scene.
· As his will falls apart in the face of the certainty of his death, the target crumbles in the realization of
his own mortality. He must spend twice the requisite Willpower when performing any action that
requires Willpower expenditure. This includes spending Willpower to gain automatic successes.
· Though Portent of the Wakeless Dream does not kill in and of itself, the wounds and afflictions that
come to bring about the target’s demise break his psyche and begin to manifest upon the body.
Inflicting damage upon him brings out these stigmata, which can take the form of additional
lacerations, extreme aging, or a physical illness that may include coughing, hives, a fever – whatever is
appropriate to the illness from which he shall someday die. Double the post-soak damage of all attacks
made against the target.
· Finally, as the victim of this curse is enveloped in her own tormented passing, he becomes susceptible
to the promise of redemption, of rescue from his fate. He halves her mental defense values (rounded
down) against all social attacks.
It is perhaps not surprising to learn that many who have suffered this curse were tormented by the
knowledge that they would die not years from then, but moments later as their Infernal assailants
tortured them into insanity before ripping their own lives from them.
Walking in the Land Without Strangers
Cost: 3m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisites: Blind Beating the Blind Technique
Sacheverell is alien to all. None are alien to Sacheverell. When among those whom one does not yet
know, the Green Sun Prince can close off her senses and opens the lidless eye inside to see into that of
another. Her very heart speeds and slows to a hellish, cacophonic beat until it finds a rhythm to match.
Once it does, two hearts beat as one. Upon activating this Charm the Infernal knows the Motivation,
Virtues, and Intimacies of the person whom she will next meet. Walking in the Land Without Strangers
does not work on individuals with whom the Infernal is already familiar, for they have already
shrouded their hearts with words and deeds. A second purchase of this Charm makes it Reflexive (Step
1 or Step 2, as applicable).
Bliss is Ignorance
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Obvious
Duration: Until next action
Prerequisites: Lucky Fool Rides the Swift Horse
To dream is terror: knowing what one shall bear. To live is to actually bear it, and that is ten thousand
times more tragic. Crawl back into sleep; face the night if you cannot the day. The Infernal's body
acquires a little bit of insubstantiality as she shrugs off the pain of her wounds. She shuffles in a
sleepwalking gait, half in the waking world and half in the world of unconscious manifestations. Until
her next action, she ignores all wound penalties. For a second purchase the Infernal automatically
ignores all wound penalties while she is asleep.
Lighting the Contraband Candles
Cost: -- ; Mins: Essence 1; Type: Permanent
Keywords:
Duration: N/A
Prerequisites: None
When the disciples of other deities light their candles and recite their prayers, they may presume their
god awake. Here a problem. So it was that in Prehistory, when he was active, Sacheverell stole ten
thousand words from the body of Eloge and pronounced them the language of sleep. This Charm
allows an Infernal to talk to sleeping individuals (for instance, Sacheverell) as though they were awake,
enabling her to make Charisma-based social attacks. Their audience does not necessarily gain the
ability to respond. While a target’s mental defense values no longer apply due to inability to respond or
refuse persuasion, the effects of social attacks take twice as long as normal to inflict. For instance,
building or eroding an Intimacy requires a number of scenes equal to twice the target’s Conviction.
Baby Babble Defense
Cost: 4m; Mins: Essence 2 Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Bliss is Ignorance, Lighting the Contraband Candles
Next to the awful truth of what is to pass, all temporal speech is lies, babble coming from an infant.
The Infernal’s mind temporarily drifts into the dreamtime world, where all thoughts and events meld
into one. Others’ words become disjointed, breaking against her ears like a tide against the rocks. She
perfectly dodges a single social attack, even if it is considered undodgeable.
The Scapel of Horn
Cost: 3m, 1wp; Mins: Essence 2; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Lighting the Contraband Candles
The Yozis may visit anyone in their dreams. This is because of what they call a gift from Sacheverell,
taken from his ungrasping hand as he snored. He appears to bear them no grudge for it. This Charm
allows a sleeping Infernal to talk with another sleeper as per Lighting the Contraband Candles,
wherever they are. The Infernal must first slumber and seek out his intended target; this requires a
simple (Intelligence + Occult) roll, which automatically fails if the target is not asleep. Once inside the
target’s dream, the sleeper may respond back, although he does not automatically know that the
Infernal is real. The Infernal appears in the sleeper's dream, but does not control it and cannot examine
it carefully before it evaporates. Unlike its prerequisite, the target’s mental defense values apply to all
social attacks, though they are considered unnatural.
The Saw of Ivory
Cost: -- ; Mins: Essence 3; Type: Permanent
Keywords:
Duration: N/A
Prerequisites: The Scapel of Horn
Sacheverell, knowing only truth, mutilated from the ability to imagine the new, is incapable of
understanding lies. Those who lie in his name, therefore, will go unpunished - at least by him (until he
wakes? Inconceivable!). The Infernal may now make Manipulation-based attacks to sleepers using
Lighting the Contraband Candles and the Scapel of Horn. In addition, when appearing in a sleeper’s
dream as with the latter Charm, she may appear to them as that which she is not, shaping her
appearance to disguise her nature. She may appear as someone familiar to the sleeper, but the attempt at
disguise requires regular rolls to maintain the façade. The Infernal may also shape her immediate
surroundings to her liking, though as she passed through the sleeper’s dream, her alterations become
insubstantial and fade quickly. As normal, all attacks made in the dreamtime world are considered
unnatural.
Hacking Down the Gates of Horn
Cost: 6m, 1wp; Mins: Essence 3; Type: Permanent
Keywords:
Duration: N/A
Prerequisites: Walking in the Land Without Strangers, The Saw of Ivory
Sacheverell does not send messages. One simply happens, on occasion, to see dreams which are true,
and on those occasions, one's mind and Sacheverell's are alike. This allows an Infernal walking into
another's dream to assert control over it, presenting the vision she likes. She may shape parts of the
sleeper’s dream freely, from her own manifestation to the setting of the dream to the sleeper’s own
appearance. Oddly, the boundaries of the shaping are limited to the imagination and experiences of the
sleeper himself. Someone raised in the North who has never heard of a tyrant lizard cannot have one
conjured up in his subconscious. The Infernal, however, can pull props from the target’s own thoughts.
These can be as specific or general as the shaper wishes; he can choose to call upon a specific person
he knows the sleeper has encountered or invoke visions of, for instance, the sleeper’s lover, dead father,
or greatest enemy without the Infernal ever having known them. No physical harm can be done to the
sleeper while in the dream, though attacking the sleeper in his own dream is treated a social attack with
the most direct end result being the loss of a Willpower. She may also explore the psyche of the
dreamer as with Analytical Modeling Intuition.
Unplugging the Horn Dike
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Sorcerous
Duration: One day
Prerequisites: Hacking Down the Gates of Horn
Sacheverell was hacked into pieces, stuffed inside the mutilated bodies of his siblings, and shown a
vision of his - and everything's - death. In wake of this, what violation is conceivable? This Charm
allows an Infernal to attempt the possession of any person whose dream he has invaded. She must first
break into the sleeper’s mind and shape his dreams such as to bind the sleeper’s greater psyche using
Hacking Down the Gates of Horn. Afterward, the Infernal spends the cost of this Charm and a contest
of wills is made utilizing the Infernal’s (Intelligence + Presence + Essence) versus the sleeper’s
(Intelligence + Integrity/Presence + Essence). If the sleeper wins, the Infernal is ejected from his mind
and must wait until the next new moon to re-enter the target’s dreams. If the Infernal wins, she takes
control of the target’s mind and body wholly. Upon awakening, she maintains complete autonomous
command over the sleeper’s mind and body until the next nightfall. During her time inside the sleeper,
she can recall his memories as well as perform any action that he is capable of. As a miscellaneous
action, she may bring up a memory or thought inside his mind by concentrating on what might be there.
For instance, if she concentrates on thoughts of his spouse, she can glean a mental image of her as well
as her name. Further actions are needed to recall specific memories or details. The Infernal loses all of
her own Charms, but may use any that the sleeper knows. Should the body in which she is inhabiting
die, she is ejected from its mind and returns to her own body, suffering three unsoakable lethal health
levels in the process. While she is controlling the sleeper, her own body remains asleep wherever she
left it. If it suffers one lethal health level, the Infernal is called back to it and immediately awakens
inside her own body.
The Locked Bedchamber
Cost: 2m; Mins: Essence 1;Type: Simple (Dramatic Action)
Keywords:
Duration: Instant
Prerequisites: None
All across Creation there are people who chain themselves to bedposts - or who were chained there by
others. So too with Sacheverell, although the reasons in his case are - at least we assume - quite
different. The Infernal may sleep as long as she likes and not be woken up by her own circadian
rhythm, storing up her energy for as long as necessary - for when he wakes (ha! he shall not) who
knows how long it shall be before he goes to sleep again? For every two hours that she sleeps beyond
normal, the Infernal can remain awake an extra hour without suffering penalties from fatigue. The
maximum number of hours she can extend herself using this Charm are equal to her Stamina +
Essence.
The Floating Bed
Cost: 4m; Mins: Essence 2; Type: Supplemental
Keywords:
Duration: One night
Prerequisites: The Locked Bedchamber
It is the nature of his punishment that despite his retreat into sleep, Sacheverell must still come into
contact with what masquerades as reality. The Infernal with this Charm may, sleepwalking, attempt to
do what she would otherwise do when awake, although all normal penalties apply. She can utilize this
Charm a number of consecutive nights equal to her Essence. Attempts to go beyond this incur a
derangement and loss of a Willpower dot for one week.
The Flying Bed
Cost: +1wp; Mins: Essence 3; Type: Permanent
Keywords:
Duration: N/A
Prerequisites: The Floating Bed
If past and future are a false opposition, how stand up and down? This Charm allows a sleepwalking
Infernal to sleepfly instead. The Flying Bed upgrades its prerequisite Charm. For an additional point of
Willpower, the Infernal becomes marginally insubstantial. She may still interact with physical objects,
but the force of gravity that holds her down loses much of its sway over her. The Green Sun Prince
floats groggily around, and for all intents and purposes appears asleep, except that she continues to
perform actions as per normal. Attempts to attack her still work of course, but she does not suffer
knockback or knockdown and when faced with heights drifts slowly downward, undaunted by falls.
She also glides over the ground such that she overpasses low impediments and obstacles.
The Invisible Bed
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords:
Durations: Instant
Prerequisites: Bliss is Ignorance, The Floating Bed
Walls are erected to separate things, but Sacheverell sees the universe as an integrated whole. To pass
through one is a simple matter of that simplest act of passivity - falling. The sleeping Infernal lies back
against a wall and falls through it as though it were immaterial. After activating the Floating Bed, the
Infernal can temporarily become wholly insubstantial, passing through a solid wall or door as though it
were naught but a dream. She must relax against it first, however, and when she makes it through, she
lands completely prone.
Only the Mind Moves
Cost: 12m, 1wp; Mins: Essence 4 Type: Simple
Keywords: Sorcerous
Duration: One night
Prerequisites: The Flying Bed, The Invisible Bed
Nothing ever changes. No one ever moves. The sleepwalking Infernal pivots on her feet, making the
appearance of the world around her rotate faster and faster before her closed eyes, if indeed she sees it
at all, until what is before her is the illusion of yet another location. Her dream self appears wholly
insubstantial close to nearby sleepers in a location of her choosing. Though she passes through objects
and is effectively dematerialized, she can be sensed by those who are asleep, who hear her as though
she were entirely corporeal and will wake up if she becomes a distraction. The Infernal can explore the
area freely, but must remain within (Essence) miles of someone who is asleep. She cannot push herself
out beyond these boundaries, and should a sleeper somehow move, she is tugged along until she enters
the range of another sleeper or chooses to end the Charm and re-enter her own body.
Nothing With One
Cost: 4m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Bliss is Ignorance
A dreamer's body is as nothing. It has been transcended. It is indefinite. The Infernal's body becomes
hazy, allowing a dodge against any physical attack, even a normally undodgeable or unexpected attack.
This Charm is vulnerable to the Imperfection of He Who Sees the Shape of Things to Come.
Dream-Body Shintai
Cost: 12m, 1wp; Mins: Essence 4; Type: Simple
Keywords:
Duration: N/A
Prerequisites: Unplugging the Horn Dike, Only the Mind Moves, Nothing With One
How is it that Sacheverell sees all that and only that which is true? This is the answer: it is the world we
inhabit that is the dreams of Sacheverell, nothing more and nothing less. The Infernal's body is now as
useless an illusion of meat as any other to her, as the whole world becomes a dream. She may possess it
as normal but otherwise has no connection to it, and its po dies with it, whenever that may be; even
when she has no connection to any bodies, she exists still as an entity in the world of dream, dancing
from one person's psyche to the next. She now carries her Exaltation with her, and any body that she
possesses will have her Charms on top of the Charms it currently possesses. If she is ever reduced to
zero Willpower her hun and Exaltation are tossed to the seven winds as normal.

88888888888888888888888888888888888888888888

NON-CANON YOZI

AMY CHALOT

Legend:

These are my editorial comments.


[Green] indicates a charm adjusted after mid-April 2015

New Charm Concepts:


Greatness-- A target is considered Great if they have an Essence, Influence, or Fame score of 2 or more; Destiny of 1 or more; or
any Background rated at 3 or more. Wealth, power, influence, Destiny, and even notoriety-- all mark a person as standing above
the common mortal.
Imperfection of the Shattered Heart: A charm subject to this imperfection does not apply against sapient beings unless they are
Great. If the character has paid willpower to suppress her Compassion during the current scene, a charm with this imperfection
applies only against characters with a permanent essence score equal to or greater than that of the charm's user.

New Keyword:
Eternal: The effects of a charm with this keyword survive events such as Lethe, Unconquerable Self, cleaning in Lytek's
workshop, and other “reset events.”

First (Amy) Excellency


Cost: 1m+ Mins: Essence 1 Type: Reflexive (step 1 for attacker, step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Amy is remote and compassionate. She defends her ideals passionately but without overt force wherever possible.
She prefers to act indirectly, pouring out superlative gifts on those who serve her ends or lack power. She lacks learning and
knows her own ignorance. This leaves her hungry for knowledge, but instead of adapting her own skills she remains mortal. Her
abilities circumvent these willing limitations by adapting reality or raising allies. Because of her first patron, deceit comes
naturally to her; her best efforts involve engaging stories or complex plans. Persistent attacks on her and her worshippers by the
forces of Yu-Shan and the Blessed Isle left her with a burning urge to wreak terrible harm, especially when attacked.
Her shortsightedness, innocence, and eagerness are her defining flaws, but she recovers quickly, working among her
associates to improve Creation and the lot of humans on a grand scale. She distrusts orders, but she blithely welcomes new
facts, treating anyone she meets as an expert on the unknown.
Her frailty is obvious, but because of her harmlessness and unimportance most harm passes her by. Even those who
know her true nature find it difficult to view her as a threat, for she is expert at misdirection. Still thinking of herself as the weak,
oppressed mortal that she was prior to exaltation, she surrounds herself with friends, supporters, and patrons, working to
organize and synthesize to produce a whole greater than the sum of its parts, happily concealing her own contribution.
This charm never enhances actions whose sole or clear primary effect is killing mortals. On the other hand, it always
applies to efforts to prevent others from doing so.
Amy's excellency is in need of improvement, for it repeats itself despite its relatively low wordcount, leaving many
situations unaddressed. Advice is more than welcome.

(Amy) Mythos Exultant


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First (Amy) Excellency
(remember there's more to this charm listed in Manual:Infernals)
Amy: The narrative Amy presents to the universe is self-evident, perfect in execution, and contains no mention of
herself. Reduce the target number of the roll to which this charm applies by 1 for each die granted by the successful stunt instead
of rolling the stunt dice.

Failure-Transmuting Benediction
Cost: 1m per die upgraded Mins: Essence 1 Type: Reflexive (Step 4 for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: 1st (Amy) Excellency
Rather than guaranteeing her own triumph, Amy relies on her ability to strengthen others. She does not possess a Second
Excellency; instead, she exerts a nearly perfect mirror of the arts of her former Patron.
This charm can only be activated after a character within Essence*100 yards of the Prince rolls dice. For each die that the
target did not roll a success on, the Prince may spend 1 mote (up to a maximum of her permanent essence). Amy’s power
transmutes defeat and weakness into victory and power; add her permanent essence to each die targeted by this charm (raising it
to a maximum of 10). Dice that roll 1s cannot be targeted unless the Prince has a permanent essence of at least 4.
When enhancing a calculated value (such as a DV), each mote spent on this charm instead increases by 10% the amount of the
relevant pool used to determine the final value, up to a maximum of 100%.
Special: For the purpose of charm prerequisites (etc), this is Amy’s second excellency.
Example 1: Laughing Scullion is trying to outrun a thug chasing her through the city streets. She rolls Dexterity+Athletics as
part of the , getting the following results: 8, 5, 4, 3, 1-- one success. Amy (currently at Essence 3) intervenes, paying two motes
to enhance the middle two dice: 8, 8, 7, 3, 1-- three successes. She cannot pay to increase the die that was originally 8 to a 10,
for that was a success, and although she -could- pay a third mote (the maximum) to raise the die that rolled 3 to a 6 there would
be no point in doing so.
Example 2: Cornered, Laughing Scullion seizes a waste bin lid to try to ward off her attacker’s knife. Her Dexterity+Melee
pool is 5, so her base DV is 2 (this represents 50% of her pool rounded down). Amy (still essence 3) pays 3 motes to enhance the
pool. Now Scullion’s DV is 50+30=80% of her pool (still rounded down, for she is mortal); she protects herself with .8*5-- that
is, DV 4.

Ascendancy Mantle of (Amy)


Cost: -- Mins: Essence 5 Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First (Amy) Excellency
(remember there's more to this charm listed in The Broken-Winged Crane)
Amy: Amy's strong convictions are the foundation of her power and identity. The Prince cannot fail virtue rolls to act against
her virtues and must spend two willpower instead of one to suppress a virtue for a scene.

Sorcerous Initiation of Amy


Cost: -- Mins: Essence 2 Type: Permanent
Keywords: Native, Sorcerous
Duration: Permanent
Prerequisite Charms: (Any) Master degree in a thaumaturgical Art or Triumphant Howl of Amy
Amy's nature resonates powerfully with the spirit of mortal excellence and the power of mortals to shape their world. As such,
understanding the mysterious ways her essence alters the world first requires a strong grasp of mortal means of world-shaping
rather than a deep understanding of Amy herself.
At Essence 2+, the character knows all Initiate degrees for which she meets the prerequisites.
At Essence 3+, the character knows all Adept degrees for which she meets the prerequisites
At Essence 4+, the character knows all Master degrees for which she meets the prerequisites.
This refunds experience points spent to learn traits later granted by this charm as normal.
In addition, an Essence 4+ repurchase of this charm allows the character to perform thaumaturgy without spending willpower
and to substitute her essence for the essence of obscure reagents and complex arrays by paying motes equal to the resources cost
of anything inanimate required for a thaumaturgy procedure. Doing so renders the results of the thaumaturgy Sorcerous.

Sorcerous Enlightenment of (Amy) [green]


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Sorcerous Initiation of (Amy)
(remember that there's more to this charm listed in Manual of Exalted Power:Infernals)
Amy: Amy's power is naturally attuned to strengthening others. She readily uses magic to enhance targets (both people and
objects, including herself). Such spells cost no willpower. At the same time, her soul recoils from indiscriminate harm; any spell
that inflicts damage on targets that she cannot directly perceive (such as casting Rain of Doom or lower-circle area of effect
spells with a single person in the area out of sight) cost an additional 10 motes and 1 willpower. Notably, the “trigger” for this
cost becomes Obvious when the Prince takes her first Shape Sorcery action, leaving her with the choice of paying the inflated
cost or abandoning the spell, wasting the resources already committed to it (but at least not causing any side-effects, unlike when
a spell is botched or countered).
Examples of spells that enhance others include Elemental Benediction, Wood Dragon’s Claw, Unity of the Closed Fist, and
Rolling Earth Carpet. “Enhancing” others by summoning creatures to serve them does not benefit from this initiation; that would
show disrespect for Ceceylene, one of the two Yozis Amy honors above all others.

Word-Forged Sorcery
Cost: -- Mins: Essence 4 Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of (Amy)
Shortly before her Ascension, Amy witnessed firsthand the cataclysmic consequences of fractured Sorcery. She resolved to
keep her power from ever inflicting such dreadful scars on Creation.
When casting any spell or using any Sorcerous charm, the Prince may reduce her effective permanent Essence by any amount
for the purpose of resolving that effect (to the minimum essence required to cast that spell or use that charm). For each level she
reduces her essence, reduce the effective circle of the spell by one when determining the consequences of lost concentration,
successful counterspells, or any other effect that represents the spell running rampant. In addition, this more stable design
increases the effective circle of the spell by [dots of essence suppressed] when resisting countermagic or other counterspelling
effects. For every circle above Solar that this would raise the spell, the character attempting to dispel the spell must succeed in
one rolloff which pits her Willpower+Essence in dice against your Willpower in dice with automatic successes added equal to
your essence.
Amy’s own essence flows naturally into these cautious, stable patterns. The initiations of other beings (particularly that of the
Ebon Dragon) do not! Any essence spent to pay for spells or Sorcerous charms from other Primordials or Yozis automatically
counts as motes of peripheral essence for the purpose of anima displays.

Manifestation of Impotence
Cost: 5m Mins: Essence 2 Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None
This charm marks the character as unimportant and harmless. The proud dismiss her as insignificant; the violent pass her by
as a waste of energy; the merciful see her problems as too slight to be worthy of attention. While this charm is active, all Great
characters automatically ignore the user unless one of the following conditions is met:
• The Prince spends peripheral essence, has an anima banner active at the 4 mote level or higher, or activates an Obvious
charm other than this one. Remember that to those with All-Encompassing Sorcerer's Sight (or equivalent), all charms
are Obvious. This -does- mean, though, that Great characters whose sense pick up this charm will dismiss it just as they
dismiss its user.
• The Prince makes a physical attack or Defend Other action. Blockade Movement actions can circumvent this restriction
with an appropriate stunt.
• Ignoring one of the Prince's actions would constitute an Unacceptable Order.
• The Prince readies a physical weapon (moving a pile of swords out of the way is fine, but grabbing one of the swords
and assuming a combat stance would end the charm immediately).
• The Prince targets any Great character with a Presence- or Performance-based social attack.
If the charm ends for any reason, or if the character rolls join battle, the charm cannot be activated again for the rest of the scene.
This charm has no effect on characters who are not Great, but those unaffected will find that their masters (if present) dismiss
their protestations (“Ignore her, she's probably staff. Focus on these battle plans I'm showing you!”). This can lead to some very
embarrassing situations if a minor subordinate has the temerity to trigger an alarm.
At Essence 3+, this charm's duration becomes Indefinite.
Glory-Born Incredulity [green]
Cost: -- Mins: Essence 3 Type: Permanent
Keywords:
Duration: Permanent
Prerequisite Charms: Manifestation of Impotence
The Solars radiate strength and glory even when they are not conduits for the unmitigated power of the living sun. Not
so Amy; even after her exaltation she radiated only weakness, vulnerability, and mortality. Few thought to connect her exertions
of cosmic power with the frail mortal woman she was otherwise.
This charm permanently alters the character's anima banner. Whenever the Prince takes actions with her anima flaring
at the 5m+ level or higher, beginning one scene later observers have a difficult time recalling that any of the Prince's actions
originated with her. They construct plausible explanations that do not involve her or, in the case of group efforts, generally just
forget her contribution entirely.
Treat this non-optional effect as Arcane Fate, except that it applies equally to creatures in and outside of Fate and only
to that portion of contact with the world where the Prince's anima was active.
At Essence 4+, characters do not receive a roll to resist unless their essence equals or exceeds the Prince's, and tangible
evidence degrades in scenes instead of seasons.

Unbroken Shrouded Light [green]


Cost: --(1wp) Mins: Essence 3 Type: Simple
Keywords: Native
Duration: Indefinite
Prerequisite Charms: Glory-Born Incredulity
A lie spoken often enough in the depths of your soul will inevitably become your truth. By spending 1 willpower, the
Prince embarks on a period of conscious rejection of her own legend. This requires ending all mote commitments and spending
weeks equal to her permanent Essence score without spending essence or activating non-permanent charm effects (other than this
charm). At the end of the period, Creation itself ceases to acknowledge the user as one of the Chosen. All effects intended to
identify supernatural beings, creatures of darkness, elementals, Chosen, or otherwise recognize the Prince as anything other than
an ordinary/heroic mortal (that is, one without Enlightened Essence, power-enhancing charms from a Solar, etc) fail
automatically (this is a defense). This charm's effects end immediately if the Prince ends her period of self-denial, and when this
charm ends the Prince's anima banner flares to the 10m+ level automatically. This charm functions even when its effects are
undesirable-- when an Infernal tries to enter The Thing, for instance. It also suppresses the benefits of backgrounds such as Cult,
for the Prince is not recognized by prayer-distribution networks. An effect that would “kill” the Prince in this state (such as
Abyssal charms that Shape mortal extras dead) instead forces this charm to end.
At Essence 4+, excellencies do not count as charm activations for the purposes of this charm.
At Essence 5+, the Prince is not required to release committed motes before triggering this charm, but attuning to
artifacts or otherwise committing or spending essence (even to fuel effects of previously-attuned artifacts) after activation still
ends the charm as normal.
Doesn't mesh with the rest of the set; it's more a thought experiment as to what the costs would be for a truly perfect
disguise.

Buzzing Fly Interrogation


Cost: 1m Mins: Essence 2 Type: Simple (Speed 3, DV -1)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Manifestation of Impotence
The art of throwing money at problems is alive and well in Creation; the Great will gladly make a token and impersonal
payment in any form rather than confront the meek directly. The Prince targets a Great character and rolls
Manipulation+Investigation. If the successes exceed the target's MDV, the target answers one question with a terse and annoyed
but entirely truthful (neither false nor containing significant omissions) answer, as adjudicated by the ST. The target's MDV is
adjusted for intimacies, Motivation, and virtues as normal. If this charm is used while Manifestation of Impotence is active, the
target retains no memory of answering the question.

Moment of Meritorious Honesty


Cost: 1m Mins: Essence 2 Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Pedestrian Paragon Acceptance
Even the most skeptical, bitter soul cannot help but recognize (and perhaps despise) the gormless, tactless, open purity
of a sheltered child. This charm supplements a social attack or statement which includes only unvarnished truth (without
meaningful omissions or co-missions). It becomes immediately Obvious to all present that this statement was complete truth
from the perspective of the speaker. This circumvents all charms and effects (including Illusions) designed to change the
content/meaning of the statement, prevent it from being received, or prevent the audience from recognizing it as true (this does
include effects activated by the speaker-- you cannot say the truth with this charm and use essence to make your audience hear a
lie!). In the event of a conflict, treat this effect as a defense.

Consider an offshoot that enhances Manipulation-based rolls including an honest, significant portion of the truth (encouraging
lies by omission, basically).

Irresistible Cavalcade of Truth


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Moment of Meritorious Honesty
Truth is not a passing whim; it is a way of life. This charm allows a Prince to immerse herself in absolute truth, to swim
in it as if it was a sea.
From now on, if three successive statements by the Prince qualify for and are enhanced by Moment of Meritorious
Honesty, subsequent activations of Moment of Meritorious Honesty cost 0m until and unless the Prince is making a statement or
social attack that does not qualify for or is not enhanced by Moment of Meritorious Honesty.
At Essence 6+, by signing her name to a handwritten document that qualifies for Moment of Meritorious Honesty, the
Prince temporarily gives that charm the Sorcerous keyword and causes the effects of that charm to permanently radiate from the
words unless they are altered (which alterations become immediately Obvious).

Inconstancy of Certitude
Cost: 1wp, 1 Conviction channel Mins: Essence 2 Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Moment of Meritorious Honesty, First (Amy) Excellency
Amy lived a life of upheaval and change, constantly enduring events and encounters that redefined everything she
thought she knew about the world. This charm encapsulates her ability to adapt to such changes. By paying the listed cost, the
Prince renders her current motivation an intimacy and one of her current intimacies her new motivation (rephrasing both slightly
to adapt to the new format). This sudden change in focus acts as a perfect dodge against the mental influence that it was
activated in response to, if any.
At Essence 3+, the Prince may radically alter the intimacy chosen to oppose the mental influence based on the scene's
context-- turning “The Poor(protection)” into “Bring down Evil Megacorp(™),” for instance, to motivate herself to dismantle a
corporation oppressing workers in a sweatshop.

Magnanimous Abolition of Perfidy [green]


Cost: 3m, 1wp Mins: Essence 3 Type: Simple (speed 5, DV -1)
Keywords: Combo-OK, Social, Compulsion
Duration: One Scene
Prerequisite Charms: Buzzing Fly Interrogation, Moment of Meritorious Honesty (x1)
Reciprocity is the inexorable compulsion drilled into children from the moment they are born. This charm takes that to
extremes.
If the Prince has activated Moment of Meritorious Honesty in the target's presence earlier in the scene, the Prince rolls
[higher of Manipulation or Charisma]+Presence versus the target's MDV. This roll ignores all modifiers based on Appearance,
but the target suffers a penalty to his MDV equal to his Temperance. If the roll succeeds, the target can and must enhance every
social attack or communication attempt that they make using Moment of Meritorious Honesty for 0 motes as long as this charm
lasts (this prevents any communication that does not meet the requirements for Moment of Meritorious Honesty). Resisting this
unnatural compulsion requires spending Willpower equal to the Prince's permanent Essence. Otherwise, the speaker uses the
charm exactly as the Prince would, instinctively understanding its properties.
At Essence 4+, it becomes immediately Obvious to all present if a target rejects this charm (though the charm's source is
not automatically revealed).

Auspicious Reciprocity Acknowledgment


Cost: 10m Mins: Essence 3 Type: Simple (Speed 3, DV -2)
Keywords: Sorcerous, Leader (4)
Duration: Instant
Prerequisite Charms: First (Amy) Excellency
To forget is mortal; to repay, divine. Amy believes she has distanced herself from the faults of the Endless Desert, but
she retains an insistence on the repayment of debts. This charm lacks the supernatural power of Cecylene's wish-granting, but it
carries with it the unyielding certainty of a woman who made herself a Primordial. Prior to using this charm, the character must
either receive a request/command from the target or observe the target express dissatisfaction/desire for change.
Upon activating this charm, the Prince undertakes to fulfill the expressed desire. If the target gave the Prince a direct
command/request, this charm cannot be resisted. If the target merely expressed a desire or dissatisfaction, the target can
reflexively reject the offered service (and hidden price tag) for free, but doing so requires explicit rejection of the offered aid.
If the Prince fulfills the request (in letter), the Prince may return to the beneficiaries of her generosity and demand any
one task. If the target understands the demand and the task isn’t literally impossible, he intuitively senses that doom will befall
him for failing to obey. After one month or as soon as the task becomes impossible (or constitutes an unacceptable order), the
duty ends without harm to the beneficiary. However, if the character stops working toward the goal for more than a day while the
duty remains, he suffers a number of automatic botches equal to the Prince’s Essence rating. These botches match the effects of
breaking an oath sanctified by an Eclipse Caste Solar and linger until the worst possible time. It is possible (if a little odd) to
target oneself with the Charm, in which case the Prince obviously owes herself nothing.
While this charm is Sorcerous, countermagic can only be applied in the instant the charm is activated. Once the deal is
done, it's done.
At Essence 4+, as a permanent enhancement to the Prince's abilities, it becomes immediately Obvious to her whether
each person within her perceptual range owes her a favor.
An Essence 6+ Repurchase of this charm makes its activation Reflexive (DV -0).
Godfather's Awe Stance [green]
Cost: 5m Mins: Essence 3 Type: Simple (Speed 5, DV -0)
Keywords: Social, Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Auspicious Reciprocity Acknowledgment, Moment of Meritorious Honesty
Power is not power. Having lived most of her early life in secret as a Chosen trying with every breath to convince
others that she is mortal, Amy realized that merely possessing power and influence is not significant; true strength is wielded
through others' knowledge of that power.
This charm allows the Prince to garb herself in raiment made from the debts of her followers. For the rest of the scene,
all of her social attacks are enhanced as if she led a social unit composed of every person who owes her a favor. Socialize does
restrict abilities as normal for Social mass combat; ham-handed insinuations about “my friend the President” don't really impress
anyone. Loss of magnitude by this unit is represented as loss of face by the character-- proofs of her vulnerability, tears and wear
on her garments and weapons, faux pas, etc. Dots of magnitude “recover” at a rate of one per scene in which the character grants
at least one favor through Auspicious Reciprocity Acknowledgment, but cannot recover during any scene in which magnitude is
lost. At no time can any character use lost dots of magnitude granted by this charm as justification to rally for numbers.
At Essence 4+, if the Prince engages in any form of combat with someone who owes her one or more favors while this
charm is active, the caps on bonuses and penalties from Magnitude are ignored whenever doing so benefits the Prince.
An Essence 4+ repurchase of this charm adds the Leader keyword and allows the character to also benefit from her
“unit” in mass combat or add its magnitude to any other unit she leads. If any “real” people are in the unit, those added by this
charm are considered to have the same traits as the weakest tangible member of the unit. Otherwise, they have the traits of the
Prince reduced by two; calculate the statistics of the unit as normal. The unit has Drill 5 but gains no bonuses or penalties due to
formation. It does roll Valor and Hesitation checks when required to do so, always using the commander's Valor; failure on these
checks represents the seemingly invulnerable Godfather showing momentary fear and losing face as a result. It can be supported
by special characters as usual, but “persons” added by this charm (naturally) do not require relays to communicate.
At Essence 5, those added by this unit have the character's traits and the duration becomes Indefinite.
At Essence 6, if the character has purchased this charm at least twice she can choose to automatically succeed on any
roll involving Valor or Drill while this charm is active.

Aura of Divine Patronage


Cost: 2m+ Mins: Essence 3 Type: Simple
Keywords: Combo-OK, Obvious, Native, Messianic(1)
Duration: Indefinite
Prerequisite Charms: Godfather's Awe Stance
Standing in the presence of true power may be a frightening experience, but those with experience in such things also
describe an intoxication like no other. Regardless of its effects on mental condition, it is certain that those standing frequently in
the presence of the Godfather carry a certain... tinge, shall we say, of her glory and authority into the rest of the world. A good
leader cultivates that, knowing that power shared is power amplified. Amy most of all.
While this charm is active, the Prince radiates energy in a fashion similar to a demesne. This aura extends for [Prince's
Essence]^3 yards in every direction. Characters can attune by succeeding on the normal roll to do so. In fact, unlike with a
normal demesne, any number of characters can attune. Attuning requires the Prince's (reflexive) consent, which can be
withdrawn at any time; the identity of someone trying to attune is Obvious to the Prince. Those attuned regain motes as from a
demesne with a rating equal to the Prince's Cult or Essence, whichever is lower. The activation cost for this charm is twice the
rating of the mobile demesne it creates.
Unlike normal demesnes, this one does not cause mutations or experience essence buildup; the geomancy of the Prince's
soul is far more stable than mere stones and trees. It does produce peculiar phenomena with no mechanical impact (similar to
Omen Weather), however-- the sound of echoing footsteps from overhead, wood staining the color of ebony, plants growing in
the shape of smiling faces, etc. The particular manifestation is reflective of the Prince's spiritual geomancy and forms the
Obvious component of this charm.

Realm of Summer Rain


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Obvious, Messianic (1)
Duration: Permanent
Prerequisite Charms: Aura of Divine Patronage
Drawing in more essence is a wonderful boon to the Chosen, but one of Amy’s central goals was always to enlighten and
empower mortals, who by definition cannot manipulate the flow of essence. It was necessary to adapt the power into a form even
mortal bodies could take advantage of.
This charm provides benefits to nearby characters based on the rating of the demesne the Prince’s essence emulates. Benefits
apply to all characters within range (though many are only relevant for mortals). If the Prince also knows Leashed Gift
Precaution, she may deny the benefits of her aura as a reflexive action (but doing so requires being aware of the person she is
rejecting). These effects are purely optional for attuned characters (who freely pick and choose); non-attuned characters can
attempt to protect themselves against the effects of the Aura using the rules for resisting demesne-based mutation. Effects are
cumulative unless otherwise noted. All healing is accompanied by enhanced versions of the “omen” produced by this charm’s
prerequisite.
Because this aura relies on super-saturation of an area with the Prince’s essence, she can only provide these benefits with a
permanent essence at least two higher than the minimum demesne rating (so for instance, the Demesne 3 effect requires Cult 3
and Essence 5).
At Demesne 1, affected subjects recover from injury and disease like one of the Chosen.
At Demesne 2, affected subjects resist and recover from Poison and Crippling as if they were Chosen and regain an additional
[Prince’s Permanent Essence] motes per hour.
At Demesne 3, affected subjects recover from injuries 10x as quickly (this is not cumulative with Body-Mending Meditation
or any effect that restores health levels at a speed of 1/minute or faster) and fatigue 10% as quickly. When it is to their advantage
to do so, subjects resist negative effects as if they were Chosen (for instance, during childbirth).
At Demesne 4, affected subjects recover two bashing or one lethal health level per action. The demesne can also be
“aspected” to one virtue the Prince has rated at four or higher; subjects regain a channel of this virtue every two hours. Subjects
who have involuntarily lost Virtue dots (usually mortals targeted by Fey or Infernal charms) regain a dot of the virtue instead of a
channel until they reach their highest former rating.
At Demesne 5, affected subjects recover one level of Aggravated damage every minute and gain a dot of the “aspected” virtue
after every 24 continuous hours of exposure (to a maximum rating of five).

Shrine to the Philanthropic Soul [green]


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Aura of Divine Patronage
Particularly for a being as anonymous as Amy, tangible displays of power are exceedingly difficult. She requires every
conceivable aid-- most definitely including props and impressive surroundings. With the power to project the energy of a
demesne, a manse is the next logical step.
This allows the Prince's aura to be used to power a manse. Such a building is designed and constructed according to the
normal rules for designing manses, with the following exceptions:
• The manse can be built for a demesne of any strength, and it does not require Essence Vents. The Prince's aura can
always be modulated to the ideal strength (up to the maximum allowed by this charm’s prerequisite). To the extent that
Aspect is relevant, radiated demesnes can be of any caste that the Prince can assume with her anima. No manse can
have more than one aspect, though.
• Instead of a hearthstone room, the manse has a number of “power rooms,” each representing one aspect of the Prince's
soul. Studying the room requires the normal Occult rolls but reveals information about the Intimacy instead of the
manse. All manse abilities lose their power as if they were on a geomantic network that distributed power elsewhere
unless the Prince is inside one of the power rooms with her Aura active. If the Prince no longer holds the intimacy the
room reflected, the room does not properly interface with the Prince's soul and she must stand in another power room in
order to power the manse.
• Without a hearthstone room, the manse obviously never produces a hearthstone. Any power that checks to see who has
the manse's hearthstone treats the Prince as the hearthstone bearer while her Aura is active (and returns “file not found”
if the aura is inactive).
• It is possible for the manse to experience essence buildup, but the Prince can defuse the situation without damage to the
manse by temporarily deactivating her aura or stepping out of a power room.
• A sapient being with the power to channel her own essence functions far more freely than a natural confluence of
Dragon Lines. She must remain on-site while the manse is being constructed, but as long as she does so she may
consciously channel her spirit to mesh with the structure being built. This divides the time needed to construct the
manse by the Prince’s permanent essence (this effect is applied after all other modifiers) and serves as a nearly perfect
shadow manse (canceling all 1s on rolls for building, redesigning, or repairing the manse in the course of construction).
Manses created according to this charm’s specifications are usually sturdy structures, for they cannot use their manse powers to
defend themselves while the Prince is not in residence (unless they have another source of geomantic energy, such as relays from
a more permanent manse). While a manse technically could be created based on the Prince even when there was an existing
demesne… the results of the Prince -disconnecting- from such a manse would be immediate essence buildup as the local
geomancy reasserted itself.

Create a charm or two branching off here to exploit that create-a-demesne effect for geomantic combat/sabotage?

Tears Like Crystal Facets [green]


Cost: 1m, 1wp Mins: Essence 4 Type: Simple
Keywords: Obvious, Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: Shrine to the Philanthropic Soul
One of Amy’s Patrons specialized in distributing her commands across vast distances using tangible foci. Amy co-
opted that architecture to distribute her blessings and hear the needs of those around her.
While standing in a “power room” of a manse created by this charm’s prerequisite, a brief act of will allows Amy to
create the “hearthstone” of that manse. This gem, which draws its basic form from the Intimacy the room is founded on, provides
all the benefits of a hearthstone with the same rating as the manse it is drawn from while the manse is powered (the precise
benefit is also based on the Intimacy underlying the stone and is developed jointly by the player and storyteller).
While the manse is not powered, the hearthstone can still provide mote regeneration and serve as a fuel source provided
Amy is in the same realm of existence. If Amy’s aura is deactivated (or she terminates the commitment to this charm), the stone
shatters like glass, dealing 1L unsoakable damage to anyone holding it and becoming worthless for any purpose.
Because this stone is a figment of Amy’s conscious will, it is an excellent conduit. First, it serves as an arcane link to
Amy. Second, it provides seven bonus successes on any prayer roll to Amy by the owner. Third, while it can be used via sockets
as normal it can also be attuned for one mote as if it was an artifact itself (and provides its benefits as long as it is carried by the
attuned user).
While ordinary manses can divide their power among hearthstones, this charm allows each “manse” based on Amy to
possess only one hearthstone.
At Essence 5+, if Amy has Realm of Summer Rain active, the benefits of that aura radiate from the stone to a distance
of [stone’s rating] yards.
At Essence 6+, the stone also acts as a channel for Amy’s Incarnate Ewer of Souls charm (if she knows it) and its range
is multiplied by her essence. Opportunities to use that charm become Obvious to Amy, who also learns the identity of any spirits
she can choose to affect with it.
At Essence 7+. this charm functions across realms of existence. In fact, if the hearthstone of a manse is enshrined
within the power room that spawned it, it allows the manse to function even during Amy’s absence (provided the hearthstone
itself is still “powered”).
At Essence 8+, if enshrined in the power room of a manse or some equally significant location in another building the
hearthstone’s aura expands to cover the building’s interior (including courtyards walled on all four sides).

Congregate Ascension Shintai


Cost: am Mins: Essence 5 Type: Simple
Keywords: Form-Type, Obvious, Eternal, Martyr, Leader
Duration: One day
Prerequisite Charms: Standing Between the Storm and the Sea, Goddess's Ear Technique, Godfather's Awe Stance (x2), Shrine
to the Philanthropic Soul, Breath of Perfect Enlightenment
[Text of the charm]
Huge Shintai that turns all resource 5/Shrine of the Soul locations into totemic anima banner areas where all
worshippers get your Defend Other and form into mass combat units with Godfather Stance bonuses. Muck about with damage
being distributed through the network to your various manifestations. Put physical body Elsewhere or move it to a shrine upon
activation? At higher essence, assign charms to each assembly. Eternal keyword transforms such locations into places of refuge
on your martyrdom. Allow exrtion of simultaneous Defend Other under normal rules plus a free Defend Other that either applies
to all mortals in range or does not… can only except mortals if they attack other mortals. Note that benefits of this charm do not
cause a mortal to cease to be mortal.

Debt Beyond Life


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: Eternal
Duration: Instant
Prerequisite Charms: Godfather's Awe Stance
Too often, bright careers are cut short by an untimely, violent end. Those who involve themselves in the world cannot help
but weep at the lost potential and wasted hopes vested in a callow youth's battered corpse. And none weep harder than the dearly
departed's creditors. Of course, those with a reputation to maintain cannot let such things stand in their way.
This charm permanently upgrades the debts placed by Auspicious Reciprocity Acknowledgment, making them Eternal until
collected. They adhere to Hun, Po, and any other soul the debtor may have. Each debt can be collected separately, but the debt
does not adhere to Exaltations-- they lack the will to enter into contracts, and the various transcendent beings involved in their
creation protected them well against such residues.
At Essence 5+, as an added benefit, the transcendent permanency of the Prince's will asserts its inviolable rank as the First and
Last Lien. In the event of a conflict between two supernatural effects that rely on debt or reciprocity, any competitors' effects are
suppressed while they are in conflict with efforts to repay the Prince (though other creditors are free to assert their rights if the
Prince's lien is paid or left unclaimed). Add the Prince's permanent essence as automatic successes to any rolloff involving this
effect.

Intolerable Insult Sublimation


Cost: 1m Mins: Essence 3 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Buzzing Fly's Inquisition, Auspicious Reciprocity Acknowledgment
To spurn a gift is a terrible offense in many cultures. It shows disrespect towards the giver and spits in the face of their
generosity. In many cases, angry recriminations and social disgrace are appropriate responses. Amy learned to rise above that, to
gather the broken pieces of her dignity and simply ask, “Why?”
This charm can be activated whenever a character rejects an activation of Auspicious Reciprocity Acknowledgment.
The Prince draws rapid-fire conclusions based on the target's body language, expression, conversation, and even pupil dilation.
This charm is a perfect attempt to discern why a gift was rejected; in the event of a rolloff it adds automatic successes equal to the
Prince's permanent Essence. If the charm succeeds, the player of the target must honestly explain why the character rejected the
initial wish.
At Essence 4+, if the Prince removes or overcomes the listed obstacle(s) and makes a social attack to convince a target of this
charm to accept the favor based on the new circumstances, her aspect of longsuffering dignity provides the benefits of a
maximum Appearance modifier.

Flesh-Warping Mercy
Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Shaping, Training
Duration: Permanent
Prerequisite Charms: Auspicious Reciprocity Acknowledgment
This charm infuses its prerequisite with supernatural power. The Prince can now directly grant wishes by bestowing
dots of Physical Attributes, Appearance, and/or permanent mutations. These dots must fulfill the desire as normal, but they can
do so in ways the supplicant never imagine or wanted. Any single permissible mutation may be given with each activation of this
charm. These arrive over the course of a single scene by default. If the Prince chooses to have them arrive instantly, they do so
in a column of shimmering images as an Obvious effect. These mutations are always considered “internal” and do not impact the
target's ability to live in Creation or resist mutations from other sources.
Alternately, this Charm may also be used to remove mutations, in which case the target still owes the Prince later, but
the former mutant regains any experience points invested in the trait.

Spirit-Enlightening Munificence
Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Auspicious Reciprocity Acknowledgment
This charm infuses its prerequisite with supernatural power. The Prince can now directly grant wishes by bestowing
dots of Mental and Social Attributes, Specialties, Abilities, or Thaumaturgy degrees/procedures. These arrive over the course of a
single scene by default. If the Prince chooses to have them arrive instantly, they do so in a column of shimmering images as an
Obvious effect.
At Essence 4+, this charm may bestow in response to a wish the objective answer to one specific, factual question,
provided that information is known by at least five self-aware beings. “Who stabbed Roger Rabbit?” is factual; “Who is
responsible for the death of Roger Rabbit?” is not. Charms that supernaturally conceal information oppose this charm's effects as
normal.

Leashed Gift Precaution


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisite Charms: Auspicious Reciprocity Acknowledgment
The first Primordials fell to weapons of their own making, so they filled Amy's ears with their tales of woe and torment.
Amy will not make their mistake. This charm allows the Prince perfect control over any products of its prerequisites. In person,
the Prince can reflexively suppress or reinstate them at will (though the results of Society-Shaping Mandate of Fortune take
rating*7-2*[Prince's Essence], minimum 1, days to arrive or fade). Alternatively, the Prince may set one simple condition (“Do
not attack a woman,” “Sing the 'Knights of the Round Table' song once per day”) per wish granted. The beneficiary of the wish
must be explicitly informed of any conditions in person by the Prince before they take effect.
This charm has the Training keyword; disabling releases XP and “re-enabling” traits with it inflicts XP debt as normal.
This does mean that an Exalt already in XP debt will generally not be able to “recover” wishes suppressed by this charm until the
debt is paid off.

Society-Shaping Mandate of Fortune


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Training, Shaping
Duration: Permanent
Prerequisite Charms: Auspicious Reciprocity Acknowledgment, (Amy) Inevitability Technique
Amy lived her life wishing to improve the fortune of the oppressed; in the world originating from her, that desire will be
granted. This charm expands the scope of Auspicious Reciprocity Acknowledgment, allowing it to bestow dots of Backgrounds
that represent social (as opposed to supernatural) advantages. Influence, Ally, Cult, and Salary are all examples of social
backgrounds; Artifact, Familiar, and Whispers usually are not. All targets of the charm must be naturally able to possess all
granted backgrounds.
Recipients must pay 3xp per dot “trained” by this charm when they receive the dot. All dots arrive through a series of
fortuitous but seemingly chance events at a rate of one dot per week. The recipient either exploits or simply quietly benefits from
these events as appropriate.

Munificent Contract Mastery


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Auspicious Reciprocity Acknowledgment, any other charm which lists it as a prerequisite, Effortless
(Amy) Dominance
This charm dramatically enhances the Prince's ability to grant wishes. The discount from Effortless (Amy) Dominance
now applies to (and is triggered by) Auspicious Reciprocity Acknowledgment. This charm provides additional benefits based on
the other charms the Prince knows.
Flesh-Warping Mercy can heal lethal or bashing damage equal to the Prince's essence. At Essence 4+, it can also heal
one Crippling or tangible Shaping effect per activation. It can be applied to heroic mortals already in experience debt.
Spirit-Enlightening Munificence can heal one Derangement, Compulsion, Illusion, or intangible Shaping effect per
activation. At Essence 4+, the question option functions as long as the information is known by at least one self-aware being, but
is still opposed by supernatural concealment effects as usual. It can also be applied to heroic mortals already in experience debt.
Leashed Gift Precaution can now impose conditions for automatic restoration as well as automatic revocation. The total
number of conditions of both types must be equal to or less than the Prince's permanent essence, and subjects must still be
informed in person of such conditions.
Society-Shaping Mandate of Fortune can be applied to heroic mortals already in experience debt. At the Prince's
option, backgrounds granted by this charm can take on either a clearly meritorious or shady aspect-- Resources and Ally might
appear in the form of a reward for saving an important person's life... or in the form of impossible-to-prove-but-suspected Guild
ties.
Merciful Burden Abjuration now makes it instantly Obvious to the Prince's senses if someone retains the information it
seeks to destroy. The Prince learns the essence score, essence type (“Spirit,” “Solar,” etc) and general area of the interloper (“On
the third layer of Malfeas,” “In Chiaroscuro,” etc), but not other information. At Essence 5+, that charm also allows the Prince to
“relieve” knowledge of any trait with an experience cost (except for permanent essence and the “favored” status for
abilities/attributes/etc); beneficiaries are refunded experience equal to the cost of traits removed in this fashion.

Goddess's Ear Technique [green]


Cost: 10m Mins: Essence 3 Type: Simple
Keywords: None
Duration: One Week
Prerequisite Charms: Auspicious Reciprocity Acknowledgment, Pedestrian Paragon Acceptance
Cecylene may half-listen for worshipers that fit her aesthetic, but Amy is willing to commit and attend to far more. This
charm allows the Prince to automatically hear prayers directed at her, provided they come from her priests, people she has a
positive intimacy towards, people with a positive Intimacy towards her, or people who owe her a favor. The authors of such
prayers are considered to be within range of Auspicious Reciprocity Acknowledgment.
At Essence 4+, this charm applies to all prayers directed to the Prince, provided they succeed on a difficulty 7 prayer
roll. Alternatively, the Prince can listen closely, taking a -3 internal penalty to all non-reflexive actions in order to pay attention
to any prayer directed at her.
If the Prince also has two purchases of (Amy)-Body Unity, instead of becoming irrelevant this charm sets the difficulty
of all prayer rolls to the Prince to 0 and hear any requests made by people who fit the Essence 3 criteria of this charm, even if
those requests were not intended as prayers. It also allows Auspicious Reciprocity Acknowledgment to respond to non-
verbalized desires (such as a comatose patient’s desire to awaken), as adjudicated by the ST.

Approaching the Meek


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Goddess’s Ear Technique
Amy desires above all else to hear and grant the desires of mortals to be better and more glorious than they already are.
During her travels, though, several times she met mortals (and one Dragonblooded) who said that they prayed to her and heard no
response. She tried to make it ever easier to contact her, but evidently the networks that distribute prayer require some modicum
of eloquence to recognize a prayer for what it is. So Amy did the next best thing and made it unmistakably clear to her suppliants
when they had reached her and when they needed to try harder.
Whenever someone succeeds on a prayer roll to the Prince, they feel an unmistakably Obvious sense of warmth and
communion which indicates that their roll succeeded. This sense of unity provides an intimacy of worship or reverence towards
Amy and restores 1 point of willpower to the suppliant. The worshippers are not the only ones who benefit; by providing
constant positive feedback for prayer and sacrifice the Prince strengthens her cult, doubling the speed at which the benefits of
that background accrue (regaining motes every half hour instead of hour, for instance).
In addition, at Essence 6+ the willpower cost to resist being connected to the Mandala increases by 1 (for effects that
allow paying willpower to resist) due to how incredibly easy this charm makes it for Amy to reach out to the people around her.

Merciful Burden Abjuration


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Auspicious Reciprocity Acknowledgment
The greatest gift that can be given... That's a question everyone has their own answer to. But there were certainly times
when Amy would have answered, “Peace.” She may never receive it herself, given her new station in existence, but she will
certainly extend it to anyone else she meets.
This charm expands the scope of its prerequisite to include erasing a single experience, lasting no more than a scene,
from a person's perspective. It removes all recollections of the event, ends ongoing effects, and masks physical evidence on their
immediate person (health levels lost remain but change their source, wine stains fade, etc).
This experience is not destroyed; rather, it passes into the custody of the Prince, who gains perfect knowledge of the
event in question. At that point, she has two choices. She can either take the burden herself, in which case any physical evidence
on the target redirects to her, or she can consign the subjective memories to Oblivion.
At Essence 4+, the Prince may attempt to alter the event itself instead of merely changing the target's perceptions.
Within the limits of Auspicious Reciprocity Acknowledgment (and its expansions), the event can be erased. Damage to all
involved could be healed (with Munificent Contract Mastery and Flesh-Warping Mercy), stolen money restored (with Society-
Shaping Mandate of Fortune), and the events themselves become subject to occlusion. This functions as Arcane Fate, except that
it applies equally to creatures inside and Outside Fate, and characters do not receive a roll to resist unless their permanent essence
is equal to or greater than that of the Prince. Physical evidence never receives a roll to resist and fades within days instead of
seasons. This alteration to the narrative of the universe redirects effects up to and including the divinations of the Hidden Judges
of the Silver Flame. However, in the event that someone with essence greater than or equal to that of the Prince later attempts to
learn about the event through some supernatural means (not having known when this charm was first activated), they can begin
making rolls for Arcane Fate as if they had been present. These rolls suffer an external penalty equal to the number of seasons
that have passed since the Prince made use of this charm. Even if successful, they will usually find taking action difficult given
the near-total annihilation of tangible evidence.
As before, the Prince can choose to accept responsibility for the event herself, in which case memories and other events
adjust to make her the perpetrator, or she can consign the event to Oblivion, in which case the event simply never happened. The
only ones who retain knowledge of it are the Prince and anyone with the appropriate essence who shakes off the Arcane Fate
memory alterations.
Given the new nature of this charm it is not widely known, but someone following in the footsteps of the Neverborn
could potentially intercept knowledge consigned to Oblivion using custom charms that pitted his will and essence against the will
and essence of the Prince trying to push the event past the threshold of Oblivion.

Breath of Perfect Enlightenment


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: Training, Enlightening, Obvious
Duration: Permanent
Prerequisite Charms: Munificent Contract Mastery
Amy rarely had the opportunity to grant the wishes of the Chosen, but in another universe... This might have been one
of her iconic abilities. The art of granting people their own untapped potential is a delicate yet powerful one.
This charm expands Auspicious Reciprocity Acknowledgment to allow the granting of any charm or spell that the target
could learn under normal conditions (incurring XP debt as usual). It cannot grant Martial Arts style charms unless the character
herself knows them (this is an inherent limitation of the Imperfect Lotus), and it cannot grant Sorcerous Enlightenment charms
unless, in the Storyteller's opinion, the target has completed all five Trials.
There is nothing subtle about gaining a charm through the use of this charm. The target's anima banner flares to its
highest level as runes in the target's native language describe in rough terms the effects of the charm he just learned. These
effects fade after three ticks.

Moment of Glory [green]


Cost: -- (+1m+) Mins: Essence 5 Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Breath of Perfect Enlightenment
Many are the times that Amy heard mortals lift up their voices in despairing prayer at their own impotence, crying for just one
moment of the powers of the godlike Chosen before them who could so clearly fix everything in the space of a few heartbeats if
they only tried. And Amy, bless her literalist heart, gave them what they asked.
This charm expands Auspicious Reciprocity Acknowledgment; it can now grant as a favor the benefits of any Instant
Reflexive charm the Prince knows (often a perfect defense or excellency) except for Auspicious Reciprocity Acknowledgment.
The cost of activating the charm (in motes, willpower, or anything else) is added on to the cost of activating Auspicious
Reciprocity acknowledgment. It should be redundant to say so, but the Prince cannot grant herself activations of her own charms
as wishes.
At Essence 7+, this charm expands to include all Reflexive charms the prince knows (still excepting Auspicious Reciprocity
Acknowledgment). Those with a duration greater than Instant require the Prince to either commit their cost or give the effect the
Sorcerous keyword. The difficulty to dispel is based on this charm’s essence requirement rather than that of the charm being
granted.

Love the Forest and the Trees


Cost: --(5m,1wp) Mins: Essence 4 Type: Permanent
Keywords: Upgrade
Duration: Permanent
Prerequisite Charms: Munificent Contract Mastery, Society-Shaping Mandate of Fortune
One of the greatest changes that came over Amy when she ascended was the moment when she realized she did not need to
save individuals; she could breathe life into entire societies.
A Prince can pay a surcharge of 5 motes, 1 willpower when activating Auspicious Reciprocity Acknowledgment to replace all
references to "individuals" in that charm (and others that have it as a prerequisite, directly or indirectly) with "a social or other
unit with magnitude up to the Prince's essence*1.5." A group can resist the wish by spending loyalty just once, or, as a special
exception to the normal rules for units, individual members can subconsciously spend willpower to exempt themselves from the
wish (and the debt). The Prince chooses at the time of activating this charm whether social benefits apply to individuals or to the
group as a whole.
Alternatively, the Prince can choose to grant a wish to a space (a sphere with a radius no greater than Essence*100 yards).
Any individual in the space who expresses a desire granted by the wish and meets the criteria (a number of simple sentences
about objective information, up to the Prince's essence) receives the wish. No more people can be affected by this means than
could fit into a social unit with magnitude equal to the Prince's essence*1.5.

Muricane's Mercy Remembered


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Auspicious Reciprocity Acknowledgment
As she wandered silver sands, demon cities, and self-aware grinding dystopias, many were the times that she wished she
was home in her own bed again. That wish was never granted to her, but she dedicated her transcendent will to granting it to
others.
This charm expands its prerequisite to allow moving the wisher or one unattuned object (not in immediate possession of
another character) smaller than a yeddim from one point within range to another point within range. “Range” is the range of this
charm's prerequisite or [Prince's Permanent Essence] miles, whichever is larger.
At Essence 5+, this charm can explicitly target locations (“In front of my son's murderer,” “home with my parents”) and
objects (“my missing car keys, dangnabbit”) that the Infernal has no knowledge of.
In addition, a repurchase of this charm at Essence 6+ expands the range to [Prince's Permanent Essence]*10 miles and,
should she know The Spirit of the Living World, to locations and objects in her soul.

Sublime Mimicry of Reincarnation


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Munificent Contract Mastery
Amy was fascinated when she first met Alchemicals; their system of tracking souls to inflict reward and punishment,
promotion and Champion-hood and systematic reincarnation seemed like a paradise.
This charm can now grant wishes for the death of an individual, but only an individual human Extra or being of
equivalent power. It can also stabilize any dying extra and/or cause them to heal as the Exalted for a single day.
At Essence 4+, if the Prince knows any She Who Lives in Her Name charms, this charm can also grant any wish for the
life/existence of a human extra. This adds the Heretical keyword to the charm. Humans produced by this charm are sorcerously
bound to obey the one who generated them, but other than that their personalities and other traits can be defined as required to
meet the wish's requirements.
Humans created by this charm are not entirely real. Unless the Prince has Wyld Cauldron Technology, at least two
purchases of Constructive Convergence of Principles, or the equivalent, they lack souls, leave no ghosts upon death, and have no
Fate unless integrated with the Loom by a being of appropriate power and purview. If they go without interacting with the
people and things of Creation for (Prince's Willpower+Prince's Highest Virtue) days, roll (Prince's Essence) at difficulty (number
of times roll was previously made for that person +1). On failure, the person no longer exists. If the Prince -does- have two
purchases of Constructive Convergence of Principles, the person receiving the wish may reflexively and subconsciously pay 3xp
per dot of Followers to fully integrate the new persons with Creation as real beings. If they have been so purchased, they are no
longer bound to the Prince (though they are instead Indebted to her as if they'd had one wish granted).
Such humans always have memories of a past, but their past does not actually exist unless the Prince also knows
Society-Shaping Mandate of Fortune. No element of the construct's past generated by this charm may involve a background that
SSMF cannot usually grant (or a number of background dots greater than the Prince's Essence) unless the construct is stepping
into the position of a real person (in which case they can attempt to assume such backgrounds using their own dice pools--
convincing a person's clique will probably be straightforward; finding a deceased Lunar's Grand Daiklaive much more difficult).

Invoking the Generation-Spanning Generosity Mandala


Cost: -- Mins: Essence 6 Type: Permanent
Keywords: Eternal
Duration: Permanent
Prerequisite Charms: Sublime Mimicry of Reincarnation, Debt Beyond Life, Love the Forest and the Trees, Goddess's Ear
Technique
Perhaps the greatest, most fundamental distinction between Amy and her predecessors is her desire to help others for
their own sakes, to reach out and lift people up merely because she sees them in need. She embraced the constant injustice of the
world, lavishing favor on any she happened to meet, rewriting fates and forms at every opportunity.
But in the next life, she will do better.
This charm expands the range of Auspicious Reciprocity Acknowledgment to include “all existences connected to
Amy's mandala.” 'Existences' include any part of a person connected via Debt Beyond Life. People connect themselves to the
mandala by owing the Prince a favor (as per Auspicious Reciprocity Acknowledgment); by dying with an intimacy of reverence,
worship, etc, towards her, her cult, or her mandala; praying to Amy at least three times; or by explicitly praying to be connected
(a prayer Amy can grant automatically and reflexively).
Whenever someone connected to the Mandala dies, their next life is flavored (and burdened) by a single activation of
Auspicious Reciprocity Acknowledgment. Rather than the normal time scale on which that charm operates, benefits granted
through the Generation-Spanning Generosity Mandala accumulate over several years, becoming fully realized at various times
throughout the subject's life. All benefits will definitely be fully manifested by the time the character reaches the age of majority
in their culture.
The Prince can choose to grant the same benefit to all petitioners (or all petitioners in a certain category), grant
connected souls free choice among the options made possible by Auspicious Reciprocity Acknowledgment (or a subset thereof),
grant no benefits, or set any number of objective criteria to award one of the preceding options (set benefit, no benefit, choice of
benefits).
Criteria applied through the Mandala must be ones that require no subjective judgment. Examples of valid criteria
include, “Anyone who ...never suppressed Compassion,” “..had an Essence of at least 2,” “...Lived in the city of Gem for at least
a month,” “..Owned a ship,” “...Was sworn at by the holder of this Exaltation,” “...Used the name 'Radiant Sunset,'” “...Killed a
sapient being,” “...Was a Creature of Darkness,” “...is this guy sitting in front of me,” etc. Examples of invalid criteria include,
“Was a good person,” “Made the world a worse place,” “Was treated unfairly by life,” and anything involving events still in the
future.
Examples of valid 'gifts' include “will have enough to live on” (Resources 1), “will be a master in his chosen field”
(three dots in ability of choice), “will be born into a large and loving family” (Followers 2), and any other effect that could
reasonably be produced by Auspicious Reciprocity Acknowledgment.
To avoid conflict, all criteria exist in an order of priority. The default is “whichever one is oldest applies first,” but the
Prince may adjust the order at any time as a diceless miscellaneous action.
Amy was trained by three of the greatest minds behind the Loom of Fate; bonuses put in place by this charm never
cause damage to the Loom and cannot be negated or altered by Astrology.
Example 1: The Prince sets the criterion, “Anyone who gives away water without charging money for it chooses one
boon for their next life.” Tepet Liam, a mortal member of a Dragonblooded house, joins Amy's cult, thereby connecting his soul
to the Mandala. He later gives a drink of water to a woman he sees in the street. When he dies, his player reviews the options
available and asks to be famous. By the time his next incarnation reaches the age of 15, he will have Influence 2.
Example 2: Laughing Wounds Triumphant, a Solar Exalt, accepts a gift from the Prince while still living, connecting
himself to Amy's Mandala. The Prince sets the rule, “All Solar Exalt who die to an unexpected attack receive the charm Reflex
Sidestep Technique in their next incarnation.” When he dies in an ambush, the next person to receive that shard gains the charm
Reflex Sidestep Technique (and XP debt, as per the Training keyword) as soon as he meets the prerequisites.

Transcendent Determinism Proficiency [green]


Cost: -- Mins: Essence 6 Type: Permanent
Keywords: Eternal, (partially) Shaping
Duration: Permanent
Prerequisite Charms: Invoking the Generation-Spanning Generosity Mandala
This charm permanently upgrades the Mandala. It can now bestow a number of activations of Auspicious Reciprocity
Acknowledgment equal to the Prince's permanent essence score, creating complex futures involving several effects.
In addition, all of the Prince's attacks (physical or social) naturally connect people to the Mandala as a Shaping effect.
Anyone who has a DV overcome by the Prince is linked to the Mandala as a Shaping effect unless they subconsciously pay 1
Willpower to resist. This effect is resisted or accepted separately from the attack that the Prince actually made.
Finally, as an as-yet unrealized benefit, this charm redefines the Mandala to exist as Amy's soul. Any others who try to
exert power over the cycle of reincarnation by learning this charm's prerequisite or any other that interacts with Amy's Mandala
(or the souls tied to it) gains the Throwback flaw at a rating of 4 tied to Amy's personality. Any effect that suppresses, removes,
divests, or otherwise avoids the drawbacks of that flaw also cuts off their access to the Mandala, and any action that alters the
Mandala or its criteria counts as one that evokes Amy's motivation and intimacies. This is not a Shaping effect.

Ten-Thousand-Soul Garb [green]


Cost: -- Mins: Essence 6 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Invoking the Generation-Spanning Generosity Mandala, Godfather's Awe Stance OR Goddess's Ear
Technique
Few things inspire more fear and awe than the moments after death. The great unknown, the last mile... Rare indeed
are those without strong feelings about the beginning after the end. This charm taps into that primal current running through the
human subconscious.
Strictly for the purposes of Godfather's Awe Stance and Goddess's Ear Technique, people connected to the Mandala
count as people who owe the Prince a favor. Connections to the Mandala become Obvious to the Prince.

Pedestrian Paragon Acceptance


Cost: -- Mins: Essence 2 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Unlike her patrons, Amy was always willing, even eager, to acknowledge mortal power. She feared the police; she
honored surgeons; she respected political leaders. This charm allows the Prince to recognize and admire the excellence of those
around her.
As a permanent effect, if someone within the Prince's line of sight is a mortal, is an Extra, or is Heroic, those descriptors
become immediately Obvious to the Prince. If the person is Great, that also becomes obvious (by the fact this charm's other
benefits do not trigger), but no further information is revealed.
If the person is not Great, though, their best qualities shine forth for the Prince from their every action and gesture. For
the purposes of this charm, treat the Virtues, Motivations, and Intimacies of such characters as perpetually relevant to the current
scene; the Prince learns about each of them as if she had just rolled successes equal to her permanent Essence on a series of
Perception+Investigation actions (she can investigate further as normal) and adds those automatic successes to any other
Perception+Investigation actions she takes targeting that character in the current scene.
In addition, faults and weaknesses become visible as twisted shadows and weeping sores on the mortal paragon's form;
the Prince automatically recognizes any outright lies from Essence 1 mortals and reflexively attempts to recognize all other forms
of deceit and omission using the normal rules but with bonus automatic successes equal to her permanent essence.
However, the more aware of a mortal's heroic excellence the Prince becomes, the harder it is to ignore them when they ask for
help. The Prince's Dodge MDV suffers an external penalty equal to her permanent essence against social attacks from any non-
Great character, provided that character makes the attack in person.
At Essence 3+, if she succeeds on an actual Perception+Investigation attack against such a character, she learns their
greatest desire and their most heroic action to date.

Excellence-Affirming Admonition [Green]


Cost: 1m+ Mins: Essence 2 Type: Simple (Speed 5, DV -0)
Keywords: Obvious, Touch, Combo-OK, Sorcerous, Stacking
Duration: One Year
Prerequisite Charms: Pedestrian Paragon Acceptance
Sometimes, the greatest praise imaginable is criticism. A word of advice delivered with simple honesty from a true
paragon is a compliment, for it shows that the master looks on you as a potential peer. How much more so, then, such words to a
mortal from one of the Chosen?
In order to activate this charm, the Prince must witness a non-Great character succeed at a challenging task (the
equivalent of rolling three or more successes), make physical contact (a pat on the back or handshake, for instance), and offer a
word of correction, encouragement, or praise related to the task.
Once this effect is triggered, the target's normal excellence becomes supernaturally enhanced. The Prince pays motes
up to the number of successes the lesser character rolled on the action in question. For each mote paid, he converts one die from
that pool into a success for the next year. This effect is immediately Obvious to the target of this charm, who feels warmth
surging through him from the point of contact (and experiences other sensations, visions, or flashes of insight evocative of the
new effect). This bonus does not count as dice added by a charm; it is an alteration to probability as Creation is forced to accept
the mortal's puissance.
If at any time the non-Great character has an Essence score of two or higher, the effects of this charm end immediately.

Grand Peerage Induction


Cost: – (+1wp+) Mins: Essence 3 Type: Permanent
Keywords: Stacking
Duration: Permanent
Prerequisite Charms: Excellence-Affirming Admonition
Formality breeds permanence; ritual breeds continuity. A knighthood was at once a glorious honor and an irresistible
compulsion to improve one's strength.
The Prince may pay a surcharge of one temporary Willpower and perform a short ritual (five long ticks) with the target
when activating this charm's prerequisite. In this ritual, the mortal takes on the privilege and duty of perfection. This ritual may
take any form, but the effects should be communicated between players using the technical language of Exalted.
The duration of the prerequisite charm becomes Indefinite. In addition, the mortal gains two dots in a virtue tied to the
ritual and chosen by the Prince as he becomes a true Paragon.
At Essence 4+, by increasing the surcharge to two Willpower, the Prince and the target may work together in-character
to redefine the target's Motivation to something truly exemplary and heroic. If they do, the target mortal becomes a Heroic
Mortal. Unlike the other effects of this charm and its prerequisite, this effect does not end if the mortal's Essence increases.

All Creatures Great and Small


Cost: -- Mins: Essence 2 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Pedestrian Paragon Acceptance
While humans are of course the dominant life form in a world of mice, otters, dragons, gods, and Chosen... some
acknowledgment of the excellence of other beings is appropriate. This charm allows all Amy charms that normally apply only to
mortals to apply to any sentient being with an Essence score of 1 or less.

All Things Wise and Wonderful


Cost: 2m Mins: Essence 3 Type: Simple
Keywords: Combo-OK, Touch, Social, Sorcerous
Duration: One scene
Prerequisite Charms: All Creatures Great and Small
Amy's first introduction to the formal structure of essence came from the most unlikely of sources-- a god asking
Autochthon's representatives about how to organize the gods of composite objects. The idea that a tiny god had responsibility for
even miniscule parts of everyday objects was new and surprising;it made a deep impression on her.
This charm allows the Prince to gain the attention of and communicate with the least god of any object equal to or
smaller than a Yeddim, provided that god's essence score is two or lower. The two can converse and even engage in social
combat for the remainder of the scene.
Most least gods have a favorable attitude towards the Chosen and other beings of higher essence. However, being the
most purpose-built of beings, they rarely if ever pay attention to objects outside their purview. It would not be at all uncommon
for the god of a lock to be able to recite down to the second the last five times its mechanism opened or closed but not have
description of any of the people doing the opening or closing beyond “strong hands, short body.”
Stranger-Approaches-Dog Methodology
Cost: -- Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: All Creatures Great and Small, Moment of Meritorious Honesty
Amy knows that your normal natural animal is a vicious, suspicious creature whose first thought upon seeing an
unknown biped is roughly, “What fun flavors will they roll out with next?” But when someone like Amy gains the ability to
generate her own causality, life can take a much more pleasant turn.
A natural animal will not attack a character with this charm unless first damaged by her or her obvious companions. In
addition, the character can communicate with such creatures as if they shared a common language. Animals' attitudes usually
begin at friendly, but their minds rarely are equipped to handle complex concepts.
At Essence 4+, the Prince may extend the benefits of this charm to an ally with a touch; the protection lasts until the
Prince ends it reflexively or they move more than 2*[Prince's Essence] yards away from the character who knows this charm.

Transcendent Inversion Approach


Cost: – (+4m) Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Excellence-Affirming Admonition
While all mortals can rise, some have the potential to rise further than others. Those furthest down in despair can be
lifted to the greatest height by a single helping hand.
When this charm's prerequisite is applied to a mortal Extra, each mote spent converts two dice into successes, up to a
maximum of twice the mortal's successes on the original task (assuming he has enough dice in his relevant pool).
In addition, by paying a 4 mote surcharge, the Prince may grant the mortal a positive intimacy towards his benefactor.
If she does so, he gains one additional -2 health level per mote spent and recovers from poison/disease/injury as one of the
Chosen for as long as the intimacy lasts.
At Essence 4+, if the mortal is being converted to a heroic mortal via Grand Peerage Induction, the effects of this charm
can still be applied during the ritual, and the mortal gains the ability to treat any mental influence opposing his new Intimacy as
an unacceptable order.

Gate of Ijtihad Unsealed


Cost: -- Mins: Essence 6 Type: Permanent
Keywords: Shaping, Enlightening, Sorcerous
Duration: Permanent
Prerequisite Charms: Transcendent Inversion Approach, Breath of Perfect Enlightenment
One of the most significant events in Amy's life was the moment an otherworldly being appeared with the gift of powers
far beyond anything she could ever aspire to in her natural state. The lingering attachment to that gift manifests as this charm.
This charm allows a wish to forcibly reshape the essence of the target, grafting in patterns that it was never meant to
support. The target must be entirely willing (that is, not compelled by any unnatural mental influence). The experience is
agonizing, inflicting one level of unsoakable aggravated damage every tick for the six ticks required for this charm to take effect
and draining all of the target's Essence pools to zero. If the target has an anima banner, it flares to the totemic level during this
process.
Assuming the target survives, this charm becomes a permanent enhancement to their nature and can no longer be
countered. This allows the target to gain access to any ONE of: Sorcery one tier higher than normally available, Martial Arts one
tier higher than normally available, or the charms of one other type of being at or below the same level as the target (Solaroid-
>Celestial/Fey->Terrestrial/Spirit->Mortal; access to Alchemical charms cannot be granted by this charm). The target must still
meet all other prerequisites of the charms or abilities and pays a 2xp surcharge over and above the normal costs that their caste
pays to learn such effects. If they already have partial access to a tier in their chosen area (such as Dragonblooded using Celestial
Martial Arts), they gain full access to that tier and the rules for their partial access can now enlighten them to partially access the
next tier up the ladder.
A little-known side effect of this charm is the bond it forges between the target and the user. Forever after, the user's
intimate experience with the soul and exaltation of the target serves as a flawless arcane link of the best quality to the target, and
if the target begins the process of becoming an Akuma or another similarly dramatic change in nature, that fact is immediately
Obvious to the user of this charm.
Taking this charm requires special permission from the ST-- if you’ve played HERO, it’s the equivalent of the “stop”
tag.

Beneficent Exactitude Stance


Cost: 5m Mins: Essence 2 Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK, Leader (3)
Duration: Indefinite
Prerequisite Charms: Pedestrian Paragon Acceptance
“Before all else, do no harm.” Only a surprisingly small amount of Primordial power is required to put the Spiders on
notice that their precious designs are in danger from the tender ministrations of rampaging Chosen. This charm provides that
awareness and the imperative and the energy to do something about it.
While this charm is active, the character cannot cause unintended harm (including to the Loom itself, of course). If her
arrows miss, they bury themselves in soil or wood, their force spent harmlessly and destiny at work to keep a small child from
picking one up later and trying to eat it. Should she seize a partly-occupied building and wield it like a club, those inside will
emerge unscathed after the conflict, and the building's owner will somehow find his property salvageable. In the unlikely event
that something opposes these effects, treat this charm as a perfect defense against that portion of that specific effect. Note that
this does not alter the Prince’s opponents actions-- if she chooses to wield a building as a club and he smashes her weapon, the
building will be quite naturally smashed.
In addition, the character adds her permanent essence as a bonus to her mental defense values against any effect that
would require her to harm someone other than herself. Her MDVs are always applicable against such effects.
This effect does not inhibit the Chosen's ability to cause intentional harm. As an inherent limitation of Amy's powers,
any charm that draws on her for combat (be it native or heretical) must include this charm as one of its prerequisites.
At Essence 4+, the activation cost of this charm becomes 0m.

Harmonic Precision Beyond Timed [green]


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: Leader(5)
Duration: Permanent
Prerequisite Charms: Beneficent Exactitude Stance, Leashed Gift Precaution
Before even power, Amy always valued control. Precision. Her own limited intellect often condemned her to see
unintended consequences of her actions rippling (and ripping) through lives or even entire societies, leaving a trail of havoc that
she could never take back, for good or ill.
Once she gained mastery over her own attacks and the ability to reclaim her gifts from those who were unworthy,
though, she quickly learned to reclaim her attacks from those who likewise did not deserve them. This charm is therefore also
known as “Primordial Calls Backsies.”
This charm alters the nature of any harm inflicted while under the effects of Beneficent Exactitude Stance that is
expressed by some change to a target’s character sheet (so it includes elements like health levels of damage, crippling effects, and
UMI that directly alters intimacies, but excludes most insults, thefts that don’t change someone’s Resources rating, etc).
Specifically, it allows Amy to revoke or reinstate it within the limits of Leashed Gift Precaution. All restrictions and expansions
of that charm apply to this one. Note that the “gifts” created by this charm do not impose a debt, and using this charm to
suppress an injury does -not- count as healing it for the purposes of triggering Auspicious Reciprocity Acknowledgment (that
would require Flesh-Warping Mercy or more mundane medical efforts).

Innocence Untouched
Cost: 8m Mins: Essence 2 Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious, Leader (4)
Duration: Instant
Prerequisite Charms: Beneficent Exactitude Stance, Moment of Meritorious Honesty
For a sudden transcendent moment, an attacker realizes that he cannot-- must not-- harm the target. Even inanimate or
unintelligent attackers draw back from the incarnation of innocence presented, as if iron itself could not bear to shed her blood.
This charm functions as a perfect parry defense against any physical attack (that is not unexpected) or environmental hazard. It is
subject to the Imperfection of the Shattered Heart.

Life for Life


Cost: 1m+ Mins: Essence 2 Type: Simple (Speed 3, DV -0)
Keywords: Combo-OK, Obvious, Leader (3)
Duration: One Scene
Prerequisite Charms: Beneficent Exactitude Stance
Amy was never very good at protecting those near her, but she always tried to, even before she was Chosen. Nearly
ended up getting herself killed, in fact. Her essence retains the martyr's blueprint for any foolhardy enough to use it.
The Prince spends a number of motes less than or equal to her permanent essence to activate this charm. For the
remainder of the scene, she can make up to twice that many Defend Other actions on each of her turns reflexively, without
incurring DV or multiple action penalties.
At Essence 3+, these actions can be applied at a range of up to 2^[Permanent Essence] yards.
At Essence 4+, the character can choose to absorb a blow that beats her DV, denying the attacker the option to continue
on to the target she was protecting and resolving damage from the attack as if the blow had been aimed at her. If she does so, she
cannot defend herself with a charm that carries a Flaw of Invulnerability.
At Essence 5+, the range of this charm doubles and the character may choose to respond reflexively in Step 2 with a
Defend Other action if someone within range is attacked and she has a reflexive Defend Other remaining during the current
action.

Heart-as-Life Warding [green]


Cost: -- (-3m) Mins: Essence 2 Type: Permanent
Keywords: Leader (3)
Duration: Permanent
Prerequisite Charms: Life for Life
“Who tells a lie sharpens a knife.” Words from Amy’s patron that she treasured in her heart and shared frequently
enough as she went through life, especially with her followers. Her often-misguided aim was to shield those who followed her
not only from injury but also from pain-- especially the pain of the soul-warping enchantments of Fey and Chosen. Her patron
was alone among the Yozis in devising a means to shield anyone from hostile mental influence, and he taught her well.
This charm allows the character’s Defend Other action (and any Amy charms that affect it or the Parry DV) to function
in social combat as readily as in physical. This generally takes the form of quick-witted refutations of points or short reminders
about memories of the past, other priorities, etc, which supplant or interfere with efforts to change the defended target’s mind.
Although it functions in social combat, this Defend Other action follows the same rules for resolution as its physical counterpart.
As an added benefit, this charm provides a 3m discount on Innocence Untouched when it is used during social combat.

I’m actually not sure if this charm is necessary (Defend Other is a bit ambiguous), so I tacked on the effect that reduces
Amy’s PD from the standard physical cost to a mid-range mental cost (some are cheaper but more situational, like Sagacious
Reading of Intent; some are more expensive but have other benefits, like TED’s slowly-lowering PD cost).

Martyred Guardian's Shrine Aspect


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Life for Life
This charm grants the character an additional ten mote peripheral essence pool in accordance with the Overdrive
keyword. Whenever someone that the Prince has protected with a Defend Other action is attacked, she gains one offensive mote
to fill this pool. If she suffers damage as a result of such an attack, she gains 1 additional mote per point of bashing, two per
point of lethal, or three per point of aggravated damage she suffers. If she suffers the damage by invoking the Essence 4+ effect
of this charm's prerequisite, double all mote rewards.
This charm will only provide motes when the Prince defends against attacks made against her will; she may no more order a
bound demon to assault her friends in order to obtain motes than she may gain them from stabbing herself. Health lost in order to
pay the activation cost of a Charm likewise never produces motes.
As a special exception to the rules for the Overdrive keyword, a character with this charm may spend offensive motes to
enhance her DVs against attacks aimed at those she protects with a Defend Other action, provided that she does not use the motes
to activate a charm with a Flaw of Invulnerability.

Life's Envoy Stands Triumphant [Green]


Cost: 1m+ Mins: Essence 3 Type: Reflexive (Step 2)
Keywords: Combo-OK, Leader
Duration: One Tick
Prerequisite Charms: Life for Life
You never know how what you can truly do until you do it for someone other than yourself. The overarching narrative of
Creation is one of select heroes fighting for the totality of humankind against unfathomable odds. This charm allows Amy to
briefly embody that narrative.
This charm increases the character's Parry DV by an amount equal to the number of targets she currently protects with a
Defend Other action (if any of the targets is a group, such as a mass combat unit, add the magnitude of the group rather than the
number of members).
At Essence 4+, by paying a two mote surcharge the Prince ignores DV caps while using this charm.
Torn between “Instant,” “One Tick,” and “One action.”

Standing Between the Storm and the Sea


Cost: -- Mins: Essence 4 Type: Permanent
Keywords: Obvious, Upgrade
Duration: Permanent
Prerequisite Charms: Life's Envoy Stand's Triumphant
While Amy's mind may center on defending individuals, her soul remembers her valiant efforts to shield the Gallery. Her
Essence flows naturally to protect anything she holds dear.
This charm permanently improves the character's abilities. From now on, any building, geological feature, or other inanimate
object the Prince holds an intimacy towards is a legitimate target for Defend Other actions, and if any portion is within range of
Life for Life the Defend Other action can be applied to the entire feature. This is an especially Obvious effect; flickering images
of the Prince appear, wreathed in miasma, at various points around the structure to respond to any attacks.
In addition, the character can now always oppose her Parry DV to (non-Unexpected) environmental hazards and unblockable
attacks, making them legitimate targets for a Defend Other action to counter. Assume that the hazard rolls automatic successes
on the attack equal to its trauma. A one-time hazard is neutralized relative to those the Prince defends-- explosions curve around
them, the bolt of lightning grounds itself harmlessly through the Prince's staff, etc. An ongoing hazard, such as a blizzard or a
lava flow, becomes nonthreatening for five long ticks, provided the Prince maintains her Defend Other action during this time. A
counterstrike from the Prince might knock heat itself out of a portion of the lava flow, creating safe and solid places to stand, or
direct the Silent Wind to another corner of Malfeas... the player is encouraged to be creative (stunts can enhance her DV as
usual).
This might need to be E5, or restrict the scale of hazard it can affect before E5.

Every Self is Striking


Cost: 4m, 1wp Mins: Essence 2 Type: Extra Action
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Beneficent Exactitude Stance
One of the first acts of essence Amy performed after she returned from her trip to Malfeas was to exist in two places at
once. It was also the preferred attack of her mentor, Ceceylene. As might be expected, that technique remains central to her
combat style.
This charm allows the Prince to expend the energy for one strike, but repeat it several times. The Prince makes a single
attack roll, enhancing it with other charms as usual, then applies that attack up to [Wits] times against one or more targets. All
targets must be within ten yards of each other, and at least one target must be within range of the Prince's original attack. All
attacks occur simultaneously, carried out by shadowy duplicates of the Prince.
At Essence 4+, the Prince may instead make attacks up to [her Permanent Essence+1].

Every Strike is Cutting


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: Leader
Duration: Permanent
Prerequisite Charms: Beneficent Exactitude Stance
Amy's power began with a desire to give power to the powerless and the ordinary, and that recognition permeates her
combat style. This charm permanently enhances the Exalt's abilities. As long as they wield a mundane weapon (that is, neither
an artifact nor a non-permanent construction of essence), they add their permanent essence to the minimum damage of the
weapon. As a reminder, the minimum damage of an attack cannot exceed the pre-soak damage.
At Essence 4+, if the Exalt wields a weapon that benefits from this charm, treat the weapon as an attuned artifact for the
purposes of determining what effects can destroy or interfere with it.
New name?

Every Cut is Nothing


Cost: --(+2m; +2m, 1wp) Mins: Essence 4 Type: Permanent
Keywords: Obvious, Upgrade
Duration: Permanent
Prerequisite Charms: Innocence Untouched
The character may pay a surcharge of 2 motes when activating this charm's prerequisite in order to extend its duration to
one tick.
At Essence 5+, the Prince may extend the charm's duration to One Action by paying a 2m, 1 willpower surcharge,
provided they are currently under the effects of Beneficent Exactitude Stance.

Every Naught, My Barding


Cost: 5m, 1wp Mins: Essence 3 Type: Reflexive (Step 2)
Keywords: Combo-OK, Leader (6)
Duration: One Scene
Prerequisite Charms: Beneficent Exactitude Stance, (Amy) Inevitability Technique
With solipsistic grace, the Prince learns to ignore as unimportant those who can do no harm to her, that she may better
shield other victims. Each time a character misses or inflicts only minimum damage on a character under the effects of this
charm, increase Lethal and Bashing soak of the target of the attack by 1. This charm does not increment if the character defends
herself using a charm with a flaw of invulnerability; any opponent who can demand perfection is obviously worthy of concern.
At Essence 5+, this charm also increases Aggravated soak.
An Essence 4+ repurchase of this charm increases the soak increment to 2.
An Essence 6+ repurchase of this charm increases the soak increment to 4.

Bared, Surprise Forswearing


Cost: 1m Mins: Essence 2 Type: Reflexive (Step 2)
Keywords: Combo-OK, Leader
Duration: Instant
Prerequisite Charms: Beneficent Exactitude Stance
A knight in fortress of plate might miss an earthquake as it passed, or an assassin's dagger as it struck his joint. But to
the open, bleeding heart, even the lightest touch of the sun or the faintest stir of air brings a new twinge of pain. This charm can
be activated in response to any unexpected attack or other hazard; it perfectly negates the unexpected component and/or makes
the Prince aware of the danger, allowing the her to defend normally.

Forsworn Peace Reverting [Green]


Cost: 5m (+2wp) Mins: Essence 4 Type: Reflexive (step 9)
Keywords: Combo-OK, Counterattack,
Duration: Instant
Prerequisite Charms: Innocence Untouched
For the truly enlightened, striking another is the same as shedding the blood of one’s own soul. Amy has always known
how to share enlightenment and power. In combat, she simply… does so more aggressively.
This charm targets any assailant with a nearly perfect mirror of their own attack (the one this charm was invoked in
response to). It has the same number of attack successes, the same penalties and bonuses (such as “unblockable”), and if it lands
will inflict the same consequences (crippling effects, Inside Fate, etc) as the original (or as many of the consequences as the
original attacker is a valid target for).
The mirrored attack differs from the original in several key ways, however. Most notably, instead of filling the target’s
Health Levels, post-soak damage fills the target’s Willpower track. Willpower “damage” is “healed” by anything that would
ordinarily restore willpower points to the target (stunts, Will-Bolstering Method, sleep, etc). It takes one Willpower to heal a
level of Bashing, two to heal a level of Lethal, and three to heal a level of Aggravated. Even if the target still has space in their
willpower pool, points that would go into the pool are spent to “heal” this charm’s effects first. If a target has more points of
Willpower than their maximum (adjusted for damage), those points are lost.
If the target’s entire Willpower track fills with Bashing damage or worse, the target can no longer derive any benefits
from their Motivation and Intimacies, and all of their stunts are reduced by one die (this can make a 0-die stunt a -1 die stunt).
This charm carries a 2-willpower surcharge if used against a target the Prince has attacked physically (other than with
this charm) during the current scene
At Essence 5+, a target whose entire track fills with lethal damage or worse falls unconscious.
At Essence 6+, Aggravated “damage” from this charm can only be healed by willpower regained through sleep.

Champion Nods to Shieldbearer [Green]


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Life for Life
One of the hardest lessons Amy needed to learn was that those she protected could actually help her in their own small ways.
After many lectures on delegation and a few encounters with truly exceptional people, she finally became convinced that mortal
excellence could be relevant on an Exalted scale.
This charm reduces the penalties on any of the Prince’s rolls by an amount equal to the number of people she is currently
protecting via Defend Other (if she applies Defend Other to a unit, use its magnitude instead of the number of individuals).
Every two people can either eliminate one point of external or two points of internal penalties.
While this can apply to flurry penalties, it does not allow the Prince to make attacks or take other actions when, but for this
charm, she would not have any dice to act with. It has no effect on the DV penalties of actions or other penalties to unrolled
values.

Manifold Magical Material Manipulation Mastery (5MM)


Cost: -- (3wp) Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Every Strike is Cutting
Just as Amy learned to see the power and nobility of the Chosen in even the most scorned of mortals, so she learned to
unlock the glories of the Incarnae from even the most commonplace of materials.
By spending three points of willpower and eight hours meditating with an artifact made from a magical material or at
least six cubic feet of the refined substance, the Prince may internalize the strengths and weaknesses of that metal. Henceforth,
any mundane weapon or armor she uses gains the benefits of those magical materials.
The Prince may simultaneously internalize up to [Permanent Essence]/3 magical materials; learning any beyond that
causes her to forget a material already known (her choice).

Glory-Devaluing Insight
Cost: 3m Mins: Essence 3 Type: Simple (Speed 1, DV -2)
Keywords: Combo-OK, Social, Sorcerous
Duration: One Scene
Prerequisite Charms: Pedestrian Paragon Acceptance
While Amy's first instinct is to revere or suspect the powerful, especially with her new and Primal perspective, with
time and concentration she can recognize them as flawed and human, as in need of guidance and support-- and as capable of
merit and heroism-- as the crippled beggar in the city street.
This charm's effects linger for one scene (whether the Prince wants them to or not). By spending one tick realigning her
perspective, she removes the Great designation from one character she can perceive. These effects apply only to the Prince's own
charms; any others with charms that interact with that concept consider the target Great as normal.
In addition to the normal benefits and penalties that result from the target's changed designation, using this charm adds
automatic successes equal to the Prince's permanent essence on the next action she takes with the object of this charm as the sole
target.
If, while under the effects of this charm, the target is subjected to any effect that applies only to non-Great targets, the
duration of this charm extends to match the duration of that effect, and if this charm ends prematurely for any reason, so do all
effects on the target which apply only to non-Great targets.

Awakened Divinity Perception


Cost: 1m Mins: Essence 3 Type: Simple (Speed 5, DV -2)
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: Glory-Devaluing Insight
Accepting that beings of great power can possess human virtues and heroism is only a short step from understanding
that their power over Essence can easily be the medium through which that excellence is expressed. And Amy could never resist
excellence.
This charm provides the benefits of All-Encompassing Sorcerer’s Sight. Additionally, the character can automatically
track and communicate with any visibly supernatural (Essence 4+) being (effects that perfectly prevent tracking or
communication trigger a rolloff as normal). This charm ends immediately if the Prince cannot perceive a non-Great character
with at least one sense.

Incarnate Ewer of Souls [green]


Cost: 1m+ (1wp) Mins: Essence 5 Type: Reflexive (Step 10)
Keywords: Eternal, Combo-OK
Duration: One Month or Instant
Prerequisite Charms: Realm of Summer Rain, Awakened Divinity Perception
This charm, perhaps more than any other, shows the level of influence Ceceylene’s teachings wielded over Amy. During her
travels, she learned to her dismay that simply killing a wayward deity was not enough-- they could simply reform in their
sanctums. Similarly, it was a well-known fact in Malfeas that a demon with a dutiful cult could recover from death by refilling
its reserves of power through prayer. If she could sustain the lives of mortals with it, then why couldn’t her power alter the lives
of more spiritual beings just as easily, if not more so? Of course, her former Patron left her indelibly imprinted with the necessity
of Law…
This charm allows the Prince to reflexively infuse any god, demon, deva, or similar naturally immaterial spirit who fills its
Incapacitated level (or higher) with lethal or aggravated damage within her Aura, preventing it from being annihilated, returning
to its sanctum, or facing any other fate. The mote cost is equal to the Essence score of the being in question; there is a 1
willpower surcharge if the being’s permanent essence is greater than that of the Prince.. If it is paid, the being vanishes beyond
existence and begins regaining motes and health as if it was inside the Prince’s Aura. Once its mote pool is refilled, it regains 1
willpower for every 10 motes it would recover. If it is fully replenished, it returns to life within one month from initial infusion
(or sooner, if its normal reincarnation time is faster, but most are not). The deity appears somewhere within the Prince’s aura (or
in its own sanctum, if her Aura is not active). This automatically grants the being an intimacy of reverence towards the Prince
which cannot be eroded or altered for a year and a day.
Alternatively, by paying the original mote cost of this charm a second time as a diceless miscellaneous action, the Prince may
consign any sealed spirit to annihilation; doing so restores willpower points equal to the spirit’s essence and allows the “infuse”
function of this charm to be used for free a number of times during the current scene equal to the number of willpower points
regained.
At Essence 6+, the Prince may choose not to commit the mote cost of this charm when activating it, making the sealing and
regenerating effect Sorcerous. Countermagic targeted on the being at time of death sends it to its fate as if the Prince did not
intervene, as does countermagic of the appropriate circle targeted on the Prince during the one month period of regeneration.
At Essence 7+, beings regenerated by this charm are bound to serve the prince as if by Summon Elemental, obeying all orders
for one lunar month or working on a single task for a year and a day.
At Essence 8+, the binding instead uses the durations for Summon Demon of the First Circle.
At Essence 9+, if the Prince also knows Leashed Gift Precaution, “existence in Creation” is treated as a gift the spirit
was given via Auspicious Reciprocity Acknowledgment (meaning that the Prince can revoke it at any time in person or set
conditions for automatic revocation).

Touch of Humanity
Cost: 1m+ Mins: Essence 3 Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Glory-Devaluing Insight
While Amy might have seen value and virtue in deities, many of her experiences went quite the other way. Once a truly
compassionate person becomes aware of the supernatural world, they cannot help but shudder at the corruption and abuse that fill
it. Amy pondered this issue for some time, eventually concluding that the best way to deal with such creatures was to force them
to understand the limitations of humanity, the value that a single second can hold.
An action supplemented by this charm affects immaterial creatures as if they were material. Deities and other beings
that can normally recover from or ignore death do not receive those benefits against attacks supplemented with this charm.
At Essence 4+, the Prince may reflexively allow any character she currently protects with Defend Other to take
advantage of this charm (paying the activation cost from her overdrive or peripheral mote pool or any mote pools they possess).
If she does so, part of this charm’s Obvious component is a swirl of light in the shape of the Prince’s totemic anima around
whatever limb, weapon, etc, is making the attack.
At Essence 6+, this charm can be activated as a Reflexive (step 1) charm for (10-Prince’s Permanent Essence) motes, in
which case its duration becomes One Scene.

Ablative Mercy of the Heart


Cost: 1m+ Mins: Essence 3 Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Glory-Devaluing Insight
To recognize another's human heroism and imperfections is to recognize them as essentially unified with oneself, to
wear down the barriers of shame, fear, suspicion, and awe that keep people apart. And when those barriers are down, true
affection and sharing can begin.
This charm allows the Prince to send motes of essence (on a 1-1 basis) to a non-Great target within line of sight. While
the Prince may recognize the target as essentially the same as herself, the target finds the energy alien and unfamiliar; unless the
target also knows this charm, any motes transferred are used to fill the target's Peripheral pool before his Personal pool.

Charitable Convictions Flow Like Ichor


Cost: – (+2m, 1wp+) Mins: Essence 4 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ablative Mercy of the Heart
When one begins sharing, one does not share only power. True openness produces a mingling of certainties, of ideas, a
fusion of vitality and will. A heart is not truly open until its beat stirs another's limbs.
By paying a two mote surcharge when activating this charm's prerequisite, the Prince may also transfer any number of
her temporary willpower points to the target (provided this does not put the target above his normal maximum).

Prismatic Synthesis Discipline [green]


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Awakened Divinity Perception
Within days of her Exaltation, Amy learned the charms of four Yozis and one deity, merging them to produce a complex
power that the originators could barely grasp. Many of her gifts lie in manipulating the powers of others rather than in the fury of
her own essence.
Those who learn this charm reduce the cost of learning Heretical charms by 2xp (making the cost to a Green Sun Prince
7xp). Training times are reduced by 50% (making the time for a Green Sun Prince [minimum essence*3.5] days). The minimum
essence to learn a Heretical charm is reduced by 1, to a minimum of the highest minimum essence among its prerequisites (this
also applies to any upgrades, expansions, or repurchases, but does not affect the countermagic required by Sorcerous heretical
charms). Finally, the mote cost of all Heretical charms is reduced by 1 mote, and the Prince may reflexively suppress the
Obvious manifestations of Heretical charms' effects provided she spends only Personal essence to fuel the effect.
Learning this charm permanently corrupts the character; as a perfect expression of synthesis, the find it incredibly
difficult to achieve the purity of purpose of a Yozi. Learning any (Yozi) Cosmic Principle charm takes three times as long and
costs three times as many experience points. On a brighter note, should they lose access to a particular Yozi’s charms, this charm
fulfills the prerequisite for their heretical charms as if it was those charms.

Debating adding a line like “you take the penalties but do not gain the benefits of lost charms,” but that makes a complex charm
even more involved.

Totemic Heresy Embodiment [green]


Cost: 1lhl, 1 Limit Mins: Essence 4 Type: Reflexive (step 1)
Keywords: Combo-OK, Overdrive, Obvious
Duration: One scene
Prerequisite Charms: Prismatic Synthesis Discipline, any one Heretical charm
A lesser soul might be ripped apart by simultaneously internalizing the principles of perfect hierarchy and primal chaos,
but the enlightened Prince learns to thrive on such conflicts, paring her existence down to a stability that reigns over the
conflicting forces of her own essence. This charm permanently grants the Prince an overdrive pool of 10 motes.
Upon activating this charm for 1 lethal health level and one point of Limit, the Prince gains 2 offensive motes for each
Heretical charm she knows. As long as this charm remains active, the Prince gains an additional offensive mote each time she
activates a heretical charm, and she can always pay offensive motes towards the cost of heretical charms.
At Essence 5+, any Heretical charms paid for entirely with offensive motes require only half as many motes to fuel as
they normally do.
I like her other overdrive charm better. This one seems abusable.

Phantasmagorial Narrative Shintai [green]


Cost: 15m, 1wp Mins: Essence 6 Type: Simple
Keywords: Form-Type, Shaping, Heretical, Combo-OK, Training, Native
Duration: One Scene
Prerequisite Charms: Prismatic Synthesis Discipline; any three of: Manifestation of Impotence, Corrosive Pattern Infliction,
Any 2nd (Yozi/Amy) Excellency, Excellence-Affirming Admonition, Love the Forest and the Trees, Cosmic Transcendence
(Any), Dragon's Lair Obtenebration, Merciful Burden Abjuration, Bared- Surprise Foreswearing, Breath of Perfect
Enlightenment, Eldritch Secrets Mastery, Sublime Mimicry of Reincarnation. The prerequisites of this charm must be drawn
from at least two different beings.
The true power of the Green Sun Princes does not lie in their perfect power; crippled titans are no substitute for Ignis
Divine. Nor does it lie in their adaptability; the eternal agonized stasis of their mentors cannot approach Luna for mutability.
They cannot even claim to outnumber their opponents; with one of their patrons' Progenitive souls utterly eradicated, they have
no hope of matching Gaia's fecundity.
No. Amy learned that what sets the Green Sun Princes beyond all others is their independence, their ability to define
their own causality, casually batting aside the Loom, the Wyld, and the vast beings who support both. A Prince remains the
author of her own legend until the day she dies.
This charm builds on that understanding with true Primordial power. It allows the user to unlock an expanding list of
benefits as their understanding of that Primordial prerogative improves. The user gains all of the powers for which they meet the
prerequisites, allowing them to begin defining their own story. Unless otherwise stated, all powers apply to an area of
[Essence]^2 yards around the Prince in Creation; multiply the range of all effects by 10 in the Bordermarches or any landscape
created by any part of Oramus, by 100 in any Wyld region deeper than Bordermarches, and by 1000 in any landscape literally
created by the character (such as with Spirit of the Living World). This charm allows the character to respond if targeted by
Shaping Combat when targeted in that medium by another character; treat all virtues as equivalent Graces and add bonus
successes to all of the Prince's Shaping Combat actions equal to twice her essence.
The Prince's ability to define her own narrative is not unlimited. Any self-aware creature with dramatic potential may
attempt to oppose the story the Prince crafts. Specifically, if one of the Prince's opponents opposes her actions with a two-die or
higher stunt or an action enhanced by spending Essence, the Prince rolls her Essence at standard difficulty with an external
penalty equal to the opponent's Essence score. If this roll is a success, the target's opposition is overruled by the Prince's
narrative and events resolve according to this charm's effects. If the roll fails, the opponent ignores this charm's effects and
events resolve according to normal game mechanics (without this charm). Any number of characters may attempt to oppose the
Prince each round; resolve each action separately. Usually successful opposition protects only the character making the attempt,
but a stunt that draws others into the opponent's narrative (usually by applying Defend Other or leading them as a mass combat
unit) can resist on behalf of another character. The Prince may not add bonus successes or dice to this roll except as described in
this charm or another charm/effect that mentions this charm by name.

Manifestation of Impotence: As the narrator, the user exists at a meta-level above and beyond the story itself.
Activating Phantasmagorial Narrative Shintai also activates Manifestation of Impotence, and using any effect of the former
charm does not end the latter.

Dragon's Lair Obtenebration: Through baffling, convoluted prose and plot twists, treat the area under the effects of this
Shintai as under the effects of this prerequisite charm. If a character successfully opposes this Shintai in an attempt to see even
once, they can see through the darkness created by this Shintai for the rest of the scene.

Corrosive Pattern Infliction: By taking the time to explicitly describe the background, as an automatically successful
Speed 3, DV -2, Rate 2 action, introduce or alter one inanimate object (including “the ground”) according to the parameters and
with the durations of Corrosive Pattern Infliction (this action does not cost motes). Immediately harmful effects (such as creating
a falling arrow or erupting volcano) are resolved as attacks using one of the Prince's appropriate combat dice pools.
Any 2nd (Yozi/Amy) Excellency: By subordinating physics to plot and action sequences, the Prince receives one
threshold success on any task she attempts, no matter what difficulties or internal/external penalties might naturally apply…
including Defense Values. (Soak still applies, as it isn’t a penalty.) The Prince cannot do flat-out impossible things or
automatically perform actions that require more than one success, but if a task is possible in principle, she can probably do it. For
example, she couldn’t save herself from falling off a cliff by flapping her arms and flying away—that’s impossible without
magic. She could, however, scamper up a collapsing cliff despite the external penalty of 5 and a (Dexterity + Athletics) pool of 3.
This power does not apply to the Prince's own DVs or the roll to force the narrative on a resisting target.

Excellence-Affirming Admonition: By refusing to allow co-authors and fanon, the character is automatically aware of
and may reflexively block/end/negate any Shaping effect targeted or existing within the effects of this charm.

Love the Forest and the Trees: By chronicling on a truly epic scale, as a reflexive action on each of her turns, the Prince
may target all beings within this charm’s area with one change within the limits of (her own) Auspicious Reciprocity
Acknowledgment. This special activation inflicts no debt, and (in addition to the normal options) opponents can pay 1 Willpower
to shrug off the change.

Cosmic Transcendence (Any): With patron-fueled indifference to the public and certainty in the rightness of her cause,
when rolling to maintain narrative in the face of opposition, provided the Prince has not paid Willpower to suppress any virtue
within the current scene, the Prince adds automatic successes equal to the stunt rating of the action that another character is
opposing.

Merciful Burden Abjuration: Through fearless application of retroactive continuity, after the Shintai ends, characters
will remember the results of any parts of this charm as having always been that way. This effect targets anyone who interacts
with the area of effect for up to [Prince's Permanent Essence] years after activation. Characters can attempt to resist as normal
for this Shintai when first exposed to the memory-altering unnatural mental influence, but otherwise it attaches to them as per the
rules for the Sorcerous keyword.

Bared, Surprise Foreswearing: Through heavy-handed narrative foreshadowing and forced coincidence, the Prince can
render any unexpected effect expected and increase any DV to one greater than the number of successes rolled on the attack.
This does not prevent DVs from being rendered inapplicable (for instance, by Cascade of Cutting Terror).

Breath of Perfect Enlightenment: By the simple expedient of telling the end of the story before the beginning, the Prince
defines the story's climax. She narrates a brief sequence of events-- something that could be accomplished within one long tick,
usually. The events must be within the realm of possibility. Her opponents might turn on each other to fight over who gets her
artifacts, for instance, but they would not simply drop dead. In addition to the normal rules for contesting the effects of this
Shintai, characters with an essence pool may spend 1 Willpower to outright ignore the externally-imposed conclusion. Doing so
without winning the roll to contest reduces dice pools to zero before the use of charms, however. More clever characters will
stunt their actions around the narrated conclusion; as long as their actions support the visible elements of the narrative, they need
not roll or pay to resist the effects of this charm at all.

Eldritch Secrets Mastery: Just as a character cannot see the punctuation on the page wherein his life lies, so too Creation
cannot sense the touch of the Prince's legend. The manipulations produced by this charm remain Obvious to observers at the
scene, but the essence involved masks itself as natural effects of the Dragon Lines, least gods, etc, as the Prince dictates. This
charm contests observers' charms and abilities as per the rules for Loom-Snarling Deception and ensures that the entire narrative
is not detectable through the Loom or Fate charms. If the narrative involves any Blasphemy effects, the Shintai imposes an
external penalty equal to the Prince's permanent essence on the rolls to notice, and the Loom and Sword do not sound alarms
unless their operators succeed on a roll to notice as if they were standing within range of the Blasphemy keyword. If the control
rooms are vacant, the alarms do not sound.

Sublime Mimicry of Reincarnation:Through blatant self-insertion, the author may confront other characters with a
figure of seemingly endless power. As a Speed 6, DV -2, Rate 1 action, the Prince adds a character to the story. This character
has the Prince's traits permanently adjusted as per any Form-type charm the Prince knows -except- this one (meaning it is unable
to activate Phantasmagorial Narrative Shintai). The duplicate has copies of the Prince's equipment, but artifacts become merely
Exceptional mundane items. It has its own willpower, health levels, and virtue channels, but any mote costs it pays are paid from
the original's essence pools. If desired, the Prince may adjust its traits on creation as if it had received a number of activations of
Auspicious Reciprocity Acknowledgment equal to her essence. The duplicate always obeys the original and never contests the
narrative, but ceases to exist at the end of the scene. Only one duplicate may exist at a time, but the Prince can reflexively
dismiss the duplicate, usually by causing them to die in some spectacularly heroic fashion or to retire to a small home in the
countryside and live happily ever after.
At Essence 7+, should the original die her soul and Exaltation pass to the duplicate. From that moment the duplicate
becomes permanent (which may place the user in XP debt, if it was adjusted via Auspicious Reciprocity Acknowledgment),
although the effects of any form-type charm fade by the end of the scene.

Crimson Petals Brush the Noumenon [green]


Cost: 1m, 3wp, 3AHL Mins: Essence 6 Type: Simple (Speed 10, DV -6)
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: Prismatic Synthesis Discipline
Once, there was a girl. As she grew older, she found a patron. He loved her and told her stories, stories about how he had
saved his siblings from the terrible blindness inflicted on them by the Chosen of the Sun, revealing to them from his own self
how to overcome their weaknesses and give free will to their own Chosen.
She always wanted to follow in his footsteps, to help others see past the traumas of the past and embrace a brighter, more
perfect future of their own making. And when she shaped her essence into the perfect type of openness, she finally found her
dream.
This charm targets a single Yozi, Primordial, or other being with multiple souls that the Prince can perceive. Her anima
immediately flares to the totemic level and is suffused with blood as she forces her essence into a state that can harmonize with
such a transcendent and unique existence. This is the moment when the aggravated damage caused by this charm is inflicted.
Roll the Prince's Essence, opposed by that of the target (in the event of a tie, the target wins; targets can voluntarily fail this
roll). If the target wins, the Prince's anima collapses, leaving her bloody and Inactive until her next action. If the Prince wins,
her anima surges towards the target, seamlessly merging herself into its complex existence. Note that while this display is
Obvious for miles in any direction, the link (once established) is no more apparent than any other such connection.
As long as the essence for this charm remains committed, the Prince becomes in some respects one of the Third-Circle souls
of the target-- specifically, the Adaptive Soul. She is subject to the Mandate of Subordination from the linked being and can
invoke it on the rest of its soul hierarchy in turn; demons targeted by the Mandate cannot spend willpower to resist unless the
Prince’s commands conflict with their Motivation(s). If she was not already, using this charm on a Yozi makes her a Creature of
Darkness for the duration absent the direct intervention of Ignis Divine. The target is constantly aware of the Prince's
Motivation, for he gains an intimacy towards it that cannot be broken while this charm lasts.
Possession of an Adaptive Soul grants certain benefits to the target. First, whenever he acts he uses his own dice pool or the
Prince's, whichever is higher. This is incredibly significant, for it allows a Yozi to have a nonzero dice pool even when not
thinking or acting in accordance with its First Excellency.
Second, he can communicate with the Prince over any distance, including across realms of existence (and the Prince can
respond). When it first forms, this telepathic link is fragile; it cannot bear the stress of an actual social attack launched by the
Prince on the target. However, should the target use the link to launch a social attack on the Prince, his cosmic might strengthens
the link; from that point onwards, the two can engage each other in social combat at any time.
Third, while the full possession available for normal demons is not possible via this charm, the target can use the Prince to
create a “restore point,” placing any memories, beliefs, or other purely mental attributes he wishes into the Prince's mind. The
Prince is aware of all of the material so stored and can access it at will, but stored intimacies, Motivations, memories, etc, have
no mechanical impact on the Prince. More importantly, perhaps, the target can at will peruse this material through the telepathic
line; by drawing it back into his own mind he can perfectly negate or disperse any Illusions, Compulsions, Emotions, Servitude,
Total Control, or other effects that would contradict that which was “backed up” in the Prince (and any damage to relevant
attributes). No effect can prevent the target from examining and taking advantage of this material, but this applies only to such
effects applied after the material was originally stored.
I've debated making this process more complex-- requiring the user to consume Azoth of a relevant Third Circle soul, for
instance-- but it is fundamentally intended to be a healing effect. It shouldn't mandate violence.

Dew Rains from Bloodstained Petals


Cost: am Mins: Essence 6 Type: Simple
Keywords: aa
Duration: aa
Prerequisite Charms: Crimson Petals Brush the Noumenon
[Text of the charm]
This charm would allow the Prince to develop second-circle souls with less power but also less effort than the DT charm that
births third-circle souls (while connected via this charm’s prerequisite). The second-circle souls will be stored within Spirit of
the Living World while the Prince is not a third-circle soul, and cannot be retrieved via Muricane’s Mercy Remembered unless
this charm’s prerequisite is active.

Inexorable Scent of Wafting Certainties


Cost: -- Mins: Essence 6 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Crimson Petals Brush the Noumenon
Once there was a girl. She loved her patron, but she saw him rarely. He sent messengers, and whispered in her heart that his
voice flowed through them. She knew that it was true, and longed for that perfect insight into his soul.
This charm enhances the link between the Prince and any target of this charm's prerequisite. Both now perpetually and
perfectly share knowledge of any and all Motivations, Intimacies, and any other goals that the target (or the Prince) has spent
Willpower to pursue in the last 24 hours. This does include spending willpower to activate charms, meaning (among other
things) that if either pays willpower to activate a combat charm the other is immediately aware of the justification and can take
action in response.

Mimosa's Leaves Spring Shut


Cost: – (1wp) Mins: Essence 3 Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Crimson Petals Brush the Noumenon
Once there was a girl. Her patron told her of terrible soul-destroying monsters, glaring down on the world like the
angry sun at noon. She hunted the monsters and found them dead. “Will you forgive their children?”
“The subject is closed,” said he.
Even the closest hearts must admit of some difference, lest they cease to exist in union, like droplets in the sea. This
charm allows the Prince to spend one willpower to reflexively gain immunity to social attacks from the beings whose soul she is
on a particular subject. Both parties are immediately aware when this charm is used (and what topic it targets). Valid examples
of topics to close include “Killing Tepet Ejava,” “Disobeying the laws of Gem,” “Searching for the Five Metal Shrike,”
“Changing the dogma of my cult,” and other similarly specific topics. Invalid examples include “Doing things I don't like,”
“Anything involving the West,” “Anything about food,” “All of your social attacks,” “My plans for the next thousand years,” and
other similarly vague topics. The Storyteller is the final judge on whether the chosen topic is sufficiently narrow, but no social
attack is so broad that this charm cannot function as a perfect defense against it.
The necessity of using it only against targets of its prerequisite is a unique Flaw of Invulnerability for this charm; it has
no other.

Below this line are some charms that don’t mesh neatly with the rest of Amy’s tree; they’re experiments with mechanics on my
part. Some fit her character quite well, but my current goal is to give her one inward and one outward tree (beginning at
Manifestation of Impotence and Pedestrian Paragon Acceptance).

Faith in That Foreseen


Cost: 0m Mins: Essence 2 Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK, Shaping
Duration: Varies (See text)
Prerequisite Charms: None
Upon activating this charm, the Prince subtracts any number of dice from her current action (this is not a penalty, it is an
investment, so it cannot be negated). These must be dice derived from the character's attribute/ability/specialty pool; they cannot
be dice added by a charm or other non-permanent effect. If activating this charm before making an unrolled defense, every two
dice “invested” inflicts a -1 external penalty to the static DV (which penalty still cannot be negated). Regardless of the number
of dice subtracted, the character still makes the attempted action. If the action has zero dice, it is considered an automatic botch.
At the same time as she makes the investment, she names the circumstance under which the dice will be used again and
the time that they will be used. The future action must match the current situation to the extent of [Attribute]+[Ability]
[on/against] [Self/Ally/Enemy] [Individual/Group]; a more precise prediction may count as a stunt. The time must be a number
of hours or days from the present action no greater than the Prince's permanent essence score and no less than one. If the
character takes the predicted action at the predicted time (within a 10% margin of error), she adds the “saved” dice to her pool.
These do not count as dice added by a charm or count towards DV caps, but neither do they increase the dice limit for the action.
A Prince may invest dice from any rolled action, but she may have at most a number of outstanding investments equal
to her permanent essence score at any one time. While this is a Shaping effect, it applies to the sum of reality rather than to any
specific target.
Example: Amy (Dexterity 5, Martial Arts 3, Essence 2) is about to attack an alley thug with her staff. She expects the
battle to be easy, but she suspects that she will soon make it into the bandits' hideout and face their Dragonblooded leader. She
declares that she will invest three dice from her current action in order to spend them on “My Dexterity+Martial Arts attack on a
single enemy two hours from now.” She loses three dice from her current action. If she attacks a single enemy with a martial
arts attack 1.8-2.2 hours from the present time, she can choose to add three dice to the attack as a one-time bonus; otherwise the
dice are wasted. She could not have invested dice from an attack with a sword (which uses Melee, not Martial Arts), nor could
she later apply the dice to a performance attack.

Increasing Horoscope Practicality


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Faith in That Foreseen
As any child of Wall Street knows, the purpose of an investment is that it may grow with time. Amy has learned to
create interest by investing her potential.
This charm permanently improves its prerequisite. From now on, for every unit of time that passes, increase the stored
dice by 10% (this simple interest, not compound). Save fractions but round down to the nearest whole number when the dice are
added.
Example:Amy (Essence 5) invests three dice on an action “five hours from now.” After the first hour she gains 0.3 dice
(3.3 total). This pattern continues in the second hour (3.6), third (3.9), fourth (4.2) and fifth (4.5). When she calls in the loan
after five hours, she adds four dice to her pool.
At Essence 4+, increased longevity and precision bear greater dividends. If the Prince predicts the target precisely--
that is, in such a way that it might reasonably be expected to identify a unique being (“Cynis Arko,” “The dog-headed guardian of
Chejop Kejack's back door,” “The person trying to stab me”)-- the value increases more rapidly. If the increment of time is
hours, interest is 20% per increment. If the increment of time is days, interest is 30% per increment. If the increment of time is
months or greater, “interest” converts two of the dice per increment into an automatic success.
At Essence 5+, if the increment of time is years, interest converts two dice per increment into four automatic successes.

Illiminable Prophetic License


Cost: -- Mins: Essence 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Faith in That Foreseen
Any prediction about the future has value, from that of the day trader to that of the man who invests for years in a small
startup. As the Prince becomes more enlightened, she begins to understand this simple truth.
This charm expands the time increments available to the Prince to include minutes and months. In addition, she adds
2*[her permanent Essence rating] to the percentage margin of error for all predictions and doubles the number of outstanding
investments she can have at any one time.
At Essence 4+, the increments for predictions expand to include ticks and years.
At Essence 5+, the character gains the ability to commit the dice invested through this charm's prerequisite. Doing so
reduces the number of dice for that particular pool by the entire amount of the investment as an ongoing effect until the
investment is claimed, but it doubles the final reward (including any bonuses from Increasing Horoscope Practicability).
Yes, this allows for a very large bonus to be collected for a single attack at Essence 10 after ten ticks in combat if you
invest your whole pool. Yes, if you can survive combat with a -13 irreducible internal penalty for ten ticks at Essence 10 you
deserve whatever you get.

Dread Augury of Mundanity


Cost: 5m Mins: Essence 4 Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK, Messianic (3), Obvious
Duration: One minute
Prerequisite Charms: Increasing Horoscope Practicality, Illiminable Prophetic License, Glory-Born Incredulity
When once she learns to gain power by restricting her own competence in the here and now, shrouding her legend, the
next logical step is restricting the competence of others.
The Prince clearly announces a prophecy of failure, which is repeated by translucent Old Realm characters that fill the
space behind her. This Prophecy can be expressed in character by any means, but it is communicated between players as a
description of a single Attribute+Ability dice pool and a number of dice. All characters within a number of yards equal to
[Prince's Permanent Essence]^[Prince's Permanent Essence], including the Prince herself, have the maximum bonus from dice
added by charms reduced by that amount. The characters' base pools are not altered, only the limits.
[name]
Cost: am Mins: a Type: a
Keywords: aa
Duration: aa
Prerequisite Charms: aa
[Text of the charm]

Cyprian
The Resonant Liturgy
In the time before time, Cyprian was known as the Hand Which Holds The Litany. Cyprian was not the
most powerful of the Primordials, but he was one of the more perceptive. Endlessly intrigued by the
interactions of his own lesser souls and of the fear-filled races that they spawned, it was Cyprian who
designed the concept of worship, and when the other Primordials saw its worth and helped to encode it
into the fabric of their newly-formed world, he was filled with pride. It was Cyprian who helped to
construct humanity as a weak species, instilling in them value as engines of prayer, and he seemed to
enjoy them more than most of his fellows.
It was thus that humanity's betrayal struck a terrible chord with him, as they turned aside from the
faiths that he had instilled in them, creating champions to destroy their former masters. Cyprian died
never truly understanding what had occurred - many of his souls fought bravely, but most were
slaughtered in the War, including his fetich. When Cyprian reformed as Cyprian, it was with a
newfound understanding of the faiths that he had thought eternal. No worship could last forever, he
reasoned, and all beings must find faith within themselves. So Cyprian set himself apart within
Malfeas, and let his souls squabble about the best way of proving their love and devotion.

Appearance
Cyprian has three jouten that are commonly (or at least, relatively commonly) seen in Malfeas. His
worldform takes the shape of a vast temple complex, which sits high atop the highest layers of Malfeas,
as far from the chaos and confusion of the Demon City as the Liturgy can manage. This temple
stretches impossibly far, miles of unfolding prayer rooms and open-air pagodas, filled with temples in
every imaginable design and to every imaginable concept, all filtered through the Resonant Liturgy
himself. The temple is purest white, so bright that even the green light of Ligier seems to reflect pure
white off its surfaces, and is one of the most beautiful structures in the Demon City. However, its
beauty serves not to inspire, but to oppress - those who see the Temple are brought to look at their own
unimportance by comparison. Only the mightiest beings, such as Cyprian's siblings, can look on him
dispassionately.
Cyprian's humaniform jouten rarely leaves his temple-body. The High Priest takes a roughly humanoid
shape, with pale translucent skin and vague features that almost seem to represent whatever the
onlooker sees as most admirable. He wears long, flowing robes whose color seem to change from every
angle, and carries a heavy crosier on which he must lean when not moving.
Sometimes, however, Cyprian also roams the Demon City in a third form - a medley of sound and light
that brings hope, only to vanish around a corner and leave even greater despair in its wake. Cyprian
travels rarely enough that many residents of Malfeas are not prepared for his passing, but those who are
usually find that their usual preparations against Adorjan and the Ebon Dragon are sufficient to ward
off the Chorus travelling in its purest form.

Personality
Cyprian seems, at first glance, to be one of the kindest and most virtuous of the Yozi, one whose
selfless martyrdom within the terrible layers of Malfeas underscores the cruelty of the pitiless gods who
trapped him there. He urges his followers to find their own truths and to never stray from them, to act
always with justice, and never to compromise in the face of threats, and to his credit, he takes his own
lessons to heart.
The truth, however, is that the faith embodied by Cyprian is as poisonous as that of Cecelyne. Under
his guidance, religions fracture into schismatic factions, and reasoned discourse collapses into civil war.
Most of his Third Circle souls are in open warfare against each other at any given time, and Cyprian
smiles indulgently down on them and encourages each to continue to fight for what she believes in. In
this, too, Cyprian acts with honesty. In his eyes, the world is fractured and fragmented. There is no
greater truth, only the truth that each person holds in their own heart. By allowing his souls to seek
their own truths, he fragments himself, and in doing so he sees the thousand facets of faith.
Cyprian still hates the gods and the Exalted for what they did to him, and rarely passes an opportunity
to flaunt his relative virtue in the faces of their champions. He cannot truly blame them, however, for
he knows that they follow a different faith - but his own Truth demands their destruction, and so
without malice, he will seek to remove them from existence.

Cyprian and the Reclamation


Cyprian has deeply mixed feelings on the subject of the Reclamation. On the one hand, he loves his
sister Adorjan dearly - so much so that he has, on more than one occasion, attempted to force her to
love him back. Fortunately for all parties involved, he has yet to succeed, but his respect and
admiration for his mad sister, who sees her own truths so deeply that even the other Primordials think
her mad, compels him to assist her. He also has a fond admiration for his brother Malfeas, both for his
conduct during the war, and his all-consuming fury since its end. She Who Lives In Her Name he
respects, despite the fact that their respective truths are ultimately incompatible, and if it were only
these three Primordials involved in the Reclamation, he would join it in a heartbeat.
It is not merely these three, however, and the other two are the reason that Cyprian has yet to join the
cause. Cyprian's attitude towards Cecelyne could be politely described as loathing. She seeks to force
others to her truth, even the Yozi themselves. She puts forth a philosophy in which the strong do not
seek out greater ideals, and the weak simply prostrate themselves to whomever is present at the
moment. Her laws are fundamentally unsound, and her attitude is infuriating. Worst of all, however, she
has usurped worship from Cyprian, and her priests are the ones most of Malfeas' denizens think of first.
This is intolerable to the Liturgy.
Still, Cecelyne alone he might have put up with, for the sake of Adorjan and Malfeas. But there is one
Primordial Cyprian does not simply hate. He fears the Ebon Dragon. In the Ebon Dragon's smile,
Cyprian faintly senses the faltering of all of his ideals and beliefs. In the Ebon Dragon's words, he hears
the truths that he clings to crashing down around him. The thought that the Ebon Dragon's spite and
guile could be dominant in the world, rather than Cyprian's faith and justice, terrifies him, and Cyprian
will not have anything to do with his dark brother under any circumstances.
It is possible that a Green Sun Prince, especially a Scourge, might be able to convince Cyprian to teach
them Charms, if only to help counterbalance whatever the Dragon plans. But it would be a difficult
endeavor.

Souls of Cyprian
• Salonius, Inscriber of Endless Truths, Fetich Soul of Cyprian
• Nimrata, The Ancient of Days, Second Soul of Cyprian
• Kyriaki of the Spreading Hope, Defining Soul of the Ancient of Days
• Neshama, That Which Unifies, Third Soul of Cyprian
• Ishvari, The Heart Of Purpose, Fourth Soul of Cyprian
• Kokuzo, The Outreaching Arms, Fifth Soul of Cyprian
• Macarius, The Thrice-Bound Pillar, Sixth Soul of Cyprian
• Manjusri, The Glorious Calm, Seventh Soul of Cyprian
• Onuphrios, The Silent Wild, Indulgent Soul of the Glorious Calm
• Vajrapani, The Thunder Spear, Eighth Soul of Cyprian
• Maelmaedoc, The Hope of Redemption, Ninth Soul of Cyprian
• Zenaida, The Verdant Spring, Tenth Soul of Cyprian
• Meritaten, The Scribe of Blood, Eleventh Soul of Cyprian
• Aloysia, The Poet of Flesh, Twelfth Soul of Cyprian
• Sanhedrin, The Final Judge, Thirteenth Soul of Cyprian

New Charm Keyword: Tenet


Even among the Yozi, Cyprian is known for the zeal with which he pursues his goals and agendas. The
first time that a character purchases any Charm with this Keyword, she must select a number of Tenets
equal to half of her highest-rated Virtue, rounding up. Each Tenet is a core aspect of the character's
personal philosophy, defined in a single sentence. Examples include, "The Yozi are the rightful rulers
of Creation", "Death is preferable to dishonour", or "Heresy should be punished by death". Each Tenet
should be connected deeply to the character who takes it. By themselves, Tenets behave as additional
Intimacies for the purpose of social combat, except that they cannot be removed. Instead, characters
may change one Tenet once per story by spending (highest Virtue) scenes acting against it, and
spending 1 XP as though changing her Motivation. Magic targets Tenets as though they were
Motivations, and they may not be altered by nonmagical social attacks.

First Cyprian Excellency


Cost: 1 mote per die; Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Litany of Faith is righteous, believing above all else in the triumph of Truth over adversity. He is
inspiring even to his enemies, dogmatic and driven in his own choices, and pushes his opponents and
allies to schismatic devotion to their own ideals.
Characters may apply this Charm to any action that is focused on the character's philosophic goals, or
on any action designed to encourage or force others to stand up for their beliefs The Cyprian
Excellency may not be used for any attempt to spread chaos or doubt without offering a clear, superior
path to the one being attacked, nor may it be used on actions whose outcomes solely benefit an
individual (for example, defending oneself in a random brawl is not allowed, nor is saving someone's
life simply because they are in danger, but defending oneself during a war or a battle with your cause or
nation's fate living or dying with you is perfectly acceptable, as is saving someone because doing so
will turn their village to your worship).

Cyprian Mythos Exultant


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Cyprian Excellency
Cyprian has an endless store of faith in the rightness of his actions. When an action enhanced by a
Cyprian Excellency succeeds, the character may recover a spent Virtue channel of any sort in place of a
Willpower reward.

Sorcerous Initiation of Cyprian


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Cyprian Excellency
Cyprian inspires and demands reverence, if not always obedience. Spells that obviously enhance social
attacks or force others to love or reverence do not cost Willpower. This does not cover summoning
spells that summon mindless creatures or creatures that do not love the caster, or spells that force
obedience (unless they do so entirely through love). Valid spells include Commanding Presence of Fire,
Curse of Slavish Humility, The Sacred Tongue, Slave-Spawn Summons, Silent Words of Dreams and
Nightmares, Summoning the Minions of the Eyeless Face, Threefold Binding of the Heart, Unity of
Dreams, and Unity of the Closed Fist. Cyprian cannot cast spells that spread chaos as their primary
effect or take total control of a target, such as Paralysing Contradiction, Shadowy Simulacrums of
Smoke, Sorcerer's Irresistible Puppetry, Hideous Confusion of Tongues, Insidious Tendrils of Hate,
Summoning the Heart of Darkness, or Winds of Confusion.

Principles Before Preference


Cost: None; Mins: Essence 1; Type: Permanent
Keywords: Permanent, Tenet
Duration: Permanent
Prerequisite Charms: None
When defending your principles, no price is too high to pay. Whenever a character with this Charm
channels a Virtue on a die roll that supports one of her Tenets, she adds one automatic success to the
roll. In addition, once per day the character may channel a Virtue in defense of one of her Tenets
without spending Willpower or a Virtue channel. Finally, whenever the character must roll to supress a
Virtue to take an action that supports one of her Tenets, she removes two dice from the Virtue roll (this
applies only to the roll itself, not to determining if a roll is needed).
However, such dedication to the character's philosophy comes at a price. The character may never
channel Virtues on actions that oppose any of her Tenets. Furthermore, whenever the character attempts
to supress one of her Virtues in order to take an action that opposes any of her Tenets, she adds two dice
to the Virtue roll.
If an action the character attempts supports one or more Tenets and opposes another one or more, this
Charm has no effect either way - Virtues are rolled normally.

A Dozen Paths To Glory


Cost: None; Mins: Essence 3; Type: Permanent
Keywords: Permanent, Tenet
Duration: Permanent
Prerequisite Charms: First Cyprian Excellency, Principles Before Preference
Faith is a complex thing, and cannot be broken down as easily as many people believe. Upon
purchasing this Charm, the character comes to understand this, refining and improving on her
philosophy. Upon purchasing this Charm, the character chooses three additional Tenets, which behave
exactly as her original ones do. In addition, she now treats her Tenets as Virtues for the purpose of
social combat, rather than as Intimacies. Finally, she may channel Virtues to support her Tenets by
spending 2 motes instead of a Willpower if she so chooses.
However, this Charm further restricts the character's options. Whenever she wishes to act against one of
her Tenets, she must roll her Essence. If the roll succeeds, she must spend a point of Willpower as
though supressing a Virtue. If two of her Tenets contradict, she must roll Essence for each one and
follow the one with more successes (or spend a Willpower to supress it).
This Charm may be purchased again at Essence 6. Doing so increases the number of additional Tenets
that this Charm grants from 3 to (Essence), and allows her to list all of her Tenets in order of
importance. If a lesser Tenet contradicts a greater one, she automatically must follow or suppress the
greater one. This also enhances Principles Before Practice, causing it to only consider the most
important Tenet when determining bonuses and penalties. However, she must now spend a Willpower
to attempt to suppress a Tenet, and another if her suppression roll fails.

Remember Your Purpose


Cost: 3 motes; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: One Day
Prerequisite Charms: Principles Before Preference
Above all else, Cyprian demands that those he interacts with have the mental and spiritual fortitude to
hold to their beliefs, no matter what occurs. The character targets any being that he is capable of
interacting with, and reminds them of this, rolling (Charisma + Presence or Performance + Essence)
against the target's MDV. If the mental attack succeeds, the target becomes a slave to her passions. For
the duration of the Charm, she must always spend one Willpower to fail Virtue rolls, and she must
spend 1 Willpower per scene to avoid acting in favor of her Motivation when given the opportunity, or
2 Willpower to act against it (even if the long-term benefits of doing so would be greater). Targets who
spend a total of 5 Willpower over the course of the day end the Charm.
At Essence 5, the character may spend 1 Willpower to increase the duration of this Charm to (Essence)
days.
This Charm may be purchased a second time at Essence 4. If the character does so, she may spend 1
Willpower and up to (Essence) additional motes when activating the Charm in order to have it affect a
number of people with a Magnitude equal to the additional motes spent. Each person applies their
MDV individually against the character's roll, with no bonus for group size or leadership. Individuals
spending enough Willpower to end the effect end it only on themselves.

The Righteous Triumph


Cost: 3 motes; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Remember Your Purpose
The true nature of righteousness is to be displayed, for if you are quiet in your faith none can see your
glory. This Charm may be used on any target capable of hearing the Infernal's words, and who the
Infernal can perceive. Upon activation of this Charm, the target receives one additional Virtue channel,
which she may use to channel any of her Virtues rated at 3+. However, she may only use this additional
channel to defend her Motivation or one of her Intimacies (or, if she has them, her Tenets). The channel
remains until spent. Once a character uses their free channel, they may not receive another one for at
least a day.
At Essence 4, the character may spend an additional four motes and a Willpower when activating this
Charm to have it apply to a social unit with a Magnitude no greater than the Infernal's Essence rating.
If the character knows the Charm Voices of the Meek, she may use this Charm without it counting as a
Charm activation on anyone who successfully prays to her.

Reach Your Potential


Cost: 10 motes, 1 Willpower; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Training, Tenet
Duration: Instant
Prerequisite Charms: Remember Your Purpose
Focusing her will, the character pushes a target to achieve their true capabilities, regardless of whether
they wish to gain such enlightenment. The character may use this Charm against any target who can
hear her voice. If the target is willing, no roll is required; otherwise, the character must roll her
(Charisma + Presence + Essence) against the target's MDV.
Upon a successful activation, the character grants the target a Tenet, which may be anything the
character wishes. Only targets with one or no Tenets can be affected in this manner. Such Tenets remain
until the end of the story, at which time the target may spend 1 XP to retain them permanently.
Alternately, the character may train the target in the specialty "While Defending My Tenet" for any
Ability or Virtue. These specialties cost the usual 3 XP each. A given Virtue may only have one
specialty of this kind.
If the character knows the Charm Voices of the Meek, she may use this Charm without it counting as a
Charm activation on anyone who successfully prays to her.

United In Dedication
Cost: None; Mins: Essence 4; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Reach Your Potential
The prayers of the faithful are songs of beauty to Cyprian, and he answers them with dedication. This
Charm permanently enhances the Infernal, and affects anyone who asks him for help or who
acknowledges him as a guide or mentor. For one month after seeking the Infernal's aid or declaring
their support, any affected target doubles his MDV bonuses and penalties for Intimacies, Virtues, and
Motivation. This is considered to be unnatural mental influence that cannot be resisted with Willpower,
and does not count towards Charm die pool maximums.
Furthermore, when taking actions that run directly contrary to any of those traits, targets take an
internal penalty of -1 for violating Intimacies, -2 for violating Virtues, or -3 for violating Motivation.
These penalties do not stack - use only the largest. On the other hand, when the target channels their
Virtues, they add a +1 die bonus to their rolls, and when they channel Virtues in support of their
Motivation (or Tenets) they gain a +2 die bonus. Both penalties and bonuses are unnatural Emotion
effects that can be resisted for one action by spending a Willpower, and count towards Charm
maximums.
This power does not affect any being with a Cult rating - those who are worshipped cannot benefit from
their own worship. The Infernal cannot turn the power off or choose who is affected - anyone who
behaves appropriately gains all bonuses and penalties. Finally, if the Infernal knows the Charm Voices
of the Meek, this Charm automatically affects anyone who takes part in a worship ceremony presided
over by a successful prayer to the character. Again, this is not an optional effect.

Purpose-Reinforcement Prana

Cost: 6 motes; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK, Social, Tenet
Duration: Instant
Prerequisite Charms: Principles Before Preference
Cyprian's ideals are everything to him, and no force can sway his judgment for any length of time. This
Charm may be activated whenever the character is required to spend Willpower to resist mental
influence of any sort. For every Tenet the character possesses that the mental influence is not in support
of, the character is considered to have spent one point of Willpower, up to a maximum of (Essence)
Tenets. This counts towards the amount of Willpower required to end Charms, and to render yourself
immune to further social attacks in social combat.

Hidden Facets Of Truth


Cost: 3 motes, 1 Willpower; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Tenet
Duration: Indefinite
Prerequisite Charms: Purpose-Reinforcement Prana
With reflection, a cunning philosopher can find the truth at the heart of all things. The character applies
this principle to the world around her, seeing her enemies' truths as her own, if only for a moment. The
character may activate this Charm at any time, provided that she is currently being affected by
unnatural mental influence. When she does so, she immediately transforms the action that the influence
compels her to do into a Tenet, with all of the advantages and disadvantages that this brings. New ideas
are less important than core ideals, however, and so the character may completely ignore the unnatural
mental influence whenever it conflicts directly with one of her normal Tenets.
The character may activate this Charm repeatedly, for each influence affecting her. All unnatural mental
influence is treated as an equally-valid Tenet when contesting each other. If the character possesses A
Dozen Paths To Glory, she may rank her unnatural mental influences against each other, but all must
rank below her normal Tenets.

Inspirational Being Stance

Cost: 5 motes; Mins: Essence 2; Type: Simple


Keywords: Combo-OK, Emotion, Obvious
Duration: One Scene
Prerequisite Charms: None
Whether angered, or simply wishing to make a point, the character channels the raw Primordial divinity
of her patron. Upon activation of this Charm, the character is surrounded by a raw display of power,
usually in the form of prismatic sprays of Essence and harmonic choirs, which renders stealth
impossible. However, the display fills onlookers with the certainty that they are watching a being of
power, and inflicts a reluctance to attack. Any character who wishes to attack or approach the character
suffers a penalty to the roll equal to (5 - her Conviction). This penalty also applies to the targets' MDVs
against social attacks. Targets may spend one Willpower per action to ignore this penalty; once they
spend 3 Willpower, they are immune to this Charm for the scene. Alternately, targets who can justify it
based on the situation may channel any Virtue rated at 3+ (for the usual one Willpower) to end the
Charm's effects on them immediately.

Unworthy Soul Struck Down


Cost: 3 motes; Mins: Essence 2; Type: Supplemental (Step 1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Inspirational Being Stance
Compared to the power of the soul, the mind is as nothing. The character angles her blow through
reality, striking at her opponent through the raw power of the soul, and allowing only the soul to defend
against her. This Charm may enhance any physical attack. If the attack is successful, it ignores all
armor soak and Stamina-based soak on the target. However, the target adds her highest MDV to any
sources of natural magical soak she has to determine her soak.
Fury Of The Faithful
Cost: 5 motes; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Tenet
Duration: Instant
Prerequisite Charms: Unworthy Soul Struck Down
When witnessing events that go against the faith, a true believer is overcome by holy fury. This Charm
may be activated to enhance an attack whenever the character is attacking someone whose current
actions, behaviour, or state are directly opposed to one or more of the character's Tenets. If the attack
strikes successfully, it increases its raw damage by the number of Tenets violated, and its minimum
damage by half that level (to a maximum of double its original minimum damage). Furthermore, the
damage becomes Aggravated in Step 10.

Above The Masses


Cost: 3 motes; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Action
Prerequisite Charms: Inspirational Being Stance
The slings and arrows of the masses are as nothing to Cyprian, who treats such angered attempts to slay
him as merely another form of worship. So it is with the character. Upon activation of this Charm, her
form blurs and shifts, twisting in several directions at once to respond to each attack that is directed
towards her without regard for the others. As long as this Charm is active, the character takes no
penalties from onslaught or coordinated attack penalties.
At Essence 3, the character may spend an additional 3 motes and a Willpower when activating this
Charm, extending its duration to One Scene.
At Essence 4, this Charm may be purchased a second time. If so, the character may spend an extra 2
motes when activating it in order to transform penalties from onslaught or coordinated attacks into DV
bonuses.

Swords Fall Before Truth


Cost: 4 motes; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Unworthy Soul Struck Down, Above The Masses
When the character raises her weapon to strike, those that she is striking recognize that their defeat is
inevitable and surrender to the impending inevitable. This Charm inflicts unnatural mental influence on
the subject of the character's attack. Unless the target spends a Willpower to resist the effect, it becomes
unblockable and undodgeable. There is no limit to how much Willpower must be spent in a scene
resisting this effect.
At Essence 4+, the character may spend an additional Willpower to have this Charm affect every attack
in a flurry. In such a case, a target spending a total of three Willpower may shrug off the effect for
every attack in the flurry.

Resonant Chorus Shintai?

Truth Is Eternal
Cost: 4 motes; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Above The Masses
Mere wounds have no power compared to the raw chorus of the Resonant Liturgy. This Charm may be
used in response to any attack of which the character is aware. It acts as a perfect parry against that
attack, even if the attack is unblockable. To observes, the character parries with the raw force of her
certainty, letting off a burst of sound and light that takes whatever form the character sees fit. This
Charm bears the Imperfection of the Resonant Liturgy. This Charm may never be used against attacks
aimed at other people, even if the character somehow makes herself the target of the attack.
At Essence 4, the character may purchase this Charm a second time. Doing so allows her to spend 1
Willpower when activating the Charm to extend its duration to one tick. If so, the character may extend
the duration to one action by increasing its total cost to 8 motes and a Willpower once she reaches
Essence 5.

Eye For Faith's Fetters

Cost: 3 motes; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Inspirational Being Stance
To the keen eye of the Liturgy, the faintest trace of prayer leaves a mark that can be easily studied.
Upon activation of this Charm, the character gains the same ability. For the duration of the scene, he
can automatically tell when looking at anyone what their Cult rating is, as well as knowing how many
formal prayers or worships they have taken part in during the last week. By focusing on a character and
taking a Miscellaneous action to study them, the character can learn quite a bit more. If studying a
character with Cult, the Charm user learns what their Cult rating is, and what emotional context they
are worshipped to in (such as 'hero worship', 'reverent awe', or 'matter-of-fact business'). If studying a
character who has taken part in a worship, the Charm user learns exactly when the targets' worships
took place, any sacrifices made as part of the worship, and the emotional context of the prayer. They
also learn the name of the being worshipped, although only the name that the worshipper knows the
being as. Finally, if the prayer was answered with a magical effect, they learn the full effect of that
response.
This Charm automatically succeeds. However, if a target is using magic to conceal their true identities,
it will also conceal any Cult rating or prayers they have made as part of their true person. In such
situations, Eye For Faith's Fetters does not apply any bonus to the resulting Charm roll-off.

Feeling Worship's Strands

Cost: None; Mins: Essence 3; Type: Permanent


Keywords: None
Duration: Permanent
Prerequisite Charms: Eye For Faith's Fetters
It is a simple thing to sense flowing power. It is a harder thing to follow it, but for Cyprian, such a
difficulty is no difficulty at all. This Charm permanently enhances Eye Of Faith's Fetters. While that
Charm is active, the character may commit three additional motes whenever she is looking at someone
with a Cult rating or who has performed a prayer towards an individual in the last week. This allows
her to follow the strands of Essence flowing between them and their cult or beneficiaries, tracking them
to their source.
This acts as a form of supernatural tracking. When used on someone with a Cult rating, it allows the
Infernal to unerringly follow the thread to the nearest cultist of that person. When used on a
worshipper, it allows the Infernal to unerringly follow the thread to the object of worship. The power
lasts for a full week of tracking, but requires Eye For Faith's Fetters to remain active for the entire
duration. This is a perfect effect; if opposed by supernatural concealment, it applies (Essence)
successes to the ensuing Charm roll-off.
Note that the Infernal may not study themselves. However, they may study any of their allies if said
allies can learn a proper worship ceremony to any given target, and follow that thread.

Subordination Of Purpose
Cost: 3 motes, 1 Willpower or 1 mote; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisite Charms: Eye For Faith's Fetters
Worship is a beautiful thing. It grants hope, strength and love to those who believe. But Cyprian
intended it for the purpose of power, and that power can be stolen.
This Charm has two uses. First, the character may use this Charm while in the presence of any being in
order to usurp their Cult for her own purposes. She must roll (Essence + Performance) at a difficulty of
her target's Essence rating. For every two net successes, she steals one dot of Cult from her target.
These stolen dots provide the character with a new Cult rating of equal value. A character with multiple
Cults does not stack their benefits; however, if her two highest Cults are at the same rating, she treats
her effective Cult as one dot higher than this (maximum 5). The character may, however, steal Cults
from as many beings as she wishes.
The second purpose of this Charm interrupts prayers. This mode costs only one mote, and must be
activated while at a worship ceremony to any being. The character rolls (Charisma + Essence), at a
difficulty of the worshipped being's Essence rating. If she is successful, every net success provides her
with one mote for every Resources dot sacrificed at the worship (maximum five net successes). A failed
ceremony provides only half this many motes. In addition, the prayer completely fails to reach its
intended target, regardless of whether it succeeded or not.

Faith Shines Forth

Cost: 4 motes, 1 Willpower; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Social, Emotion, Tenet
Duration: Instant
Prerequisite Charms: Eye For Faith's Fetters
Organized religions can develop new philosophies in a moment, leading to schisms and new holy writ
as they wrestle with their theology. Using this Charm, the character promotes such a schism. The
character may target any social group with Magnitude 1+. She chooses any Magnitude worth of that
social group (choosing individual members if she wishes), and rolls ([Charisma or Manipulation] +
Socialize). Subtract an external penalty equal to the Magnitude of the group being targeted, plus half
the MDV of the group's leader. If the roll is successful, a splinter faction forms.
The character chooses one of her Tenets, which may not be in opposition to the Policy of the splinter
faction. The splinter faction adds this Tenet to their Policy. In addition, they will automatically choose a
new leader from their new group. Splinter units must spend one Loyalty per day to act against their
adopted Tenet or to join any social group that does not include it. When they have spent 10 Loyalty in
this manner, the Tenet subsides (although many splinter groups retain the Tenet as general policy if it
does not conflict with their natures).

Friendship Falls To Duty


Cost: 5 motes; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Emotion
Duration: One Scene
Prerequisite Charms: Faith Shines Forth
Every true devotee knows that no friendship, however strong, is as important as their faith in their
cause. The character takes advantage of this to incite close friends and allies to seeek their own
pathways to success, ignoring each others' achievements.
The character may target up to (Essence x2) individuals, or a single social or mass combat unit with a
Magnitude of up to (Essence). She must roll her (Charisma + Socialize + Essence) against the targets'
MDVs. In the case of a social unit, use the leader's MDV plus half the unit's Magnitude. If the character
is successful, the group dissolves as a cohesive whole - although they may still have respect and
friendship to one another, they cannot work together towards a common goal.
Against individuals, this power has two effects. First, all affected individuals do not consider each other
to be 'allies' for the purpose of any Charms or effects that affect or do not affect allies. Secondly, any
attempt to organize the individuals tactically (such as organizing co-ordinated attacks or aiding each
others' rolls) suffers an external penalty equal to the Infernal's Essence rating. Any affected individual
may spend one Willpower per action to ignore both of these effects; once someone spends four
Willpower, they are immune to the effects for the duration of the scene.
Against social units, this effect causes mass confusion and lack of co-ordination, causing the unit's
effective Magnitude to be reduced by the Infernal's Essence (to a minimum of 0) when calculating
bonuses and penalties from Magnitude. A unit's leader may spend one Loyalty per action to ignore this
penalty, up to four Loyalty in a scene to become immune.
Finally, mass combat units are still present, but become disorganized and self-focused. They reduce
their Drill rating by the Infernal's Essence rating, to a minimum of 0. Mass combat units may spend one
Willpower per action to resist this effect, up to four Willpower over the course of a scene.

Voices of the Meek


Cost: None; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Faith Shines Forth
A true bastion of faith must be able to hear the voices of the faithful. Upon learning this Charm, the
character automatically develops a new thaumaturgy ritual, which allows those who learn it to pray to
her as per the rules for the Beckon God rituals in the Art of Spirit Beckoning. This ritual can be learned
by anyone for 1 XP, or for free by any Adept of the Art of Spirit Beckoning. The character can hear the
prayers of any being who worships properly, and can respond if she so chooses. In addition, many of
Cyprian's Charms may be used on someone who properly enacts this worship ritual.
Hemera

Hemera, the Scorching Brightness


Hemera, the Scorching Brightness, is the Primordial associated with Light. It was he who came up with
light itself, long before the Unconquered Sun was ever thought of. He was then, in the Primordial War,
defeated by the Exalted, forced to swear an oath upon his name, as all the Yozis were, and mutilated
horrifically by the death of his souls. Hemera appears in Malfeas as a field of endless ice by Kimbery's
shore, that is blinding to look upon, yet just because he is associated with light does not mean that he is
not as twisted, angered and filled with hatred as the other Yozis. Hemera particularly hates the Ebon
Dragon, for trying to drown his light in shadow, and has plans for him after the more pressing matter of
the Reclamation is done.

Personality
Hemera's hatred is cold as the ice that he is formed of, even while its blinding brightness produces heat.
He possesses a cold hatred for the Incarnae, hating them with every fragment of his being, in a constant
state of tranquil fury. He does not senselessly rage like Malfeas - instead, he constantly burns with a
cold hatred, and is constantly thinking up ways to defeat them. Recently, he has decided to throw its
weight behind the Reclamation, even while hating one of its chief architects, the Ebon Dragon. Hemera
seeks revenge with cunning and intelligence, realising that the Reclamation is the plan most likely to
finally work.

History
Hemera was originally known as Hyperion, Primordial of Light. In those days, he alone brought Light
to Creation, and even though he had a bitter rivalry with the Ebon Dragon, they did not hate each other
as they now do. He disliked the creation of the Unconquered Sun, and hated the idea that a being could
supplant him as bringer of light to Creation. With his loss in the Primordial War, Hemera's hatred of the
Incarnae has only increased, as they betrayed him. He now seeks to utterly destroy them, and it looks,
with the Reclamation, that this goal is looking closer than ever.

Hemera and the Reclamation


Hemera loves the idea of the Reclamation. However, he is in two minds about its architects. For one, he
hates the Ebon Dragon, for seeking to drown his light in darkness. However, he is proud of She Who
Lives In Her Name, for striking a blow against the hated Incarnae as she was captured, even while not
believing in her perfect hierarchy. He also loathes Cecelyne, for forming the barrier between Malfeas
and Creation. Adorjan he pities, for she is less than what she was. And Malfeas he both adores and
loathes, serving him as King of the Yozis while loathing him for his senseless, mindless rage. It is
currently unknown whether any Green Sun Princes or Akuma have learned his Charms.

Hierarchy of Souls
• Helios, The Titan of Light
• Lucia, The Blinding Glory
• Astaroth, The Destroying Light
• Kerubim, The Bright Ones
• Ultima, the Violet Star
• Phaeton, The Star of the Morning
• Appolyon, The Star of Revelation
• Helioi, The Burning Ones
• Aten, the Presence of Hemera Fetich soul
• Horus, the Voice of the Aten
• Shamash, the Power of the Aten
• Aquilae, The Heralds of the Aten

Imperfection of the Scorching Brightness


Hemera is a being of light, and hates and fears the dark, for it robs him of his power. Charms that bear
the Imperfection of the Scorching Brightness may not be used if the character is in an area that is not
well-lit or is principally in shadow (Creation's surface during the day counts as well-lit, but not during
the night). Furthermore, if a magical force enshrouds the character in darkness, the character may still
not use a Charm bearing the Imperfection of the Scorching Brightness.

First Hemera Excellency


Cost: 1 mote per die; Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Scorching Brightness is radiant, believing in his power and glory above all. He is proud and
shining and glorious in the midst of battle, and loves perfection. He hates his enemies, but is willing to
perfect them through battle.
Characters may apply this Charm to any action that is focused on perfecting themselves and others or
on any action designed to impress others or encourage them to seek perfection. It may not be used on
actions that go against the character's highest Virtue, nor may it be used on actions that mar the
character's perfection, as he/she sees it (for instance, fleeing from a battle when that character's view of
perfection is martial prowess).

Hemera Mythos Exultant


Cost: —; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: First Hemera Excellency
Hemera is the very incarnation of shining ego, and is perfectly convinced that his actions are necessary.
When an action enhanced by a Hemera Excellency succeeds, the character may recover a spent Virtue
channel of any sort in place of a Willpower reward.
Source: PureMadness

See Through The Blackest Dark


Cost: 3 motes; Mins: Essence 2; Type: Supplemental (Step 1)
Keywords: Combo-OK, Obvious
Duration: 1 scene
Prerequisite Charms: Eternal Light Stance
Even the blackest dark is as nothing compared to Hemera's light. When activating this Charm, the
Infernal gains the ability to see perfectly in all forms of darkness for one scene. Observers see that his
eyes are emitting a soft light, but note no other changes. This charm also allows the Infernal to see
through magical darkness.

Light is Invincible
Cost: 4 motes; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: See By Unrevealed Light
Light is invincible and eternal. This Charm may be used in response to any attack which the character
is aware of. It acts as a perfect defence against that attack, even if the attack is unblockable. To
observers, the character becomes as insubstantial as light itself for one infinitesimal moment. This
charm bears the Imperfection of the Scorching Brightness. This Charm may never be used against
attacks aimed at other people, even if the character somehow makes herself the target of the attack.
At Essence 4, the character may purchase this Charm a second time. Doing so allows her to spend 1
Willpower when activating the Charm to extend its duration to one tick. If so, the character may extend
the duration to one action by increasing its total cost to 8 motes and a Willpower once she reaches
Essence 5.

Blinding Majesty Shintai


Cost: 5 motes, 1 Willpower; Mins: Essence 4; Type: Simple
Keywords: Form-Type, Obvious, Shaping
Duration: Indefinite
Prerequisite Charms: Punish the Unworthy, See By Unrevealed Light
Hemera is a being of light, and so are those that are favoured to him. He is majestic, and his light is
blinding to those that behold it, and fills them with terrible awe. So, those that imitate his form also
become beings of terrible and awesome grandeur.
Activating this charm, the Infernal grows six wings of shining tendrils of light, which he may use to fly,
and ensures that he always has at least enough light to see by (this does not make an area well-lit for
the purposes of the Imperfection of the Scorching Brightness). Light begins to shine from his eyes, and
the Infernal becomes terrifyingly and inhumanly handsome and majestic. Observers require an
(Integrity + Essence) role on a difficulty equal to the Infernal's Essence rating to not fall down in
worship and fear at this being. This counts as unnatural mental influence.

First Hemera Excellency


• Hemera Mythos Exultant
• Sorcerous Initiation of Hemera

• Radiant Glory Technique


• The Thousand Strands of Light
• Hallow the Source of Brightness

• Eternal Light Stance


• See Through The Blackest Dark
• Walk on Light Technique
• Punish the Unworthy
• Light Is My Sword
• Blinding Majesty Shintai
• Light is Invincible

Ikanii
That Which Reaps The Lost Time
Interactions With Other Yozi
Ikanii largely communes with the Ebon Dragon and Oramus, the former because the Shadow likes to
keep his options open, and sees various ways to exploit Ikanii's terrifying powers (as well as the fact
that he naturally resonates with those who color outside the lines). Oramus is drawn to Ikanii the same
way he is attracted/offended by anything that suggests there is more than the inside/outside he defines.
Ikanii was one of the last Primordials to surrender, perhaps the last. They Exalted almost considered
simply slaying him as progress was already being made on the Shinning Tyrant's ritual mutilation at the
time and they were not sure his imprisonment would be practical.
As for what the Final Yozi does when he's at home, and why he might be interested in the Reclamation,
well for one thing, he is very, very hungry. The directions he choose to evolve in during the Time of
Glory were great for a Primordial of that Era, he swooped around Creation, hardly seen, consuming
entire populations of humans and other pre-human races, and letting only a few survivors escape to
spread the nigh shapeless terror. Bloated on the power of consumed souls, he was free to explore the
outer reaches of his madness and re-arrange his conceptual reality to suit himself. Growing into an
ever-hungry Outer Horror isn't seeming like such a swell choice now though.

Souls

New Background: Unknowable Truths


Those other than Ikanii imagine that Advaita Iraivan is flawless; that all things separate in a perfectly
dualistic fashion, one moment becomes the next, what is inside is not outside. Even Oramus who
makes no distinction between what is Beyond and what is not in his own person exists on both sides,
but not between. What lays unseen is that which is left when one moment cleaves to the next, or one
concept is not another. It is largely in these places, moments, concepts that Ikanii exists, what is seen of
him, known of him, understood of him are only the friction flashes where is existence brushes up
against what is distinct, one thing or another thing or perhaps such things are merely the insane
imaginings of an incomprehensible being that is barely in touch with its own reality…
This background is similar in some ways to the Whispers of the Neverborn (Manual of Exalted Power:
The Abyssals, p. XX). It represents the mad insights Ikanii perceives. Much like an Abyssal’s Whispers
rating, dots in this Background represent the character’s insight into the between of Ikarii. Characters
can consciously tap into this connection once per scene by reflexively spending one Willpower point.
Invoking this connection has several possible effects;
• For one roll, the player can substitute her character’s Unknowable Truths rating for an Ability rating.
• Ikanii exists in a unique state, part of time and reality yet not. It perceives everything that happens
within linear time – to a degree, and in a disjointed and semi-sensible fashion. A character who shares
this insight can glean clues and other information from such glimpses if her player succeeds at a
(Perception + Unknowable Truths) roll. More successes yield clearer and more extensive information.
The effective number of successes may not exceed the character’s Unknowable Truths rating (excess
successes are wasted). Failure results in distorted or false information that leads the character
astray.Storytellers should strongly consider making the rolls in secret so players can’t ever completely
trust the results. Queries outside the purview of Unknowable Truths, such as things that pertain to the
Deep Wyld, result in automatic failure. Open-ended questions such as, “What is my purpose?” are a
perfectly reasonable way to trigger a Storyteller-directed vision. Inquiries into the future can reveal
only what the Yozi want or plot to happen, not what will definitely come to pass; the insight of Ikarii
should not be confused for an understanding of samsara. Glimpses of these plots can provide valuable
insight to anyone attempting to further or thwart these ambitions, though.
• A character’s presence at seemingly random events sometimes trigger a reflexive activation of
Unknowable Truths to understand the event – from a certain alien point of view, but these undirected
visions are Storyteller-controlled plot devices and do not cost Willpower. In particular,the first
meaningful interaction between the Infernal and a new character of importance will trigger a vision as
the glimpse shattered fragments of the other person’s impact on events, filled with half-truths and
might-have-beens. Sorting out what is real and what is not from the vision is up to the player but the
symbolic elements of the vision should give some insight into the character they have just encountered.
• A character can use Unknowable Truths as a guide to where the Flow of Time naturally will cause her
actions to impact the future in meaningful ways. She attunes herself to the mad insights, and lets them
lead her where they will. Usually, these flashes lead Infernals to places and times where a single act
could change the future in meaningful ways or uncover secrets otherwise unknowable. (Really, this use
of Unknowable Truths is an invitation to the Storyteller to provide a short side-adventure.)

Charms
New Charm Keyword: Incomprehensible
Similar to the Avatar keyword (Manual of Exalted Power: The Abyssals, p. XX) this represents a
Charm that requires a certain minimum rating in Unknowable Truths in order to use. Normally such
Charms allow the character to draw upon the insane insights provided by her background in new or
more powerful ways, alter reality as a Shaping effect by changing what is and what is not, or bestow
such insights upon others in mind-shattering ways.

The Imperfection of That Which Reaps The Lost Time


Ikanii is a half-glimpsed nightmare, an impossible being whose terrible power makes the strong weak
and the invincible crumble.As a nightmare he cannot be fought only feared. Charms which bare the
imperfection of That Which Reaps The Lost Times always function so long as conditions call for at
least a -1 penalty to visibility (or other senses as applicable). If his nautili bio-crystalline body is
dragged into the cold hard light of day however Ikanii like all nightmare creatures is powerless, if
there is not at least a -1 penalty to visibility Charms with this imperfection fail. Though the effects of
the character’s own Charms, Artifacts and powers my cause penalties to visibility they are not
applicable for purposes of meeting this requirement,though indirect applications may be. For example
a Charm that creates a haze around the character providing a -2 penalty to see them would not allow
Charms with this imperfection to function, however using a Charm that creates fire to set a nearby
barn on fire such that the smoke provides a -1 penalty to visibility would.

Unnatural Drift Motion


Cost: 4 motes; Mins: Essence 2; Type: Simple
Keywords: Obvious
Duration: Indefinite
Prerequisite Charms: None
The Infernal moves with the slow, steady gliding grace of their patron. Except as noted this Charm
duplicates the effects of the Charm Graceful Crane Stance (Exalted, p. XX); while under the effects of
this Charm the Infernal’s actions take on a clearly unnatural and deliberate grace, even sprinting as fast
as they can their motion seems an unhurried effortless glide,the slow movements of their limbs scarcely
related to their motion at all. This precludes the possibility of taking a Jump action, doing so
immediately ends the Charm’s effects. While under the effects of this Charm the Infernal may apply
their dodge DV without actually moving, attacks just seem to somehow not quite arrive where they
should.

Nightmares Vanish By Day


Cost: None; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Ikanii Excellency, Unnatural Drift Motion
The Infernal drifts through the world as a hint of something horrid. He is too alien to truly be a part of
the world, therefore it’s inconceivable he should leave any trace of himself behind. This Charm
enhances its prerequisite, as long as the Infernal is under the effects of Unnatural Drift Motion they
leave no trail that others can follow, any attempt to track them automatically fails. In supernatural
tracking contests they add their Essence in automatic successes to their Wits +Survival roll.

Far Wanderer Absence


Cost: 20 motes, 1 Willpower; Mins: Essence 4; Type: Simple (Speed 5 long ticks)
Keywords: Blasphemy, Incomprehensible(3), Obvious, Sorcerous
Duration: Five Days
Prerequisite Charms: Nightmares Vanish By Day
In the Time of Glory on occasion That Which Reaps the Lost Time would draw it’s manifold tendrils
together, until it’s jouten body was of smooth clean lines, and then vanish to places unknown even its
siblings for a time. This Charm is a teleportation effect and is blocked by magic which prevents such
effects. A successful activation flings the Infernal through Other Time. For five days they pass through
a white void painted with insubstantial visions of things which never happened. During this period of
time they are an invalid target for all actions, functionally they do not exist from the perspective of any
other being. They are cut off from all external sources of Essence (or willpower) gaining nothing from
Cult or Hearthstones during this period of time. They may not even respire Essence, though they may
gain it from other internally generated sources such as Charms that don’t rely on external factors. At the
end of their lonely voyage they emerge from the Arch of Undreamt Eternities (Lords of Creation, p.
XX). This passage cannot be tracked even by supernatural means of tracking, the character simply
leaves no trail and this trip is an invalid target for tracking actions.
Use of this Charm is a violation of Ikanii’s terms of imprisonment, and at present the Titan itself
cannot activate it.

Other Tower Sanctum


Cost: None (+30 motes); Mins: Essence 5; Type: Permanent
Keywords: Incomprehensible (5)
Duration: Permanent
Prerequisite Charms: Far Wanderer Absence
Once before it became the broken thing it is now, the Hidden Titan occasionally wished to meditate
upon its inscrutable insights or otherwise go about its unknown and unspeakable tasks it would
withdraw to its bastion outside the reach of all others. This Charm enhances its prerequisite, the
Infernal folds Elsewhere around himself as he enters Other Time slowing and ultimately stopping the
voyage engendered by Far Wanderer Absence. This allows the Infernal to remain in that place, secure
and outside of existence, with all the advantages and drawbacks that brings as long as they maintain the
additional 30m this Charm calls for committed. Once they release these motes the normal effects of Far
Wanderer Absence proceed and reach conclusion in their normal time frame.

Far Darkness Dweller


Cost: 5 motes; Mins: Essence 5; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping
Duration: Indefinite
Prerequisite Charms: Nightmares Vanish By Day
The Infernal sees no difference between the vast heights of the Celestial Void, the deepest depths of
Creation’s Ocean, Kimbery or even the earth itself. While under the effects of this Charm no natural
phenomenon, including the passive manifestations of Primordial’s jouten, impairs the Infernal’s ability
to see or move, nor does it inflict any form of environmental penalty upon them. This explicitly means
they can effectively fly, pass (and see) through solid rock and the like. While this Charm allows the
Infernal to effortlessly glide through the deeps of the earth or the skies of Creation it does not allow
them to pass through stone walls, doors or other constructed obstacles that are not passive elements of
the natural environment.
Invoking this Charm is considered an innate power rather than Charm use if the Infernal is already
under the effects of Unnatural Drift Motion.

Shattered Fragment Insights


Cost: 1 mote; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Incomprehensible (1),Social
Duration: Instant
Prerequisite Charms: Unnatural Drift Motion
Ikanii does not deal in lies, but rather a truth that others simply do not understand. This Charm may be
used in Social combat or simply in conversation when the Infernal makes any statement that can be
classified as a ‘half-truth’. From the mad point of view of the Infernal the statement is completely true
– even if it’s contradictory with other statements she has made. The fragments of Other Time in which
she partially exists allows for many things difficult to understand for those who cling to the illusion of
linear causality.Charms that detect truth treat any such statement as the whole and complete truth. This
only applies to Charms that detect if the Infernal is lying, Charms that are capable of divining the
objective truth by some means detect the disparity as normal. If their questioner has even a single dot in
the Unknowable Truths background then this Charm has no impact on their magical methods of
interrogation as they are able to perceive events as the Infernal does.

Nightmare Incarnate Mien


Cost: 5 motes, 2 Willpower; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: None
The Infernal takes on the incomprehensible mien of Ikanii.While under the effects if this Charm any
social attack or Emotion effect that invokes or uses terror, horror, insanity, confusion, or a certain
bizarre form of mad devotion to Iknaii’s incomprehensive truths costs an additional Willpower to resist
and qualifies as Unnatural Mental Influence. While under the effects of this Charm however the
Infernal cannot benefit from, or invoke any other emotion, emotional intimacy or any Emotion effect
that draws on other emotions.

Madness Inspiring Revelation


Cost: None; Mins: Essence 3; Type: Permanent
Keywords: Emotion, Incomprehensible (2),Servitude, Social, Training
Duration: Permanent
Prerequisite Charms: Nightmare Incarnate Mien
Those who contemplate Ikanii too long or even remain in his presence risk coming to learn things they
wish they hadn’t. This Charm enhances its prerequisite; while that Charm is active each scene in which
a character studies the Infernal, interacts with them in a non-hostile fashion (being joined in social but
not physical combat counts, however being in the same room by pointedly ignoring them doesn’t), or
remains physically within (Essence)yards of them counts as a scene building an Intimacy of mad
devotion towards the Infernal and the incomprehensible secret she holds. This Unnatural Emotion
effect can be resisted by spending two willpower points in each scene the subject meets the conditions
(this includes the extra willpower required by the basiceffect of Nightmare Incarnate Mien). The first
time a character actually acquires this Intimacy they also gain a dot of Unknowable Truths as a
Training effect, though Exalted can forgo this by accepting a point of Limit instead.

Fractured Time Shintai


Cost: 15 motes, 2 Willpower; Mins: Essence 4; Type: Reflexive
Keywords: Form-type, Incomprehensible(5), Obvious
Duration: One Scene
Prerequisite Charms: Madness Inspiring Revelation, Nightmares Vanish By Day
Those who think they understand the nature of Other Time without truly exploring its mysteries often
imagine that a being who exists partially there and partially here, would move in a strange flickering,
strobe-like fashion. Nothing could be further from the truth. The motions of That Which Reaps The
Forgotten Time are smooth, deceptively unhurried and alien. In fact the terrifying Yozi often seems to
be moving in reaction to stimuli unperceived by those around it. To the horror of those who would face
it,these inexplicable motions seem to place it one step ahead of any who try to battle it, rather than
serving as a disadvantage. Of course, as with everything else regarding the Hidden Titan the facts of the
situation remain questionable.If this Charm is invoked outside of battle, it inspires an immediate Join
Battle roll from any witnesses. The player rolls Join Battle twice, and tracks their place in the combat
order in two places. If they are already Joined in battle when this Charm is invoked they roll Join Battle
again and compare the new result against the combat’s Reaction Count just like they were a new
combatant, again tracking their place in the combat order in two places. With the following exceptions
and clarifications the Infernal under the effects of this Charm is considered two separate characters
joined in the same battle and may take separate actions, use different Charms or Combo’s in
overlapping timeframes, etc.
• They remain physically a single character so any movement applies to the position of the
Infernal in both ‘action tracks’ – the Infernal may interweave movementactions to their benefit
however.
• Their DV is tracked in a single place, any penalty from their own actions applies to their DV
against any attack, it fully refreshes however when either of their‘action tracks’ calls for it to do
so. They may invoke any valid Charm from either ‘action track’ to bolster their defenses – even
if they are responding to a counterattack against an action taken in one or the other.
• They draw from the same pool of motes and willpower.Similarly they have only one set of
Health Levels. Time twisting perspective aside the Infernal fundamentally remains one being.
• Any Charm or effect that the character is under applies in both ‘action tracks’effects that are
measured in some way by ‘Actions’ including as a measure of duration consider the character’s
action to end each time their DV refreshes in each ‘action track’. This is not always an
advantage.
While they are under the effects of this Charm, combat counts as ‘studying’ the Infernal for purposes of
Madness Inspiring Revelation.

Incomprehensible Invunerability
Cost: 5 motes; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Emotion, Obvious
Duration: Permanent
Prerequisite Charms: Unnatural Drift Motion, Nightmare Incarnate Mien
Nothing can strike the unseen terror. This Charm causes any single attack against the Infernal to simply
inexplicably fail. The specific reason for this failure is always vague and uncertain, but mechanically it
is treated as a perfect dodge that can evade even attacks that cannot normally be dodged. The horrifying
realization that the attack didn’t connect for no reason the attacker can discern leaves the attacker
reeling, any subsequent attacks made against the character on the same tick suffer an external penalty
equal to the Infernal’s Essence as an Emotion effect.
This Charm suffers from the imperfection of That Which Reaps The Lost Time.

Biomass Assimilation
Cost: None (+3 motes); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Infernal consumes any biological matter, their altered physiology sifting through a thousand
useless cells for one that can be included in their body. Any biological matter may provide the Infernal
sustenance in sufficient quantities.Each of an Extra’s health levels provides sustenance equal to a day’s
worth of meals, as would a field of flowers, or a moderately sized oak tree. Consuming the large
amounts of hardwood is no easier for the Infernal than it would be without this Charm requiring a
significant investment of time.Additionally the Infernal may spend 3m to negate any poison or Poison
effect that results from biological matter than have consumed.
Biomass assimilated does not have to be instantly integrated with the Infernal’s body. They may store
up to their Essence in days of sustenance (roughly equivalent to one Health level consumed from a
corpse, a medium sized hardwood, etc) for later consumption. Such biomass is held in stasis in
Elsewhere until used.
Reintegrated Form Restoration
Cost: 1 mote+; Mins: Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Biomass Assimilation
At its most basic level both Ikanii and Infernal’s who emulate him can sustain themselves on biomass
they have absorbed, however this is the beginning of its uses not the end. Drawing upon their reserves
the Infernal repairs damage to their body, reconstructing it cell by cell from biomass they have stored in
Elsewhere. This Charm allows the Infernal to reflexively heal damage as well as any Crippling effect.
Damage costs 1m per Bashing level healed, or 2m per lethal level, while removing a single crippling
effect costs 3m. In any case each level healed or effect removed also costs the Infernal one Health
Level / Day of biomass from their stores in Elsewhere, and if they are empty this Charm cannot be
used. The Infernal cannot spent more motes empowering this Charm in any single Tick than their
permanent Willpower.

Biocrystal Regrowth Template


Cost: None; Mins: Essence 3; Type: Permanent
Keywords: Obvious, Stackable, Training
Duration: Permanent
Prerequisite Charms: Reintegrated Form Restoration
The Infernal need not replace her weak human flesh with the same design as the Primordial created for
a species intended to live in terror due to its inability to defend itself, instead they may re-grow their
flesh according to the superior biocrystaline template that Ikanii itself uses for its jouten. This charm
enhances its prerequisite, when the Infernal regenerates lethal damage or removes a Crippling effect
they may replace their human flesh with superior living crystal. This effect is both permanent and
Obvious, though it does not affect the duration of Reintegrated Form Restoration, the motes are not
committed the Infernal simply rebuilds her body in a superior fashion, after that it’s a perfectly natural
expression of her body. Each use of the enhanced Reintegrated Form Restoration may apply any of the
following permanent effects;
·Ra*Raises the Infernal’s natural soak by 1L/1B.
·Im*Improves the Accuracy, Damage, Defense or Rate of one of their natural attacks by 1(limit of
+Essence in any one category).
·Ca*Uses one of their natural attacks to deal lethal damage rather than bashing, this also allows them to
parry lethal damage without a stunt (can only be done when recovering from an amputation Crippling
effect).
·Ca*Uses one of their natural attacks that already deals lethal damage to add the ‘P’tag (Requires
Essence 4+).
·Re*Reduce sthe speed of one of the natural attacks by 1 to a minimum of 3 (RequiresEssence 5+).
Though each invocation of Reintegrated Form Restoration enhanced by this Charm permanently
upgrades the Infernal’s capabilities they can only benefit from a certain total number of improvements.
When they first purchase this Charm this limit is 3. Each additional purchase of this Charm raises this
limit by 3, and the Infernal may purchase this Charm a number of times equal to her permanent
Essence. Separately and in addition to its primary effects any use of this Charm may raise the
character’s Appearance by one dot to its normal maximum as a Training effect. Though Ikanii’s peers
might have expressed their doubt over their sibling’s sanity, none question the terrible alien beauty of
its form. The Infernal may deliberately wound or cripple herself in order to rebuild her body in a
superior fashion.

Hunger In The Dark


Cost: 1 Willpower; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Biomass Assimilation
The Infernal draws upon their reserves of biomass to fuel their spiritual needs rather than their physical
ones, consuming their stores to fuel their strange and alien heart. This Charm allows a character to
sacrifice up to their (Essence + Conviction) Health Levels / days of biomass stored in Elsewhere for a
like number of motes, to a limit of their normal maximum. These motes are always restored to their
personal Essence Pool first.
A second purchase at Essence 6+ doubles the amount of biomass that can be consumed (and thus the
number of motes that can be produced) by a single activation of this Charm.

Biomass Containment Expansion


Cost: None; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Biomass Assimilation
Ikanii has virtually limitless capacity to store biomass within his seldom glimpsed cavernous form. The
Infernal expands their Elsewhere storage capacity for biomass allowing them to store up to(Essence x
10) Health Levels / Days of biomass rather than (Essence). A second purchase at Essence 5+ expands
this to (Essence x 100) while a third purchase at Essence 7+ allows up to (Essence x1000), a fourth and
final purchase at Essence 9+ allows the Infernal limitless capacity to store biomass in Elsewhere stasis
for later use.
Demon-Creating Genesis Accumulation
Cost: 20 motes; Mins: Essence 4; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Biomass Containment Expansion
Drawing on their stores of biomass the Infernal creates a demon from a known template internally and
extrudes it. Human sized Infernals generally create a tiny seed version of said demon that rapidly grows
to full size over the course of the scene in which it’s extruded. In any case the amount of biomass
required is each to the total number of Health Levels the demon possesses. When this Charm is selected
the Infernal selects a template they are familiar with, representing a single First Circle demon species.
This can be an existent species or a new one of the players design with Storyteller approval. In either
case the Infernal decides on the created demon’s Intimacies and Motivation at the time of generation,
which is a dramatic action lasting roughly an hour.The Infernal may learn new templates to use with
this Charm for a cost of 1xp each. Doing so requires a five day training period that must be spent
studying (read; dissecting and assimilating) an existing member of the species the character wishes to
master the template of. In the case that they wish to create a new unique template the training
requirements are up to the storyteller.

Mass Consumption
Cost: 14 motes; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: Biomass Assimilation
Ikanii’s bio-crystalline tendrils are large enough to consume entire cities at a time,causing entire
populations to vanish without a trace. The Infernal can only match a fraction of this power. As a
Shaping effect, they may open their mouth disturbingly wide and absorb any un-owned, un-resisting
biomass within an area of (Essence x 10) yards to a maximum of their normal storage capacity. If this is
an area of forest or lush grasslands normally this represents roughly ten Health Level /days worth of
biomass, a lifeless desert on the other hand may yield none. If the area is filled with corpses, or Inactive
prisoners it could be considerably more, perhaps as much as one hundred Health Levels / days.
Generally speaking an area yields (6 – difficulty to hunt for food) x 2 Health Levels /days per
activation.
A second purchase at Essence 5+ expands the area of effect up to (Essence x 100) yards,and the normal
effect to (6 – difficulty to hunt for food) x 10 Health Levels /days.

Hostile Assimilation Attack


Cost: None (+1 Willpower); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mass Consumption
In the Time of Glory, when Ikanii’s half-glimpsed madness inducing form appeared from above or
below no one escaped it’s hunger.This Charm enhances its prerequisite, by paying a surcharge of 1wp;
the Infernal adds a second effect to Mass Consumption and reduces its speed to 5 short ticks. In
addition to automatically absorbing all unresisting un-owned biomass in the area of effect the Infernal
attempts to absorb even those who resist, drawing them with terrible force into his waiting maw.This
effect is considered an attack on characters in the area who are not Inactive. This attack uses (Essence
x2) dice for its total accuracy (this may always be augmented by the First Ikanii Excellency) and deals
(Essence)L damage if it hits successfully. Make a single attack roll and apply the results to everyone in
the area. This attack cannot normally be blocked or dodged, but either Charms or stunt can allow it,
even if they don’t explicitly trump applicability. Typical stunts involve, digging one’s weapon into the
ground to anchor yourself (parry) or clinging to nearby inorganic matter heavy enough to anchor you
(dodge).Anyone ‘killed’ by this attack has their biomass assimilated as though they were Inactive.
Anyone who is not assimilated is not actually harmed, instead they are simply dragged towards the
Infernal a number of yards equal to the levels of damage they would have taken;the ‘damage’ done by
the attack merely represents the strength of the Infernal’s spiritual and telekinetic force attempting to
absorb the target.

Internal Soul-Cluster Storage


Cost: None (+3 motes); Mins: Essence 5; Type: Permanent
Keywords: Stackable, Training
Duration: Permanent
Prerequisite Charms: Mass Consumption
When absorbing a living creature as Biomass via Mass Consumption the Infernal may spend 3m to
reflexively store the subject’s higher and lower souls as well as their raw biomass. This has no effect on
souls which perfectly reincarnate, such as those of the Dragon Kings or the Mountain Folk, nor
Exaltations of any form. As long as the motes remain committed the soul pair remains trapped and
accessible to the Infernal’s internal soul-processing mechanisms. The Infernal may store as many souls
with this Charm as they are willing to commit the motes to. This gives them the following benefits:
• They gain a phantom rating in the Mentor background equal to the Mentor rating thateach
stored soul would have granted had they served as a mentor in life. This allows them to learn
any appropriatetraits as a non-Training effect, just as though they had a tutor that knewthem.
This also expressly includesnon-Trait related information such as passwords, personal
knowledge and secrets.
• They understand and speak any language known to any soul they presently have stored.
• They may perfectly imitate the voice of any soul so stored, speaking with their natural idiom
and manner.
• They may interact with the soul in a ‘white room’ environment where only social combat or
conversation may occur. They may supplement this interaction with other Charms that possess
the ‘Social’keyword as desired.
The character can at any time release the commitment, choosing one of the following effects to handle
the soul they are no longer storing;
·Re*Release it; the soul moves on to the Lethe or the Underworld as it would if it had never been
stored.
·Co*Consume the Po soul; this causes the character to instantly gain an experience point and a point of
experience point debt as a Training effect. The character cannot accumulate more experience this way
than their (Essence x2) at any one time. They can continue to consume Po souls without benefit
however. As a final restriction while they have any experience debt from the effects of this Charm they
may not benefit from any other Training effect that would add to their experience point debt. The Hun
soul automatically enters Lethe.
·Tr*Transfer the soul; any other receptacle capable of storing it that the Infernal can touch is a valid
target for this Charm, including another Infernal with this Charm, a Yasal Crystal etc.
·IfIf the character knows the Charm Demon-Creating Genesis Accumulation, they may use the soul as
the basic framework for a new demon, effectively re-incarnating the subject into the Demon of the First
Circle so created. This Demon retains all the original character’s memories, Motivation,Intimacies and
Virtues. It uses the higher the original trait or the appropriate trait from the demon template for
Attributes, Essence, and Abilities. It uses the demons Charms and other supernatural traits. Because the
new demon possesses the same soul, and has never died per se effects dependent on the identity of the
original character treat the new demon as them. The Infernal has no special power over the demon once
created.
·WhWhen using any of the above options, the character may spend 1xp to retain any non-trait
knowledge the soul possessed in life.
If the Infernal has Essence 6+, then the cost to use this Charm is reduced to 2m or 0mif the subject is an
Extra. If the Infernal has Essence 7+ they may use this Charm to imprison even indestructible souls
such as those of Dragon Kings or Mountain Folk. In this case there is no Po soul to consume but the
Charm otherwise functions as written.

World-Consuming Hunger
Cost: None; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Internal Soul-Cluster Storage
The Infernal develops Ikanii’s endless lurking hunger, which can only be sated by souls. This Charm
enhances its prerequisite, the Infernal doubles the maximum experience point debt they can sustain
from using Internal Soul-Cluster Storage to consume Po souls. However their endless hunger for souls
requires that they consume at a minimum (Essence x3) per day regardless of if they gain any benefit
from doing so. If they fail to meet this quota they lose all ability to spend experience points to improve
or gain traits until they do so. The existence of this Charm is one of the primary reasons Ikanii has
joined the Reclamation. Mortal populations to consume are exceptionally rare in Malfeas and the Titan
frequently hungers. The technology of the Infernal Exaltation that allows Ikanii to automatically gain
any new Charms created for his Charmset by Green Sun Princes however trumps the limitations of this
effect,allowing the ancient being to grow once more.
If the Infernal has Essence 7+ then this Charm also removes the restriction against benefiting from
other Training effects while in experience debt from Internal Soul-Cluster Storage, but not the
limitations that this Charm itself provides.

Obscured Glimpse Doubt


Cost: 2 motes; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
It is Ikanii’s nature to provide a mystery, to keep others guessing, and never appear fully in the light.
This Charm may be activated in response to any attempt to directly use Awareness, Occult or
Investigation to learn about the Infernal. It reduces the maximum number of successes the observer can
achieve past the basic difficulty of the roll to 0. This does not cause the basic roll to fail, it simply
removes any threshold successes, giving them only the minimum amount of information they could
possibly learn… and luring them on to take the next step in attempting to unravel the Infernal’s
mysteries. Though the player chooses when to activate this Charm based on their out of character
knowledge, the Infernal themselves does not do so as a deliberate choice.
This Charm is subject to the Imperfection of That Which Reaps The Lost Time.

Blinded Seer Dread


Cost: 5 motes; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Obvious, Shaping
Duration: Permanent
Prerequisite Charms: Obscured Glimpse Doubt
Nothing causes quite so much dread as the unknown and this is doubly true for those who are used to
transcending such boundaries.It is Ikanii’s nature to cause such dread. Much like its prerequisite this
Charm’s activation is controlled by the Infernal’s player rather than the character. It responds to
attempts to magically divine information about the Infernal or scry on them, causing such effects to
automatically fail. By its very nature this Charm always provokes a Charm conflict roll-off. This
Charm does nothing to protect the character from direct observation or investigation, even if magically
enhanced. It would not for example protect them from direct examination by a Solar using All-
Encompassing Sorcerer’s Sight. It however would oppose a Sidereal’s attempts to glean information on
the Infernal’s course of action with Charms such as Auspicious Prospects or Wise Choice. If this Charm
successfully negates the opposing Charm it fills the character seeking information with a cold dread as
their Charm returns nothing but a disturbing void of information and a sense of foreboding. This
Emotion effect causes the subject to suffer a -1 internal penalty on their next Conviction roll to regain
Willpower. If this Charm fails the seer, senses an attempt at interference with their magic, and is aware
they have overcome it.
In the High First Age the Copper Spiders evaded this Charm and viciously humiliated and abused the
Hidden Titan, summoning its component souls and stealing many of its secrets from them. Whatever
truths and mysteries they may have gained insight into however were lost along with them during the
Usurpation.
A second purchase at Essence 5+ causes the feeling of dread at the mere possibility their magic can be
touched by an outside force to wash over the seer when this Charm is used against them. The Emotion
effect applies regardless of if this Charm successfully negates the attempt at divination or not.

Broken Light Halo


Cost: 1 mote, 1 Willpower; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Incomprehensible (1),Stackable
Duration: Indefinite
Prerequisite Charms: Obscured Glimpse Doubt
The geomancy of Iknaii causes demesnes to form on his miles-long jouten. These pools of energy glow
upon his crystalline surface softly hinting at the bio-luminescent patches that some of Creation’s
strangest aquatic creatures possess without quite confirming it. The Infernal activates this Charm
whenever another effect causes them to emit light, most often their anima banner. This Charm causes
the light to fracture and constantly shift in distorted and confusing patterns. The Charms effects persist
as long as the effect it is obscuring does, generally until the Infernal’s animabanner fades naturally.
While in effectthe source of the strange light that surrounds the Infernal is impossible to identify, it’s
not even recognizable as an anima banner (or whatever) much less the anima of a specific type of Exalt
or particular individual. Furthermore the confusing shifting pattern of light hides the Infernal making
them difficult to see clearly, providing a -1 external penalty to visibility. As a specific exception to the
Imperfection of That Which Reaps The Lost Time this penalty make activations of Obscured Glimpse
Doubt applicable, though it does nothing for other Charms which suffer from the Imperfection of That
Which Reaps The Lost Time.
This Charm may explicitly be used in conjunction with a Shape Sorcery action, and allows the
character to evade one of the normal restrictions of the Sorcerous Enlightenment of Ikanii, they
may use effects that generate light.

Behold The Dead Lights


Cost: 3 motes; Mins: Essence 3; Type: Simple (Speed 3, DV -2)
Keywords: Combo-OK, Incomprehensible (1),Emotion
Duration: Permanent
Prerequisite Charms: Broken Light Halo
This Charm may only be used when the character is emitting light in some form, either due to a
deliberate or incidental flaring of their anima banner, the alien geomancy of Ikanii’s jouten or some
other effect. The light focused on a single visible target, entrancing them with a strange hypnotic
pattern that compels them to simply stare and submit. The Infernal rolls Appearance + Presence and
adds a number of automatic successes equal to their (Incomprehensible Truths).If this exceeds the
target’s Dodge MDV then they are filled with a desire to simply stop and stare, aborting their current
Action if possible and taking an Inactive action when their DV refreshes and on every subsequent
action until, either the Infernal leavestheir presence, stops emitting light or they spend three Willpower
points to shake off the compulsion. If the target’s Essence is more than three points lower than the
Infernal’s, this becomes a Total Control effect, compelling the target not to resist even if this means
their death. Mortal’s cannot resist this Charm if their Dodge MDV fails them, and may not spend
Willpower to shake off its effects. Mortals who survive the use of this Charm upon them frequently
suffer from insanity, and must roll Willpower + Integrity at a difficulty of the
Infernal’s(Incomprehensible Truths) or gain an deformity-level derangement, often amnesia or a form
of abject terror best modeled by an obsession with never again witnessing the glimpse of Other Time
this Charm provides.
A second purchase at Essence 5+ allows the Infernal to invoke this Charm for 12m, 1wp instead and
roll Appearance + Performance rather than Appearance + Presence. When invoked this way the Charm
effects anyone who can clearly witness the light the Infernal is generating.

Other Time Glimpse


Cost: 4 or 5 motes, 1 Willpower; Mins: Essence 4; Type: Supplemental
Keywords: Combo-OK, Incomprehensible (3)
Duration: Permanent
Prerequisite Charms: Behold The Dead Lights
Turning their eyes towards the Other Time the Infernal looks directly into the same madness they may
unleash upon mortals within the dead lights and seeks a vision. Such visions frequently contain
wisdom, but never truth. Invoking this Charm supplements a use of the second option for drawing on
Incomprehensible Truths. For 4m the cap on the number of effective successes that a character may
benefit from is removed, allowing them to count every success on their Perception + Incomprehensible
Truth’s roll. For 5m, 1wp, they simply count every die in their dice pool as a success automatically.This
roll may always be enhanced by the First Ikanii Excellency.

Morstal
Morstal, the Malaise Of Fog that is All That Has Past
"When all is done and forgotten, when the past has swallowed this day,
When the secret is fully buried, when your name has passed away,
One thing shall be certain, one thing can they say,
Morstal Knows."

On the border of Malfeas and Cecelyne lies the great, rolling fog cloud that is Morstal. It passes slowly
around the border of the two realms, making one circuit every 321 creation years. Any who enter, even
those foolish of the Unquestionables of his Yozi Kin, never leave for one cannot leave the past save by
being a Shade.
Morstal is one of the older Yozi, but was one of the last to communicate with his kin. The reason for
this is simple, Morstal is everything that has past from existence. Until his brothers and sisters came to
know and communicate and until that information was memory Morstal was a blank nothingness. As
his brethren grew and learned so did he and thus came
The First Knowledge of Morstal, Morstal the Recorder, ALL THAT AS PAST IS NOTHING BUT
A MEMORY.
This first knowledge permitted him to gather the echoes of the past to himself, for the past existed
before the Fates did to order it in the form of memory.
Possessing as he did the memories of his kin he tried to use their knowledge to aid his kin but he lacked
control and became injured and his more experienced kin where forced to aid their brother to use his
power for their memories where a gift, not his right, and thus came
The Second Knowledge of Morstal, Morstal the Disciple, LOYALTY BEGETS REWARD.
This second knowledge permitted him to use his powers well, to aid in the establishment of the order of
things and to become as record and protocol and to remain loyal to all he considered good.
In time he came to aid in the creation of Creation, helping to form the cycle of reincarnation that would
be used for that world and thus came
The Third Knowlage of Morstal, Morstal the Gatekeeper, ALL THINGS HAVE THEIR ENDS.
This third knowledge worried Morstal for he saw what others never did, that they too had the ability to
end, that they where not eternal. But it also granted him a unique gift among his kin, the ability to relish
the now as a unique event.
In time the traitors sided with the servants of the masters and the end that Morstal feared seemed to be
coming to pass. Morstal learned in emotion rather than reason, his poisoned knowledge,
The Fourth Knowledge of Morstal, Morstal the Executioner THE WAGE OF BETREYAL IS
DEATH.
This knowledge availed him not and drove him to act poorly. Unable to see forwards he was fooled. A
circle of the upstarts tricked him, the Knower decided to speak that Morstal was defeated, the Preacher,
Speaker and Stalker spread the lie that poisoned so that soon it was believed by the many. As their
memories became part of Morstal he too began to believe, in the one moment of confusion this caused
the Killer and his army struck Morstal low.
He was not alone. The King of All was cast down and Morstal into him. Here Morstal discovered his
final and ultimate truth,
The Fifth Knowledge of Morstal, Morstal the Damned, HOPE IS POISON.
The only path to freedom is to pass beyond, for Morstal still gathers the Shades of all that passes from
The Realm of The King of All and one day, he knows, all his kin shall pass into him and then he shall
pass into himself and all will never have been.

Demons of Morstal:
As the year rolls by so does Morstal get more powerful. Thus it is fitting that Morstal has demons that
reflect the calendar. The first Knowledge matches the first season and each Knowledge has an
Awakening, Appreciating and Assimilating Demon just as each season has an acceding, resplendent and
decending month. The Awakening Demon is connected to the first connections to the aspects of the
Knowledge, the Appreciating Demon is connected to understanding the Knowledge and the
Assimilating Demon is connected to the raw fact of the Knowledge itself. Each Demon speaks for
Morstal during the appropriate month, none speak for Morstal during Calibration for this is the time
ruled over by Morstal's Fetch, whom none have seen since The First Age. Likewise none have seen his
Jotun since then either.
1. Gargla is the Awakening Demon of Memory. He concerns himself with first memories, nostalga
and history.
2. Torglan is the Appreciating Demon of Memory. She concerns herself with training, plays (and
other deliberate distortions of history) and propaganda.
3. Vergor is the Assimilating Demon of Memory. He concerns himself with the core nature of The
First Truth. He records all events of the Demon Realm that do not fall in the purview of his
brethren.
4. Drolta is the Awakening Demon of Loyalty. She concerns herself with induction ceremonies,
oaths of loyalty and contracts.
5. Llamdra is the Appreciating Demon of Loyalty. He concerns himself with promotions,
inheritance and other rewards for loyalty.
6. Kerdal is the Assimilating Demon of Loyalty. She concenrs herself with the core nature of The
Second Truth. She records all alliances of the Demon Realm.
7. Morkalla is the Awakening Demon of Ending. He concerns himself with grieving, the loss of
innocence and pain.
8. JarJarKen is the Appreciating Demon of Ending. She concerns herself with funerals, suffering
and killing.
9. Hergolgix is the Assimilating Demon of Ending. He concerns himself with the core nature of
The Thrid Truth. He records all deaths in the Demon Realm.
10.Hesudra is the Awakening Demon of Betrayal. She concerns herself with greed, pride, hubris
and other things that make the servants rise up.
11.Serdoran is the Appreciating Demon of Betrayal. He concerns himself with punishment,
execution and torture.
12.Wratarga is the Assimilating Demon of Betrayal. She concerns herself with the core nature of
The Fourth Truth. She records all betrayals and, where possible, murders the perpetrators.
13.Tersogran is the Awakening Demon of Despair. He concerns himself with loss, fear and
confusion.
14.Lartyn is the Appreciating Demon of Despair. She concerns herself with panic, dread and self-
destruction.
15.Groltroam is the Assimilating Demon of Despair. He concerns himself with the core nature of
The Fifth Truth but records nothing, for Hope lies where The All That Was cannot see.
In addition to the spawn of his souls Morstal has another group of servants, when a living thing within
the sight of Morstal dies or is altered so fundementay that it has to be considered a new creature, such
as a demon bound into a Artifact:Hellstrider, a Shade.
Morstal Charms

First Morstal Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attack, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The All That Was is despairing, reflective and seemingly lethargic. He is rooted in the past and loyalty
and as such feels the closest to joy he can understand when surrounded by tradition and protocol. He is
bound to obedience, tied to his obligations. He feels only hopeless regret and hatred for traitors. He has
a perfect knowledge of History but is blind to the future, only able to react to what has happened,
planning ahead only to imitate past plans or to act on past evidence. He can neither create or imagine,
only extrapolate from the past.
Characters may apply this Charm to any actions in which they act in line with tradition or protocol.
They may also apply it to actions based in their loyalty to another, to punish treachery or to uncover
what has been forgotten. They may never apply it to rolls concerning true creativity although he can
create very detailed works if they are wholly derivative. They may never use this charm to betray one
they call master, even in the service of another master. It may never be used to support guesses as to
the future unless based on significant evidence from the past. It is also totally incompatible with any
and all attempts to divine the future and all kinds of Astrology.

Second Morstal Excellency


Cost: —(2m per success); Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
This Excellency allows the Exalt to add successes to the result of a roll. Unlike the Second Excellency
of other beings, this one enhances the First (Yozi) Excellency instead of functioning as an entirely
separate Charm itself.

Become The Path Of History


Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The All That Was forgets nothing. So that gift is now given to the Infernal. The Infernal recalls
everything they have ever experienced in perfect detail. They can recognize someone by a whiff of
perfume, repeat verbatim an epic poem first heard years earlier or recognize a specific person from
among a crowd of hundreds. Generally, there is no roll to recall anything the character has ever
experienced. Yet, if the character either attempts to recall something while under stress the player must
roll (Occult + Essence), with a difficulty assigned by the Storyteller based on the level of stress
involved. In addition only effects on a par with Primordial level magic such as The Loom Of Fate can
remove the Infernals memories without resistance. The Infernal may roll (Occult + Essence) vs a
difficulty equal to the origin of the effects essence to resist any lesser attempt to modify or remove their
memories and Morstal excellencies are always permissible on this roll.

Become The True Pathway


Cost: 10m; Mins: Essence 4; Type: Simple (Six Long Ticks)
Keywords: Memory
Duration: Instant
Prerequisite Charms: The Whole Embodyment Of Self
As they can do for their own minds, now the Infernals can raid the vault of the minds of their foes for
memories. This charm requires the infernal to make skin contact with their target and retain it for the
entire Six Long Ticks, breaking the contact ends the charm. The Infernal makes an undodgeable social
attack with (Charisma + Presence). If they succeed then they can choose one scene from the targets
memory to add to their own. The scene can be a known event or time (such as the meeting you attended
at Noon on the first day of Descending Wood, RY 701) or the one that best meets a description (such as
your happiest memory). The target is not harmed but they do recall the scene vividly as well. The
Infernal can examine the scene as if they where using The Whole Embodyment Of Self at the instant
they receive it. They can also re-examine the memory later as if it where their own memory.

The Font Of Memory


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Become The Path Of History
As Morstal is empowered by the passing of things so he can give power to others through the passing
of things. The Infernal can now treat an area of historical importance as a manse to which they are
attuned. An area of minor interest qualifies as a level 0 manse, an area of moderate interest qualifies as
a level 1 manse and an area of major interest qualifies as a level 2 manse. If the area is being
commemorated at any time, either by a permanent memorial or a temporary ceremony or festival, it
increases in rank by 1. If the area is source of hope however this decreases the rank by 1. Temples are
never valid sources of essence unless they have been out of use for at least 10 years.
If the Infernal can enter Morstal safely then they can treat him as a level 5 manse to which they are
attuned.

The Broken Has Life


Cost: 1+ (commited); Mins: Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
Just as everything the ends pass into The All That Was so The All That Was can recreate that which has
passed. This charm allows the Infernal to recreate a destroyed object from a fragment of its remains.
The cost of this charm is equal to the resources value of the object. The object must be mundane, it
cannot be made of magical materials and may not be an artefact. The object appears to be made of grey
fog and its edges appear indistinct. The copy is instantly recognisable as such and is of inferior quality,
loosing any bonuses it may have once had for quality. Tools impose a 1 dice internal penalty on rolls
using them. Weapons loose one point in two of Accuracy, Damage and Defence (Infernal's choice).
Armour looses one point in two of Fatigue, Mobility and Soak. Food and drink provide no sustenance
and taste foul.

The Dead Has Life


Cost: 4m (committed); Mins: Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: The Broken Has Life
Just as things have passed into The All That Was, so have people. This charm functions as The Broken
has Life in all respects save it creates a duplicate of a living thing. The duplicate is heavily flawed
however, missing most of its memories and having no distinguishing features. It looses its ability to
channel essence (if any) and all dots in abilities. It will obey its creator without question and cannot
take orders from anyone else. It can tell its creator by the flow of attuned essence and thus cannot be
fooled. It never fails valour checks and never makes other checks. It is considered a distinct entity to
the person it duplicates for all purposes.

Shadows Reforged
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: The Broken Has Life, First Morstal Excellency
This charm enhances The Broken Has Life and The Dead Has Life. Duplicated object are now perfect
in every regard, the only clue to their magical nature is the fact that they are essence constructs and
detectable as such with essence sight. Duplicated people are less perfect. Physically they are perfect but
their memories are still thin. They have only the two abilities they considered most important in life
(with any appropriate specialities). They can access the memories of their life, but only by spending a
dot of Permanent Willpower for one scene of memories. They still cannot channel essence. Allowing a
duplicate to access its memories is dangerous however. Whenever it does roll a dice. On a 7,8 or 9 it
regains an intimacy from its past life and will act on it if doing so does not directly contravene its
orders. On a 10 it wrenches free from the Infernal and regains its motivation from life. The motes that
go into this charm remain committed but the Infernal cannot the commitment for one month after the
rebellion.

The Relic Of The Past


Cost: 5+m (committed); Mins: Essence 4; Type: Simple
Keywords: Combo-Basic
Duration: Indefinite
Prerequisite Charms: Shadows Reforged
This charm functions as The Broken Has Life save that it can effect artefacts and does so by creating
perfect duplicates. It costs 5 motes per dot of the artefact and the creator still requires a fragment of the
artefact being duplicated. The user may attune to the Artefact (with a separate commitment of motes) as
if she resonated with it in all respects, regardless of its material.

Time Relentless
Cost: 5m 1wp+; Mins: Essence 5; Type: Simple (One Hour)
Keywords: Combo-Basic Sorcerous
Duration: Until discharged
Prerequisite Charms: Shadows Reforged, Become The True Pathway, The Font Of Memory
While The All That Is knowns only the past he knowns All of the past and thus can make out the ghost
of the Present at the edge of his vision. By using this charm the Infernal can designate a charm or
combo they know to activate when a certain set of circumstances come to pass. They can be narrow
(such as "When Tepets Jarkarlo enters the Temple of Marlaken in Volgard") or broad (such as "When I
am next attacked"). They must also pay for the charm or combo when they activate this charm and
chose any and all parameters that apply. After this whenever the events described enter The All That
Was the charm activate one tick later. As The All That Was is separated from Creation he only knows
that which goes on in the presence of his servants there. As such if the events take place in outside
Malfeas or another Yozi (usually Cecelyne) then a Morstal demon or cultist must be present when the
conditions are met (the Infernal always counts). The charms can be set to activate at the Infernal or at
the location this charm is activated at. The discharge of this charm does not count as charm activation.

The Whole Eyes Of The Past


Cost: 10m 1wp+; Mins: Essence 5; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Shadows Reforged, Become The True Pathway
By activating this charm the Infernal can perceive the past of his current location. When he first
activates this charm he can see one year of history. He may have to make a (Perception+Awareness)
roll with a difficulty determined by the Storyteller to see specific details in an area where there is a lot
of activity. This only gives him a general outline of the year, not the full and exact details of the past
year. He may spend the activation cost again to extend the time period back a further year a number of
years equal to the Infernals essence. They may choose to target specific scenes in the past at a cost of 5
motes per scene and a number of scenes per year equal to their essence. Such targeted scenes become
part of their own memories.

Benediction of the Soul


Cost: 25+m Permanent essence; Mins: Essence 5; Type: Simple (One hour)
Keywords: Combo-OK Memory Non-standard Commitment Sourcerous
Duration: Indefinite
Prerequisite Charms: Vassal Competence Benediction, Vassal Resolve Benediction, Vassal Might
Benediction
The Infernal is of his own making, the child of his own past. So then he can make others as himself by
giving them his past in his memories. When activating this charm you may target a number of Mortals
or Willing spirits and exalts, up to your Willpower who must be present for the one hour ceremony.
Each after the first adds 5 to the charms activation cost. You must also commit some of your Permanent
Essence to the charm. Non essence users gain an essence pool (calculated as your peripheral pool but
considered a personal pool) regardless of how much essence you give up, essence users gain 15 motes
of essence in their Personal pools per dot of Permanent Essence you commit. In addition all targets may
use any Excellencies you have on their own rolls for the duration of the charm (targets who cannot
normally use essence add 1 wp to the activation cost). You may choose to end this charm at a different
time for every individual separately if you wish but you do not regain the committed ability 24 hours
after the charm is over for every target. While under the effects of this charm targets will certainly
exhibit some of your mannerisms and habits or suffer from unusual dreams.
Vassal Resolve Benediction
Cost: 5+m Willpower; Mins: Essence 2; Type: Simple (One hour)
Keywords: Combo-OK Memory Non-standard Commitment
Duration: Indefinite
Prerequisite Charms: None
The Infernal is of his own making, the child of his own past. So then he can make others as himself by
giving them his past in his memories. When activating this charm you may target a number of Mortals
or Willing spirits and exalts, up to your Willpower (before the use of this charm) who must be present
for the one hour cerminoy. Each after the first adds 2 to the charms activation cost. You must also
commit dots of your Willpower to the charm. All of the targets of the charm gain a number of
willpower dots equal to the number you committed, to a maximum of your normal, uncommited value.
You may choose to end this charm at a different time for every individual separately if you wish but
you do not regain the committed ability 24 hours after the charm is over for every target. While under
the effects of this charm targets may exhibit some of your mannerisms and habits or suffer from
unusual dreams.

Vassal Might Benediction


Cost: 10+m Atribute; Mins: Essence 3; Type: Simple (One hour)
Keywords: Combo-OK Memory Non-standard Commitment
Duration: Indefinite
Prerequisite Charms: None
The Infernal is of his own making, the child of his own past. So then he can make others as himself by
giving them his past in his memories. When activating this charm you may target a number of Mortals
or Willing spirits and exalts, up to your Willpower who must be present for the one hour cerimony.
Each after the first adds 4 to the charms activation cost. You must also commit dots of one of your
Atributes to the charm (Note as this is a Memory charm Physical attributes and Apperance are not valid
choices). All of the targets of the charm gain a number of dots in that Atribute equal to the number you
committed, to a maximum of your normal, uncommitted value. You may choose to end this charm at a
different time for every individual separately if you wish but you do not regain the committed ability
24 hours after the charm is over for every target. While under the effects of this charm targets will
certainly exhibit some of your mannerisms and habits or suffer from unusual dreams.

Benediction Unto The Masses


ost: 10m; Mins: Essence 2; Type: Supplementary (One Hour)
Keywords: Combo-OK Memory Non-standard Commitment
Duration: One Day
Prerequisite Charms: Vassal Competence Benediction, Vassal Resolve Benediction, Vassal Might
Benediction
This charm is designed to work with other Benediction charms (Morstal charms with Benediction in
the name), creating a Dynamic Combo with them. You may simultaneously activate any number of
Benediction charms (taking the normal activation time and paying the normal activation cost but
without the extra cost for multiple targets) to effect mass combat units (or individuals who make up
sufficient numbers to classify as one). The total magnitude can be no higher than the higher of your
Occult-2 or War (the charm is easier to use with War). The effects last for one whole day (24 hours) for
all participants. The charms otherwise function normally. Despite referencing mass combat this charm
is not necessarily for use in war, an Infernal might give a large cult 3 dots in Larceny each so facilitate
a crime wave to raise funds or unsettle the populous of a city for example.

Benediction of the Mind


Cost: 20+m 2wp; Mins: Essence 5; Type: Simple (One Hour)
Keywords: Combo-OK Memory Non-standard Commitment Sourcerous
Duration: Indefinite
Prerequisite Charms: Vassal Competence Benediction, Vassal Resolve Benediction, Vassal Might
Benediction
Memory is what defines us and also how we recall. When activating this charm you may target a
number of Mortals or Willing spirits and exalts, up to your Willpower who must be present for the one
hour ceremony. Each after the first adds 5m to the charms activation cost. You must also commit 5 dots
of Intimacies to the charm (the maximum value for an intimacy is your Conviction). All of the targets
of the charm can recall each others recent memories, up to (Your Essence) hours into the past. These
memories are normally tuned out but sudden or significant changes cause you to notice them, even if
asleep (but not if rendered unconscious). You may also examine them more closely at will, you may
even examine them in your sleep if you wish. All members of this memory sharing group may access
each others memories in this fashion. Any person in the group may block a scene from the others by
spending a point of willpower but this will be noticed by any who chose to examine the memories in
detail. There is an approximately 5 minute delay to everything you perceive however as the memories
pass through The All That Was. While under the effects of this charm targets will exhibit some of your
mannerisms and habits or suffer from unusual dreams. In addition the other subjects of the charm (but
not you) may start to come adrift form their identity. Upon waking every day (or every 24 hours if the
target does not sleep) each target of the charm must make a conviction roll. Failure indicates they loose
a point of Permanent Willpower. When the target is reduced to 0 willpower they take all the normal
penalties but remain linked to you, meaning you can still access their experiences through their
memories.
Benediction of the Body
Cost: 15+m Health Levels; Mins: Essence 5; Type: Simple (One hour)
Keywords: Combo-OK Memory Non-standard Commitment Sourcerous
Duration: Indefinite
Prerequisite Charms: Vassal Competence Benediction, Vassal Resolve Benediction, Vassal Might
Benediction
The Infernal is of his own making, the child of his own past. So then he can make others as himself by
giving them his past in his memories. When activating this charm you may target a number of Mortals
or Willing spirits and exalts, up to your Willpower who must be present for the one hour ceremony.
Each after the first adds 4 to the charms activation cost. You must also commit some of your health
levels to the charm, passing on your memories of how to endure. All of the targets of the charm gain
the same Health Levels you give up. You may choose to end this charm at a different time for every
individual separately if you wish but you do not regain the committed ability 24 hours after the charm
is over for every target. While under the effects of this charm targets will certainly exhibit some of your
mannerisms and habits or suffer from unusual dreams.

So Ends The Day


Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
As each day ends so Morstal is empowered. Thus at this time his servants might draw some of that
might into themselves. At the exact moment of dusk the character makes a prayer roll
(Charisma+Performance) against a difficulty of 2. If they succeed then they regain a point of temporary
Willpower. For every five points of threshold the Infernal gains 6 motes and an additional point of
temporary Willpower, to a maximum of 30 motes and 6 willpower at a threshold of 25.

So Ends This Chapter


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Blasphemy
Duration: Permanent
Prerequisite Charms: So Ends The Day
As events pass so Morstal is empowered by the passing. As the servants of Morstal pass part of
themselves beyond they empower their master. As the events of their lives close to they expand The All
That Was. When a significant endeavour by the Infernal ends (Storyteller's discression but typically the
accomplishment of any long term goal qualifies, as do most times when Story XP are awarded) the
Infernal may make a Prayer roll (Charisma+Performance) with a difficulty of 2. If they succeed they
may choose one of the following bonuses, with an additional bonus for every threshold of 5 to a
maximum number of bonuses equal to the Infernals essence.
• 1 xp (May only be chosen once)
• 1 dice which may be added, once, to any one pool of dice
• 1 Temporary Willpower (May exceed normal limit)
• 1 Virtue Channel (May exceed normal limit)
• The removal of 1 Point of Infernal Limit
• The healing of 1 Health Level (of any kind of damage)

Note the Prayer roll is what triggers the check for Blasphemy.

Sight Of The Ends


Cost: 6m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: So Ends The Day
Just as the ending of things empowers Morstal so Morstal has come accustomed to feeling when things
are due to end from what has passed before. When the Infernal uses this charm they target anything that
can be considered to have an end, living creatures, object, events,mmetings, friendships, illnesses... The
Infernal knows when the thing will end. Chronic effects on their endurance such as slow illness or rot
are taken into account as Morstal knows of these but acute events such as violence or acute poisoning
are not. It also cannot predict any such alterations in the future, rot might set in or a person may
become ill, these things are the future and outside what Morstal can know.

The End Of The Ends


Cost: 5+m; Mins: Essence 4; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Sight Of The Ends, Breath Of The Living Shade
Morstal can permit the delay of the passing of events, but only for a time. By using this charm the
Infernal can delay the passing of a person. If the death is slow then the charm may be used at any time
before the death or, if the death is sudden, it may be used as a Reflexive charm with a cost of 5+m 1wp.
For every 5 motes spent the dead person may be held between life and death for one week, they loose
their connection to Fate and unsettle all they encounter (a -2 internal penalty to all social rolls). They
also bear the marks of their death and may well therefore be an unsettling sight to others. They also
cannot regain essence or willpower in any way. They are considered dead by Fate and magic and thus
cannot be healed in this time and will fade after this time. As a consolation however the soul may
choose its destination during this time and will be transported there without possibility of failure,
overriding other charms and effects. This charm must be used at the moment of death and thus the
duration cannot be extended.

Breath Of The Living Shade


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: First Morstal Excellency
The All That Was has his own memories, they are the forms and echoes of those things that have gone
and those that are forgotten. The Infernal now becomes one such as this. This grants several benefits:
• They may respire necrotic essence as well as normal essence.
• They may attune to Soulsteel and gain all the benefits of it.
• Their initiations into sorcery provide similar initiations into necromancy save for initiation into
Adamant circle.
• They may see and interact with ghosts at all times, regardless of their current form.
• They may travel through Morstal and return without hazard.

However there are certain downsides to this charm. The Infernal must spend the entirety of Calibration
within Morstal and are incapable of leaving. Special considerations are made for Green Sun Princes
who use this charm, a fragment of Morstal flows to The Thing Infernal to house them. In addition the
Infernal may not cross or disturb lines of salt and take a -2 internal penalty to all rolls in areas that are
dedicated to the future in some way, such as schools, the halls of progressive government or fields.
Institutions that plan to make the future much like the past, such as The Court of the Scarlet Empress
before her disappearance, are not considered dedicated to the future, even if they plan for it.

Life From The Dead


Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: -
Duration: Instant
Prerequisite Charms: The End Of The Ends
This charm allows the Infernal to gain by passing What Was of others into The All That Was. They may
activate this charm when they slay a living creature. Doing so allows them to heal one health level of
damage from any type of damage.
The Aspect of The Forgotten
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: Breath Of The Living Shade
Shades are but the echoes of that which have gone, they have no substance. As such Infernals who
know the Breath Of The Living Shade may choose to become an even truer Shade. Their natural form
is demateriased which manifests as if made up of whips of coloured smoke. The Infernal gains the
benefits of a demon’s panoply with regard to the material state of his own possessions and attuned
artifacts. He no longer needs to breathe air. He longer requires food, but he still hungers and gains
penalties for hunger, short of actual death. He may manifest or conceal his presence to communicate as
a translucent apparition, toggling between the two states for a reflexive cost of one essence. Any anima
banner display at the four to seven mote level or above automatically manifests regardless of whether
his form has manifested. Finally, the Infernal gains the Charm Materialize for free as a benefit of
purchasing this Charm (see Exalted, p. 295), using the standard formula of ([Willpower + Essence] x 5)
motes to build a convincing simulacrum of what he used to look like. If this cost exceeds the maximum
size of his combined Essence pools, then paying his entire pool is sufficient. Whenever a character with
this Charm materializes, his body assembles itself out of fine coloured smoke that emerges seemingly
from nowhere, first forming a thin pale image then growing more prominent. Exalted do not become
spirits by purchasing this Charm; they merely alter their default corporeal state. The Infernal may also
become a temporary part of Morstal. If he spends a whole week in Morstal he emerges with a full
essence pool, full willpower all health levels and all virtue channels.

The Flight Of The Departed


Cost: 25m 2wp; Mins: Essence 4; Type: Reflexive
Keywords: Sorcerous, Blasphemy
Duration: Instant
Prerequisite Charms: The Aspect of The Forgotten
Morstal is All That Was, with this charm the Infernal can slide back into the past, refusing to exist into
the next. They instead vanish into The All That Was, transported instantly to Him without crossing the
intervening space or passing through Cecelyne. They take everything in their panoply but no other
creatures or living things. This may also be activated in response to an attack, if it is so activated it is
considered a perfect dodge that carries The Flaw of Inevitability.
The Flaw of Inevitability Things will end. So Morstal knows. Therefore that which flies to endings
perfectly cannot be stopped by him. If the character who attacks the Infernal uses a Perfect Attack then
the charm fails and it is considered not to have been activated in all ways (including the requirements
of the attackers charm, if applicable). This includes charms such as Imposition Of Law that guarntee a
certain number of successes.
The Unknowable
Cost: - (1xp); Mins: Essence 5; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: The Flight Of The Departed
In time all things are forgotten. The Infernal too becomes as this, known only to Morstal and those who
serve him (including any Infernals who have at least one Morstal charm). Against all others the Infernal
adds +(Perminent essence/2) dice to all Performance, Presence, Socialize and Larceny dice pools used
to masquerade under a false persona. Mortals accept without qualms an Infernal who presents herself as
a Guild factor, a minor nobleman or an Immaculate monk. This bonus only allows the character to
represent himself as someone who doesn’t exist. The Sidereal is easy to overlook, in person and in
memory. People suffer a -(Perminent essence/2) internal penalty on any attempt to spot a Infernal, even
if the Infernal does not actively avoid notice. They also take an identical penalty to any attempt to build
relationships with mortals.
Finally, Creation readily forgets the Infernal—their personas or their actual selves. This aspect of the
charm is a Shaping effect that affects mortals, Exalted and most gods equally. Third Circle Deamons,
Yozi and members of The Thing Infernal are immune to this effect, as are characters with a close pre-
existing relationship to the Infernal (as prepresented by backgrounds). Demons of other kinds and
cultists may not recognise the Infernal but they will still recognise their role, it is so much easier to get
help as an Infernal who no one can remember than it is as a Sidreal, the people you typically deal with
consider your mere status to be enough justification. Morstal too will gladly alter any familiars or
followers to recognise the Infernal, if they are willing (or can be forced to) in a process that allows
them to recognise the Infernal when they see him but forget him at all other times. If the strain of this
charm becomes too much of an issue then the Infernal can render one creature immune to it in the same
way reflexively at a cost of 1xp each. Those not immune to the effect can recal the existance of the
Infernal so long astheyare there but after they leave they will almost certainly forget them. When an
affected character tries to remember the Infernal, his player makes a (Wits + Integrity) roll for the
struggle. The roll is at difficulty 1 but suffers a -(perminent essence/2) internal penalty as a mind
struggles against Morstal. The player rolls each time his character tries to remember until he has made
(Infernal’s Essence) successful rolls or failed once. Failure on any roll indicates that the character
forgets about the Sidereal and his interaction with her. If forced to think about what went on at that
time, his mind creates a plausible substitute that edits out the Infernal or replaces her with someone
else. If any single roll turns up more successes than the Infernal’s Essence rating, that character can
remember the event without any future rolls.
Those Sidreals who have tried to track Akuma with this Charm have noted the similarly to the Arcane
Fate and find it highly disturbing. Should a Sidreal Akuma gain this charm then both apply separately.
The Third Knowledge, The Knowlage of Morstal, Mostral the Gatekeeper,
ALL THINGS HAVE THEIR ENDS.
Cost: -; Mins: Essence 6; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: The Unknowable, Life From The Dead
The Infernal has internalised the Third Knowledge of Morstal. He is at one with Endings and Endings.
All stunts intended to bring about the end of something significant are automatic successes (note, the
life of a mortal, even an exalt, is not an ending as far as this charm is concerned as reincarnation
prevents it being a real ending as such merely being a combat roll is not good enough.) In addition all
creatures slain by the Infernal neither re-incarnate or enter the Underworld. Instead they are drawn into
Morstal directly, becoming shades. If they have charms that ought to send them elsewhere make a
contested essence roll. In addition they now consider Morstal to be a Sanctum as if they where a god in
every way and may only be permanently slain by charms intended to destroy spirits permanently. They
are not considered gods for the rules concerning when gods fight each other however.

Blow To Your Allegance


Cost: 8m 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK Memory Non-Standard Attack
Duration: Instant
Prerequisite Charms: Blow Against Recall
This charm builds on its pre-requisit to allow a Non-Standard Attack against Intimacies. This charm
may be delivered by any attack. If the attack hits then resolve damage against one Intimacy (chosen
when you declare the attack) or a random Intimacy (if you can't or do not wish to chose) with a base
pool of the Infernal's Charisma. Apply threshold as normal but the stats of the weapon used to deliver
the attack do not apply.

Song Of The Lost Mind


Cost: - (1wp); Mins: Essence 4; Type: Permanent
Keywords: Combo-OK Memory Non-Standard Attack
Duration: Permanent
Prerequisite Charms: Blow Against Recall, Blow Be To Your Skill, Blow To Your Allegance
This charm permanently enhances its prerequisites to allow them to effect all targets in a radius of
(Infernal's essence) yards at the cost of 1wp. Use one pool against all DVs and every target must be
effected in the same way.
Blow Be To Your Awakening
Cost: 10m 1wp; Mins: Essence 4; Type: Supplemental
Keywords: Combo-OK Memory Non-Standard Attack
Duration: Instant
Prerequisite Charms: Blow Against Recall
This charm builds on its pre-requisit to allow a Non-Standard Attack against Permanent Essence. This
charm may be delivered by any attack. If the attack hits then resolve damage against Permanent
Essence with a base pool of the Infernal's Charisma. Apply threshold as normal but the stats of the
weapon used to deliver the attack do not apply.

Blow Be To Your Virtuos Learning


Cost: 6m 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK Memory Non-Standard Attack
Duration: Instant
Prerequisite Charms: Blow Against Recall
This charm builds on its pre-requisit to allow a Non-Standard Attack against a virtue. This charm may
be delivered by any attack. If the attack hits then resolve damage against one virtue (chosen when you
declare the attack) with a base pool of the Infernal's Charisma. Apply threshold as normal but the stats
of the weapon used to deliver the attack do not apply. This is actually 4 charms, one for each virtue. An
Infernal who knows one can buy the others for 2xp each. This charm cannot reduce a virtue tied to the
target's Limit Break in any way.

Blow Against Recall


Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK Memory
Duration: Instant
Prerequisite Charms: None
By channelling the power of The All That Was through a target and then back into The All That Was the
Infernal can damage the connection their target has to their own past. This charm can empower any
combat attack. If the attack deals any damage it is instead converted into a single level of bashing
damage and the target looses the past month of their memories. If the Infernal spends a point of
willpower they can instead choose to target memories tied to a specific event. Due to the nature of this
charm social defenses that add to DVs or act as perfects are also valid defences to this charm.
Blow Be To Your Skill
Cost: 5m 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK Memory Non-Standard Attack
Duration: Instant
Prerequisite Charms: Blow Against Recall
This charm builds on its pre-requisit to allow a Non-Standard Attack against an Ability. This charm
may be delivered by any attack. If the attack hits then resolve damage against one ability (chosen when
you declare the attack) with a base pool of the Infernal's Charisma. Apply threshold as normal but the
stats of the weapon used to deliver the attack do not apply.

Blow Be To Your Mind


Cost: 5m 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK Memory Non-Standard Attack
Duration: Instant
Prerequisite Charms: Blow Against Recall
This charm builds on its pre-requisit to allow a Non-Standard Attack against willpower. This charm
may be delivered by any attack. If the attack hits then resolve damage against willpower with a base
pool of the Infernal's Charisma. Apply threshold as normal but the stats of the weapon used to deliver
the attack do not apply.

As The Living Past


Cost: 1wp; Mins: Essence 7; Type: Reflexive
Keywords: None
Duration: Indefinate
Prerequisite Charms: The First Knowledge, The Knowlage of Morstal, Morstal the Recorder, ALL
THAT AS PAST IS NOTHING BUT A MEMORY., The Second Knowledge, The Knowlage of
Morstal, Morstal the Disciple, LOYALTY BEGETS REWARD, The Third Knowledge, The Knowlage
of Morstal, Mostral the Gatekeeper, ALL THINGS HAVE THEIR ENDS., The Fourth Knowledge, The
Knowlage of Morstal, Morstal the Executioner THE WAGE OF BETREYAL IS DEATH., The Fifth
Knowledge, The Knowlage of Morstal, of Morstal, Morstal the Damned, HOPE IS POISON
ONLY TWO OF THE CHARMS REQUIRED. The past is all that has gone before, and all that has
gone before has its pattern known. Thus all that is new can be known from what is gone. This charm
allows the Infernal to warp causaility to treat a new threat as a similar event in the past, in effect
making it a foregone conclusion that it will fail. When the Infernal is succefuly effected by something
(as in, takes at least one health level in damage or being made to change their opinion) by an
enviromental effect, spell, weapon, charm or martial art style he may spend a point of Perminent
Willpower to become immune to it forever. The nature of this immunity is as follows:
• Enviromental effect: All similar effects that are not the result of Sorcery or charms cannot effect
the Infernal. A 12ft fall makes the Infernal immune to all falls, dehydration in the desert makes
the Infernal immune to all thirst and so on.
• Spell: The spell cannot harm the Infernal, regardless of its scource. Similar spells, no matter
how similar, are not effected.
• Weapon: All weapons of the same category (same stat line) including artefact variants,
regardless of material. Unarmed attacks are valid but each species or type of exalt is a distinct
type and unarmed attacks enhanced by charms are considered to be seperate to unenhanced
ones.
• Charm: The charm cannot harm the Infernal, regardless of its scource. Similar charms are not
effected but Solar/Abyssal mirror charms are considred the same charm for the purposes of this
effect.
• Martial Arts: Being effected by one charm in a martial art makes the Infernal immune to all
charms in that charm tree.
If any of these effects affect the Infernal, even perhipheraly, they fail to activate. The Infernal may not
have more threats tied to this charm than their essence score but they may drop a threat if they wish to
add a new one beyond the limit. They do not regain willpower however.

The First Knowledge, The Knowlage of Morstal, Morstal the Recorder, ALL
THAT AS PAST IS NOTHING BUT A MEMORY.
Cost: -; Mins: Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: The Whole Eyes Of The Past
The Infernal has internalised the First Knowledge of Morstal. He is at one with The Past and with
Memory. Whenever he makes a Lore or Occult roll pertaining to things that exist within The All That
Was the Lore or Occult dice grant automatic successes. In addition whenever he adds to the The All
That Was with information that otherwise would have escaped, that is information from realms outside
of the Yozis that is not common knowledge and dates from after The Primordial War, he can bonuses as
if it where a successful stunt. Insignificant information behaves as a one dice stunt. Interesting
information without much real value behaves as a two dice stunt. True secrets count as a three dice
stunt. The storyteller has final say as to what Morstal already knows but in general it should only be
things that his cults are involved in or his demons where used to perform. If there are a number of
related facts the Infernal only gains the benefits of the largest. This can mean that the Infernal uncovers
information they think may qualify but that does not give them a bonus from either because it is already
known or because there is a larger related secret. They can tell which is the case.
The Second Knowledge, The Knowlage of Morstal, Morstal the Disciple,
LOYALTY BEGETS REWARD
Cost: -; Mins: Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Benediction of the Mind, Benediction of the Body, Benediction of the Soul
The Infernal has internalised the Second Knowledge of Morstal. He is at one with Loyalty. All stunt
dice on actions intended to serve one to whom the Infernal has pledged Loyalty are now automatic
successes. Orders to Betray are now considered unacceptable orders. However the Infernal must fail a
roll on the highest of a their virtues to Betray one to whom they have pledged Loyalty and gain a point
of limit even if they fail the roll. Infernals forced into a situation where they must betray one to avoid
betraying another may chose which to betray but take 3 points of limit. In addition the Infernal may
reflexively spend 3 motes to extend their senses into the mind of one they have any outstanding
Benediction charms on. They may also chose to temporarily take over the mind of such an individual
but doing so renders their own body unconscious. The target may resist by spending 1 Willpower but if
they do they are ejected from the charm. While in the body of the target the infernal can use the targets
own essence fuelled abilities but cannot use their own. They use the target's physical attributes and
appearance but use their own Abilities, willpower, virtues and other attributes. Everything else is
determined from the targets traits.

The Third Knowledge, The Knowlage of Morstal, Mostral the Gatekeeper,


ALL THINGS HAVE THEIR ENDS.
Cost: -; Mins: Essence 6; Type: Permanent
Keywords: -
Duration: Permanent
Prerequisite Charms: The Unknowable, Life From The Dead
The Infernal has internalised the Third Knowledge of Morstal. He is at one with Endings and Endings.
All stunts intended to bring about the end of something significant are automatic successes (note, the
life of a mortal, even an exalt, is not an ending as far as this charm is concerned as reincarnation
prevents it being a real ending as such merely being a combat roll is not good enough.) In addition all
creatures slain by the Infernal neither re-incarnate or enter the Underworld. Instead they are drawn into
Morstal directly, becoming shades. If they have charms that ought to send them elsewhere make a
contested essence roll. In addition they now consider Morstal to be a Sanctum as if they where a god in
every way and may only be permanently slain by charms intended to destroy spirits permanently. They
are not considered gods for the rules concerning when gods fight each other however.
The Fourth Knowledge, The Knowlage of Morstal, Morstal the Executioner
THE WAGE OF BETREYAL IS DEATH.
Cost: -; Mins: Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Song Of The Lost Mind, Nation Warping Method, Blow Be To Your Awakening
The Infernal has internalised the Fourth Knowledge of Morstal. He is at one with Vengeance. All stunt
dice on actions intended to punish one to whom the Infernal knows are traitors are now automatic
successes and the Infernal automatically knows when someone who promised to perform an act for him
fails to do so and why. In addition Song Of The Lost Mind can now apply to all Morstal non-standard
attack charms.

The Fifth Knowledge, The Knowlage of Morstal, of Morstal, Morstal the


Damned, HOPE IS POISON
Cost: -; Mins: Essence 6; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: The Step Below Freedom, The Curse Of Dispair, The Body Of Malaise
The Infernal has internalised the Fifth Knowledge of Morstal. He is at one with Despair. All Curse
charms that are prerequisites for this charm are now 6 tick actions that can be performed without a link
to the target, albeit at a -2 internal penalty. All stunt dice on rolls intended to destroy or damage a
scource of Hope are automatic successes. Finally the Infernal's anima acts as a conduit for The Touch
Of Malaise, all who come into contact with the Infernal's anima must check as per the charm but only
once per scene. This is considered the same charm as The Touch of Malaise.

The Step Below Freedom


Cost: Special; Mins: Essence 5; Type: Simple
Keywords: Sorcerous, Blasphemy
Duration: Instant
Prerequisite Charms: Freedom In Despair, The Body Of Malaise
Freedom is Hope, so long as the Infernal is free they have Hope and poison Morstal. Even the
Reclamation is Hope. But it is possible to truly abandon Hope and thus gain something better than
Freedom, Service. This charm has no activation cost and frees the Infernal from all bonds, all disease,
all injury, all spells, all mental influences and anything else the Infernal's player might consider
detrimental save for obligations. However the Infernal is now bound to the service of a 3rd circle
demon belonging to either Morstal or their Patron Yozi (Storyteller's choice.) for one creation year and
a day. In effect they become a character run by the Storyteller whos motivation and urge both become
“Serve My Master As Best I Can In All Ways.” The Infernal is bound mind, body and soul to the
demon and while the could activate Freedom In Despair to liberate themselves they wont as the have
no desire to. At the end of the year and a day the return to the players control and the player should be
aware of what the Infernal has been up to. They gain no experience during this time however as even
their soul and knowledge are the property of their master, so in theory their master gains the experience
they should.
It is very unlikely that the Infernal will die or even become significantly damaged during the year due
to their value to the Yozi and the demon may well reward the Infernal for good service (or not, as the
case may be). However anything is possible. If the Storyteller decides that the Demon will use the
Infernal towards dangerous ends (most are just as likely to use the Infneral as a glorified herald or
gopher during the time in order to flout their power and avoid angering the Yozi by harming such a
valuable tool, particularly in the case of Green Sun Princes) then he should roll a die. On a 10 roll
again. On a further 10 the Infernal died at some point during the year. If the second roll is not a 10 then
they have suffered some harm, but also may have been healed in some way by their master. For
example Liger may have had to cure a dangerous fey bewitchment by tearing out the Infernal's heart
and then replacing it with a Green Iron Heart. Such situations are entierly within the discression of the
Storyteller and nothing can influence the outcome of this roll.

Freedom In Tradition
Cost: 8m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-Basic, Social
Duration: Instant
Prerequisite Charms: First Morstal Excellency
While there is no such thing as Hope for the Future there is such a thing as the Requirements of The
Past. This charm acts as a perfect Social parry so long as the defence employed consists of a deference
to a higher authority, a call to tradition or the requirement to fulfil an obligation. By embracing one of
those things the Infernal allows them to ignore the attack. However this charm cannot be used to resist
an attack that attempts to get the Infernal to observe tradition or fulfil an obligation.

The Curse Of Dispair


Cost: 25m 2wp; Mins: Essence 4; Type: Simple (One Hour)
Keywords: Combo-Basic, Sourcerous, Memory
Duration: Indefinite
Prerequisite Charms: The Curse Of The Truth
This charm is a powerful ritualistic curse intended to extend the horror of The Fact of Morstal into the
target. This curse requires a link to the victim to work, be it a piece of their body like hair or a personal
possession. A link that has connections to the victim's own despairs or fears may provide a stunt bonus.
A contested (Occult+Charisma) Vs (Integrity+Witts) roll is required, if the Infernal is successful the
target becomes overwhelmed with totally and utter dispair. The victim cannot act. They must spend 1
willpower and succeed on a Conviction roll with a difficulty of 3 to take any action at all (the
willpower is spent regardless). In addition the victim any not make such a roll if they have failed one in
the past 24 hours. Once the victim has successfully made a number of such Conviction rolls equal to
triple the Infernal's essence they vomit up a small, dead, winged black insect and the effect is ended.
They likewise vomit up such an insect if the charm is ended via counter magic. This insect is a Greater
Despair fly and swarms of such insects occasionally spring up at the sites of the greatest suffering in
Malfeas, swallowing one has the same effect as having this charm used on you by an essence 10
creature and they live to infect hosts. If recovered and correctly prepared (requiring resources **** of
reagents and a successful medicine+intelligence roll), can be made into a spiritual poison with the
following stats. (while the damage is rolled as normal it removes points of temporary willpower rather
than inflicting damage)
Name:Despair venom Damage:6wp/1 tick Toxicity:5L Tolerance:-/- Penalty:-5 Resources:4 (Not
usually available)

The Body Of Malaise


Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: The Curse Of The Truth, The Breath Of Malaise
Striking at Morstal is hopeless, his fog is thinner than the meanest smoke. Similarly striking at the
Infernal is hopeless. This charm is a perfect Dodge that can dodge undodgeable attacks but not
unexpected ones. The Infernal can even use this charm if restrained as it functions by warping their
form into Morstal's Fog and bending around the blow. This charm carries The Flaw Of Inevitability.
The Flaw of Inevitability Things will end. So Morstal knows. Therefore that which flies to endings
perfectly cannot be stopped by him. If the character who attacks the Infernal uses a Perfect Attack then
the charm fails and it is considered not to have been activated in all ways (including the requirements
of the attackers charm, if applicable). This includes charms such as Imposition Of Law that guarntee a
certain number of successes.

The Curse Of The Truth


Cost: 20m 1wp; Mins: Essence 3; Type: Simple (One Hour)
Keywords: Combo-Basic, Sourcerous, Memory
Duration: Indefinite
Prerequisite Charms: The Curse Of Inaction
This charm is a powerful ritualistic curse intended to extend the horror of The Fifth Knowledge into a
target, a Truth that traumatises the unskilled, striking them down with an inescapable fear of their
inevitable death. This curse requires a link to the victim to work, be it a piece of their body like hair or
a personal possession. A link that has connections to the victim's own despairs or fears may provide a
stunt bonus. A contested (Occult+Charisma) Vs (Integrity+Witts) roll is required, if the Infernal is
successful the target becomes overwhelmed with terror of their own mortality, even if the target is of a
kind that does not normally age or consider death (such as a Celestial god or 3rd Circle Demon). All of
the victim's actions must be dedicated to protecting themselves from threats, real or imagined and
perceive all strangers as potential threats. Unless they have Compassion 4 or higher they cannot include
others in their plans, if they do then they may extend their actions to protect those they care about.
They must spend 1 willpower and succeed on a Valour roll with a difficulty of 2 to take any action that
is not intended to protect them from danger (the willpower is spent regardless). Once the victim has
successfully made a number of such Valour rolls equal to double the Infernal's essence they vomit up a
small, dead, winged black insect and the effect is ended. They likewise vomit up such an insect if the
charm is ended via counter magic. This insect is a Dread fly and swarms of such insects occasionally
spring up in the most ravaged and dangerous areas of Malfeas, swallowing one has the same effect as
having this charm used on you by an essence 7 creature and they live to infect hosts. If recovered and
correctly prepared (requiring resources *** of reagents and a successful medicine+intelligence roll),
can be made into a spiritual poison with the following stats. (while the damage is rolled as normal it
removes points of temporary willpower rather than inflicting damage)
Name:Despair venom Damage:6wp/1 min Toxicity:4 Tolerance:-/- Penalty:-3 Resources:3 (Not usually
available)

The Curse Of Inaction


Cost: 15m; Mins: Essence 2; Type: Simple (One Hour)
Keywords: Combo-Basic, Sourcerous, Memory
Duration: Indefinite
Prerequisite Charms: None
This charm is a powerful ritualistic curse intended to extend the horror of Shades into a target, striking
them down with a dreadful depression. This curse requires a link to the victim to work, be it a piece of
their body like hair or a personal possession. A link that has connections to the victim's own despairs or
fears may provide a stunt bonus. A contested (Occult+Charisma) Vs (Integrity+Witts) roll is required, if
the Infernal is successful the target becomes overwhelmed with despair as the memories of all of their
failures and weakness flood back to them. While the victim will retain the ability to act but will only do
so when instructed by others. They must spend 1 willpower and succeed on a conviction roll with a
difficulty of 2 to take any action of their own volition (the willpower is spent regardless) save in
defence of an obvious threat. Once the victim has successfully made a number of such conviction rolls
equal to the Infernal's essence they vomit up a small, dead, winged black insect and the effect is ended.
They likewise vomit up such an insect if the charm is ended via counter magic. This insect is a Lesser
Despair fly and swarms of such insects occasionally spring up in the most dilapidated and damned
areas of Malfeas, swallowing one has the same effect as having this charm used on you by an essence 5
creature and they live to infect hosts. If recovered and correctly prepared (requiring resources ** of
reagents and a successful medicine+intelligence roll), can be made into a spiritual poison with the
following stats. (while the damage is rolled as normal it removes points of temporary willpower rather
than inflicting damage)
Name:Despair venom Damage:5wp/1 min Toxicity:3 Tolerance:-/- Penalty:-2 Resources:2 (Not usually
available)

The Breath Of Malaise


Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: The Touch Of Malaise
This charm empowers its prerequisite and behaves in all ways like that charm save that it is carried by
smoke that pours out of the Infernal's mouth and eyes. The cloud will fill a 45º by 45º degree cone of
(Permanent Essencex2 yards) in length and will effect all targets in the area, substantial or insubstantial
and any who enter the area when the Infernal's DV refreshes.. The smoke is normally unaffected by
mundane wind but the Infernal can choose to let it be carried by same if they wish. The smoke lingers
as long as normal smoke would but its effects vanish when the Infernal's DV refreshes.

The Touch Of Malaise


Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: None
Morstal knows that Hope is a lie. There is ultimately nothing to hope for, only death and the cold of the
Forgotten. Morstal extends a portion of this coldness to the target of this charm. The charm requires
skin contact and a successful contested roll of (Occult+Willpower) Vs the targets (Essence+Integrity).
If successful the victim of the charm takes a -1 internal penalty to all virtue rolls and is incapable of
regaining Willpower through sleep. This charm remains in place until the target has made a successful
Charisma+Conviction roll which they may make upon waking each morning. Events that might spur
the target into high spirits can provide a stunt bonus.
First Morstal Excellency
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attack, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The All That Was is despairing, reflective and seemingly lethargic. He is rooted in the past and loyalty
and as such feels the closest to joy he can understand when surrounded by tradition and protocol. He is
bound to obedience, tied to his obligations. He feels only hopeless regret and hatred for traitors. He has
a perfect knowledge of History but is blind to the future, only able to react to what has happened,
planning ahead only to imitate past plans or to act on past evidence. He can neither create or imagine,
only extrapolate from the past.
Characters may apply this Charm to any actions in which they act in line with tradition or protocol.
They may also apply it to actions based in their loyalty to another, to punish treachery or to uncover
what has been forgotten. They may never apply it to rolls concerning true creativity although he can
create very detailed works if they are wholly derivative. They may never use this charm to betray one
they call master, even in the service of another master. It may never be used to support guesses as to
the future unless based on significant evidence from the past. It is also totally incompatible with any
and all attempts to divine the future and all kinds of Astrology.
Become The Path Of History
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The All That Was forgets nothing. So that gift is now given to the Infernal. The Infernal recalls
everything they have ever experienced in perfect detail. They can recognize someone by a whiff of
perfume, repeat verbatim an epic poem first heard years earlier or recognize a specific person from
among a crowd of hundreds. Generally, there is no roll to recall anything the character has ever
experienced. Yet, if the character either attempts to recall something while under stress the player must
roll (Occult + Essence), with a difficulty assigned by the Storyteller based on the level of stress
involved. In addition only effects on a par with Primordial level magic such as The Loom Of Fate can
remove the Infernals memories without resistance. The Infernal may roll (Occult + Essence) vs a
difficulty equal to the origin of the effects essence to resist any lesser attempt to modify or remove their
memories and Morstal excellencies are always permissible on this roll.

Become The True Pathway


Cost: 10m; Mins: Essence 4; Type: Simple (Six Long Ticks)
Keywords: Memory
Duration: Instant
Prerequisite Charms: The Whole Embodyment Of Self
As they can do for their own minds, now the Infernals can raid the vault of the minds of their foes for
memories. This charm requires the infernal to make skin contact with their target and retain it for the
entire Six Long Ticks, breaking the contact ends the charm. The Infernal makes an undodgeable social
attack with (Charisma + Presence). If they succeed then they can choose one scene from the targets
memory to add to their own. The scene can be a known event or time (such as the meeting you attended
at Noon on the first day of Descending Wood, RY 701) or the one that best meets a description (such as
your happiest memory). The target is not harmed but they do recall the scene vividly as well. The
Infernal can examine the scene as if they where using The Whole Embodyment Of Self at the instant
they receive it. They can also re-examine the memory later as if it where their own memory.

The Whole Embodiment Of Self


Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Become The Path Of History
All has passed into Morstal, even that which none noticed. As such the Infernal can explore their past
more closely at a later date. With this charm the Infernal can re-examine a Scene from their life to look
for specific details and even use charms to assist in their search for information. They can even look for
information that they where in no position to notice the first time round, such as using an artefact to
look for dematerialised spirits. While the Duration is listed as Instant the Infernal can spend as much
subjective time as they like examining the scene and can even pause, rewind and replay events. They
cannot change their point of view however and the area is limited to the range of their senses at the
time the event first happened, the can discover what was hidden, but not what was never in their view.

Third Morstal Excellency


Cost: 4m; Mins: Essence 1; Type: Reflexive (Step 4 for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: First Morstal Excellency
Unlike his bretherin Morstal understands the notion of his own ability to fail. As such he offers the
Third Excelency in place of a version of (Yozi) Mythos Exultant. He may only use it on rolls that are
applicable for the First Morstal Excellency.

Vassal Competence Benediction


Cost: 5+m Ability; Mins: Essence 2; Type: Simple (One hour)
Keywords: Combo-OK Memory Non-standard Commitment
Duration: Indefinite
Prerequisite Charms: None
The Infernal is of his own making, the child of his own past. So then he can make others as himself by
giving them his past in his memories. When activating this charm you may target a number of Mortals
or Willing spirits and exalts, up to your Willpower who must be present for the one hour cerimony.
Each after the first adds 2 to the charms activation cost. You must also commit dots of one of your
Abilities to the charm. All of the targets of the charm gain a number of dots in that ability equal to the
number you committed, to a maximum of your normal, uncommitted value. You may choose to end this
charm at a different time for every individual separately if you wish but you do not regain the
committed ability 24 hours after the charm is over for every target. While under the effects of this
charm targets may exhibit some of your mannerisms and habits or suffer from unusual dreams.

Esoteric Knowledge Benediction


Cost: 5+m Ability; Mins: Essence 2; Type: Simple (One hour)
Keywords: Combo-OK Memory Non-standard Commitment
Duration: Indefinite
Prerequisite Charms: None
The Infernal is of his own making, the child of his own past. So then he can make others as himself by
giving them his past in his memories. When activating this charm you may target a number of Mortals
or Willing spirits and exalts, up to your Willpower who must be present for the one hour ceremony.
Each after the first adds 2 to the charms activation cost. You must also commit dots of one of your
Specialities to the charm. All of the targets of the charm gain a number of dots in that speciality equal
to the number you committed, to a maximum of your normal, uncommitted value (in the rare case that
they share your speciality). You may choose to end this charm at a different time for every individual
separately if you wish but you do not regain the committed ability 24 hours after the charm is over for
every target. While under the effects of this charm targets may exhibit some of your mannerisms and
habits or suffer from unusual dreams.

Sorcerous Enlightenment Of Morstal


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Morstal Excellency
Spells that uncover what has been Lost or Forgotten, that conceal or that maniupate memory such as
The Eye And The Mouth or Pressed Beyond The Veil Of Time resonate with The All That Was, for
such works of magic add to or remove from his very existance. The cost of such spells is reduced by 10
motes and 1 Willpower (to a minimum of 5 motes) Spells that create matter cannot be cast nor can
spells that invoke anything truly new. For example Torrential Cascade could never be cast as it requires
the creation of water but Death of Obsidian Butterflies becomes Storm of Dispairing Needles, which
creates a strom of needles made of solidified Dispair that evaporate after striking. As a small side note,
no new spell can be reserched using this Enlightenment and any spell cast with this Enlightenment
must have been cast at least once by some other means, otherwise it qualifies as "new".
Spells cast this way become dark and indistinct and cause feelings of nostalga and dispair in those who
observe them.

Consciousness Alteration Method


Cost: 15m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-Basic, Sorcerous, Memory, Social
Duration: Indefinite
Prerequisite Charms: Blow Against Recall
This charm builds on the principle of its prerequisite, allowing more skilled alteration of the targets
memories. If a social attack empowered by this charm is successful then it can entirely destroy or
entirely create an entire intimacy or change the nature of one intimacy. Naturally this attack is always
targeted to an intimacy and as such you always gain an intimacy related bonus. This charm can also
alter the target's motivation if the target possesses no Intimacies that would contradict the new
motivation and at least as many that would directly support the new motivation as support the current
one. This causes the memories surrounding the intimacy to be gently altered to support the new
Intimacy or Motivation. Alternatively the charm can alter the memories of the target concerning one
event or person. All Intimacies, Motivation and memories return to normal if the charm is dispelled.

Family Twisting Method


Cost: 25+m 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Sorcerous, Memory, Social
Duration: Indefinite
Prerequisite Charms: Consciousness Alteration Method, Blow To Your Allegance
This charm builds on the its prerequisite, a but allows the user to effect larger groups of individuals.
This charm can a group up to magnitude 1. Each additional 5 motes spent allows the Infernal to effect
an additional point of magnitude. This charm must effect a group that is connected by some kind of
organisation or blood connection. The attack is resolved one but compared to all of the individuals
individually. It must effect every target in the same way and cannot alter motivation.

Nation Warping Method


Cost: 50m 3wp; Mins: Essence 5; Type: Simple (One Day)
Keywords: Combo-Basic, Sorcerous, Memory, Social, Blasphemy
Duration: Indefinite
Prerequisite Charms: Family Twisting Method
This charm functions as its prerequisite, but allows the user to effect entire nations simultaneously. This
charm effects an entire nation, here defined as all of the people who consider themselves to be a part of
that nation who are within its borders. This charm must be used on a day significant to the nation's
people in some way. Finally it is a special case of the Blasphemy keyword, this charm's effects are so
massive that it will always be detected by the loom and will always cause a response unless overt
collusion from within heaven prevents it. So far this charm has only been used successfully once by a
Sidreal Akuma who died shortly after the charm was completed.

Blow Be To Your Might


Cost: 7m 1wp; Mins: Essence 4; Type: Supplemental
Keywords: Combo-OK Memory Non-Standard Attack
Duration: Instant
Prerequisite Charms: Blow Against Recall
This charm builds on its pre-requisit to allow a Non-Standard Attack against Attributes. This charm
may be delivered by any attack. If the attack hits then resolve damage against an Attribute (chosen
when you make the attack) with a base pool of the Infernal's Charisma. Apply threshold as normal but
the stats of the weapon used to deliver the attack do not apply.

Foweraker's New Keywords

Memory
A memory charm alters the memories of the target, typically to remove or grant capabilities. Because
most capabilities require some level of memory to use them these charms can affect all traits save for
Strength, Dexterity, Stamina and Appearance which are too inherent to the physical form. Even the
ability to channel essence can be effected by removing or adding the spiritual procedural memories
required to manipulate essence. Therefore while Memory charms can reduce permanent essence by
destroying memories and grant a mortal the ability to channel essence by giving the required spiritual
procedural memories it can never raise permanent essence. All Memory charms are also Shaping and
any that grant a permanent bonus are also Training. Creatures that have no memories, such as simple
automita and mindless undead are immune to these charms.

Non-standard commitment
These charms require the user to commit something other than essence. The most common is
Willpower but anything may be a valid target. The user takes all of the normal penalties for loosing
what they commit with one exception, they do not loose access the the charm they activated if doing so
makes them unable to fulfil the pre-requisites. All committed traits return instantly when the charm
ends save for Willpower which simply beings recovers normally. A character may never raise a trait
through spending experience while any part of it is committed and any other effects that might raise the
trait are compared to the original, not reduced value.

Non-standard damage
These charms attack something other than health levels, typically by altering the target's mind or
memories. They follow all the standard rules for combat damage save as follows:
• Damage is soaked with the higher of the target's Integrity or Charisma. There is no minimum
value to the damage pool so soak can reduce the damage pool to 0, negating the attack.
Favoured or Aspect traits receive an additional +3 soak. Traits that are tied directly to an
intimacy (such as Larceny if the target has a positive intimacy towards the thieves guild they are
a member of) gain +1 soak. Traits that are tied directly to the character's Motivation (such as
Valour for a character who wishes to purge their family of the dishonour of their ancestor's
cowardly conduct) gain +3 soak (does not stack with Intimacy soak). Motivations are never
valid targets. Intimacies are and are allways considered to be tied to an Intimacy (ie
themselves).
• Each successful point of damage to willpower closes off one dot of willpower, stating with
spent points of temporary willpower. Damaged willpower points recover in any situation
Willpower does but are empty when recovered (essentially meaning each has to be recovered
twice). If Willpower is reduced to 0 then Mortals cannot recover and spirits who are naturally
dematerialised dematerialise and cannot materialise until healed. Heroic mortals and all essence
users recover to 1 dot of Willpower (empty) after 1 week if they make a successful
(Charisma+Integrity) check. If they fail then they make another test in a week. If they receive
treatment their healer may also make an (Intelligence+Medicine) roll to restore them to health
with the same interval.
• Other traits are harder to hurt but also harder to heal. Each point of damage is recorded next to
the trait. When the points of damage equal the value of the trait the trait looses one point.
Additional points roll over. (For example if a mortal with Lore 2 received 3 points of damage to
their Lore they would mark the first 2, remove one dot form Lore and then mark the third and
loose their last dot) Specialities always count for this purpose but are lost if the trait they effect
reaches 0.
• Virtues and essence are the hardest of all to effect. They must take either 5 or their current value
in points of damage to reduce. (For example if a mortal with Valour 2 received 3 points of
Valour damage he would mark the 3 points of damage next to Valour but not loose any points in
it. If he took 2 more he would loose a point of Valour.)
Mortals cannot heal lost traits save by relearning them. Heroic mortals cannot either but may relearn
them at half the usual experience and training times, up to the original value. Essence users may make a
Willpower roll to recover one point of Trait damage per week. Specialities return when a trait is
returned to at least half its original value. Points of damage against traits fade after 24 hours have
passed. Such attacks are by their nature Shaping Attacks.
Notes for use:
I created Morstal for a game I am running and am in the process of creating charms for him. He is the
embodiment of The Past, Memories, Despair, Tradition and Loyalty. As a clarification his knowledge of
The Past is perfect only for those realms he has power over, he has all of The Past of The Primordial
Age and all of The Past of Malfeas but none of the past of Creation since the Primordial War save
where it is recorded as memories of the residents of Malfeas. He joined The Reclamation only because
he feels it will speed up the deaths of his brethren. He may or may not have echoes of the slain
Primordials inside him (Storytellers choice) but wishes to end everything by absorbing it, rather than
by letting it slide into Oblivion. He cannot see the present or the future and therefore must always wait
for events to enter the past before he can respond, meaning he sometimes seems a little slow.
The five Knowledges form the core of Morstal, he truly believe them and as such wishes to rescue his
brethren, and all loyal to them, from oblivion by absorbing them as they die. Which is insane but hey,
Yozi right?
I dont intend to make demon stats but, if for any reason anyone wants to have a stab at it by all means
do and include the stats on this Wiki. Share and share alike after all!

Zuratha
Zuratha, the Caverns that Whisper
"Survival's a long reach."
Zuratha, the Caverns that Whisper, stretch underneath all of Malfeas, Binding themselves to his bones,
writhing through the world and pushing aside matter that they might form. It is a complex of tunnels,
entered by spreading wounds in the ground, lit by the pale pulsing light of his calcitic flesh. The tunnels
seem ethereal, unreal, the white, waxy stone seeming somewhat transluscent to show shadows of
incomprehensible things that invariably turn out to be reflections, hallucinations, dreams. Zuratha is
literally endless, his arteries stretching an infinite distance in all directions, bounding within himself
caverns of incomprehensible size, whole worlds made of nothing but lost rumor and whispered tales,
spun whole from his bones.
Many stories have been told about Zuratha - that buried in him, in the central cavern that is his essence,
there is a treasure that is the very concept of treasure, grand beyond imagining. To those who seek
knowledge, it has been whispered that a map of his body would reveal the most profound truths of
Malfeas and creation alike. Perhaps most compelling to the denizens of the demon city, it has been
whispered that there are passages from his depths that lead out, to Creation and to stranger places, exits
that are not watched by Cecelyne or any other. All of these things are true, and all of them are not. In
times past, all of these things could be found in the body of Zuratha, as could any other legend that was
sought. Now, he has forgotten, and so these things are as hidden from others as they are to him. Those
who enter Zuratha are lost, eternally wandering, always sure that their goal is down one more tunnel.
Some find their goal, a cold reflection of what they expected; a treasure of gold that turns to sand, a
path to a creation that is monochrome and empty of all life; those that do cannot understand the
mockery that is their discovery.
Zuratha did not suffer fetich death to reduce him so; nor did he waste his power battling for freedom.
Once, he was the omnipresent underpinning of Creation, the roots that held the world together that it
was not washed away in the tides of the Wyld. When the unshaped horrors outside the world pressed
against what was, his endless reach would push them back again without a thought. His great heart was
a jade stone, and to stare on its surface one understood all that transpired in creation, everything that his
broad shoulders held up. When he was bound, he found that there was no purpose to his existence any
more; Malfeas needs not his strength to persevere, and his heart is now blank, a bulk of soapstone that
shows nothing but yet conveys: "The world carries on without me, as it seems it always could."
Zuratha now passes eons with his remembered dreams of past glories whispering tales about the things
that he once contained, the stories and the gifts, so that demons and men may walk his corridors. He try
to feel a reflection of the passions of those victims, but it proves impossible; and in a vain hope,
Zuratha wishes that his victims may actually find the purpose that he has lost, that it will be revealed to
him anew.

Aspects of Zuratha
• Allai, Who Serves the Weak
• Azhar, Who Tells of Great Things
• Lost Tayala, the Hunted Meaning
• The Soapstone Heart, fetich soul of Zuratha
• Prodosia, Who Salts the Earth
• Senesshee, Whose Truth Shapes
• Sha, The Everstretching Truth
• Sulmana, Who Seeks What she Finds

Zuratha's mutability and indolence combine in this charm, from which all others he wields
branch

Combat Charms
Zuratha, as in all things, treats combat as passively as possible, letting it unfurl around him without his
apparent involvement. Many of his charms are based around permanent alterations to guarding and
coordination, allowing the combat to occur with little direct involvement on his part. His perfect
defenses bear the imperfection of the Empty Heart. Zuratha is truly nothing without a purpose to
inspire him, and seeks it in others. Without them, he is reduced by his nature to hollowness. Charms
with the Imperfection of the Empty Heart may not be used when the wielder is without allies present. A
familiar, sharing the user's soul, does not count towards this ally count, nor do beings without
intelligence or without motivation.

Zuratha Charms
Zuratha has no green sun princes, but his various souls all have their various goals, and it is in his
nature to not question their plans too deeply. There are therefore many akuma of Zuratha in the world,
compared to some yozi- but they often are working at cross purposes. Most of their urges follow the
format of "Help someone accomplish this task" - usually, with task specified and someone not.
Point form notes are for charms yet to be written

Zuratha Excellencies
First Zuratha Excellency
Cost: 1m/die
Minimums: Essence 1
Type: Reflexive (step 1 for attacker, step 2 for defender.
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The quiescent god is passive, resigned, and given to being self-righteous and petty. He is eager to help,
but often misleading. He can give great short-term gains, but is fickle and inconstant over the long
term. He feels the passions of others and is empathetic, but is rarely interested in opposing others to
complete his goals.
Characters may apply this charm to actions that aid others or affect only themselves, as well as actions
that are brief or not taxing. He may use this charm to maintain his own definition of self against
attempts by others to change that definition, such as by physical or social attacks or shaping. He may
not use this charm for any action taken in the heat of passion, and may not benefit long-term exertion.
Zuratha Mythos Exultant
Cost: -
Minimums: Essence 3
Type: Permanent
Keywords: none
Prerequisite Charms: First Zuratha Excellency
Zuratha accomplishes his tasks easily, but rarely profits from his illusory goals. Double the dice granted
by stunts, but gain no reward.

Base Charm
Sleep and Stand Tall Cost: -
Minimums: Essence 1
Type: Permanent
Keywords: none
Prerequisite charms: none
Zuratha is quiescent. But just as he does not choose to act himself, does not mean that he is impotent.
He merely refines himself and waits until he has a goal to expend the energy on. This charm
permanently enhances the character's ability to rest. With every eight hours rested, the character regains
one virtue channel and must redefine his purpose - he assigns a +3 specialty to any ability. The
character cannot keep the same specialty after resting. This can give the character more than 3
specialties in one ability, and the cap for specialty dice applied to rolls supplemented by this charm
becomes essence or three, whichever is higher.

Combat Charms
Combat charms based on reliance on others to do your work and changing self-definition to defend and
attack.
Branch one -
Wait as the Patient God
Cost: -
Minimums: Essence 2
Type: Permanent
Keywords: none
Prerequisite charms: Mutable Recumbent Divinity
The restful god cannot be harmed; his lack of action means that he is ready to move reactively away
from anything, his whole existence a coiled spring waiting for a purpose, the only limiting factor the
bounds his own soul inflicts. His chosen are likewise ready to respond to anything that would disturb
their torpor. This charm permanently enhances the guard actions of Zuratha's chosen. Guard actions
now increase DV by the chosen's lowest virtue. This changes the nature of the guard action, rather than
being a DV bonus from charms. The guard action is now a three tick action that refreshes DV when it
ends. However, the Zurathan chosen may choose to renew it at the end of the three ticks without cost
reflexively, preventing the DV refresh. The action may still be aborted at will, as per usual.
The chosen may purchase this charm a second time to allow them to renew the guard action as many
times as they desire without their DV refreshing.
Wield the Immobile Force
Cost: -
Minimums: Essence 2
Type: Permanent
Keywords: none
Prerequisite charms: Wait as the Patient God
Zuratha is silent and still, but this does not prevent his souls from using his power to their own ends,
thinking that their goals are their own. The chosen have learned to emulate this, and their allies strike
for them. This charm permanently alters the nature of the coordinate attack action. It now counts as a
guard action for purposes of Majestically Restful Pose - coordinate attack actions have a DV bonus of
+lowest virtue and take 3 ticks. The user may choose to extend that time if they desire, and if they have
bought Majestically Restful Pose twice may extend it further as per that charm.
The chosen may purchase this charm again to add lowest virtue in successes to all coordinate attack
rolls.
Redefine the Lover's Hand
Cost: 3m, 1wp
Minimums: Essence 3
Type: Supplemental
Keywords: combo-ok, obvious
Duration: instant
Prerequisite charms: Wield the Immobile Force
Many aspects of Zuratha all work to their unified goal: find the purpose that he seeks. That the hunt is
his purpose is irrelevant. The unified striving is the method and the end. The chosen learns to emulate
the methodology of Zuratha, and his coordinated attacks make his allies weapons. The chosen
supplements a coordinate attack roll. The coordination grants those that it coordinates a single attack on
the tick when it completes; this attack ignores rate and does not inflict a DV penalty. If the attacker has
an action available, he may use it as normal in addition to the attack granted by Redefining the Lover's
Hand.
At essence 4, this charm may be purchased again. Anyone whose motivation is in line with the chosen
of Zuratha's goals does not require successes to coordinate. Up to essence such individuals may still
apply to the cap of maximum applied successes.
At essence 5, the chosen may purchase the charm a final time to allow them to include enemies in his
coordination roll. Apply the coordinated attack successes as an unnatural emotion effect with successes
equal to those rolled on the coordination roll, which costs 1 willpower to resist. If they do not, they
must attack the target as desired by Zuratha's chosen.
Enjoin Yourself to Nothing
Cost: 3m+
Minimums: Essence 3
Type: Reflexive (step 6)
Keywords: combo-ok, obvious
Duration: instant
Prerequisite charms: Wait as the Patient God
Dreams reflect on and slide off of Zuratha, and those who first dreamed them are punished by those
dreams and thank him for it. The chosen of Zuratha reflect attacks onto their allies and friends,
preventing their own suffering for the greater good. This charm is a perfect soak charm. It perfectly
negates a single attack against the user. As an additional cost to activate the charm, an ally of the user
present in the same scene suffers automatic levels of unsoakable aggravated damage equal to the
attacker's essence. The chosen may choose to reduce this damage by one level per two extra motes
spent when the charm is activated, to a minimum of one level. During a guard action, reduce the mote
cost to 1 before surcharges.
Make Nothing of the Dreamer
Cost: +1wp
Minimums: Essence 4
Type: permanent
Keywords: none
Duration: permanent
Prerequisite charms: Enjoin Yourself to Nothing
Zuratha knows that the opposition to it is what gives purpose form. This charm is a permanent
enhancement to its prerequisite. When the user activates it, he may spend an extra willpower to roll
Charisma+Presence against a present target's MDVs - including their enemies. If he beats it, he may
treat them an ally for purposes of that charm. He cannot inflict more levels of damage to the target by
this means than his essence, and will have to pay extra motes to reduce the damage if it is more than
that.
Watch the Roiling of the Hopeful Minds
Cost: none
Minimums: Essence 2
Type: permanent
Keywords: none
Duration: permanent
Prerequisite charms: Wait as the Patient God
The chosen of Zuratha know the power of waiting. When they purchase this charm, add essence to the
maximum number of dice that can be added by aiming. Aim dice bonuses beyond the first action count
as a die bonus from charms.
They may purchase this charm up to essence times. The chosen of zuratha may accumulate more than
attribute+ability dice aiming this way for purposes of subsequent charms, but may not apply more than
usual.
At essence 4, aim actions also count as guard actions.
Strike the Wilting Hope
Cost: 1wp
Minimums: Essence 3
Type: Permanent
Keywords: obvious
Duration: permanent
Prerequisite charms: Watch the Roiling of the Hopeful Minds
Patience breeds certainty. This is one reason that the chosen feel that Zuratha has not picked a purpose
yet; because the superiority of one has not yet been proven. If the chosen have more aim dice against a
target than the target's MDV, the attacker may spend a willpower when he makes an attack. The target
becomes certain of the outcome - the attack becomes perfect and will strike even if DVs reduce it to 0
successes. However, this only works against targets who are aware of the attack.

Self-definition Charms
Charms based on Zuratha's desire to define and know himself.
Profound Truth of Self Cost: 4m
Minimums: Essence 2
Type: Reflexive
Duration: Story
Keywords: Combo-OK
Prerequisite charms: Mutable Recumbent Divinity
Zuratha defines aspects of himself to the needs of every circumstance, or at least every circumstance
that catches his interest. Each personality that his souls take is as true and real as any other, and his
souls have learned to mimic this ability. The exalt sets one of his virtues to six or essence, whichever is
higher, and gains that many virtue channels as well. At essence 5, the chosen may spend an extra 3
motes when channeling an augmented virtue to convert the dice into successes. This charm cannot be
voluntarily ended before the end of story by the chosen. If another effect ends the charm, the chosen
may not activate it again for the same virtue within the story. The chosen may buy this charm multiple
times. Each purchase increases the number of virtues that the exalt may augment at once. A fifth
purchase at essence 6 allows the user to augment their permanent willpower.
Solipsistic Mirror Games Cost: 4m
Minimums: Essence 3
Type: Reflexive
Duration: Story
Keywords: Combo-OK
Prerequisite charms: Profound Truth of Self
The soul of Zuratha is self-defined. But it is the sign of his power that his self-definition reflects on the
souls of others. The chosen of Zuratha know the arts by which their own soul's knowledge and power is
granted to others. The user rolls charisma+performance against a target in sight range. If successful,
raise one of their virtues by essence.
At essence 4, the chosen is able to spend a willpower when activating the charm. If they do, their
targets cannot spend a willpower to supress their augmented virtue. This is an emotion effect that costs
2 willpower per scene to resist. Spending a total of their increased rating in that virtue ends the effect,
but the increased virtue remains. This does not stack with Profound Truth of Self if applied on another
Chosen of Zuratha.
- create a new motivation as a mental defense
- perfect disguise charm
- upgrade - make charms appear to be of a different type.
- willpower reserve, only fillable with rest. multi-purchasable.

Aid charms
Charms based around Zuratha's tendency to go along with the plans of others.
Look to your Empty Heart Cost: 4m
Minimums: Essence 2
Type: Reflexive
Duration: Scene
Keywords: Combo-OK
Prerequisite charms: Sleep and Stand Tall
Zuratha's chosen know how to fight against the things that would define them - emulate their
unshapable father. Influences on them are muddied and lost like words written in wet clay. Increase the
difficulty of shaping attacks made against the wielder and their mdvs by essence.
See the Will's Kernel Cost: 4m, 1wp
Minimums: Essence 2
Type: Simple (dramatic action)
Duration: Instant
Keywords: Combo-OK, emotion
Prerequisite charms: Look to Your Empty Heart
Zuratha seeks the thing that will define him, and helps others that they might be that thing. But what if
their desires are - unsuitable? The chosen declares a target. Over the course of a conversation, the target
finds themselves agreeing with the the Zurathan's ideas and methods. The user makes a
charisma+presence roll, with bonus successes equal to their highest virtue. If this beats his targets
MDV, they gain a second motivation equal to the first for every purpose except gaining permanent
essence for completing it until the end of the story. This is an emotion effect which can be resisted for a
cost of one willpower per scene. If the target desires, at end of the story they may convert their original
motivation to their new one at no cost.
Throw Seeds to the Wind Cost: +6m, 1wp
Minimums: Essence 3
Type: Permanent
Duration: Story
Keywords: -
Prerequisite charms: See the Will's Kernel
Zuratha knows that any one being - except himself, of course; can be of but little purpose. But he has
felt the purpose that can be inflicted by many. This charm is a permanent enhancement to See the Will's
Kernel. When it is activated, the Zurathan commits ten motes for the duration of the story. Everyone
that the target meets compares the Zurathan's highest virtue to their highest MDV. If the virtue is
higher, they gain the second motivation as per See the Will's Kernel.
- automatically organize groups with shared motivation
- add successes to aid rolls
- upgrade to above: gives penalties to anyone he has aided who is disappointing
- give targets demonic traits to aid them. Multi-purchasable for more traits.

XANICHI
The Eternal Maze, The Alchemist of Realities, The Puppeteer Of Feathers And Shade, The
Capricious Azure, The Eye Of Sorceries, The Burning Blue Rainbow, The Subtle Schemer

THE XANICHAN URGE (THE URGE TO CHANGE)

Xanichan Urges push their bearers onward with the need for revolution, for alteration and chaos and
reaction after reaction, treating the world as touchpaper to a glorious explosion of change. Stagnation,
tradition and contentment are the enemies of Xanichi, as he seeks to turn the wheels of the world ever-
faster, only bothering to hide his machinations half of the time (unless, of course, that is what he wants
his opponents to think). It matters little if he succeeds in his latest plot and provokes a new, burning
mutation in the fabric of reality, or if he seems to fail, forcing others to adapt in order to fend off his
reforms; either way, the universe must react to his diabolical alchemy.
Possible examples of a Xanichan Urge might include:
• Inspire revolution throughout the Realm.
• Reform the Celestial Bureaucracy.
• Dissolve all of Creation into Pure Chaos.
• Create a new Creation out of Pure Chaos.
• Turn Whitewall into a city of mutants and beastmen.

The Torment of Xanichi: When an Infernal with a Xanichan Urge reaches 10 points of Limit, he
becomes dreadfully impelled to engage in fearless micromanaging, convinced that his minions and
distantly-laid plans will amount to nothing; only he can be trusted to accomplish his goals. Often, this
has the same outcome as going to personally check on an “dud” firework. For one full day, the Infernal
suffers the same effects as the uncontrolled version of the Foolhardy Contempt Virtue Flaw (Exalted,
p.105).

GLORIOUS NECESSITY OF BETRAYAL (PRECIPITOUS FIAT)

Xanichi delights in betrayal, and is even less able to restrain himself than the Ebon Dragon, lacking the
latter’s inherent cowardice. Those familiar with the Eternal Maze are wise not to turn their backs to him
for even a moment. Whenever the warlock betrays an individual completely unnecessarily, ending their
service or alliance where they might otherwise have continued to be of use, he rolls his Temperance.
Each rolled success reduces his accumulated Limit by one point, to a minimum of zero. Examples
might include refusing to pay the expert mercenary band who delivered his enemies to him, leaving his
second in command behind as their airship goes down in flames, or murdering his partner-in-crime
midway through a robbery to secure a greater share of the take.

FIRST XANICHI EXCELLENCY


Cost: 1m per die; Mins: Xanichi 0, Essence 1; Type: Reflexive (Step 1 for attacker; Step 2 for
defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Eternal Maze is capricious and seemingly random. He engages in labyrinthine plots and byzantine
conspiracies, plans within plans that exist sometimes for a purpose, sometimes for his own obscure
amusement. Convolution and trickery are the tools of Xanichi, and he is ultimately a showman, a
puppeteer for whom all the world is a stage and all its peoples dancing puppets. Xanichi fosters
ambition and hope, no matter how senseless or impossible, for he is the patron of change and evolution.
Despite his colossal intellect, Xanichi finds it hard to resist engaging in deceit and complexity, even
when his plans would be better served by simplicity or honesty. He is no stranger to self-defeat, as his
drive for change leads him to upset all stability, even that which benefits him. The Alchemist of
Realities is the greatest of sorcerers, and encourages curiosity and the gathering of knowledge, no
matter how ill-advised or forbidden. He scorns tradition, inciting dynamism and mutation in all things,
be it society or physical form. Xanichi has no problem with turning on his followers, as loyalty is far
too steady for his tastes, though he is loath to fully abandon a plan, preferring to incorporate it into one
of his other myriad plots.

Characters may apply this Charm to actions that facilitate significant change, as well as those that aid
the development and progression of long-term or convoluted plots. Sorcerous or thaumaturgic actions
may always benefit from this Charm. Attempts to conceal one’s goals or actions generally benefit, as
does any action taken with the goal of manipulating another, though open and grand displays are not
opposed to this Charm at all. This Charm may never be used to keep something static, nor may it
support an action that has been openly predicted by another.

XANICHI MYTHOS EXULTANT


Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Xanichi Excellency
Xanichi is a master of chance, a feathered serpent with poorly-rolled die for eyes. Though it amuses
him to see lesser beings scrabble against randomness of the world, he is careful to see that his fire does
not burn himself. An Infernal with this Charm may, after rolling the stunt-enhanced dice pool, remove
up to (Stunt Rating x3) of the individual dice results and roll them again, applying the second result as
reality refolds itself around his actions, cushioning him against the failings of Fate. Applied to a static
value, this allows the Exalt to increase his effective (Attribute+Rating) by (Stunt Rating +1).

ASCENDANCY MANTLE OF XANICHI


Cost: — ; Mins: Xanichi 0, Essence 5; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Xanichi Excellency
The Infernal can spend experience to buy his Essence rating up to a dot higher than his age should
permit (see Exalted Corebook, p. 275). As Xanichi relies on his cultists and sorcerous hideaways,
whenever the Infernal is recovering motes at a rate of less than ten motes per hour, he loses all benefits
from excess Essence (similar to Cecelyne). This drawback persists only as long as the character’s
Essence rating is higher than it could be without this Charm. Upon reaching the age that Essence 10 is
naturally available, the Infernal replaces this Charm with another of his choice. The Infernal may learn
only a single Ascendancy Mantle Charm.

HAND OF CHANGE CHARMS

HAND OF CHANGE
Cost: 1+m; Mins: Xanichi 0, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Desecration, Obvious, Shaping, Sorcerous, Stackable, Touch
Duration: Instant
Prerequisite Charms: None
Xanichi sees no appeal in the static forms of Creation. Where his clawed fingers touch, the world
ripples and warps, changing in hideously beautiful ways. When the Infernal activates this Charm, he
pays one or more motes (to a maximum of (Essence+2) motes per activation) and applies positive
physical mutations to the target based on the number of motes spent. A pox costs one mote, an
affliction costs two motes, a blight costs three motes, and an abomination costs four motes. These
mutations are applied normally as a Desecration effect (though the Creature Of Darkness mutation does
not count toward the cost of the Charm), and fade at a rate of (target’s Essence) of mutation dots per
day, rounding up if necessary, and starting with mutations of the highest value. The mutations
themselves are Sorcerous, and may be dispelled with the appropriate countermagic.

At Essence 3+ the Infernal may increase the cost of this Charm by one point of temporary Willpower to
make any mutations applied by this Charm permanent, at the usual xp cost. Doing so prevents the
mutations from being Sorcerous, making them immune to countermagic.

At Essence 4+ the additional cost to make mutations permanent is waived if the Charm is used on a
willing target.

MOULT THE FORM


Cost: — (+2m); Mins: Xanichi 0, Essence 2; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Hand Of Change
Time is immaterial to the Eternal Maze, as minutes and ages rebound off its mosaic walls like echoes in
a concert hall. What does it matter if change comes now, or within a century? It is all the same to
Xanichi, an omnidimensional patience upset only by his love for showmanship. This Charm enhances
its prerequisite, allowing the Infernal to delay the application of any mutations (or other effects)
generated by it. When using Hand Of Change, the Infernal may pay an additional two motes (these do
not count toward the maximum cost of the Charm). If he does so, the effects of the Charm do not
manifest immediately, but are instead condensed into a Sorcerous mark somewhere on the target’s
body, ranging in size from a small coin to a handprint. This mark is invisible to normal sight, but any
form of Essence sight reveal a stylised blue symbol of some sort, often a two-tailed comet or feathered
serpent; an Infernal can always see their own marks, even through clothing or armour.

The Infernal may reflexively pay one mote at any point to make one of these symbols visible to normal
sight, and may (upon doing so) cause the mutations stored within to suddenly erupt into the target’s
body, as though the prerequisite Charm had been applied at that moment. If the mark is dispelled, the
mutations in question are lost.
Unless it is dispelled, this mark lasts until the death of either the Infernal or the target. There is no limit
to the number of marks an Infernal may have placed, nor is there any limit to the number of times a
single character may themselves be marked for mutation.

SERPENT FOLDS ITS WINGS


Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Moult The Form
Xanichi knows well the value of subtlety. Sometimes, it simply isn't productive to be a winged serpent
the size of a small country. Sometimes it is best to slither into conformity, ready to burst forth when the
time is right. This Charm enhances Hand Of Change. When using that Charm, the Infernal may instead
suppress active mutations, condensing them into a Sorcerous mark somewhere on the target's body.
This costs a number of motes equal to the cost to generate those same mutations, with the usual limits
on mote expenditure applying. The mark in question acts exactly as the one described in Moult The
Form, with the exception that dispelling it causes the suppressed mutations to immediately and
painfully return.

This Charm may not suppress natural mutations, such as those describing the form of a beastman or
engineered race, but may suppress other mutations, even those not applied by the Infernal himself.

BURNT OFFERING TRANSFERAL


Cost: — (+hl+); Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hand Of Change
Fire turns wood to ash, but nothing has been lost - it is just another example of change. Soon the ash
will blow away, and make the ground where it falls more fertile, allowing further growth. This Charm
permanently enhances its prerequisite, allowing the Infernal to trade his health in order to further a
glorious metamorphosis. When using Hand Of Change, he may voluntarily suffer any number of
bashing health levels of damage in order to decrease the mote cost of the Charm, to a minimum of zero.
Motes discounted in this way obviously do not count toward the maximum number that may be spent
on the Charm, effectively increasing the maximum number of mutations that may be applied per Charm
activation.

GNARLED PENDULUM INFUSION


Cost: — ; Mins: Xanichi 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hand Of Change
Evolution is not purely beneficial. Birds lose flight, fish lose gills, bears lose sex drive. In the hands of
Xanichi, however, evolution can be outright malicious. This Charm permanently enhances its
prerequisite, allowing the Infernal to inflict negative physical mutations as well as positive ones, at a
cost of one mote per deficiency, two motes per debility, and three motes per deformity. The Infernal
may also inflict mental and spiritual mutations, as well as physical ones. These mutations otherwise
function just as normal ones applied by that Charm.

WARP-TINTED LENSES
Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Gnarled Pendulum Infusion
A thousand eyes blink and stare beneath the Xanichi's feathers, and each time they open they look upon
the world anew, their pupils morphed, their irises a different shade, their perceptions totally flipped.
This Charm permanently enhances Hand Of Change, allowing the martial artist to use it to alter his
target’s perceptions of the world. He gains access to the following unique mutations, which he may
only apply through this Charm;

• Pox - Friends To Lovers: One of the character’s intimacies has its context altered. This may not make
a positive intimacy into a negative one, or vice-versa, but there are no other restrictions on the new
context. The Infernal that applied this mutation chooses both the intimacy and the new context.

• Affliction - Love To Hate: This mutation is equivalent to taking Friends To Lovers twice, and has the
same effects, with the exception that no restrictions of any kind are placed on the new context.

• Blight - Nobody To Nemesis: One of the character’s intimacies has its subject altered. The character
must be at least aware of this new subject, but otherwise needs no justification for transferring their
love for their wife (or their hate for their foe) to them. The Infernal that applied this mutation chooses
both the intimacy and the new subject.

• Abomination - I Always Feel Like: One of the character’s intimacies is marked for either erosion or
reinforcement, as their mutated mind twitches and reinterprets events as the warlock wishes. If it is
marked for erosion, then any scene spent reinforcing this intimacy instead counts as a scene spent
eroding it. A scene spent interacting with the subject of the intimacy, or the Infernal who applied this
mutation, always counts as a scene spent eroding this intimacy. If it is marked for reinforcement, then
the same occurs, except that any scene spent eroding the intimacy instead counts as a scene spent
reinforcing it. The Infernal that applied this mutation chooses the intimacy in question.

When these mutations fade or are removed, any intimacies they affected return to normal, unless they
have been removed completely or otherwise altered in that time. Applying these mutations permanently
never incurs an xp cost.

BROKEN ON THE ETERNAL WHEEL


Cost: — (+1m); Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Gnarled Pendulum Infusion
Change wears down lesser beings, grinding them like an ever-turning millstone. Xanichi cares not -
twice as many new horrors will be born from their broken bodies, returning to a cycle of infinite
variations. This Charm permanently enhances Hand Of Change, allowing the Infernal to drain a single
point of temporary Willpower from his target at a cost of one mote. This is still a Shaping effect, but it
does not count toward the maximum motes that may be spent on the Charm, and may not be done more
than once per activation.
At Essence 4+, this Charm automatically upgrades, allowing the Infernal to assail the minds of those
who resist the certainty of uncertainty with leering illusions that mirror their inner madness. If the
target of Hand Of Change perfectly defends against its Shaping effects (such as through the Charm
Integrity-Protecting Prana; effects that would require a roll, or an additional cost per usage, such as
Emerald Angel Unfurling or Purity Of Madness Defense), are obviously not considered perfect) the
Infernal may reflexively pay one point of temporary Willpower to increase the target's current Limit
track by one point as an Illusion effect that requires the expenditure of two points of temporary
Willpower to resist. This may inflict a maximum of (target's Essence) Limit per scene on a single
character. Obviously, this has no effect on characters without a Limit Track, but inflicts a single point
of Resonance on Abyssals and reduces the temporary Clarity of an Alchemical by one (Alchemicals
with a Dissonance track instead increase it by one).

FLICKERING FLAME OF MUTATION


Cost: 1m; Mins: Xanichi 0, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: Hand Of Change
The fire of Xanichi does not burn, but writhes in his many palms like a pinned piece of an aurora. The
warlock gestures toward his foe, sending forth tongues of heatless flame that flow from one color into
the next. This flame is targeted with (Willpower + Occult), with an accuracy bonus of (Essence), and a
range of ([Occult + Essence] x 10) yards, ignoring cover entirely (though enemies in 100% cover are
still invalid targets). If it hits, the Infernal may immediately apply the effects of Hand Of Change, at the
usual cost (this is not a separate Charm activation).

SWEEPING WARPFIRE VORTEX


Cost: — ; Mins: Xanichi 0, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Flickering Flame Of Mutation
The flames of change drip from a demon's maw like mad napalm, touching children, houses, towns,
cities, and leaving none unchanged. This Charm permanently enhances its prerequisite, allowing the
warlock to reduce the accuracy modifier of the flame in order to increase the radius of its area of effect,
at a rate of one point of accuracy bonus to one yard. The lowest he may reduce his accuracy modifier to
in this way is –(Essence). If this Charm strikes multiple targets, the warlock must pay for and select
each of their mutations separately (he may choose not to apply any mutations at all, in order to
conserve motes).

A second purchase of this Charm at Essence 4+ upgrades it, allowing the warlock to only pay the mote
cost for the mutations of the most expensive target of each Flickering Flame Of Mutation. Other costs
must still be paid separately.

At Essence 10+ the Infernal may instead reduce his accuracy bonus to zero to increase the Charm's
radius to one square mile.

FLAMMULE-TO-FUEL TRANSMUTATION
Cost: — ; Mins: Xanichi 0, Essence 2; Type: Permanent
Keywords: Native, Obvious, Overdrive
Duration: Permanent
Prerequisite Charms: Flickering Flame Of Mutation
The Infernal's mutating flames drip heatlessly over his fingers, falling to the ground. Where they touch
dirt, it twists into new and alien shades, leaving a thin trail as the tiny mewling fires crawl back to the
Infernal, reinfusing themselves into his burning Essence. This Charm grants the Infernal an Overdrive
pool with a capacity of five motes. Initially empty, it gains a single mote every time the Exalt uses
Flickering Flame Of Mutation on a target other than himself.

If the Infernal knows the Charm Blade Of Mutable Ether, then the capacity of the Overdrive pool
granted by this Charm is increased to ten motes. In addition, it gains a single mote the first time in a
tick the Infernal makes an attack with a weapon enhanced or created by that Charm. Finally, it gains a
single mote at the end of any tick in which the Infernal has inflicted more than (Essence x 2) points of
mutations, spread across any number of characters (mutations he inflicts upon himself do not count for
this purpose, as are pre-existing mutations that he releases from suppression).

NINE FACES OF DIVINITY


Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Flammule-To-Fuel Transmuation
When The Alchemist of Realities straddles Creation he will spend idle time with a clutch of randomly
selected gods. He will take them up into his hands, and let them fall between his fingers, catching and
turning them over again and again, smiling as his very touch warps and mutates them. By the time he
loses interest and drops his hobby like an afterthought, the divinities he has toyed with will be little
more than unrecognisable horrors – or worse.

This Charm permanently enhances Flickering Flame Of Mutation, allowing the Infernal to use it to
affect immaterial targets just as easily as material ones, ignoring the natural resistance to mutation
possessed by gods and elementals. If the Infernal has enhanced or created a weapon with Mutable Ether
Blade, then it can strike immaterial targets as well.

It should be noted here that ghosts cannot be mutated by Xanichi Charms (at least, not without
employing Heretical Charmtech), being static creatures fundamentally opposed to his paradigm of
chaos and organic change. Instead, they suffer one die of unsoakable aggravated damage for every
three points of mutations they would have normally acquired. Non-ghostly creatures of death, such as
zombies or Abyssals, are affected normally. They are, however, completely disgusting.

EMBERS OF EVOLUTION
Cost: — (+1wp); Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Flickering Flame Of Mutation
The revolution has not been put down. It simmers, cells of cultists and anarchists lying in wait, embers
prepared to erupt at the slightest incitement to change. The Infernal may use Flickering Flame Of
Mutation with a surcharge of one point of temporary Willpower, as well as the cost of any mutations he
wishes to inflict through Hand Of Change, to lay a trap on any surface within range. This trap is a
Sorcerous environmental hazard with a radius of (Essence) yards, which takes the form of softly
glowing ember-like lights at the center of the hazard. This will obviously be more suspicious in some
places than others – it will likely be unnoticeable in a fire or on a jewel, but placing it in a dark room or
a flat marble floor will allow it to be spotted easily. This hazard lasts until the end of the scene.
The first character (other than the Infernal) to step into the radius of the embers immediately suffers an
attack by Flickering Flame Of Mutation, using the Infernal’s usual dice pool (he may not augment this
pool with Charms). If the target had not noticed the Charm upon triggering this effect, he must roll
(Wits + Awareness) against the warlock’s (Essence) or else suffer it as an unexpected attack. If the
attack hits, it proceeds as though the target had been struck by a normal iteration of Flickering Flame
Of Mutation, using the mutations paid for by the warlock upon setting the trap. After the resolution of
this attack, the embers gutter out into nothingness, leaving no trace beyond some twisted discoloration
where they once laid.

A second purchase of this Charm at Essence 3+ allows the Infernal to charge his embers such that they
can strike up to (Occult) different characters before being removed, at a cost of an additional two motes
per additional character to be affected. Alternatively, he may lay up to (Occult) individual embers, each
capable of affecting one character, at a cost of two additional motes per additional ember.

In addition, the warlock may place a geas on his overeager embers when creating them, forcing them to
lie dormant. Instead, they will erupt (as normal) when a specific condition is met within their range
while a valid target is also in range, targeting the closest valid target. This condition may range from
"At noon" to "When the red-headed Dragonblood with the jade Powerbow embraces her mother". The
embers will not recognize characters by name, though descriptions can be as needlessly specific as the
Infernal likes, and they are not fooled by illusions. After this eruption has been resolved, the embers
will act as normal, disappearing or waiting for further valid targets if they have more charges in store.

GREEN FIRE OF TREASON


Cost: — (+2m); Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: Flickering Flame Of Mutation
The Eternal Maze is a selfish titan, gazing through a universe of infinite complexity and seeing only
where he might prevail. Viewed through the heat-shimmer of his emerald flame, others can understand
a fragment of this mindset. This Charm upgrades its prerequisite. When using Flickering Flame Of
Mutation, the warlock may pay an additional two motes (these do not count toward the maximum
number of motes that may spent on the Charm). If he does so, then any character struck by it must roll
(lowest Virtue) or suffer the effects of the Limit Break Curse Of The Heartless Weasel for the rest of
the scene as a Shaping effect. This effect may be resisted at a cost of two points of temporary
Willpower, but if it completes its natural duration, the affected character regains one point of temporary
Willpower (there is never any Limit reduction from the effects of this Charm).

BLADE OF MUTABLE ETHER


Cost: 2m; Mins: Xanichi 0, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: One Scene
Prerequisite Charms: Flickering Flame Of Mutation
The Puppeteer Of Feathers And Shade generally avoids such pedestrian weapons as blades, but when
he must, he wields a great saber crafted from burning time, its edge formed from a thousand carefully
sharpened anti-seconds that shimmer with an oily light. The warlock uses this Charm and spends three
motes on any melee or martial arts weapon he is currently wielding, enveloping it a shimmering aura or
twisting flame that does not burn him. For the rest of the scene, any attack with the weapon is treated as
an attack by Flickering Flame Of Mutation, with a successful hit allowing the martial artist to apply the
effects of Hand Of Change, at the normal cost.
At Essence 4+ the effects of this Charm may also be applied to ranged weapons, a corona of mutating
fire bursting into existence around each arrow or slingshot.

A second purchase of this Charm at Essence 4+ allows the martial artist to create appropriate
ammunition of any quality for ranged weapons enhanced by this Charm, at a cost of one mote for each
shot costing Resources • or less, and two motes for more expensive ammunition (thrown weapons are
treated as ammunition, with their cost reduced by one for the purposes of this Charm). Ammunition
created in this manner is formed entirely of the rainbow fire of Xanichi, its solid parts formed from
crystallised flame.

The warlock may now also create an entire weapon by using this Charm with a one mote surcharge,
using the stats for any mundane weapon of any quality with a cost of Resources •• or less (he may
create multiple weapons with a single activation, provided their total cost is within the boundaries of
that allowed by the Charm). The weapon in question erupts into his hand, a shimmering manifestation
of rainbow flame or twisted air, and acts exactly as a normal weapon of its type, with the exception that
it cannot be sundered or disarmed, may be dispelled by appropriate countermagic, and is under the base
effects of this Charm.

A third purchase at Essence 4+ increases the power of weapons created with this Charm, allowing the
Infernal to pay an additional point of temporary Willpower when activating this Charm. If he does so,
he increases the maximum cost of weapons created by an activation of this Charm to Artifact •• or
Resources ••••. Artifact weapons created by this Charm do not benefit from any magical material
bonus. The warlock may also pay this additional Willpower cost when enhancing a pre-existing
weapon, increasing its quality rating by two levels, to a maximum of Perfect quality (Artifact weapons
lack a quality rating, but may be enhanced in this way to add the Fine bonus to their statistics). A
weapon enhanced in this way returns to its normal quality when the Charm deactivates, but its
aesthetics are forever warped into something alien to Creation; perhaps it now possesses an unsettling
oily sheen or a living eye set into hilt.

If the warlock is wielding a weapon he created or enhanced by paying Willpower, he may channel
Flickering Flame Of Mutation through it, reducing its total cost by one mote.

BURNING RAINBOW BACKDRAFT


Cost: 3m; Mins: Xanichi 0, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Blade Of Mutable Ether
To play with fire is to be burned. The Alchemist of Realities teaches this lesson in the most obvious
fashion. The warlock may activate this Charm in response to any attack made against him while he is
wielding a weapon enhanced or created by one of his Charms, granting him a counterattack against the
attacker in Step 9 of the original attack using his created-or-enhanced weapon. If the weapon in
question is one created by Blade Of Mutable Ether, he may pay an additional two motes to make this
counterattack unblockable, as his flames flow around any guard. If the attacker is currently affected by
a Sorcerous effect created by the Infernal, this counterattack is undodgeable, his magical resonance
drawing the conjured blade as surely as a magnet.

FLESH LIKE MELTED WAX


Cost: — (+1m/+3m); Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Hand Of Change
The bodies of those touched by the Capricious Azure roil and fold, their skin restitching into fur, their
wounds becoming perfectly healed mouths. This Charm permanently enhances its prerequisite,
allowing the Infernal to heal those he mutates. When using Hand Of Change, the Infernal may spend
one mote to heal a single level of his target’s bashing damage, or three motes to heal a single level of
lethal damage, both of which are Shaping effects. These motes do not count toward the maximum cost
of Hand Of Change, and he may restore any number of health levels with each use, but the Infernal
cannot spend more motes healing a character than he spends on the main effect of the Charm.

A second purchase of this Charm allows the Infernal to heal Crippling effects at a cost of three motes
per effect, or four if the effect is an amputation, as wriggling tendrils reconnect lost limbs and eyes
recurdle within their sockets. A third purchase extends his mutating medicine to Sickness effects, which
cost three motes to heal, or four if the illness is magical in origin. Both of these are also Shaping
effects.

POTENTIAL-UNLOCKING CARESS
Cost: — (+2+m/+3+m); Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Flesh Like Melted Wax
Within the Eternal Maze are all possibilities, and each turn may bring a traveler to a new path. Whether
that path leads to the summit of Qaf, the heart of the Realm Defense Grid, or the maw of a river dragon
is unknown to all but his blind Third Circle Soul, Tireisas. This Charm permanently enhances Hand Of
Change, allowing the Infernal to improve the traits of those he mutates. When using Hand Of Change
as a Desecration effect, the Infernal may increase his target’s ability ratings or attributes as a Shaping
and Training effect costing two motes per ability dot and three motes per attribute dot. This may not
increase the target’s traits over their natural maximums. These motes do not count toward the
maximum cost of Hand Of Change, but the Infernal cannot spend more motes healing a character than
he spent on the main effect of the Charm.

A second purchase of this Charm at Essence 5+ allows the Infernal to increase his target’s trait ratings
up to one dot past their normal maximums, although doing so increases the resultant xp cost for the dot
in question by half-again. When the mutated character in question uses these unnatural skills, he leaves
prismatic afterimages behind his movements, and the things he makes bear the undeniable aesthetics of
Xanichi, set with blue feathers, rainbow flames and numerous eyes (making the effects of this Charm
quite Obvious). If they wish to avoid notice, they may elect not to use their Infernally-granted abilities,
dropping their dice pools (and caps) for the roll accordingly.

CALL TO GLORY
Cost: — (+5m, 1wp); Mins: Xanichi 0, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Potential-Unlocking Caress
The potential for greatness lies within every being, in Creation or beyond, a truth exemplified by the
process of Exaltation. It is by Xanichi's carefully considered hand, however, that any pawn on the board
may become a queen. This Charm permanently enhances Hand Of Change, allowing the Infernal to
elevate those he mutates. If his target with Hand Of Change is a mortal extra, he may expend five
motes and a point of Willpower to confer a new and heroic motivation (chosen by the target mortal’s
player) as a Shaping effect. Doing so transforms the extra into a heroic mortal. Motes spent on this do
not count toward the maximum cost of Hand Of Change, but the Infernal cannot spend more motes
elevating an extra than he spent on the main effect of the Charm. When using the Charm in this way,
the Infernal may apply dots of the Demonic Inheritance background as though it were a Blight
mutation.

CONSPIRACY CHARMS

TENDRIL-MIND INSINUATION
Cost: — ; Mins: Xanichi 0, Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Xanichi knows well how to make others dance for him; their strings, once found, are easily pulled.
Sometimes he will simply set the stage, and allow the puppets to manipulate themselves, directed by
the levers and pulleys they set up in their own souls. This Charm permanently enhances all social
attacks the Infernal makes with Manipulation. When applying an MDV penalty caused by such an
attack resonating with the target’s intimacy, Virtue or Motivation, do not simply choose the highest
modifier. Instead, these penalties stack, although each one can only be inflicted once per attack. This
means that the maximum MDV penalty that can be inflicted in this way is -6 (-3 for resonating with the
target’s Motivation, -2 for a dominant Virtue, -1 for an intimacy).

However, the Infernal’s own attachment to his ideals falters, as he comes to see the flimsy malleability
of such justifications. Any MDV bonus the Infernal gains due to the social attack in question opposing
one of his intimacies, his dominant Virtue or his Motivation is reduced by one, to a minimum of 0.
Bonuses gained against social attacks that would lead him to come to immediate physical danger are
unaffected; despite his own capricious nature, Xanichi has never become disillusioned with his own
existence.

INCOMPREHENSIBLE NESTED HEART


Cost: 3m; Mins: Xanichi 0, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Tendril-Mind Insinuation
Xanichi hides his motives from the whole world, behind bluff and double-bluff and false dead-ends so
convincing that at times one might even believe he cares for nothing, that the entirety of existence is
but a passing dream to him. Those few who have seen him act directly know this for the lie that it is -
The Alchemist of Realities is no more detached than any of his siblings, he is simply far better at hiding
it.

For the rest of the scene, so long as the Prince does not gain any benefits from an Intimacy or Virtue
(such as using it to resist mental influence, or channeling it), it cannot be discerned by mundane means.
Even an outright (but mundane) declaration of their feelings on the Infernal's part will result in listeners
treating it as a bluff, misunderstanding it, or simply hearing nothing but gibberish. Gaining benefits
from an intimacy or virtue immediately rescinds this Charm’s protection of that trait for the rest of the
scene, as the Infernal’s ties to the mundane world become clear and comprehensible again.
At Essence 3+, this Charm also obscures the Infernal’s Motivation, provided they do not gain any
benefits from it (such as regaining Willpower due to its accomplishment, or using it to resist mental
influence). His goals seem alien or nonsensical to others, or else shrouded in layers of byzantine
deceptions.

A second purchase of this Charm at Essence 3+ extends its protection to all supernaturally-enhanced
attempts to discern the Infernal’s Motivation, Virtues or Intimacies, forcing a roll-off against perfect
effects (in such roll-offs, this Charm benefits from one automatic success) and automatically defeating
all others. Whenever a character attempts to use magic to analyse the Infernal in this way, he may
unleash a backlash of hissing taunts that echo in their skull, draining one point of temporary Willpower
from them. However, such a direct defence of the Infernal’s true character makes this Charm Obvious
to the character in question.

At Essence 7+, the duration of this Charm changes to Permanent, with its mote cost reduced to zero.

LOCKED DOORS AND CLOSED LIPS


Cost: 18m, 1wp; Mins: Xanichi 0, Essence 3; Type: Simple
Keywords: Illusion
Duration: Indefinite
Prerequisite Charms: Incomprehensible Nested Heart
The champions of Xanichi move subtly, spreading their influence like creepy tendrils across the face of
Creation. It is only right that he should aid them in this. The Infernal may use this Charm when
interacting with the leader of any cult (or its supernatural patron, the god or demon or Exalt that is the
focus of its worship) worth a background rating no greater than his (Essence). He makes an offer to the
leader or patron to obscure the cult. If they accept (it is, of course, permissible to secure agreement
beforehand through mental influence), he pays eighteen motes and one point of temporary Willpower
(none of which is committed) and weaves a web of subtleties and magical decoys, using the faith of the
cult to distort its impact on the Loom of Fate like the blurred veil of a heat haze. If the Infernal is
himself the leader or patron of the cult, he may obviously provide permission for this Charm to be used
himself.

Every member of the cult now exudes an Illusion that glosses over any but the most overt signs of their
membership; neighbors ignore the odd hours they keep, and strange gatherings are treated as being
entirely unremarkable, while many become actively opposed to acknowledging the cult’s existence,
seeing it as nothing but an imagined bogeyman or nonsense conspiracy theory. This illusion can be seen
through by anyone with a Dodge MDV of more than (Infernal’s Essence + Occult), but otherwise has
the effect of applying an external penalty of (Essence) to all attempts to investigate the cult, gather
details on its organization, membership and activities, or otherwise prove its existence. Characters
cannot normally resist this illusion with Willpower, but if it is directly pointed out to them, they may do
so by spending two points of temporary Willpower. Characters exuding this illusion automatically see
through it, but not through any other illusions created by another application of this Charm; it often
benefits Xanichi to keep his cults (or the cults within his cults) ignorant of each other’s existence. This
illusion automatically fools the pattern spiders, as well as any method of divination that relies purely on
the Loom of Fate – they gloss over the existence of the cult, giving no more information than the
diviner already has access to.

Although this Charm will not muffle the sound of a cultist screaming his chants from the rooftops, or
mask ritual killings in the streets, it does exert a separate illusion that hides unnatural mutations, as well
as any scars, tattoos or mutilations directly related to the Cult in question, making the character seem
like an ordinary being of their species. If the character in question would not be able to live in Creation
if all their mutations originated in the Wyld, the illusion is weakened, reducing the Dodge MDV
required to see through it to ([Infernal’s Essence] + 1).

When applying this Charm, the warlock chooses a marker that identifies members of the cult. This can
be anything; a secret handshake, a hidden tattoo, a codephrase or piece of ritual jewelry. Every member
of the cult who benefits from the illusion created by this Charm gains knowledge of the marker
(however subconscious), and adopts it in their interactions with the cult (the marker is hidden by the
illusion). The warlock himself gains a special eye for the marker – not only can he see through all
illusions he creates with this Charm, the marker is Obvious to him at all times, allowing him to
instantly identify members of cults he has aided in this manner. A little insurance is always a wise
acquisition.

SEE NO HEAR NO
Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Locked Doors And Closed Lips
This Charm permanently enhances its prerequisite, enhancing its ability to shield the cult from the
actions of outsiders. A cult under the effects of Locked Doors And Closed Lips ignores any undesirable
mundane effect based on proportions of the population that does not specifically target them. A plague
that wipes out a fifth of a kingdom will leave the cult unharmed, a raid that destroys a city misses any
members of the cult, while lynchings of the religious pass them by. In effect, they become immune to
mundane, “offscreen” destruction while they are hidden by the Charm. Chaos, riots, upheaval; these
things only benefit the agents of Xanichi.

A second purchase of this Charm at Essence 4+ cripples the ability of others to sway the cult from its
purpose. Any effect that would inflict a belief, taboo, etc, on the entire cult through one or more
members becomes Obvious to the leader, and his MDVs are increased by (Patron’s Essence) against it.
Xanichi has little desire to see his plans upset by the mindless bleating of idealists.

In addition, if the group leader has a mote pool, he may perfectly defend against such an effect on
behalf of the cult by reflexively paying five motes and openly declaring its source an enemy of the cult.
If he does so, every cult member present gains an intimacy of religious hatred toward the source of the
effect, and enters into a frenzied state with the same effects as the Red Rage of Compassion Limit
Break, lasting until the end of the scene. For the duration of this frenzy, the illusion created by Locked
Doors And Closed Lips is completely dropped, and the cult is immune to further mental influence, for
obvious reasons. The cult leader himself is not affected by this frenzy, and non-extras may exert Partial
Control (though no characters involved regain any Willpower or lose any Limit for participating in this
mad lynching).

RECURSIVE MAZE-MIND
Cost: — ; Mins: Xanichi 0, Essence 2; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Incomprehensible Nested Heart
The greatest lies are those we tell ourselves, and Xanichi is among the greatest liars in existence. This
Charm may be purchased a number of times equal to the Infernal's Essence rating. Each time it is
purchased, the Infernal gains another Motivation. This new Motivation must be somewhat plausible,
both with regards to its accomplishment and its objective relation to the Infernal's character and history,
but it is still a fake. This fake Motivation may be reflexively adopted by the Infernal at a cost of one
point of temporary Willpower, and he acts upon it as though it were his Motivation, only able to work
toward his real Motivation subconsciously. Any effect that reveals Motivations, supernatural or
otherwise, reveals the fake Motivation rather than the real one. The Infernal may pay one point of
temporary Willpower to reflexively drop the fake Motivation in favour of his real Motivation (or
another fake one he possesses). A dropped fake Motivation requires a week before it can be donned
again.

Fake Motivations differ from real ones in a number of ways.

• While the Infernal is using a fake Motivation, he regains Willpower for working toward it only if he
fails a Conviction roll, allowing his mind to sink into the comfort of its own deception.

• Betraying a fake Motivation cannot be claimed as an Unacceptable Order.

• A character who becomes aware of the falseness of the Motivation may attempt to erode it in the same
manner as an Intimacy, though the Infernal's Conviction is effectively doubled for this purpose. Upon
breaking the fake Motivation, it automatically drops, leaving the Infernal with his true Motivation (or
another fake one he possesses, at no cost).

• If the Infernal completes a fake Motivation, he cannot immediately increase his Essence, but instead
reverts to his true Motivation (or another fake one he possesses, at no cost).

• The Infernal may alter any of his fake Motivations by spending a full day in meditation, during which
he will frantically speak in tongues about his deepest, truest desires.

At Essence 4+ the true madness and masterful puppetry of the Eternal Maze comes into effect - any
Motivations acquired or changed may be totally unrelated to the Infernal's character, or otherwise
totally implausible (making Metagaos into a Bride of Ahlat, for example).

At Essence 6+, up to (Essence-5) fake Motivations may, during a meditation to change them, be altered
into fake Urges, following the same mechanics (although they must still follow the guidelines of the
Yozi patron in question, and replace the Infernal's Urge rather than his Motivation).

AUTOTHAUMATURGISTIC IDEAL DEDICATION


Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Recursive Maze-Mind
Xanichi lives within the wheels he constructs for his plans, ever-unsure if the plot he is currently
constructing is truly his final aim, or merely another step within his own grand strategy. The Infernal
gains a 10-mote Peripheral Essence pool, to which he adds one mote of Essence at the end of every
hour he actively works toward a fake Motivation created by Recursive Maze-Mind (or, if he lacks a
Motivation, obeying the imperatives of a fake Urge).

TREACHERY UNKNOWN TO ALL


Cost: 5m, 1wp; Mins: Xanichi 0, Essence 4; Type: Reflexive
Keywords: Touch
Duration: Instant
Prerequisite Charms: Recursive Maze-Mind
The agents of the Eye Of Sorceries are many and varied, drawn to him by power, madness or a genuine
(if naive) desire to change the world. While they sometimes work out in the open like the Purple Hand
cult of the South, a smokescreen for Xanichi's subtler antics, more often they are hidden from the
world. Sometimes they are even hidden from themselves. The Infernal may, as a Touch effect costing
five motes and a point of temporary Willpower, grant one of his fake Motivations created by this
Charm's prerequisite to a single willing target, removing it from his own stock of fakes (this still counts
toward his own maximum number of fake motivations).

This fake Motivation overlays the target’s own, automatically taking effect just as though they had
donned it using Recursive Maze-Mind. The target cannot remove it themselves (though they can
subdue it for a scene at a cost of two points of temporary Willpower, allowing their true Motivation to
take effect for that duration), and have all memory regarding its acquisition suppressed, rendering them
consciously unaware of the falseness of their goals.

The Motivation removes itself upon being completed, or at a trigger determined by the Infernal when
setting it. This trigger may range from a specific time and date, or a condition such as “upon receiving
a mutation” or “upon meeting the governor”. The Infernal may set up to (target’s Willpower) triggers.
Upon being removed, the false Motivation immediately returns to the Infernal’s arsenal of self-
deception, and the target instantly reacquires their original motivation.

At Essence 6+, If the target possesses an Urge of their own, and the Infernal has at least one fake Urge,
he may use this Charm to grant them that fake Urge, just as though they had used Recursive Maze-
Mind, following the guidelines of the rest of this Charm. A target may have both a fake Urge and a fake
Motivation, but may only have one of each at a time.

VIZIER-SELF COUNCIL
Cost: 3m, 1wp; Mins: Xanichi 0, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Recursive Maze-Mind
Closing his eyes, the Infernal reopens them to a world swimming with impish manifestations of his
own mind, dancing and leering around all he sees, advising him on matters great and small, pointing
out things he has missed and things he would rather not see. When purchasing this Charm, choose one
of the Infernal’s mental attributes. For the duration of this Charm, all of the Infernal’s rolls based on
that Attribute are rolled twice, with him choosing whichever result he prefers (the Infernal may not
voluntarily deactivate this Charm before its natural end). If he applies the effects of Xanichi Mythos
Exultant to an action enhanced by this Charm, he may split the redone dice-rolls granted by his stunt
between each of the two dice rolls, in any way he desires, for no additional cost.
If both these rolls result in the same number of successes, the Infernal applies his chosen result, but
loses the benefits of the Charm for the remainder of the scene. Instead, he suffers an external penalty of
(Essence) to all further rolls involving that Attribute for the rest of the scene, as he tries desperately to
ignore the contradictory nonsense of his maddening "advisors". He may end this penalty at any point
by immediately gaining one point of Limit.

This Charm may be purchased twice more, each time adding an additional mental Attribute (all
Attributes are affected with a single activation, at no additional cost; once a committee has been asked
its opinion, it will never withhold it).

At Essence 4+, this Charm automatically expands to cover the Infernal’s Virtue rolls, as his inner
council advises him on moral and spiritual conundrums. If he should roll the same number of successes
on a Virtue roll, the external penalty is applied to any roll he channels a Virtue to enhance.

At Essence 6+, this Charm’s duration increases to Permanent, at no cost.

INEVITABILITY OF BETRAYAL
Cost: 5m or 3m; Mins: Xanichi 0, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Vizier-Self Council
Xanichi neither has nor needs friends. He has allies aplenty, but they are met with sideways, suspicious
glances; the Capricious Azure intends to betray them, so they must be preparing their own petty
treacheries in turn. This Charm may be activated in response to any sort of mental influence, causing
that influence to become Obvious to the Infernal’s senses and perfectly parrying it with a suspicious
glance or knowing sneer. The Charm can parry unblockable mental influence.

This Charm may not be used against characters toward whom the Infernal has an intimacy of trust or
loyalty; such blindspots are fatal flaws for a master schemer. If used against a character the Infernal has
an intimacy of suspicion (mistrust, paranoia, etc) toward, it benefits from a two mote discount. If the
Infernal uses this Charm at its full cost, he gains an immediate negative intimacy of suspicion toward
the source of the parried mental influence, replacing any positive intimacies he may have had toward
the subject.

WITH AN ANARCHIC SCREECH


Cost: 4m, 1wp; Mins: Xanichi 0, Essence 3; Type: Simple
Keywords: Combo-OK, Social, Emotion
Duration: Instant
Prerequisite Charms: Tendril-Mind Insinuation
Where Xanichi walks, peasants overthrow kings, exiled princes return to end republics, and the grand
cycle of madness continues. This Charm targets any social group with Magnitude 1+ (be it a cult, a
senate, or the entire Realm). The Infernal must have spent at least a day within the last decade
fomenting rebellion, unease or a desire for change within the group, whether by putting up provocative
posters, having his lackeys give loud speeches from atop buildings, or actually organising a grand
conspiracy against the established order. He then activates this Charm in the presence of at least one
member of the targeted group.

The Infernal rolls (Manipulation + Socialize + Essence), applying an external penalty equal to the
group’s Magnitude. If he fails, the rebellion fizzles and dies out before it really began. If he succeeds,
he applies another external penalty of half the group’s Magnitude. If he fails here, then a little under
half of the social group (mainly concentrated among its lower levels, if the Infernal has failed to secure
the support of a higher-ranked member though other mental influence) will be encouraged into
rebellion as an Emotion effect, shunning their former comrades as hidebound fools, unrepentant
heretics, or oppressive . This may take the form of actual civil war, but will most likely result in
secessions, strikes, violent protests, etc. The rebels in question are not necessarily a united block; this is
a general sense of disquiet and disregard for authority, not an organized coup (unless the Infernal has
put such a thing in place beforehand, in which case many will likely fall in with it). This unnatural
mental influence may be resisted for a scene by paying one point of Loyalty, or rejected entirely by
paying three points. Otherwise, it lasts until the “rebellion” is appeased, succeeds, or is put down.

If he succeeds even after applying the second penalty, he applies a third penalty, equal to the Dodge
MDV of the leader of the group. If he fails here, then the previously described effect takes place, but
encompasses a greater proportion of the population; two thirds, more of whom will be in the higher
echelons of power. In addition, the cost to reject it wholesale is increased to four points of Loyalty. If
he succeeds, however, then the entire group is afflicted by this Emotion effect, demanding change. The
prime minister seeks new blood for his Cabinet, and new policies to champion, totally altering the face
of his party. The king shifts his court completely, declaring war on old allies and making peace with
ancient enemies, or even abdicating entirely. People riot in the streets to declare free love and openness,
or form lynch mobs and start burning books (and people). Even the most loyal and steadfast of factions
will begin to reinterpret tradition, or take radical courses of action to combat the subversiveness that
has appeared within their group. This unnatural mental influence may be resisted for a scene by paying
two points of Loyalty, or rejected entirely by paying six points. Otherwise, it lasts until the rebellion is
appeased, succeeds, or is put down.

This Charm has no effect on individuals—only on groups. The Infernal incites chaos and rebellion
against the established order within the group, but each individual reacts in their own way. The primary
function of this Charm outside of narrative time is to limit the ability of a social group to act, or make it
more vulnerable to outside predation (political or military). This Charm is unlikely to result in a
fullscale revolution unless other factors (pre-existing conspiracies or unrest) would dictate it, or the
Infernal succeeds in his roll despite all three penalties.

SORCEROUS CHARMS

EAGLE-EYE SET AFLAME


Cost: 5m; Mins: Xanichi 0, Essence 2; Type: Simple
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Tendril-Mind Insinuation
Xanichi has many eyes, some of which watch, invisible, about all the realms of existence. There is
nothing he cannot see, nowhere he does not know, and it is atop this foundation of presumed
omniscience that he builds his perfect plans. Upon activating this Charm, the warlock creates a
Sorcerous eye of flame that floats at any spot within (Essence x100) yards of him (he does not need to
be able to perceive this spot). The eye is not actually a creature of any kind, but an immaterial
Sorcerous projection, invisible except to sight that can perceive dematerialized spirits. As such, it
cannot be destroyed by attacks, even those that would strike immaterial creatures, but can be destroyed
with appropriate countermagic, ending this iteration of the Charm.

The warlock may spend a miscellaneous action (Speed 5, DV-1) looking through the eye until his DV
refreshes, allowing him to perceive what it perceives. This perception is both omnidirectional and
omnisensory, with every sense directed equally in every direction from the eye. It also uses the
warlock’s own senses – if he has enhanced or impaired them (such as with Essence-Dissecting Stare or
Witness to Darkness) then these effects apply to his perceptions through his eye. While the warlock is
looking through the eye, he may direct it, mentally propelling it in any direction at a rate of up to
(Infernal’s Occult) yards per tick. He may still perceive and interact with his own surroundings during
this scrying, but suffers an external penalty of -2 to all his dicepools while doing so (if he would rather
not suffer this penalty, he can reflexively end the scrying earlier at no penalty, refocusing on the here
and now).

The Infernal may have only one eye of flame active at once. Unlike a normal Sorcerous Charm, the
Infernal may reflexively end this Charm himself, at any distance. Dimensional barriers do not impair
this Charm, though effects that would block scrying do.

The Infernal may purchase this Charm a second time at Essence 3+, increasing the maximum number
of eyes he may have manifested at once to three. A third purchase at Essence 4+ increases the
maximum number a second time, to (Essence).

SIGHT OF THE UNIVERSAL ALCHEMIST


Cost: 5m; Mins: Xanichi 0, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Eagle-Eye Set Aflame
What use is a chemist who cannot read a formula? Xanichi concocts whole new realities in which to
play out his scenarios, and so it is the formula of the universe that he must read. Other than its duration
and keywords, the effects of this Charm are identical to those of All-Encompassing Sorcerer’s Sight
(Exalted Corebook, pg 222).

In addition, when activating Eagle-Eye Set Aflame, the Infernal may pay an additional mote. If he does
so, he grants the eye created by that Charm the effects of All-Encompassing Sorcerer's Sight for the
duration of its existence.

ALL-SEEING IS ALL-KNOWING
Cost: - ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Eagle-Eye Set Aflame
Xanichi once consumed four of his lesser souls, though they struggled and cried in a manner most
convincing. These days, the peacock-feathers that line his humaniform jouten's cape sport four
additional eyes. Few have noticed, and none have commented. Ultimately, only Szoreny knows the
truth of what happened to those deva. With each purchase of this Charm, the Infernal’s eyes gain two
abilities of his choice, chosen from the four listed below.

Thought: The eye benefits from a fraction of the colossal intelligence of Huga, allowing it to function
without the Infernal’s continuous attention. It can move and follow the Infernal’s instructions as though
it were an automaton, able to travel to specific locations the Infernal knows the way to, follow specified
people it can perceive, or move in a pattern until it finds a specified area, item or character. Orders may
be transferred whenever the Infernal is looking through the eye, immediately overriding any previous
commands. Once the eye’s orders are completed or inapplicable, it will immediately stop in place. It
has no ingenuity or initiative, and will not do anything it was not specifically tasked with doing, nor
will it develop solutions to any problems that may occur or innovate in the face of complications with
its orders. For example, if it is ordered to follow the dragonblood carrying a set of battleplans, and the
dragonblood hands these plans to a mortal servant, the eye will stop in place, its orders considered
inapplicable.

Memory: The eye gains a drop of the endless memory of Mune, letting it carry a record of everything it
perceives (it is considered to use the Infernal’s unenhanced senses for this purpose – his magical
enhancements are only applied when he is looking directly through it). Whenever the Infernal looks
through the eye, he may spend a diceless miscellaneous action retrieving its memories, perfectly
integrating them into his own. This integration occurs automatically when the Infernal dismisses an
eye, but if the eye is dispelled by another character, all stored memory is lost. The Infernal may also
have an eye project any of its memories outward in a construct of immaterial light, perfectly portraying
events as they occured (though he may have it start or finish its recollection at any point, allowing a
certain amount of creative editing).

Decision: The eye is infused with a touch of the perfect judgement of Kosi, allowing it to notify its
creator of particular events. When looking through an eye, the Infernal may specify certain conditions,
ranging in complexity from “Someone enters the room” to “A blonde man in gold armour says the
word ‘Cellar-door’ to a young girl”. When one of these conditions is met, the eye instantly sends the
warlock a signal in the form of a beckoning whisper, a sudden sense of illusory heat, a jangling tone or
some other unmistakable sign. “My orders are no longer applicable” is obviously an acceptable
condition. Each eye may have up to (Essence) triggers lying in wait at a time, each one with a different
signal for their conditions being met. If the eye is also infused with Thought, then instead of a signal
being sent to him, the Infernal may link a trigger to a new order (as defined in that entry), set when
creating the eye. This allows the Infernal to, with a little planning, create multi-layered and complex
programs.

Speech: The eye acquires an echo of the many-throated voice of Talo, giving it the ability to transmit
the Infernal’s voice. When he is looking through the eye, he may speak through it as well, just as
though he were at its location. At no additional cost, he may choose to give his voice a reverberating,
ominous tone, increasing the difficulty of any roll to identify him by voice by two. He may also, at no
additional cost, cause the flaming eye to become visible, and may (if he wishes) instead have it instead
as a humanoid figure composed of those same flames. Finally, he may have the drone telepathically
present his message to up to (Occult) characters within (Essence) yards of it, preventing his words from
being overheard. Any social attacks the Infernal makes through the eye use his own traits as if though
he was present at the eye’s location, and he may enhance them with Charms as normal.

LENS OF THE VIATICAL


Cost: 20m; Mins: Xanichi 0, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous, Touch
Duration: Instant
Prerequisite Charms: Eagle-Eye Set Aflame
Xanichi could tell the lesser beings of the world so many things. He could tell them that all places are
as one, that all roads lead to their destination, that paths unseen riddle the universe like tunnels in the
woodwork of a house, built into it at the time of its construction. Many of these things would be true,
many would be half-truths, a great number would be outright lies. One thing that is certain, though, is
that he truly enjoys making a dramatic escape from out of the clutches of his enemies.
This Charm may be activated whenever the Infernal has at least two burning eyes active at once. He
touches one, and spends twenty motes to turn both that eye and one other in the same plane of existence
into linked portals for the duration of the Charm, allowing instantaneous travel from one point to the
other. Eyes altered in such a way pulse and stretch, their pupils lengthening and splitting open into a
fire-rimmed tear in reality, through which the other side can be seen (though when no demons can
perceive the portal this view sometimes switches to a great void dotted with unblinking eyes). This
shift makes them visible and Obvious even to mundane senses, though they are no more vulnerable
than before. The Infernal can still use the eye as normal, although it is rendered immobile.

Any character or object that moves into one of the portals emerges out of the other one, just as though
they were walking through a mundane door. Each portal is normally large enough to allow a single,
average-sized human through at once without slowing. However, the edges of the portal are
unnervingly elastic, and larger (or additional) characters can fit through by squeezing – this requires a
Speed 6 miscellaneous action from each character, which renders them effectively inactive until their
DV refreshes, just as though they were in a clinch with the portal.

Characters who move through a portal must immediately roll their total number of mutation points
(counting negative mutations as positive ones for this purpose), at a difficulty of 3. If they succeed,
they move through as normal. If they fail, they suffer a single level of unsoakable aggravated damage,
which they may only avoid by accepting a number of points of negative mutations (of the Storyteller's
choice) equal to the amount by which they failed.

The warlock may use this Charm on an active portal to close it (and any connected to it, if he wishes)
and change it back into an eye.

A second purchase of this Charm allows the Infernal to pay (number of linked portals-1) points of
Willpower when activating the Charm, or subsequently pay that point as a miscellaneous action when
touching a portal. If he does so, the portal (and all portals linked to it) stretches wider with a sound like
tearing sinew, increasing its capacity for easy movement to (Essence) average-sized humans at once (or
an equivalent mass).

In addition, he may activate this Charm again when touching another eye of his (that is not acting as a
portal). If he does so, he may link that eye into his portal network, creating a three-(or four, or five)-
way portal. Any character stepping into such a portal will emerge out of whichever portal they desire, if
they have one in mind. If not, they will exit out of a randomly-chosen portal from the network
(including the one they just entered).

At Essence 8+, this Charm can be used to create portals between two separate planes of existence.
Xanichi has been forbidden from doing so as part of his surrender oaths, and the Yozis cannot escape
their prison through such portals, but a Green Sun Prince could easily open gateways into Malfeas, Yu-
Shan, the Underworld, or even his own Heretical soulscape. Interdimensional portals are Blasphemy
effects, and have the difficulty of the roll to pass through them unharmed increased to 5.

CERTAINTY IS CHANCE UNDERSTANDING


Cost: 2m; Mins: Xanichi 0, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Tendril-Mind Insinuation
Myriad possibilities pass by the eyes of Xanichi, fizzing and burning out as they go unexplored, or
gently glowing with his light as they are fulfilled. He does not engage in the perfect calculations of his
older sister She Who Lives In Her Name, or embrace the mad totality of his brother Oramus. No,
Xanichi gambles, playing dice with the universe. This is not to say the dice are not weighted. Upon
using this Charm, the Infernal specifies an action that he (or any other character whose presence he is
aware of) could conceivably take in this scene. This could range from “hit Peleps Deled with my
daiklave” to “dodge the traps guarding that door”. He immediately learns the difficulty of the action
(or, if the action is an attack, the appropriate DVs of the target), as well as the extent of any external or
internal penalties that would afflict it (though not their source). If the difficulty of (or penalties
surrounding) the action changes after using this Charm, the Infernal is not notified.

When using this Charm, the Infernal’s pupil warps slightly, splitting for an instant into two conjoined
dots. This is not noticeable enough to make the Charm Obvious.

CASTLING THE UNIVERSE


Cost: 4m (+1wp), ; Mins: Xanichi 0, Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Certainty Is Chance Understanding
The world seems to pause around the Infernal, as possibilities throb through it like glowing ripples
through quicksilver. Mentally reaching out, he picks at one that sings of his perfection, peeling it away
from potentia and into reality. Time continues, and he avoids or redirects the foreseen attacks of his
foes, seemingly without effort or a single unnecessary motion. An arrogant smirk or mocking
declaration of foreknowledge often follows. This Charm may be activated in response to any attack
targeting the Infernal, allowing him to perfectly dodge or parry it. This may even be used against
unexpected attacks, effectively removing that tag, although doing so increases the cost of the Charm by
one point of temporary Willpower. This Charm suffers from the Imperfection Of The Alchemist of
Realities.

At Essence 4+, the Infernal may use this Charm without its Imperfection, at a cost of one mote. Doing
so removes the unexpected quality from the attack in question, but does not incorporate any perfect
defence.

IMPERFECTION OF THE ALCHEMIST OF REALITIES


Xanichi holds himself aloof, hiding his true goals behind veils of deception. Pierce that veil, and you
have good as pierced his heart. Charms suffering from this Imperfection increase their cost by two
motes when used against a character that knows the Infernal’s current Motivation. If that Motivation is
applicable in the scene is used, this surcharge is increased to four motes. For the purposes of this
Imperfection, mindless creatures such as automata that are directly controlled by another character use
their master's knowledge of the Infernal's Motivation in place of their own.

If the Infernal does not have a Motivation, he uses his Urge for the purposes of this Imperfection,
instead. If the Infernal possesses neither Motivation nor Urge, Charms suffering from this Imperfection
automatically fail, devoid of any greater purpose.

CONDESCENDING MASTER DEFENCE


Cost: - ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Castling The Universe
If the clumsy stabs and blows of the Infernal's foes are obvious beyond causality, the flight path of their
arrows is all but a burning trumpet, declaring their intent and telegraphing their target. And to seek to
combat him with sorcery! The warlock can only shake his head in mocking pity as he dances around
their flints and fires. This Charm permanently upgrades its prerequisite, reducing its cost by one mote
when used against sorcerous attacks, or attacks made from range (these two benefits may stack, if they
both apply). While the discount against ranged attacks only applies when Castling The Universe is used
as a perfect defense, the discount against sorcerous attacks is always applied, no matter the Charm’s
use.

ECHOING AFTERIMAGE PREDICTIONS


Cost: — (+1m) ; Mins: Xanichi 0, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Castling The Universe
One possibility splits into a dozen, a tree of potential realities that flow behind the Infernal's enemy like
a cloak. As he watches, he scans the myriad ways they might attack, a prediction that becomes more
difficult as they flicker and fade. This Charm permanently enhances Castling The Universe. After the
Infernal uses that Charm, he may pay one mote to reflexively increase his defense dicepools by
(Essence) against further attacks made by the character that Castling The Universe was used against.
These additional dice begin to fade at the end of that tick, at a rate of one die per tick. Further
applications of this Charm’s effects do not stack, instead resetting the number of added dice back to
(Essence).

KAZIRE’S HYPOTHETICAL DOWN


Cost: — (+1wp); Mins: Xanichi 0, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Castling The Universe
Among Xanichi’s greater souls is Kazire, the Feline Informed. Each of his finely combed teeth glisten
with the light of a sun from another world, an alternate reality. An existence where things went one
way, and not the other, as they did here. Few minds can withstand such a constant, cosmic uncertainty
of the true course of events. Indeed, Kazire himself is beset with doubts as to whether or not he is even
alive. This Charm permanently upgrades its prerequisite, allowing the warlock to assault his attacker’s
mind with a rainbow deluge of possibilities. Whenever the Infernal uses Castling The Universe to
dodge or parry an attack, he may pay a surcharge of one point of temporary Willpower. If he does so,
the attacker must immediately roll (Wits+Integrity) at a difficulty of (Infernal’s Essence). If he
succeeds, he receives a brief glimpse into the alternate realities governed by the Eternal Maze, but is
otherwise unhurt. If he fails, however, his mind is plunged directly into the stream of chance for less
than a moment, inflicting (Essence) points of derangements on him. He may avoid gaining these
derangements by taking a moment to steady himself and separate his own memories from those lived
by a dozen alternates. If he does so, he suffers an internal penalty on all his actions equal to the points
value of the avoided derangements, lasting until the end of his next action.

SORCEROUS ENLIGHTENMENT OF XANICHI


Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Xanichi Excellency
The warping aesthetics associated with Xanichi are rainbow colours, feathers, liquidity of form, and
flames. However, he has no particular attachment to any element or use of sorcery – in the hands of a
skilled sorcerer, even stasis is a force for change, altering the world around it like a boulder placed in
the middle of a stream. Xanichi places no mechanical restrictions on his sorcerers, except that of the
Native keyword; the Eye Of Sorceries welcomes all knowledge, but guards his own jealously.

WOVEN FLAME OF SORCERY


Cost: — ; Mins: Xanichi 0, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment Of Xanichi
This Charm permanently enhances the warlock’s magical abilities, allowing him to focus and reweave
his sorceries like a burning tapestry, refining the images they blaze into reality. Whenever he uses a
spell of any Circle, he may reduce its mote cost by ten motes or its Willpower cost by one. Doing so,
however, increases the number of necessary Shape Sorcery actions to cast the spell by one.

At Essence 4+, the warlock may instead hasten the creation of his spells, pouring additional power in to
compensate. Whenever he uses a spell of any Circle, he may choose to decrease the number of
necessary Shape Sorcery actions to cast the spell by one. Doing so increases the mote cost of the spell
by ten motes, or its Willpower cost by one.

RIPPLES TURN THE WHEEL


Cost: — ; Mins: Xanichi 0, Essence 4; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment Of Xanichi
One of the lower-key attractions of Xanichi’s inner world is a simple waterwheel, constructed of wafer-
thin basalt strips over a structure of starmetal, with joints of moonsilver. It hangs, listless and perfectly
balanced, within a small artificial pool of crystal-pure water. Whenever someone throws a coin or
pebble into the pool, the ripples sent out tilt the wheel, however slightly, sending it turning and
spinning in subtly different ways. A skilled occultist can, by watching the wheel closely, divine
information about the destiny of the thrower.

Just as the ripples of the pool move the mystical waterwheel, the spells cast around the Infernal send
ripples through existence, stirring up new Essence within him. This Charm grants the Infernal an
Overdrive pool with a capacity of ten motes. Initially empty, it gains motes every time a spell or
sorcerous Charm is used within (Essencex5) yards of the Infernal. The number of motes depends on the
Circle of the spell; one mote for Iron Circle, two motes for Emerald or Onyx Circle, three motes for
Sapphire or Obsidian Circle, and four motes for Adamant Circle. Sorcerous Charms add one mote to
the pool if their minimum Essence rating is 4 or less, and two motes if it is higher. The source of the
spell or Charm does not matter, only that it was cast within the Infernal’s radius.

The Glamour Sorcery of the Fair Folk is just as usable - Xanichi loved the chaos of the Wyld, and
consented to help build Creation only for the colossal change to the status quo it would engender. Many
a time the Eye Of Sorceries turned the mad magic of the Raksha back on them, such they cursed and
revered his name in equal measure. Oneiromancy of the Waking or Dreaming Circle grants two motes,
while the Desire or Samadhi Circles grant three motes and the Shinma Circle grants four.
Protocols act under similar enough principles to Sorcery for Xanichi to benefit from them (should he
ever encounter them). However, Autochthon’s diseased nature and the foreign construction of the
Protocols makes the process far less efficient, with Man-Machine Protocols granting a single mote and
God-Machine Protocols granting two.

QUILLS PINNED TO JOY


Cost: — (+1wp); Mins: Xanichi 0, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment Of Xanichi x2
Xanichi’s sorcery is paramount, an expression of himself as inherent as the spheres of She Who Lives
In Her Name or the seven wings of Oramus. This Charm permanently enhances the Infernal’s sorcerous
abilities. Whenever he casts a spell with the Sorcerous Enlightenment of Xanichi or uses a Charm with
the Sorcerous keyword, and it is not reflexively dispelled or otherwise negated before truly being cast,
he may pay an additional point of temporary Willpower to affix it to the workings of local reality. If he
does so, then any subsequent attempts to dispel the effect are hampered; the Shape Sorcery actions for
countermagic spells targeting that effect cannot be reflexive, and such spells cost an additional ten
motes and one point of Willpower.

SOUL-MOCKING WITCHERY
Cost: 5m, 1wp; Mins: Xanichi 0, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Sorcerous Enlightenment Of Xanichi, Tendril-Mind Insinuation
Xanichi can see into the souls of every mortal, and he enjoys what he sees; a shifting den of self-deceit
and halfmade decisions, marinated in the occult energies that run throughout the everchanging
landscape of Creation. It is rare that he finds something he has not seen before, but when he does he is
quick to pluck it from the innovator's brain, delighting in using it against them. Upon using this Charm,
the Infernal chooses one individual he can perceive, and rolls (Intelligence+Occult) at a difficulty of
(target’s Essence). If he succeeds, he may freely use their Occult rating in place of his own for the rest
of the scene, as well as becoming able to apply any of their specialties in that ability. The target feels
the Infernal's twitching snake-fingers trawling their subconscious, making this Charm Obvious to them
alone.

In addition, the Infernal may use any of the target’s spells that he qualifies for (i.e. has the appropriate
level of Sorcerous Initiation) as though they were his own, though they bear a surcharge of one point of
temporary Willpower if used in this way, and are free of the usual aesthetic warping that accompanies
Infernal sorcery, using the aesthetics applied by the original mage. If the Infernal casts a spell he knows
only through this Charm, he may pay the appropriate amount of xp to immediately internalize and learn
it for himself as a Training effect.

At Essence 5+, the Infernal may also use necromantic spells his target knows, treating his Sorcerous
Initiation as being a Necromantic Initiation of one level lower than it is for this purpose. He may not
permanently learn Necromancy in this way unless he would normally be able to do so, through such
effects as Ultimate Darkness Internalization or From the Other Side. Xanichi’s love for forbidden
knowledge is outweighed by his repulsion and fear of endings and rot – the very principles
Necromancy and the Underworld embody.
UNBLINKING FATIDICAL ORB SHINTAI
Cost: 18m, 1wp; Mins: Xanichi 0, Essence 5; Type: Simple
Keywords: Form-type, Obvious
Duration: Indefinite
Prerequisite Charms: Soul-Mocking Witchery, Eagle-Eye Set Aflame, Castling The Universe
Most bizarre is the Shintai of The Eye Of Sorceries. The warlock’s ribcage opens up, his individual ribs
lengthening and flexing like clawed fingers before they stretch entirely backward, forming a pair of
wings that hang bare and skeletal for a moment before being sheathed in rainbow feathers. His heart,
exposed and beating in his chest, shifts and grows. It fuses with his other organs into a single pulsing
mass that encompasses his entire torso, before suddenly gaining a seam down the middle. An instant
later, it opens, revealing the wide, staring eye within. Each of the warlock’s limbs undergoes a similar
transformation to his ribs, morphing and shifting into a wing with feathers the colour of his anima, each
of which is lined with similar eyes. His head evaporates entirely, in its place a halo of throbbing light,
dancing with patterns related to his anima totem.

• For the duration of this Charm, the warlock reduces the casting time of all Sorcery Spells cast through
Xanichi’s Sorcerous Initiation by one Shape Sorcery action. If this would reduce the casting time to
less than one Shape Sorcery action, then the spell is instead treated as a Simple Charm, with a Speed of
5, all the effects listed in the spell, and the Sorcerous keyword (along with other keywords listed in the
text of the Spell). Such a Charm is also a Blasphemy effect, with a minimum Essence rating based on
the Circle of the Spell; 3 for the Terrestrial Circle, 4 for the Celestial Circle, and 6 for the Solar Circle.

• The warlock benefits from the effects of Sight Of The Universal Alchemist, and adds (Essence)
automatic successes to all Perception or Awareness rolls. He will never suffer unexpected attacks – they
are always expected to him.

• For the purposes of Soul-Mocking Witchery, every character with an Essence lower than or equal to
the Infernal’s is considered to be Essence 1.

• The warlock can use Certainty Is Chance Understanding as an innate power, rather than a Charm
activation.

• Provided its Imperfection is not exploited, Castling The Universe benefits from a one-mote discount.

• The Infernal may fly at twice his normal running speed. He halves this rate if he is ascending, and
multiplies it by five if he is diving (no roll is necessary to pull out of a dive). He may hover without
exerting any obvious physical effort.

• The Infernal can use clawed fingers within his wings to hold objects, attack, and interact with the
world normally - however, he suffers an external penalty of -2 when engaging in fine manipulation
with his hands (attempting to pick locks, draw or juggle, for example).
FUTILY-KALEIDOSCOPIC PASSION PLAY
Cost: - ; Mins: Xanichi 0 Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisites: Nine Faces of Divinity, Wickedness Beyond Life

The Alchemist of Realities brings change and chaos wherever he goes, but even he still fears and despises his fallen cousins and their ilk. The
Ebon Dragon, boundless in his malice(and his secret love of the doomed), lacks such restrictions. This charm upgrades all Xanichi charms,
allowing the user to mutate and warp even Ghosts, bringing mad and colorful chaos to their static world. Never the less, the Dragon is filled with
potent spite, and the Alchemist of Realities despises being limited to a single option. By adding a cost of one willpower, he may instead deal the
normal effect of mutative Xanichi charms to the spirits of the dead(that is, it deals them a die of unsoakable aggravated damage for every
three points of mutations it would have inflicted).
Mardukth Charms

All credit to Reminiscent Oasis for these Charms!

What's In A Name?
Several of Mardukth’s Charms require other beings to refer to him by name. For the Primordial
himself, this includes “Mardukth” and any of his sobriquets. Any of these are acceptable options for
those forced to speak the Primordial’s name.
For those adopting Mardukth’s power as their own, the name they force others to speak is the one the
character most readily identifies with. A player character’s name, for example, is the one defined on his
character sheet. Later Mardukth Charms allow the character to expand his “name” to include various
sobriquets as his legend expands. If his name is ever stripped away by his own Charms, these name-
based powers become useless unless the character has acquired the Charms necessary to expand the
definition of his name.
A Hero Chooses. A Slave Obeys
Several of Mardukth’s Charms compel his Followers to respond or act in a particular fashion. Generally
speaking Followers are Extras by default and cannot act contrary to the dictates of these Charms unless
compelled by another magical being. In such cases, a contested Essence roll determines which
character dominates the Extra, with Mardukth adding his Followers in automatic successes to the roll.
In the rare case that the character might have non-Extra Followers, those characters may spend one
willpower to resist the dictates of the such Charms.
The Urge of Mardukth (The Urge to Reflect): At first glance, the title of the urge named for
Mardukth may seem strange and perhaps even benevolent. But this is not so. The urge of Mardukth is
not to ponder, for the greatness that defines the Mountain and the Beast Upon It is not found within, but
without. This urge drives the infernal to shape a society, group of people, or concept into an anchor for
themselves and a monument to their own might and nature. Examples may be, 'Turn the Scavenger
Lands into a warring land as per my nature as a warlord' or, 'Drive the Emissary from Nexus, as
mystery denies my blatancy' and the like.
The Torment of Mardukth: Mardukth's wisdom is defined by those around him, and while singular
and massive he is nothing without his allies to reflect his glory. When the infernal acquires ten points of
limit, they enter into the torment of Mardukth. This is functionally identical to the solar limit break,
'Foolhardy Contempt' but may also spread to any intimacies of which the Infernal's patron disapproves.
Imperfection of the Mountain and the Beast Upon It
Mardukth is immense, and in his immensity defines the world around him. Such is his impossible size
that the Primordial oft views his own being with incredulity, so those who refuse to acknowledge him
can provoke renewed existential frustration—a distraction that proved fatal in the Primordial War. If a
Charm with the Imperfection of the Mountain and the Beast Upon It is used to defend against a
character who lacks an Intimacy of any kind toward the Infernal, its cost increases by four motes. If
there are no characters with an Intimacy of any kind toward the Infernal within (Essence x 10) yards,
the Imperfection is complete circumvented and such Charms cannot be activated at all.
In the case of an attacker incapable of bearing Intimacies, such as an undirected environmental hazard
or an automaton, the Imperfect does not apply. Such unknowing assaults are little more than the
inklings of a world too small to be noticed.
New Keyword: Entourage #
Charms with this keyword require the character to possess a minimum rating in the Followers
Background in order to gain its benefits. With Storyteller approval, a character may substitute the
Followers background with a similar one, such as Henchmen or Retainers. This does not provide a
direct correspondence to the Followers background however. Instead, an effective Followers rating is
determined by comparing the number of beings provided by those used as a substitute to the number of
loyal extras provided by Followers. For example, a character with Henchmen 5 has fifteen Heroic
Mortals in his employ, which would provided an effective rating of Followers 2. This effective rating is
used even for non-Entourage Mardukth Charms.

FIRST MARDUKTH EXCELLENCY

Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 or Step 2)


Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Mountain and the Beast Upon It is immense, impressive, and intimidating. His ways are the old
ways, barbaric and demanding. He strides vaingloriously across even the most treacherous landscapes,
exerting undeniable dominion over slaves and beasts alike. He wields authority without mandate, for no
one else could grant it to him. All recognize his mastery intrinsically. As a being of immeasurable
might, he maintains his claim simply by being unchallenged. Unconsciously prominent, he attracts an
entourage and shelters them with his seemingly impossible grandeur. Those who submit or yield are
blessed by the magnifying power of his name. Hearing their praise, he conforms to legends and
satisfies their expectations of greatness. Those who foolishly attempt to resist the irresistible he
overwhelms without comment or remorse. Fortunately for most of Creation, he considers the affairs of
others to be beneath him. He resides amid the cyclopean memorials, hunting and seeking answers that
will appease his vanity.
This Charm may always be used to help the character climb or while the character gains an advantage
for possessing high ground. It can also be used to expand prior works. It cannot help the character hide,
disguise, or lie about his identity or while engaged in such deceptions.

MARDUKTH MYTHOS EXULTANT


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Mardukth Excellency
The world surrenders to the might of the Mardukth Who Holds In Thrall. When the character
successfully stunts an action which could benefit from the First Mardukth Excellency, he may forfeit
the usual rewards of the stunt. Instead, he causes the least gods in the area to call out his name and
recognize his impossible grandeur. This imposes a -(Stunt Dice) External penalty on all actions which
would cause him harm until his DV refreshes. Even if there are no least gods to cry out, this works
equally well in all realms of existence as imprisoned Yozis tremble at the prospects of their comrade
reborn or the nightmares of He Who Holds in Thrall quake at the memory of his former glory. As for
the Wyld, it has long known to fear the might of the Primordials.

SORCEROUS ENLIGHTENMENT OF MARDUKTH


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Mardukth Excellency
The King in the Mountain has an affinity for animals unlike any other Primordial, except perhaps the
Emerald Mother herself. Spells which summon, create, or command automata or animals cost 10 motes
and one willpower less, to a minimum of 5 motes and one willpower. The power of this Enlightenment
warps automata created with it into living, though supernatural, beasts. This includes spells such as
Infallible Messenger, Calling the Stalwart Servitor, Commanding the Beasts, Conjuring the Azure
Chariot, Dance of the Smoke Cobras, Dragon of Smoke and Flame, The Horse That Travels Earth and
Water, The Hound of Five Winds, Plague of Bronze Snakes, Summoning the Harvest, The Princes of
the Fallen Tower, Servant of Infallible Location, Swift Spirit of Winged Transportation, and Enemy of
Nature. Spells which steal or command shadows, even if they act as an automaton, do not benefit from
this Enlightenment, nor do spells which summon the minions of the Eyeless Face. Those who possess
this Enlightenment cannot cast spells which inflict damage only upon a single target as their primary
effect or those that obscure or disguise, for Mardukth is too vast to concern himself with so petty a foe
and too impressive to be hidden.

ASCENDANCY MANTLE OF MARDUKTH


Cost: —; Mins: Essence 5; Type: Permanent
Keywords: Native, Entourage 4
Duration: Permanent
Prerequisite Charms: First Mardukth Excellency
The Questing Throne seeks self-definition from the response of the slaves and serfs he commands. In
order to enjoy the benefits of his transcendent Essence, the character must maintain a minimum of
Followers 4.
WRITTEN UPON THE STONE
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: None
Mardukth calls; the world responds. His name echoes through the sky and is etched upon the very
foundations of earth. Learning this Charm, the Infernal inscribes his own name upon the nature of
reality.
• No effect can cause him to forget his own name, steal it away from him, or prevent him from
speaking it.
• He gains (Essence) automatic successes on Read Motivation actions to discern whether the
target possesses an Intimacy regarding him and in what context.
• Anyone who speaks his name in his presence counts the scene as one spent building a positive
Intimacy toward him, with the precise nature of the Intimacy determined by the context of the
scene. Even his enemies will gain a positive Intimacy toward him as a Worthy Opponent if he
has not given them reason to be personally offended by his actions. If the context is excessively
negative, such as when the Infernal goes out of her way to inflict harm upon his enemy or
something his enemy cares about, this Intimacy becomes a negative one. A barbarian fighting
for his homeland can be respected as a noble warrior; the general who slaughters his captives
and salts conquered fields is a foe to be dreaded. This Emotion effect can be resisted by
spending one willpower per scene.

LARGER THAN LIFE


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 3, Shaping
Duration: Permanent
Prerequisite Charms: Written Upon the Stone
Although none now speak of it, Mardukth was first declared king among the Primordials when his form
leered out of the mists of Faraway, less a birth and more an unveiling, like some gargantuan idol hewed
from the bedrock of reality. The others of the Primordial tribe turned to their wise woman, whose
scrolls held all knowledge. She opened them to the correct page and began to read, then paled and
would not speak. The Primordials were so awed by this that they declared him their ruler, though he
hardly noticed.
This Charm affects other characters in the same realm of existence as the Infernal, as described below.
With a second purchase at Essence 6+, it affects all characters in every realm of existence.
• Every character who attempts to uncover information about the Infernal or has such information
related to her treats that attempt as a scene spent building an Intimacy toward him, with the
context chosen by the character’s player as appropriate for the character’s opinions regarding
the information she possesses. This effect may be resisted for one willpower per day. This affect
also applies to any character that personally interacts with the Infernal for a scene as well.
• All Extras reduce the number of scenes necessary to build an Intimacy toward the Infernal to
one. At Essence 4+, this applies to all mortals as well. At Essence 6+, this applies to all
characters with an Essence rating at least two dots lower than the Infernal’s. At Essence 10, it
applies to all characters.
• No character with an Intimacy toward the Infernal can erode it on their own through mundane
means. The terror and passions he has inflicted remain until they are actively removed through
social combat or magic, or he has departed to worlds beyond. If the character has not interacted
with the Infernal for twenty-five hours, she may spend one willpower per day to permit this
Intimacy to naturally erode.
• Any character in the same realm of existence as the Infernal who makes an Investigation roll to
uncover information about him or a social roll to relate information about him benefits from one
automatic success as a Shaping effect, as the warlock’s Essence impresses his looming
silhouette on the shape of the world. This even applies to characters that should not have a dice
pool, by all rights; the small gods of Creation know the Infernal by sight, and the furred
shadows of the Things That Lurk in Corners will visibly react to his name.

LEGEND-CARVING IMPRESSIONS
Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
Mardukth would never stoop to performing petty or mundane tasks, nor should those who seek to
emulate his power. This Charm enhances all actions the Infernal undertakes for its duration. Anyone
whose Dodge MDV is less than his (Charisma + Presence + Essence) suffers an Illusion that causes
them to remember the Infernal’s actions as grander and more impressive than they truly were. This
does not affect their perception within the moment, only when the recall the events later. The Illusion
lasts until it is resisted for two willpower. Any Intimacies a character gains toward the Infernal while
suffering from this Illusion are likewise exaggerated. Characters gain Intimacy of obsessive loathing,
slavish devotion, soul-aching love, terrified awe, and so on. The bonuses and penalties such magnified
Intimacies cause to the character’s MDV are doubled.
With Essence 3+, the Infernal may also use this Charm to enhance Social Attacks made during the
scene in which he exaggerates and embellishes his own past actions. If the attack overcomes the
target’s MDV, she immediately gains the Illusion and accepts the Infernal’s version of events.These
narratives cannot be outright fabrications and must have some basis in truth.
REASSURING SLAVE CHORUS
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Legend-Carving Impressions
By the adoration of his inferiors, Mardukth is magnified. This Charm provides the Infernal with an
additional ten motes to his Peripheral Essence pool. These motes can only be refilled when he hears his
name spoken by another being within (Essence x 50) yards. He gains one mote per person who speaks
his name per scene, to a maximum of (Essence) motes per scene.

MYTHIC GLORY WROUGHT


Cost: 3m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Emotion, Entourage 2, Social
Duration: Instant
Prerequisite Charms: Legend-Carving Impressions
Tales of the Infernal’s grandeur spread rapidly. Having spent at least a day interacting with a Social
Unit or Creation-Ruling Mandate organization, he makes a (Charisma + Socialize) attack against the
society, adding his Followers in automatic successes. If successful, the Infernal’s prior exploits become
ingrained in the group. Within (Magnitude or Reach) days, his tale has effectively reached every ear,
granting all within the group an Intimacy as appropriate for the Infernal’s actions as per Written Upon
the Stone. The emotion granted by this Charm always cast the Infernal in an exaggerated light. He’s not
merely a war hero, he is swordsman whose talents have never been rivalled. He’s not merely a thief;
he’s an elusive master criminal. This Intimacy may become ingrained in the group’s Policy. Resisting
this Emotion costs (Followers) willpower or Loyalty.
If the Infernal employed Legend-Carving Impressions while interacting with the group, he may employ
his Manipulation on the attack roll instead, taking advantage of the distorted memories of witnesses.

ECHOING IDENTITY AFFIRMATION


Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Entourage 1
Duration: Instant
Prerequisite Charms: Legend-Carving Impressions
Who is Mardukth? The world knows and shouts his praises in recognition. The Infernal calls out to a
Follower within (Essence x 10) yards and asks, “Who am I?” or some suitable variation. The Follower
is compelled to reply truthfully. Doing so shatters any undesired Shaping effect currently affecting the
Infernal as his identity is reestablished. If activated within a region the character has claimed with
Megalithic Orogeny Memorial, no Followers are need. The land itself responds and this Charm
becomes Obvious.

EGO-ASSUAGING SYCOPHANT DENIAL


Cost: — (+3m); Mins: Essence 2; Type: Permanent
Keywords: Counterattack, Entourage 2
Duration: Permanent
Prerequisite Charms: Echoing Identity Affirmation
Mardukth is shaped by those who grovel at his foothills, and no one else may gainsay him. This Charm
enhances its prerequisite, allowing it to be activated against passive mental influences or in Step 9 of
Social Combat resolution in response to a successful social attack against him. He questions a nearby
Follower regarding the Social Attack. The Follower responds in such a fashion indicating that the
Infernal should not acquiesce to the attacker’s demands or heed such folly. This perfectly negates all
effects of the attack.

THUNDEROUS MINION SYMPHONY


Cost: — (+2m or +2m, 1wp); Mins: Essence 3; Type: Permanent
Keywords: Entourage 3, Obvious
Duration: Permanent
Prerequisite Charms: Echoing Identity Affirmation
The King in the Mountain has beaten the world into a finally polished mirror to reflect his legend. With
but a glance and a question, every tongue confesses his glory. This Charm enhances its prerequisite. By
spending two additional motes, the Infernal expands the radius required by that Charm to (Essence x
100) yards. All Followers within this radius shout their reply in one voice, negating all attempts at
Stealth. At Essence 6+, Followers 4+ and at Essence 8+, Followers 5+, the Infernal may instead pay an
additional two motes and a willpower. Doing so affects all Followers within (Essence) miles or within
the same realm of existence, respectively.

PERFECTED EGOTISTICAL SELF-IMAGE


Cost: — (1 Limit); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Legend-Carving Impressions
Mardukth knows his greatness is beyond compare. Learning this Charm, the Infernal is likewise
assured of his own absolute grandeur. This certainty provides him with a +3 MDV bonus against any
social attack which would convince him that he possesses some failing or to convince him that some
other being is his superior. Conversely, he suffers a -3 MDV penalty against any social attack which
praises him or convinces him that some other being is his inferior. This does not count as a bonus from
Charm, but rather as one from an Intimacy, albeit a magnified and supernatural one. The Infernal may
gain one Limit to suppress this effect for a scene. So long has he has not suppressed this Charm since
he last slept, he converts up to two dice into automatic successes on his Conviction roll to regain
willpower from sleep.

A NAME THAT SHAKES THE HEAVENS


Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Entourage 1
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
Though he appears monolithic, this is but an image of himself Mardukth has cultivated in the minds of
others. In truth, he is little more than a legend given form anchored to a name that resounds down long
ages and across cultures. Activating this Charm and demanding to know “Who am I?” the Infernal rolls
a (Charisma + Investigation) social attack against all beings within (Essence x 5) yards, adding his
Essence in automatic successes. All beings whose MDVs are overcome are compelled to answer in
accordance to their beliefs about the Infernal. This unnatural mental influence costs two willpower to
resist.
Choosing an answer that appeals to him, the Infernal gains (Followers) extra dice on all actions which
would adhere to or promote that concept of his character. He also suffers a -(Followers) Internal
Penalty for behaving counter to the chosen belief. If he does not choose an answer, either because none
was given or because he found none acceptable, he immediately loses a temporary willpower from the
despair of anonymity.

A TALE THAT MAKES MEN QUAKE


Cost: 2m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Entourage 2
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
Is there anything beyond Mardukth’s power? If there is, that is a story none have yet heard. This Charm
may supplement any action the character undertakes while A Name That Shakes the Heavens is active,
so long as it serves to enforce his chosen legend. This converts the dice gained from that Charm into
automatic successes. If this action targets a being who possesses an Intimacy toward the Infernal, he
gains one additional success.
A TRUTH THAT DAWNS LIKE THUNDER
Cost: 4m, (+1wp); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion, Reactor, Sorcerous
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
Anyone who does not know the Infernal must be made to learn. Such is the way of Mardukth. This
enhances a (Charisma + [Investigation or Presence]) social attack against a single target in which the
Infernal either recounts his own exploits or demands the target identify him by some means. This attack
always penalizes the MDV of a target who possesses an Intimacy toward the Infernal as though it
resonated favorably. If the attack is successful, the target is suddenly overwhelmed by the major events
of the Infernal’s life story, truthfully told. If the Infernal has Legend-Carving Impressions active, the
biography is appropriately exaggerated but otherwise honest. The target instantly gains an Intimacy
regarding the Infernal based on her opinion of his actions or, if she already possessed such an Intimacy,
she changes it to new one that better reflects what she has learned. Resisting this Intimacy costs five
willpower, which can be spent at any time, and immediately shatters the influence of this Charm.
• If the target has a positive Intimacy toward the Infernal, she revels in the Infernal’s success and
mourns his failures. The first time each scene she witnesses the Infernal successfully perform an
action with a difficulty equal to at least half her MDV, she regains one temporary willpower.
The first time he fails an action with a difficulty less than half her MDV, she rolls her Willpower
with a difficulty equal to his Essence. Unless she succeeds, she loses (6-Conviction) willpower
and gains an Intimacy of (despairing futility) regarding the task.
• If the target has a negative Intimacy toward the Infernal, she quails before his success and
rejoices in his failure. This is an effective inverse of the prior situation. She gains a willpower
when he fails an appropriate task and loses (6-Valor) willpower when he succeeds, gaining the
(despairing futility) Intimacy toward opposing the Infernal.
• If the target is a Follower, the Intimacy gained or transformed is always positive. In addition the
the described effects, the Follower sings her praises of the Infernal whenever he succeeds at an
action with a minimum difficulty of at least (Infernal’s Essence +5) in her presence. This
negates any Stealth the Follower might be attempting, but allows the Infernal to roll (Followers)
and regain one mote per success. If enough of his Followers are under the influence of this
Charm and present in the scene to qualify as (Followers -1) on their own, he forgoes the roll and
gains (Followers -1) motes instead, but he does not otherwise gain any benefit from having
multiple Followers singing his praises. This mote-regeneration is a Reactor effect. If the Infernal
possesses an Overdrive pool, he may channel these motes into that.
• Any scene in which the target mentions the Infernal by name counts as one spent building the
Intimacy as per Written Upon the Stone, even if the Infernal is not present. If the Intimacy lost
or completely erode, this Charm ends.
A second purchase at Essence 4+ allows this Charm to enhance a Performance-based social attack as
well at the additional cost of a willpower.

A QUESTION THAT DEMANDS REPLY


Cost: 2m+; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion, Emotion, Obvious, Social
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
When Mardukth questions the world, he is satisfied with nothing less than the truth, as far as he can
perceive it. This Charm enhances an Investigation-based social attack that takes the form of a question.
If the attack is successful, the target is compelled to answer truthfully. Resisting costs two willpower,
but the target may reduce this by one if she responds in a way that appeals to the Infernal’s ego. If the
target possesses any Intimacy toward the Infernal, the Intimacy always penalizes the target’s MDV for
the purposes of this Charm.
If the targeted resisted, the Infernal may repeat his question with additional social attacks. Each
subsequent attempt against the same target in a scene costs an additional two motes but does not suffer
from retry penalties. Additional, if it is again successful, the willpower cost to resist cumulatively
increases by one, to a maximum of five, for each previous attempt against that target in the scene. If the
target eventually succumbs to the influence of this Charm after previously spending willpower against
it in scene, she weeps before the Infernal’s irresistible glory and whimpers her answer. She gains an
positive Intimacy of Awe toward the Infernal. If this Charm is used on an extra, this effect may occur
after only the first application; the extra must succeed on a reflexive Conviction roll to avoid being
overcome by the Infernal’s majesty.

WORLD-REVEALING PAEAN AWARENESS


Cost: 10m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Combo-OK, Entourage 4, Obvious, Sorcerous
Duration: One Scene
Prerequisite Charms: A Question That Demands Reply
As the baying hound guides its master to his prey, so too does the chorus of the earth guide the Infernal
to his. With the world as his informer, nothing can escape his pursuit. If the Infernal requires to know
where or what something is, he need only voice the question. The trees, the rocks, the animals, the very
sky itself, will answer him. This Charm duplicates the practical effects of the Charm Eye of the
Unconquered Sun, (Exalted, p. 226), save that it does not flare the Infernal’s anima and is render
Obvious due to the call and response between the Infernal and the environment.
REINVENTING ANCIENT STONE
Cost: 2m, (4m); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: One Scene
Prerequisite Charms: Written Upon the Stone
The Questing Throne seeks answers wherever he roams,and it always receives the answer he wishes.
Sometimes he questions the sincerity those replies, but he never doubts their utility. While this Charm
is active, the character may take a Speed 5, DV -0 Miscellaneous Action to question any object he
object he touches. The Infernal asks “What are you?” The object’s least god cries out, straining its
voice to be audible to the Infernal, identifying the object’s purpose. The Infernal automatically
understands the object’s value and function.
If a mundane object does not function in manner he requires, he may repeat the question. In a quivering
voice, fearful of disappointing the Infernal, the object’s least god replies again: “Whatever you desire. I
am yours to command.” Having gained this admission, the Infernal spends four motes and reshapes the
object according to his needs. It becomes a crudely hewed item, something a stone age barbarian might
wield. This provides the Infernal with a +1 equipment bonus or a Resources 1 weapon or armor of
roughly equal mass. Knives, bows, hatchets, and spears are the most commonly available weapons,
while leather and interwoven bone are common choices for armor. Even after the Charm has ended, the
objects altered by this Charm remain until the Shaping effect is removed by some other means or the
Infernal commands it to adopt its old form.
At Essence 3+, the Infernal may purchase this Charm a second time. Even if he does not wish to
transform the object, he may ask his second question. Whenever an object’s least god replies to that
question, ownership automatically passes to the Infernal unless the current owner’s claim is magically
reinforced or the owner’s Permanent Essence exceeds the Infernal’s. Additionally, the character may
target up to (Essence) objects simultaneously with this Charm.

HAND AND QUERN GRINDSTONES


Cost: 4m; Mins: Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Reinventing Ancient Stone
Mardukth prefers the primal might of the club to the sword, and the timeless grandeur of a henge to all
the stately majesty of gilded palaces. Their raw appearance seems an improvement in his eyes. With
this Charm, the Infernal spends a scene improving a mundane item he owns. He rolls (Intelligence +
appropriate Craft), with a difficulty of item’s current Resource value, plus one. If successful, this
upgrades a normal item to Fine, a Fine item to Exceptional, and so on (Exalted, p. 365). No item may
benefit from this process more than (Essence) times. Items that benefit from this Charm take on a
primitive, stone age appearance; swords take on the appearance of macuahuitls, for example. These
items increase the (Strength + Athletics) necessary to destroy them by two for each application.
With Essence 3+, mundane structures may likewise be improved with this Charm but require
(structure’s Resource value) successful applications of this Charm before the transformation is
complete. They become megalithic structures and gain the benefits of their new stone construction; all
structural elements are treated as Stone Walls for the purposes of taking damage (Exalted, p. 154).
This Charm may be used as an alternative prerequisite to Unsurpassed Devil-Craft.

MEGALITHIC OROGENY MEMORIAL


Cost: 15m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous
Duration: Until ended
Prerequisite Charms: Mythic Glory Wrought, Hand and Quern Grindstones
Standing near the center of an area of exposed earth or stone at least (Charisma x 10) yards in radius,
the Infernal asks the question: “What will remain when all else has fallen?” In reply, the ground
trembles. Concentric circles of vast megalithic arches rise from the bedrock within the designated
radius. As one they growl in stony voices: “Your name. Your legend. Your life.” In the center of the
structure emerges a stele carved in the likeness of the Infernal and bearing his name in Old Realm. A
praising account of the Infernal’s exploits to date adorn the base the monument, in any language or
combination of languages the Infernal knows and desires. This counts as written social attack to
convince any reader of the Infernal’s glory, with a number of automatic successes equal to the
Infernal’s (Charisma + Essence) and a Linguistics rating equal to his (Linguistics or Craft [Earth]). The
stele continuously updates its account, marking all notable events in the Infernal’s life.
This Charm may be used in Creation or similarly shaped lands (the relic landscape of Zen-mu, for
example, if it could be found) or areas close enough that the radius of this Charm at least touch that
land. The land becomes part of whatever realm it borders and cannot be activated within ten miles of
the border of a land shaped with Chirality Prohibition Index or Holy Land Infliction (and vice versa) or
within five miles of another application of this Charm.
The land within this radius becomes the property of the Infernal automatically. Beings with higher
Essence may contest this effect with an Essence roll off, to which the Infernal adds (Followers)
automatic successes. While within this area, the Infernal gains a +1 situational bonus die on all his
actions as his legend feeds back into himself. Additionally, anyone within the area who does not
confess before the Infernal or his stele that he is their superior receives a -1 External Penalty while in
this land.
The land is attuned to the Infernal’s legend. Whenever he accomplishes a key facet of his Motivation
such that he would regain a willpower (Exalted, p. 89) or whenever he accomplishes his Motivation, he
may reflexively reactive this Charm wherever he is. He demands to know the present state of his glory;
far off, a megalith of his choice respond in a voice that thunders over the horizon. If he accomplished
an aspect of his Motivation, the affected territory surrounding that megalith expands its radius by
(Charisma x 100) yards and the original central region rises by (Charisma x 25) yards; the area is now
considered Difficult Terrain as it slopes and sheers to accommodate the nascent mountain. If he
completed his Motivation, the region expands by one mile and rises by one thousand feet; the area is
now considered Extreme Terrain. The maximum radius of area is (Followers) miles; its maximum
height is (Followers x 5) thousand feet. If this expanding region contacts another like it, the two
growing mountains merge into the spine of new-born mountain range. As the land shifts and buckles
during its reshaping, structures can be damaged or destroyed, as though the Infernal had employed
Footsteps Like Thunder throughout the region for the duration of one hour. During the upheaval that
occurs when the Infernal completes his Motivation, all structures not made of stone and with a
Resource cost less than his Essence are automatically shaken apart and destroyed.
Once the megalith increases its height by two-thousand feet, for either reason, the region becomes a
persistent Blasphemous effect and Yu-shan will respond accordingly. The countermagic needed to
terminate this effect is based on the Infernal’s current Essence or Followers, whichever is higher, rather
then minimum Essence of the Charm.

EPIC-RECORDING STRATA PETROGLYPH


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Megalithic Orogeny Memorial
Every stone and cliff within the Infernal’s dominion is suffused with his legend. This Charm
permanently upgrades its prerequisite. When he creates a megalith, all the stone arches are also
engraved with a written and pictorial account of his exploits.The written social attack inflicted by the
stele now affects everyone who enters the original radius of the megalith, literate and illiterate alike and
does so once a day. If successful the attack counts as (Followers) scenes spent building an Intimacy
toward the Infernal’s legend.
A second purchase of this Charm causes his legend to pour through the entire region surrounding the
megalith. Any territory under the effects of Megalithic Orogeny Memorial speak of the Infernal’s glory.
From certain angles a cliff face resembles his profile; from the air, forests and rivers crudely spell out
his name. Anyone venturing within this territory encounters the social attack once a week.
While new megaliths gain this benefit immediately, older ones are only upgraded appropriately when
the Infernal reflexively expands that territory.
SAGA-PROCLAIMING CORDILLERA CHOIR
Cost: — (+5m); Mins: Essence 4; Type: Permanent
Keywords: Entourage 3
Duration: Permanent
Prerequisite Charms: Megalithic Orogeny Memorial
To affirm Mardukth’s majesty, the earth rose in song. By such music, the tide of chaos was driven back.
This Charm permanently enhances Megalithic Orogeny Memorial. Unless otherwise prohibited by the
application of another area-affecting Charm, the Infernal may activate Megalithic Orogeny Memorial
within five miles of another application of this Charm, even if this would place it outside the lands of
Creation or similar territory. In this way, he may expand his influence into the Wyld and elsewhere.
Additionally when he is given the opportunity to reflexively activate Megalithic Orogeny Memorial to
expand one region, he may pay an additional five motes to simultaneously expand all additional regions
he created within five miles of the chosen one. A second purchase at Essence 5+, Followers 4+ allows
the Infernal to pay an additional five motes (for a total of +10m) to expand all megaliths within five
miles of the secondary megaliths affected. With Followers 5, the Infernal may continue repurchasing
this Charm each time his Essence increases, expanding all his megaliths within five miles of previous
set for another five motes.

MOUNTAIN BEAST DOMINION


Cost: — (2m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
High upon a cloud-crowned pinnacle, the Questing Throne ensconced itself where all could see. The
Infernal who glories in Mardukth’s wake learns to survive at such altitudes as well.
• While travelling on foot through hilly or mountainous regions, the Infernal considers all
Extreme or Difficult Terrain to be Open and gains the benefit of Trails (Exalted, p. 266).
• So long as the Extreme or Difficult Terrain is not owned by another essence-user, the Infernal
gains metaphysical ownership of such uplands within (Essence x 10) yards of himself. The land
reverts to being without an owner once it is outside of this radius.
• While in such terrain, the Infernal gains the benefits of Graceful Crane Stance (Exalted, p. 222)
and never risks unintentionally causing landslides or breaking a handhold while climbing.
• He halves the difficulty for climbing (Exalted, p. 126) in any location and may reflexively
spend two motes to cancel all Falling Damage.
• The Infernal may communicate simple ideas with natural animals and may make social attacks
against them.
MOUNTAIN SHELTERS MANY
Cost: — (+1wp); Mins: Essence 2; Type: Permanent
Keywords: Entourage 1
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
Under the Beast’s watchful eyes, the Mountain’s forested slopes provided homes for those that flocked
to bask in their immensity. As the Infernal attracts his own entourage, he learns to keep them safe for
they reflect his greatness. Once he has learned this Charm, all of the Infernal’s Followers and Familiars
gain the benefits of Mountain Beast Dominion, with the exception of claiming ownership of the land.
Since it is rare for his loyal troupe to possess their own motes, the Infernal may reflexively spend two
motes and a willpower to protect any number of his Followers and Familiars, as well as himself, from
Falling Damage for (Followers) actions.

BEAST MASTER'S MENAGERIE


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
The animals that prowl the Mountain of Mardukth are among the most fearsome seen anywhere in the
world, and all belong the the Beast Upon It, recognizing that frightful creature as the predatory apex of
the universe. This Charm permanently enhances the Infernal. All animals owned by the Infernal count
as Followers if they are more than mere livestock or ornamental pets. His pack of hunting dogs, his
faithful destrier, and his messenger pigeons may be counted; the cattle grazing idly in his fields or the
koi circling repeatedly in his garden pond do not. Additionally, the Infernal gains (Essence) automatic
successes on any attempt to control or tame animals. This includes Breaking Wild Souls if the Exalt
knows that Charm as well.

KINE-SUMMONING CLARION
Cost: 3m, (+1wp); Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Compulsion, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Beast Master’s Menagerie
What purpose do the beast of the earth have but to fall before the hunter’s spear and arrow? The
Infernal asks and the animals come forth to give their reply. This Charm supplements a Survival-roll to
acquire food in the wilderness. The Infernal calls out his intent to hunt within the local wilderness. No
natural animal in the Infernal’s hunting grounds will flee, and all are compelled to make their presence
known to him. Some will offer themselves up as food for the Infernal, knowing their lives are fit for
nothing more than to be prey for the Infernal. Others will attempt to make their worth as something
other than food.
If the roll gains at least one threshold success, the Infernal gains enough food to feed a unit with a
Magnitude no greater than his Essence for a number of days equal to his extra successes. He also may
roll (Survival + Essence) to gain additional animal followers; he may divide his successes as he
chooses with each animal requiring a number of successes equal to its base Familiar rating. This Charm
may only be used in the same (Essence x 10) square mile area once per week. Heroic animals and
Familiars are immune to this effect; all others must spend (Infernal’s Essence, maximum 5) willpower
to resist heeding his call, if they are capable of spending willpower at all.
With a second purchase at Essence 3+ may pay an additional willpower when activating this Charm.
This reduces the difficulty of the roll to one, regardless of the nature of the habitat in which he hunts
and removes the restriction on the number of times per week this Charm may be activated in the same
area. As a Shaping effect, animals are spontaneously generated to meet the Infernal’s needs. He may
spare all the animals generated by this Charm, thus populating the region with a number of random
animals totaling a Magnitude (Essence) if they were placed in a unit. For one season, the animals
created by this Charm add their Magnitude to the difficulty of their own rolls to find food, meaning that
in a harsh environment many will likely starve.
If the Infernal knows Chattel Deva Bondage, he may generate Primordial-spawned animals (such as
those described in Compass of Celestial Directions, vol. 5: Malfeas, p. 151-153) no larger than a elk. At
Essence 3+, they may be no larger than a rhinoceros. At Essence 4+, they may be as large as yeddim or
tyrant lizard. The Infernal may never create spirits or godblooded animals with this Charm.

ROARING HUNTER RIDDEN


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Beast Master’s Menagerie
The Beast rides upon the Mountain, and by its alpine height appears all the more terrifying. This Charm
grants the Infernal an overdrive pool of 10 offensive motes. Intially empty, he gains (mount’s control
rating) motes whenever he rolls Join Battle and gains an additional offensive mote each action for the
remainder of the battle while mounted. If the Infernal also knows Breaking Wild Souls, when he rolls
Join Battle all other mounted enemies must immediately make a (Wits + Ride) roll with a difficulty
equal to the Control rating of the Infernal’s mount to keep their own from panicking. The Infernal gains
an additional mote for each rider who fails to keep his mount under control.
RAVENOUS BEASTLORD'S ARSENAL
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Entourage 2, War
Duration: Permanent
Prerequisite Charms: Beast Master’s Menagerie, Mountain Shelters Many
Those who inflate Mardukth’s ego share in his grandeur. They become his tools to wield; their claws
and fangs are his weapons. While the Infernal engages in physical combat within (Essence x 10) yards
of his Followers and Familiars, they add his (Essence) to their Lethal and Bashing Soak. When they
undertake a Coordinated Attack at his request, they gain (Essence) automatic successes on the attack. In
mass combat, if the Infernal leads a unit composed predominantly of his Followers and Familiars, the
unit gains a minimum Might equal to his Essence, to a maximum of five, regardless of distance. If the
unit is composed entirely of his Followers and Familiars, it treats its Magnitude as being one higher for
any purpose the Infernal desires.
Followers and Familiars within land consecrated by Megalithic Orogeny Memorial gain these benefits
even while the Infernal is away.

BREAKING WILD SOULS


Cost: 3-5m; Mins: Essence 2; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Compulsion, Shaping, Training
Duration: Instant
Prerequisite Charms: Mountain Beast Dominion
The might of Mardukth is unrivalled; to oppose him is folly. Even the beasts of the earth know this
truth. By spending five motes and asking if anyone would dare defy him, the Infernal rolls a (Charisma
+ Presence) social attack against a single target. If it overcomes her MDV, the target is compelled to
shout out “No one!” or “Not I!” or some other suitable reply to the Infernal’s question which
emphasizes her unwillingness to challenge him. Animals answer in their own bestial language. For the
remainder of the scene, the target may not take actions against the Infernal unless previously provoked
by the Infernal or another being. Resisting this Compulsion costs two willpower.
If applied to the same target a second time in the scene for the cost of four motes, the Infernal asks if
anyone is his equal. The target pauses briefly in its actions and recognizes that no force is more
threatening than the Infernal. They will no longer act against him even if provoked by another being.
Armies will falter; horses will buck their riders. Resisting this Compulsion costs (Infernal’s Essence -
Provoker’s Essence, minimum 1).
A third application of this Charm costs only three motes and allows the Infernal to ask the target “Who
is your master?” If the target is an animal, it cries out in an inhuman but intelligible voice, proclaiming
the Infernal. This instantly binds the animal to the Infernal as his Familiar, as a Training effect for the
Infernal and a Shaping effect against the animal.
A second purchase at Essence 3+ allows the Infernal to use Performance with this Charm and target all
within ear-shot. The Infernal may also acquire up to (Essence) Familiars.

MAJESTIC COLLARED BEAST


Cost: 10m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Desecration, Entourage 1, Shaping, Training
Duration: Instant
Prerequisite Charms: Breaking Wild Souls
It would not do for one such as Mardukth to hunt alongside tiny and timid creatures. He desires a beasts
that reflect his own power. The Infernal calls out to a Follower, Familiar, or animal he owns, asking
“What are you?” The target replies and addresses the character by name. As character’s name takes
shape in the target’s mouth, its body is shaped to reflect the Infernal’s glory. The Infernal chooses one
Attribute or Ability and rolls (Charisma + Essence). If he gains more successes than the target’s current
rating, the rating is increased by one, to a maximum of the Infernal’s own rating in that Trait or the
target’s natural limit, whichever is lower. All remaining successes may be converted into Mutation
points. Alternatively, the Infernal may decline to train any Trait and convert all successes into Mutation
points.

MOCKING THE BEAST'S STRENGTH


Cost: 2m+, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Action-Only, Combo-OK, Shaping, Sorcerous, Stackable
Duration: Instant
Prerequisite Charms: Breaking Wild Souls
For all their fangs and claws, fur and scales, all the strength of beasts only serves to demonstrate and
reflect Mardukth’s own prowess. Is there any advantage they might claim that Mardukth could not
possess? This Charm allows the Infernal to adopt a variety of mutations thematically appropriate to one
of his Familiars. If, for example, his Familiar was a hawk, he might grow wings or talons. If he
possessed a hound as his Familiar, he might gain the Wolf’s Pace or Enhanced Senses (Smell) instead.
He may adopt up to (Essence) separate mutations at one time, paying two motes per Mutation point. He
may activate this multiple times but may never have more than (Essence x 2) separate mutations from
this Charm. He may reactivate this Charm to swap current mutations for new ones.
If the Infernal also knows Wearing the Beast’s Skin he may also claim mutations thematically
appropriate for the skins and bestial armor he wears.

HERD-SCATTERING THUNDER
Cost: 3m (+1wp); Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Roaring Hunter Ridden, Breaking Wild Souls
Roaring into battle, the Beast scatters all lesser creatures before him. They flee to their burrows and to
their distant lairs, desperately seeking any shelter from the monster’s looming shadow. Whenever the
Infernal causes a rider to lose control of his mount due to Roaring Hunter Ridden, he may activate this
Charm and roll (Charisma + Presence), adding the Control Rating of his own mount in automatic
successes. If this exceeds the MDV of his opponent’s mount, the mount is overwhelmed with the
Compulsion to flee from the Infernal’s presence. For one day, it gains the benefits of Flashing
Thunderbolt Steed (Exalted, p. 236) and is compelled to travel as quickly as it can away from the
Infernal. The rider may suppress this compulsion if he regains control his mount but the compulsion
arises again as soon as control is lost. This Charm also increases the targeted mount's Control rating by
half the Infernal’s Essence, rounding up.
The Infernal may pay this cost for each viable target individually or may target only those he wishes to
scatter. If the Infernal has two purchases of Breaking Wild Souls, he may spend one willpower to roll
(Charisma + Performance) and affect all viable targets simultaneously.

TWIN PREDATOR DUALISM


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Breaking Wild Souls
Mardukth’s beasts are extensions of his own soul. It would not do for them to appear weak. This Charm
allows the Infernal’s Familiars to activate his Charms with a minimum Essence requirement no greater
than 2 as if they knew them, drawing from their own five-mote pool. If the Infernal knows Reassuring
Slave Chorus, his Familiars gain an additional ten motes as well, though the Infernal cannot siphon off
these additional motes for his own purposes.

CHATTEL DEVA BONDAGE


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Breaking Wild Souls
Before the war against the gods and their Exalted, the Primordials had little need for First Circle deva.
Experiments were conducted in their production now and then, but they were never created in great
numbers until the Primordials required cannon fodder for their armies. Though he did not originate the
concept, Mardukth recognized the potential immediately.
This Charm expands the potential of its prerequisite to include preternatural Primordial-spawned
animals, such as the infernal creatures of the Demon City to be treated as natural animals. Also it
allows the Infernal to treat First Circle deva and demons with Permanent Essence less than his own as
animals for the purposes of Breaking Wild Souls; in which case the Infernal gains the Demonic
Familiar background rather than the basic Familiar background. If he also knows Wearing the Beast’s
Skin, he can now wear the pelts and hides of Primordial-spawned animals, deva, and demons as well as
though they were natural animals. The trophies he claims always remain materialized as would he
normal clothing, even if the rest of the remains dissolve into essence.
A second purchase expands this definition of “natural” animals further, allowing the Infernal to claim
god-blooded animals, as well as animal-form elementals and Terrestial gods with Essence less than his
own. Such elementals and gods include the Mercury Ants and Dogs of Unbroken Earth. Using the
Charm in this way is considered Blasphemous.

SLAVERY IS FREEDOM
Cost: 4m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Entourage 2, Servitude, Sorcerous
Duration: Instant
Prerequisite Charms: Breaking Wild Souls, Beast Master’s Menagerie
All the life that scurries beneath the majestic shadow of the Mountain and the Beast Upon It exists only
to serve his needs. Only by submitting to his unfathomable authority do they find themselves truly free
from the troubles of their life. This Charm supplements a social attack which commands a single target
to perform to a task or otherwise suggests a task that need done. For example, if the Infernal wishes a
meal cooked, he may demand that the target prepare meal for him or ask the target why his plate is yet
empty.
If the attack is successful, the target seeks to perform the task exclusively, to the best of her abilities.
Her Motivation is temporarily replaced with the designated task until it is completed and she will
consider no other task worthy of her attention. She will also not abandon the task unless someone else
comes to relieve her. While this Servitude effect is active, she requires no food or water, so long as she
focuses ten hours or more of her day to performing the task.
Heroic characters may resist this effect for two willpower; non-heroic characters require four
willpower. Spending this willpower removes the Servitude effect and renders the target immune to
further applications for (target’s Essence) weeks. The Infernal’s Followers cannot resist at all.

WEARING THE BEAST'S SKIN


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
In ancient days, the Questing Throne was a hunter unrivalled until Luna first rose over Creation. Clad
in the skins and bones of his trophies, he advertised his strength. This Charm offers the Infernal the
chance to glorifying in his own hunts. While he wears the skins of natural animal he has killed, whether
it be a heavy bear-skin cloak, a fox-pelt loincloth, or a coonskin cap, the Infernal treats the article of
clothing as armor with Lethal and Bashing soak equal to the animal’s soak in life. This is incompatible
with other armor but does not count as armor itself. The animal may not have been much larger than a
bear. If the Infernal wears more than one such article of clothing, only the greatest benefit applies.
Additionally, the Infernal adds (Survival) automatic successes if he chooses to craft a suit of armor
from the remains of any being he has slain. For example, he may make Lamellar from a claw strider’s
hide, a yeddim-fur coat as resilient as chain swathing, or tyrant lizard articulated plate.
Mardukth has a fondness for the fur of beasts. With a second purchase at Essence 3+, the Infernal adds
his Essence to the Lethal and Bashing Soak provided from his the skins and armor crafted from furs.

SHARING THE BEAST'S LIFE


Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-Basic, Obvious
Duration: One Scene
Prerequisite Charms: Wearing the Beast’s Skin (x2)
The Infernal’s clothing once stalked and breathed and bled. Claiming the skin of the beast, the Infernal
steals its life. The Infernal may activate this Charm while benefiting from the clothing upgraded into
armor by Wearing the Beast’s Skin.The Infernal gains a secondary pool of Health Levels equal to those
possessed by the animal in life. All damage applied to the Infernal in Step 10 is instead applied to his
clothing’s health levels, unless the attack ignored his armor completely. The clothing’s wound penalty
is treated as a Mobility Penalty on the Infernal from his armor. When the clothing’s Incapacitated
health level is full, it is completely destroyed and falls apart in tatters. The Charm automatically
deactivates. No article of clothing may be used with this Charm more than once a day and, so long as it
survived the experience, it heals all damaged health levels in the intervening time.

THE JAGGED CROWN


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 1, Illusion
Duration: Permanent
Prerequisite Charms: Perfected Egotistical Self-Image, Wearing the Beast’s Skin
Seeing him adorned with a circlet crafted from the fangs and horns of beasts he slew in the Chaos
surrounding the Faraway, the Primordials mistook Mardukth for a king. He cared little for why they
bowed before him, so long as they did. To gain the benefits of this Charm, the Infernal must craft a
trophy of a natural animal he has slain into an item he can wear. He might, for example, make a
necklace from the teeth of a river dragon or wear a lion’s pelt as a cape.
Anyone with a Dodge MDV less than the highest Physical Attribute of the slain animal, to a maximum
of the Infernal’s (Charisma + Presence + Essence), suffers an Illusion effect which causes them to gain
the same +3/-3 bonus and penalty on their MDVs as the Infernal gains from Perfected Egotistical Self-
Image, such that they are disinclined to believe that the Infernal has any equal or any fault and will
readily accept all tales of his greatness. This may be resisted for one scene by paying (Followers)
willpower, with a maximum of the Infernal’s Essence. This immunizes the character against this
Illusion for a year and a day.
Unless it is resisted, the Illusion lasts until the Infernal is no longer in their presence or indefinitely if
the being possesses an Intimacy toward the Infernal. Those with negative Intimacies suffer a -2 Internal
Penalty on their roll to regain willpower, as they despair at the Infernal’s very existence, rather than
gain the two automatic successes that the Infernal and his joyful sycophants receive.

MAGNIFICENT SIRRUSH UNITY SHINTAI


Cost: —; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sharing the Beast’s Life, Mocking the Beast’s Strength, Twin Predator Dualism
The Mountain and the Beast Upon It are separated by only the thinnest veil of identity. There is more to
their relationship than what typically links two jouten. Their bond is deeper and stronger.
The Infernal must possess at least one Familiar when learning this Charm. Choosing one of his
Familiars, the Infernal’s soul expands and blends with the beast’s. There is no longer any distinction
between himself and his familiar. He converts the background dots associated with that Familiar into
three experience points each and gains a second body to inhabit. The Infernal’s player now effectively
has two character sheets. The original represents the Infernal’s human body. A new one represents his
new animal body. The animal body gains the Beast Form mutation (Scroll of Heroes, p. 138) and any
mutations necessary to adequately portray the creature, with Storyteller approval.
The two bodies share all Traits (including Charms and mote pools), except Physical Attributes, Soak,
health levels and mutations. Those excluded Traits are accounted for independently and the Infernal’s
animal form retains whatever those Traits would be for its species, plus any bonuses or penalties
provided by his Charms (such as additional health levels from Harden Devil Body). The Infernal’s
animal-body loses any Charms it may have possessed on its own and its former personality is blended
with the Infernal’s to produce the new, unified whole. If the Familiar’s body would normally be
naturally dematerialized, its material-state is now tied to that of the Infernal’s human body and
whatever Charms the Infernal possesses. If the Infernal uses a Charm that influences his mind or soul,
both bodies are affected equally; if he uses a Charm which influences his body or his physical actions it
applies to one or the other, unless he pays a surcharge of two motes to affect both of his bodies
simultaneously.
If either body is slain, the Infernal continues to live on in the remaining body but loses one dot of
Permanent Essence. So long as he retains Essence 5+, his soul slowly recuperates and expands into
another Familiar of his choose after one month of regular interaction. If it were the Infernal’s animal
body that survived he may employ Breaking Wild Souls on a human extra, binding himself to that
mortal as a Familiar. After a month, Infernal overwhelms his human as his human body would a
Familiar. If he knows Echoing Identity Affirmation, he may uses that Charm to discard any element of
the new human body’s appearance that he dislikes, reverting back to the equivalent of his any former
human body he possessed.
If his Essence falls below Essence 5, he is trapped in whatever body remains until he increases his
Essence to 5 again. If his body is slain in this state or before he has acquired a new secondary body, the
Infernal dies as normal.

TOWERING BARMANU BODY


Cost: 10m; Mins: Essence 2; Type: Simple
Keywords: Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Mountain Beast Dominion
The seas crashed against Mardukth’s foothills. The clouds encircled his crown. Upon activating this
Charm, the Infernal inherits a taste of that immensity. In an instant, he and his possession increase in
size by (Essence) times. He adds his Essence to both is Strength and Stamina for all purposes; while
this counts as extra dice from Charms it may exceed the usual limit. He also gains (Essence) extra -0
Health levels. If this Charm ends while those health levels are damage, the damage cycles into the
remaining health levels. Also, the Infernal gains (Essence) automatic successes on any action to
intimidate or cajole other beings. However, due to his immense size, the Infernal’s Dodge DV suffers a
-(Essence) penalty. Unlike many other Sorcerous Charms, the Infernal must commit the cost of this
Charm but may voluntarily end its effects whenever he wishes by releasing the commitment. This
Charm does not stack with size-increasing mutations; where the two overlap, only the greatest benefit
applies.
A second purchase of this Charm at Essence 4+ adds the Entourage 2 keyword and adds the Infernals
Followers rating to his Essence for all purposes related to this Charm.
FOOTSTEPS LIKE THUNDER
Cost: 2m or 5m, (+1wp); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Towering Barmanu Body
The earth trembles at the approach of the Mountain and the Beast Upon It. Inheriting that dread power,
the arrival of the Infernal is heralded by tremors and earthquakes. Activating this Charm, the Infernal
shakes the earth within (Essence x 10) yards whenever he moves.This imposes a -3 External Penalty on
the Infernal’s Stealth and requires all beings within the area, except the Infernal and anyone under the
influence of Mountain Beast Dominion, to check against Unstable Footing (Exalted, p. 155) at a +3
Difficulty. Any structure partially within this region takes one die of damage whenever the Infernal’s
DV refreshes. If the structure is entirely within this region, it instead takes (Essence) dice of damage
instead. This damage is unsoakable and ignores the hardness of mundane structures, but those made
predominantly of stone are immune. This costs two motes if Towering Barmanu Body is active, or five
motes otherwise.
If the Infernal goes more than (Essence) Actions without moving, this Charm automatically deactivates.
A second purchase at Essence 3+ makes this Charm Sorcerous for the additional cost of a willpower,
lasting until the Infernal stops moving long enough to calm the earth. Additionally, the region is
expanded to (Essence x 25) yards and the Infernal automatically fails all Stealth rolls. A third purchase
at Essence 4+ expands this to (Essence x 100) yards.

FISTS LIKE AVALANCHES


Cost: 1m or 3m, (+1wp); Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Towering Barmanu Body
Channeling the immensity of Mardukth, the Infernal’s blows become inescapable. This Charm
supplements a physical attack. From the target’s perspective, the Infernal’s weapon appears impossible
vast, filling her entire field of vision with the certainty of her defeat. This halves the target’s Dodge DV
against the attack. This costs one mote if Towering Barmanu Body is active or three motes otherwise.
In Mass Combat, this Charm also negates the bonus a unit with a larger Magnitude receives against the
Infernal’s attack.
With a second purchase at Essence 3+, the Infernal may spend an additional willpower to render the
target’s Dodge DV inapplicable against the attack.
SCARS LIKE CRATERS
Cost: — (+3m or +6m); Mins: Essence 3; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Fists Like Avalanches
Legends say that a mere flick the Beast’s tail would level forests in the Mountain’s path. When have the
legends of Mardukth ever proven false? When the Infernal enhances an attack with Fists Like
Avalanches, he may pay an additional three motes to have the attack strike everything, including
objects and structures, within (Essence) yards of the primary target. Each target resolves their defense
separately. The Infernal selectively render stone objects and structures immune; his Followers and
Familiars are automatically protected. An attack enhanced with this effect reduces its Rate to 1, after all
other effects.
A second purchase at Essence 4+ multiplies causes this attack to strike everything with (Essence +
Followers) yards instead for yet another three motes. A third purchase at Essence 6+ makes this
(Essence x Followers) yards instead for the same (+6m) surcharge.

BEHEMOTH LIKE GNATS


Cost: 3m+; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: None
Duration: Indefinite
Prerequisite Charms: Towering Barmanu Body
As incomprehensibly vast as Mardukth is, even the mightiest blow can only harm a mere fraction of
him and the worship his grandeur inspires only serves to further reinforce his invulnerability. The
infernal may commit up to (Followers x 3) motes in order to reduce the pre-soak damage of any
damage dealt by one die for every three motes committed. However, it is notable in that hardness is
compared prior to determining this.

FLESH LIKE GRANITE


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Behemoths Like Gnats
Tales of the Infernal’s indomitable prowess spread far a wide. Everyone knows his flesh turns aside
swords like stone, and so it does. This Charm permanently enhances its prerequisite. All its effects now
apply to post-soak damage instead of pre-soak to a minimum of one die of post-soak damage.
WOUNDING THE GIANT FUTILITY
Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Entourage 2, Obvious
Duration: Instant
Prerequisite Charms: Behemoths Like Gnats
What harm can a man do to a mountain? The legend of Mardukth is invincible. This charm serves as a
perfect soak against any attack the infernal is subject to, reducing the raw and final damage to zero
after all other effects.

BLOOD LIKE BOULDERS


Cost: — (1lhl); Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Wounding the Giant Futility
All attacks appear insignificant before infinite magnitude of Mardukth, but even the smallest pebble
may trigger the avalanche. When the Infernal is successfully affected by a Touch-keyworded Charm or
any harmful effect which only needs to strike him rather than requiring actual damage to be done, he
may inflict one lethal health level of damage upon himself. Drops of blood fly from his wound,
carrying the Touch-based or otherwise harmful effect away, preventing it from affecting him. The blood
drops expand and lithify, becoming an avalanche of boulders. This creates an Environmental effect over
an area (Essence) yards wide and (Essence x 10) yards long, in the direction of the originator of the
effect. If this direction is downhill the boulders continue rolling until they reach level ground but is
never more than (Essence x 10) yards long at any one time and moves that far every Action. In either
case, they may be stopped by a sufficiently sturdy barrier. This effect has a Damage of 5B/Action and a
Trauma of (Essence).

A BATTLE WORTHY OF SONG


Cost: 7m, (+1wp); Mins: Mardukth 0, Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Entourage 2, Counterattack
Duration: Until Next Action
Prerequisite Charms: Legend-Carving Impressions, Towering Barmanu Body
Against Mardukth, none can compared. But let the world’s heroes try their strength all the same, for the
legend of Mardukth is built upon the foundation of their failures. The stronger the foe, the greater
Mardukth’s prowess is in return. For the duration of this Charm the Infernal may make a counter attack
against every physical attack targeting him, so long as his attacker is within his Engagement Range. His
counterattack gains a number of automatic successes equal to the the total Onslaught and Coordinated
Attack penalty the prompting attack inflicted, even if those penalties are negated by other effects.
This Charm can be purchased a second time at Essence 4+. For the additional cost of a willpower, the
Infernal also gains automatic successes on his counterattack equal to the Minimum Essence of greatest
Charm or Sorcery applied against him, plus one for each additional Charm or Sorcery, to a maximum
of the Infernal’s Essence. This includes Permanent Charms and repurchased upgrades which enhance
the attack. Those who acknowledge the Infernal’s greatness by attempting such attacks only augment
his legendary abilities.

POETIC DOOMED ADVERSARY EXULTATION


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Entourage 3, Overdrive
Duration: Permanent
Prerequisite Charms: A Battle Worthy of Song, Behemoths Like Gnats
From time to time, Mardukth’s troubled solipsism seems to conjure rivals to challenge him. Perhaps he
does this to convince himself that his greatness is not so unbelievable after all. Surely it could not be
that beings of such greatness exist in their own right! Whatever the reason, as the futile champion
crashes against the King in the Mountain, she serves only to demonstrate his fearsome might.
This Charm grants the Infernal an Overdrive pool capable of holding ten motes. Initially empty,
whenever the Infernal rolls Join Battle, he gains a number of motes equal to the highest Essence rating
of any foe whose Essence is at least equal to his own. If he rolls Join War, he may gain motes equal to
the highest 3+ Magnitude present. For the remainder of the scene he gains one mote in any of the
following situations:
• He is attacked by an enemy whose Essence is at least equal to his own.
• An attack targeting him is enhanced by a Charm with minimum Essence at least equal to his
own, including relevant Permanent Charms.
• He is attacked by a unit with Magnitude 3+.
• He gains one mote for each die of pre-soak damage beyond his Negation Threshold. If this
completely fills his Overdrive pool, he gains no additional motes at the time but increases the
maximum capacity by ten for the rest of the scene. This may occur multiple times within a
scene, until the Infernal’s Overdrive pool has reached a maximum of 50 motes. This effect is
incompatible with Wounding the Giant Futility and he gains no motes from any attack against
which he employed that Charm.

MYTHOPOEIA-CONFIRMING MONUMENT SHINTAI


Cost: — (+30m, 3wp); Mins: Essence 5; Type: Permanent
Keywords: Blasphemy, Entourage 5, Form-Type, Servitude
Duration: Permanent
Prerequisite Charms: A Tale That Makes Men Quake, Epic-Recording Strata Petroglyph, Ravenous
Beastlord’s Arsenal, Behemoth Like Gnats (x2), First Mardukth Excellency
Mardukth is not just the Beast that prowls atop the mountain. He is the mountain itself. This Charm
enhances Towering Barmanu Body if it activated within a region claimed by the Infernal’s use of
Megalithic Orogeny Memorial. By an additional thirty motes and a three willpower, the Infernal’s body
momentarily becomes a statue of roughly-hewed granite. The landscape trembles and the statue shakes
itself into tumbling stones.
• The Infernal no longer needs to commit motes to Towering Barmanu Body, but can still
voluntarily deactivate it.
• For (Essence) actions after activating this Charm, the landscape uplifts as though the Infernal
had completed his Motivation and employed Megalithic Orogeny Memorial each action.
• He becomes the genius loci of the region, permeating every stone, tree, shrub within the area.
He can observe any point within his landscape-body but does not do so equally.
• Unless Footsteps Like Thunder is active, the Infernal is immobile. Even with that Charm active,
he may not Dash or Jump. While moving, the earthquakes caused by Footsteps Like Thunder
extend out (Essence) miles. Most structures will be destroyed by his approach, but stone and
magical structures are immune. Magical structures attuned to the Infernal and stone structures of
any sort may be swept up into his landscape as he moves or pushed harmlessly aside; all other
magical structures are always pushed aside.
• He churns the land as he moves. The path the Infernal takes is considered Difficult terrain, or
Extreme terrain with Essence 6+, even after he has moved on.
• He may make unarmed attacks with Survival or Martial Arts, which take the form of falling
branches, tumbling stones, and other natural hazards. For example, he may make a Clinch attack
by pinning an enemy beneath a boulder.
• He may make social attacks against any being within his landscape-body and Presence-based
Social Attacks out to (Essence) miles. He may be targeted by social attacks from anywhere
within his landscape-body but may withdraw his attention from that region as a perfect mental
dodge against the attack.
• He may command all natural animals within this region as a Servitude effect and may use these
as means of further interacting with his environment. Even if they do not count as his Followers,
they gain the benefits of Ravenous Beastlord’s Arsenal.
• He is immune to Poison, Crippling, and non-Magical Sickness. He cannot be starved or
suffocated.
• All attacks against him are undodgeable. However the Infernal reduces all post-soak damage to
one, which may be ignored by similarly scaled beings or attacks which affect at least a tenth of
his area.
• At the beginning of every scene, the Infernal must use A Name That Shakes the Heavens. If he
fails to gain an acceptable mythos from that Charm, he loses an additional temporary willpower
and his effective Essence drops by one for the purposes of this Charm.
• If he fails to activate A Name That Shakes the Heavens, if he has no remaining Temporary
Willpower, or if the central megalith is targeted by appropriate countermagic, this Charm
terminates immediately. The landscape reverts to its prior elevation and the Infernal appears at
any point within the landscape that he desires.
Ta'akozoka Charms

Charms of the Great Tentacled One.

New Keyword: Riches #


Ta'akozoka is the monster of the monopoly, stretching out from her base of power to claim all wealth.
As her treasury grows, so too does her power. Charms with this Keyword require the Infernal to be the
leader of an organization (Masters of Jade, p. 67-82) that commands equal Wealth. It is important to
remember that the Infernal may form a Size 0 organization by herself and that Wealth 1 is roughly
equivalent to Resources 3. Therefore, an Exalt who possesses Resources 3 and owns a personal shop or
other business qualifies for all Riches 1 Charms.

FIRST TA’AKOZOKA EXCELLENCY


Cost: 1m per die
Mins: Essence 1
Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Ta’akozoka: The Great Tentacled One is disquieting and insidious. She is universally covetous.
Growing continuously, she squeezes in wherever she finds an opening and fits into unlikely places. Her
rivals rightly fear her subtle infiltration of their territories, for she strangles all competition and absorbs
assets of fallen foes. Her recently acquired subsidiaries are offered a new beginning within her far-
reaching organization. But all things have their price. She entangles her serfs within the pervasive
nature of her enterprises, making them dependent on her. When a being can no longer serve her
purpose, she cuts her losses and prepares the soul for reincarnation. She knows it is better to recycle
assets than let them go to waste. Unlike most of her kind, the Twisted Wheel recognizes that death is
necessary. Not for herself, of course. Ever rejuvenating, she can shed pieces of herself to endure as
other perish.
This Charm can be used on any action which flaunts, accumulates, or hoards wealth. It can also be used
to supplant or subsume a rival, as well as to monopolize resources beyond the grasp of her opponents.
It cannot be used on any act of purely altruistic charity; only with the promise of compensation,
however symbolic, can this Charm lend aid to others. The mortally wounded, the fatally poisoned, the
terminally ill, and the starving are always behind the help of this Charm. At best, the character may
hasten deaths and rebirths.

TA’AKOZOKA MYTHOS EXULTANT


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Ta’akozoka Excellency
Ta’akozoka: Ever growing, ever shedding, the Great Tentacled One knows no loss is so severe that she
cannot recover. Whenever the Infernal could gain a point of willpower from an appropriate stunt, she
may instead gain one -0 temporary health level. These temporary health levels last until the end of the
scene or until they are filled. Unlike most temporary health levels, when these disappear any damage
they contain also vanishes.

SORCEROUS ENLIGHTENMENT OF TA’AKOZOKA


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Ta’akozoka Excellency
Ta’akozoka: The Benthic Treasury is a shrewd bargainer, even when dealing with the fabric of reality
itself. Any spell which has an associated Resource cost reduces this cost by one, to a minimum of one.
If the modified Resource cost is equal to or greater than the warlock’s Resource rating, she cannot cast
the spell even if it is financed by another being. While spells which benefit herself are as splendid as
those cast by any other sorcerer, those spells she casts to benefit others are subtly warped to result in a
slightly cheaper final product and cannot be cast unless she makes a profit from her efforts. When these
diminished spells are targeted by countermagic, the attacking sorcerer reduces the cost of his
countermagic spell by ten motes, to a minimum of ten motes. Spells without an associated Resource
component cannot be cast at all, for Ta’akozoka recognizes that nothing comes free.

ASCENDENCY MANTLE OF TA’AKOZOKA


Cost: —
Mins: Essence 5
Type: Permanent
Keywords: Native, Riches 4
Duration: Permanent
Prerequisite Charms: First Ta’akozoka Excellency
Ta’akozoka: The Great Tentacled One understands only the accumulation of wealth. To benefit from
the transcendent enlightenment of Ta’akozoka, the Infernal must maintain control over an organization
which commands Wealth 4+.
MISER AND MERCHANT AWARENESS
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Benthic Treasury has a keen eye for value of all things and cannot be swindled or cheated. This
Charm permanently enhances the Exalt’s perception, granting her perfect knowledge of an object’s
quality and condition and its value on relevant markets, as per the Solar Charms Frugal Merchant
Method and Insightful Buyer Technique (Exalted, p. 230-231). This grants the Exalt one bonus success
on honest haggling and three bonus successes for dishonest dealings (whether her own or her
bargaining opponent).
However, the Infernal must refuse any deal from which she would not profit unless she spends
Willpower equal to her own Essence, to a maximum of five, and gains one Limit.

NACRE-MINTED NUMISMATICS
Cost: 4m
Mins: Essence 2
Type: Simple
Keywords: Compulsion, Shaping, Touch
Duration: Instant
Prerequisite Charms: Miser and Merchant Awareness
The Great Tentacled One has no need of obols or kowrie shells; her currency is her own. Activating this
Charm, the Infernal transforms any amount of currency at least equal to one Realm koku (Exalted, p.
360, 363) she owns and holds on her person into personalized nacre coins. These opalescent coins bear
their value and the endless tentacle knot—the sacred symbol of Ta’akozoka—on one face. The other is
embossed with the Exalt’s profile and a date reckoned from her Exaltation. Because she had no face of
her own or an Exaltation, the coins belonging to the Great Tentacled One bore the profile of her Fetich
soul and a date from the founding of Creation.
The coins have several benefits. First, they may be freely dispatched and retrieved from Elsewhere so
long as they Infernal owns and touches them. Second, they emit a Compulsion effect that makes them
universally acceptable currency, costing Willpower equal to the Resource value of the exchange to
refuse, to a minimum of one. Third, their value is intrinsically understood and, in their lowest
denomination, is roughly equivalent to a Realm koku; a single coin will suffice for a peasant’s monthly
wages, a barely survivable income. With but a touch, the Infernal may compress several coins into one
of a higher denomination or split one into several coins of lower value. The exact progression of the
denominations is determined by the Infernal.
PRIZES PURCHASED AND CLENCHED.
Cost: — (5m, 1wp)
Mins: Essence 2
Type: Permanent
Keywords: Riches 1, Sorcerous, Touch
Duration: Permanent
Prerequisite Charms: Nacre-Minted Numismatics
Nothing is so important to Ta’akozoka as the accumulation of wealth and possessions. When she
relinquishes any portion of her hoard, she holds what she claims in exchange all the more dear. This
Charm permanently enhances the Warlock’s metaphysic ownership of objects purchased with her nacre
coins. Her ownership of the object is Obvious to all who can perceive it. Attempts to deprive her of the
object, whether through theft, disarming, or destruction, suffer an External Penalty equal to the object’s
Resource rating. More esoteric possessions such as Artifacts and hearthstones apply their relevant
Background scores in place of Resources.This protection can be bypassed by targeting the object with
appropriate countermagic. So long as the Infernal maintains ownership of the object afterwards, she
may reapply this protect by touching the object and spending five motes and a willpower.

WORTH EVERY OBOL


Cost: 6m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Riches 2, Sorcerous, Touch
Duration: Indefinite
Prerequisite Charms: Prizes Purchased and Clenched
Those who sell to Great Tentacled One are always on the losing side of the exchange, for every object
is worth more in the hands of its true owner. This Charm enhances an object under the protection of
Prizes Purchased and Clenched. It gains (Resource cost) bonuses to be spread around in the same
manner as Exceptional equipment (Exalted, p. 365); Artifacts use their own rating instead.
As a unique bonus, clothing and jewelry worn by the Infernal that does not normally provide soak
instead provide (Resource cost x 2) Lethal and Bashing Armor Soak with no mobility penalty. Only
greatest bonus applies, but each additional item with a Resource cost at least equal to her Essence
increases the Infernal’s Armor soak by 1, to a maximum bonus of +(Essence or the Wealth of her
organization, whichever is lower). For example, an Infernal wearing Royal raiments (Resources 4) and
Noble Jewelry would have an effective Armor soak of 9. At Essence 4+, this also adds Aggravated
Armor Soak.
If the Exalt knows Plundering Landlord Deed and uses it on land occupied by a Manse she owns, the
manse gains an additional number of Creation Points equal to its rating, which immediately manifest as
the Infernal desires. These additional manse features disappear once Plundering Landlord Deed has
ended.
These bonuses apply only while the Infernal owns and possesses the object. If she sells it or lends it to
another being, the Charm ends immediately.

PLUNDERING LANDLORD DEED


Cost: 15m, 1wp
Mins: Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Obvious, Riches 3, Shaping, Sorcerous
Duration: One Year
Prerequisite Charms: Worth Every Obol
The Benthic Treasury humors the poor souls of the world by granting them a pittance for their serving
as her caretakers of what she rightfully owns. When she comes to reclaim the land that is hers, it
reveals its long hidden wealth. This Charm is Dramatic Action lasting five hours. The Warlock surveys
land she purchased using her nacre coins, exposing riches that have waited for their true owner to
receive. The land must be at least (Essence) square miles in size and no larger than (Essence x 5)
square miles. The Infernal rolls (Intelligence + Bureaucracy), with a difficulty equal to (8 – Resource
cost of the land). This Charm may be disrupted during this time by targeting the Warlock with
appropriate countermagic; afterward, the geomantic center of the land must be targeted instead.
If successful, the land sprouts new groves of trees for lumber, fertile soil for agriculture, undiscovered
veins of precious metals, coastlines full of pearl-bearing oysters, or whatever else might be thematically
appropriate for the landscape. These new sources of income are in addition to whatever the land already
produced and can provide steady income of Resources (Threshold successes, maximum 5) if harvested
regularly over one year. After a year of persistent harvesting, the new Resource is exhausted. An
individual may only enhance land she owns once with this Charm. However, it does count as land
permeated with Primordial Essence for the purposes of other Primordial Charms.
A second purchase at Essence 5+ extends the duration of the harvest for (Essence) years. This becomes
(Essence) decades at Essence 6, (Essence) centuries at Essence 8, and (Essence) millennia at Essence
10. Unbeknownst to Ta’akozoka herself, with this repurchase, the Exalt also enriches all lands she
owns with her death as though she had rolled five threshold successes. In this way, the Great Tentacled
One blessed the White Valley with rich soil rather than blighting the landscape, for it had belonged to
her until the moment of her demise.

MAKE IT WORTH YOUR WHILE


Cost: 6m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Riches 1, Training
Duration: Indefinite
Prerequisite Charms: Nacre-Minted Numismatics
Ta’akozoka has no desire for slaves. It is only natural for all beings to covet and accumulate wealth,
and thus she offers fitting payment for services rendered to her. So long as she pays her employs at
least one of her nacre coins a month and maintains the commitment to this Charm, all Leadership
actions undertaken by her organization gain the benefits of Slave Labor without any of the drawbacks
(Masters of Jade, p. 71). By accepting this payment, her employees also accept a positive Intimacy
toward their labors, usually one expressing their meager gratitude for even the lowest wages.
With Essence 3+, if the Infernal offers her employees sufficient wages to provide them with an income
of Resources 1+ they may substitute their new income for one relevant Ability and may increase that
Ability by one at any time as a Training effect, to a maximum of the Resources invested in their labor.
This also increases the Competence rating of the Exalt’s organization to the average Resource income
of her employees, if it would be higher.

TENTACLES IN COIN PURSES


Cost: 3m, 1wp
Mins: Essence 2
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Compulsion, Riches 1
Duration: Instant
Prerequisite Charms: Nacre-Minted Numismatics
While she understands the desire to hoard wealth, Ta’akozoka does not honestly expect those she pays
to retain their earnings for long. After a business deal during which the Infernal exchanged at least one
of her nacre coins, the Exalt rolls a (Manipulation + Bureaucracy) social attack against the relevant
individual, social unit, or organization, adding her Essence in automatic successes. The Magnitude or
Size of the target may not exceed the Wealth of her own organization. If successful, all affected beings
are compelled to spend their wealth as quickly as possible. They will preferentially spend nacre coins
bearing the image of the Infernal first, and if they are within the Reach of the Infernal’s organization,
they will do business with it whenever possible. Once an individual has spent enough of their wealth to
reduce their Resource rating by one, they are free of the Charm’s influences. This unnatural mental
influence may be resisted by spending three willpower at any time, or two if such reckless spending
would conflict with a Virtue rated 3+.

COINS HAVE EYES


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tentacles in Coin Purses
No matter how many hands they pass through, the Infernal’s nacre coins are hers. It is only right that
she know what others are doing with her money. When the Infernal receives a nacre coin bearing her
image from another being, she knows exactly how that being acquired it. If it was given to the being in
exchange for a good or service, she knows both the value and nature of that exchange. For every dot of
Essence she possesses above three, she gains this information for one additional prior exchange in the
coin’s journey.

TESTIMONIES BOUGHT AND PAID FOR


Cost: 5m, 1wp
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Compulsion, Illusion, Riches 2, Sorcerous
Duration: Indefinite
Prerequisite Charms: Coins Have Eyes
Near or far, the Infernal can always hear the tempting sound of clinking coins. Her own call to her from
great distances. This Charm enchants one of the Infernal’s nacre coins. She makes take a diceless
Miscellaneous action to cast her awareness to the coin’s location, so long as it is in the same Realm of
Existence and not shielded from scrying. This allows her to see and hear everything she could perceive
if she stood at the coin’s current location, but deprives her of her own body’s awareness until she takes
another diceless Miscellaneous action to restore her perception. She may do this reflexively if her body
comes under threat, but suffers a -2 Internal penaltyfrom disorientation until her DV refreshes twice.
With Essence 4+, if another being carries the coin, she may reactivate this Charm when casting her
awareness to the coin. If the being is heroic she must engage him in a contested Willpower roll. If she is
victorious or if the being is not heroic, the Infernal takes command of the being’s voice and may speak
through him in his own voice as a Compulsion effect. She may maintains this control for (Resources)
actions, or until the being spends two willpower to resist her or is required to roll Join Battle or Join
War. When the control ends, the enchantment on the coin also fades away, preventing her from taking
command of the target’s voice again or perceiving his location unless he possesses another enchanted
coin. If (Infernal’s Essence + her organization’s Wealth) exceeds the beings MDVs, he suffers an
Illusion effect which makes him believe the words he spoke were his own.

SUNKEN TREASURES SHREWDLY WAGERED


Cost: 2m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Riches 2
Duration: Indefinite
Prerequisite Charms: Miser and Merchant Awareness
The Benthic Treasury is nothing if not frugal. To avoid squandering her wealth, she will cut any corner
and stretch every talent of jade or silver. With such insight, the Infernal can make the most of any
investment. This Charm supplements any Leadership action undertaken by her organization. If the
unmodified committed Capital needed for the endeavor does not exceed the organization’s Wealth, the
base Difficulty of the action (and therefore the Capital needed for commitment) is reduced by one. The
organization’s effective Wealth rating is reduced by the modified committed Capital for the purposes of
applying this Charm to additional, concurrent projects.
With a second purchase at Essence 3+, if the supplemented action was Cannibalize Asset (Wealth), the
Infernal receives (Wealth x Essence) Temporary Capital instead of the usual (Asset x 2).

BUYING THE OYSTER WITH PEARLS


Cost: — (+3m)
Mins: Essence 3
Type: Permanent
Keywords: Riches 3
Duration: Permanent
Prerequisite Charms: Sunken Treasures Shrewdly Wagered
A heap of coins may make a man wealthy, but Ta’akozoka would rather possess the source of wealth.
This Charm enhances its prerequisite. When the Infernal uses Sunken Treasures Shrewdly Wagered to
supplement an Attack Asset action with intent to absorb the Asset from her rivals, the base Difficulty of
the action does not increase and the Cumulative Difficulty of the action increases by three rather than
five.

ENDLESS MARKETS GROWTH


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Riches 3
Duration: Permanent
Prerequisite Charms: Sunken Treasures Shrewdly Wagered
Wealth feeds upon wealth, continuously cycling and growing as it is spent. This Charm permanently
enhances the Infernal’s business acumen, granting her insights in new avenues for growth. When she
undertakes a Grow Asset (Wealth) Leadership Action, the Difficulty is always reduced by one. This
reduction is included in the ‘unmodified Difficulty’ for the purposes of Sunken Treasures Shrewdly
Wagered.
TREASURE KRAKEN’S MANY ARMS
Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Riches 4
Duration: Permanent
Prerequisite Charms: Endless Markets Growth
The shipwright sells to the fisherman who sells to the foreman of the lumber mill. None know they are
all working in service to the coffers of the Great Tentacled One. This Charm permanently enhances the
Infernal and her organization. Her subsidiaries may exceed her primary organization in Size, so long as
her Wealth exceeds their Size. When she uses Sunken Treasures Shrewdly Wagered to enhance a Lend
Capital action, the recipient subsidiary gains an additional (Essence) Temporary Capital, though this
may no more than double what the subsidiary would usually receive. Finally, any Leadership action
which attacks one of her subsidiaries or their projects suffers an External Penalty equal to half the
Wealth of the Infernal’s primary organization.
With a second purchase at Essence 4+, Riches 5, the subsidiaries of her of subsidiaries also receive the
protection of this Charm’s external penalty. As a Riches 6 effect, this protection extends down infinitely
long chains of subsidiaries.

ENTANGLING THE REEF ACQUISITION


Cost: — (+8m, 1wp)
Mins: Essence 4
Type: Permanent
Keywords: Riches 5
Duration: Permanent
Prerequisite Charms: Buying the Oyster with Pearls, Treasure Kraken’s Many Arms
All who seek wealth do so in honor of Ta’akozoka, holding in trust until she comes to claim it. In time,
all merchant princes must kneel to their queen. This Charm further enhances Sunken Treasures
Shrewdly Wagered. When that Charm is used to enhance a Shift Structure (Integrate Organization)
Leadership action, the Infernal may pay an additional eight motes and a willpower.
The base Difficulty is reduced by one, which counts as ‘unmodified’ for the purposes of Sunken
Treasures Shrewdly Wagered. The Infernal adds (Wealth) extra successes on all rolls to integrate the
new subsidiary.
This may be used to integrate even a non-consenting organization, systematically bribing and buying
out all the organizations leadership. In such cases, the Infernal does not enjoy a base Difficulty
reduction. Instead the base Difficulty is (5 or leader’s Essence, whichever is higher) and the
Cumulative Difficulty is the unwilling subsidiary’s (Competence + Size + Reach). If the unwiling
subsidiary’s Size exceeds that of the Infernal’s own organization, the Interval increases to One Month.
The Storyteller may impose longer Intervals if the subsidiary is especially resistant to the hostile
takeover.

VERDANT IRIS ENVY


Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Miser and Merchant Awareness
With envious eyes the Great Tentacled One recognizes those who amassed wealth like herself, for she
seeks to ingratiate herself among them and, in time, claim what was theirs. Once the Warlock has
learned this Charm, she may learn the Resource background of a being she can perceive with a
successful Read Motivation action. If the being is the leader of an organization, she also learns the
rating of the organization’s Wealth asset.
If the being’s Resource rating or his organization’s Wealth rating is higher than her own, the Exalt gains
an Intimacy of Jealousy, Envy, or Covetous Desire toward the being or something he is known to
possess. Such Intimacies do not count against the Infernal’s limit. Once she acquires the desired
possession or higher Resource or Wealth rating, the Intimacy automatically falls away.
With a second purchase at Essence 3+, the Infernal need not make Read Motivation actions to discern a
being’s monetary worth unless it is being actively hidden. She receives this information automatically
for all beings she can perceive. If their Resource rating is less than her own, she need not suppress
Compassion during her dealings with them and she cannot maintain any Intimacies toward them
personally—possessions they own, however, are still viable target’s for her greed.

GILDED AEGIS UNCARING


Cost: —
Mins: Essence 2
Type: Permanent
Keywords: Riches 1
Duration: Permanent
Prerequisite Charms: Verdant Iris Envy
Ta’akozoka has no use for personal beauty. Let the world be dazzled by her treasures, for that is all she
sees anyhow. This Charm allows the Infernal to substitute her Resource rating for her Appearance, if
she desires. While this is typically optional, she must do so whenever she is haggling or otherwise
engaging in monetary issues.
At Essence 4+, the Infernal may instead employ the Wealth rating of her organization in place of her
Appearance, but this cannot exceed her Essence by more than one.

GREED AND GOODNESS EQUIVALENCY


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Riches 2, Training
Duration: Permanent
Prerequisite Charms: Gilded Aegis Uncaring
The Great Tentacled One holds no principle higher than greed. Her covetous ways swells beyond mere
envy and transforms her very nature. This Charm replaces the Exalt’s Compassion with a new Virtue
known as Avarice. Perhaps this Virtue once belonged to all beings, but died with Ta’akozoka; perhaps
the Titan had petition her fellows to wrangle the Shinma into such a form to grant her understanding of
reality to all but was refused. Regardlless, only those who follow in the ways of Ta’akozoka now
possess it.
The Exalt gains Avarice equal to her current Compassion and increases it to three as a Training effect if
it would not already be at least this high. Dots of Temperance may be converted into experience points
to pay for this Training or to increase it further. The Exalt’s Avarice may never drop below three, and
she may always roll Avarice when performing Ta’akozoka’s Act of Villany. If the Exalt went to sleep
with more wealth than she possessed when she last woke, she rolls Avarice instead of Convinction to
regain Willpower.
A second purchase of this Charm with Avarice 5+ is equivalent to purchasing Cosmic Transcendence of
Avarice and is considered Merged with that Charm. If the Infernal possessed Cosmic Transcendence of
Compassion prior to learning this Charm, it is converted to Cosmic Transcendence of Avarice as well.

Avarice
Avarice is the measure of a being’s desire to possess and hoard. While such desire is commonplace, in
only a few does it burn with the metaphysical intensity of a true Virtue. Avarice motivates beings to
strive for wealth, laboring diligently at honest work or plotting underhanded get-rich-quick schemes. It
is a self-centered Virtue which cares only for enriching its possessor. Someone with Avarice 1 is likely
impoverished by his own accord, caring little for his possessions and recklessly squandering his
earnings. Someone with Avarice 3 easily resists unfavorable deals and takes ample precautions to guard
his possessions. Someone with Avarice 5 fights fiercely to maintain his wealth and has no qualms about
undertaking activities which might be illegal or harmful to others so long as he profits from the
endeavor.
Avarice Aids in: Protecting or reclaiming one’s property. Stealing other’s property. Making profitable
deals. Performing paid work. Resisting pleas for donations or charity.
Characters Must Fail an Avarice Check to: Abandon an owned item. Resign from a paid position.
Refusing a bribe. Give away wealth freely. Turn down a lucrative opportunity. Spend so much wealth
that it would lower the character’s Resource rating.
Transhuman Avarice: Transhuman Avarice may be acquired through Charms such as Epic Zeal of
(Virtue) or Cosmic Transcendence of (Virtue). In addition to the basic effect of those Charms, Epic
Zeal and Cosmic Transcendence of Avarice also allows the Exalt to protect up to five positive Intimacy
related to possessions he either currently owns or hopes to own as though they were under the influence
of the Solar Charm Righteous Lion Defense (Exalted, p. 199).

AVARICIOUS YEARNING NATURE


Cost: 8m (+1wp)
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Desecration, Riches 3, Sorcerous, Touch
Duration: Indefinite
Prerequisite Charms: Tentacles in Coin Purses, Greed and Goodness Equivalency
Seeing a world full of generosity, the Great Tentacled One weeps. Fools everywhere throw sweat of
their toil away on lost causes and charity cases. The Warlock must teach the world that is better to earn
by one’s own efforts and to revel in wealth one has acquired. This Charm is Presence-based Social
attack, typically opposed by the target’s Compassion. If successful, as a Desecration-effect, the target’s
Compassion is replaced with Avarice. The target gains at least Avarice 2 freely.
A second purchase at Essence 4+ allows the use this Charm as a Performance-based social attack
against an entire social unit with a Magnitude no greater than her Essence. A third purchase, also at
Essence 4, removes the Touch-keyword and permits this Charm to enhance written social attacks.

THE PRICE OF LIES


Cost: 3m
Mins: Essence 3
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Verdant Iris Envy
Ta’akozoka’s monomania for wealth leaves her mind exceptionally resilient to all other concerns or
distractions. The Warlock may activate this Charm in response to any mental influence targeting her.
She remains unconvinced, but could yet be swayed if her purse were not so light or her vaults so empty.
That she can be bribed becomes Obvious to the originator of the mental influence. If he can provide the
Infernal with a bribe with a Resource value equal to the minimum Willpower needed to resist the
influence and it that value is at least equal to her current Resource rating, the Infernal must accept it
and her MDVs drop to zero after all other modifiers and she cannot spend Willpower to resist it until
the beginning of the next scene.
If the bribe is less than her current Resource rating, this Charm reduces the Willpower needed to resist
the influence by one, to a minimum of zero. If no bribe is offered, this Charm perfectly negates the
mental influence.

ESSENTIAL COFFERS FILLED


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Verdant Iris Envy
As all water drains into the sea, all wealth flows into the Benthic Treasury. As the Infernal’s wealth
increases, so too does the power residing in her soul. The first time per scene, when the Exalt gains a
new possession or receives a sum of money, she regains a number of motes equal to the Resource value
of the exchange, minimum one.
This Charm also provides the Exalt with an additional ten motes of Peripheral Essence, which can only
be restored in the manner described above.

TREASURES MAPPED AND PURSUED


Cost: 7m, 1wp
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Instant
Prerequisite Charms: Verdant Iris Envy
What the Ta’akozoka wants, she will have in time. Even hidden wealth cannot escape her covetous
ways. This Charm enhances a Read Motivation action against a being toward whom the Infernal
maintains an Intimacy that was or could have been created by Verdant Iris Envy. If she gains Threshold
successes equal to the target’s Resource rating, twisting spirals of essence materialize before her,
forming large sheet of parchment roughly two feet by three feet. The parchment manifest worn and
weathered (for Ta’akozoka would not waste finer material on such things) and bears the image of a
long, sinuous tentacle reaching out for the target’s wealth or an object he is known to own, as
appropriate for the Intimacy. Flanking the tentacle are pictographs of landmarks and obstacles that the
Infernal would encounter if she sought out claim the being’s wealth or possession, departing from her
current location. The Infernal gains a basic understanding of all these imagines, recognizing landmarks
intuitively and distinguishing mundane obstacles from magical ones of varying potency. Other beings
who discover the map require an (Intelligence + [Larceny or Lore]) roll with a difficulty equal to the
Infernal’s Essence at the time of its creation to properly read it.

LOYALTY MONEY CAN BUY


Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Miser and Merchant Awareness
Other Primordials gain the loyalty of their servants by being glorious or fearsome. Ta’akozoka has no
need for such trickery. If she desires someone’s loyalty, she will buy it honestly. This Charm
supplements a social attack to offer someone a bribe or payment, or one that immediately follows the
acceptance of such an offer. So long as the price of the bribe or payment is less than the Warlock’s
current Resource rating, the defender’s MDV suffers an External penalty equal to the Resource rating
of the offer and the social attack becomes unnatural.
As a Riches 1 effect, if the supplemented attack is successful, the base Willpower needed to resist it is
increased to the Resource cost of the offer.

MONEY OVER AUTHORITY SUPREMACY


Cost: 8m, 1wp
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Compulsion, Riches 1
Duration: One Day
Prerequisite Charms: Loyalty Money Can Buy
Where wealth goes, none can stop it. This Charm exerts an unnatural mental influence on all sentient
beings within (Resources x 100) yards who have a Dodge MDV less than the Warlock’s (Manipulation
+ the Wealth her organization). If the Infernal knows Greed and Goodness Equivalency, she adds her
Avarice to this as well. Affected beings are compelled to permit the Infernal to do as she pleases, so
long as her actions do not personally harm them. For example, if a man spots the Infernal mugging
another in a dark alley, he will not seek to offer aid to the victim or inform the authorities. Those with
Resources greater than the Infernal’s or who command an organization with great Wealth are immune
to the effects of this Charm. Resisting this Charm costs Willpower equal to the difference between the
Infernal’s Resources and the affected being’s, minimum one.
A second purchase at Essence 4+ increases the radius to (Resources) miles. For each dot of Essence
above four, the Infernal may repurchase this Charm to increase its radius by a factor of ten. The
Essence 10 repurchase affects all beings within the same Realm of Existence.

MEETING THE SOUL’S PRICE


Cost: 5m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Compulsion, Sorcerous
Duration: Instant
Prerequisite Charms: Miser and Merchant Awareness
For the right price, anyone can be bought. None are beyond the reach of Twisting Wheel and for their
service they could be richly rewarded. This Charm is identical to the Solar Charm Knowing the Soul’s
Price (Exalted, p.214) save that it enforces a particular task rather than general servitude and the target
must declare a materialistic price, whether it be a sum of money or a specific object. Ta’akozoka cannot
comprehend that any being would desire such fleeting or nebulous prizes as love or renown, and so she
cannot offer them.
With Essence 3+, if the Infernal paid the target’s price entirely with her own nacre coins or with an
object bought with those coins, the total number of Willpower the target needs to spend before breaking
free of this Charm’s influences increases by +(Resource cost of target’s price). If the Exalt also knows
Coins Have Eyes, she becomes aware whenever the target spends Willpower to resist this Charm, so
long as they possess a nacre coin bearing her image.

SOUL WEIGHED AND COUNTED


Cost: 10m, 1wp
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Meeting the Soul’s Price
Even in before the formation of the Underworld, the Dead were not wholly unknown to Creation. The
Righteous Dead tended the Daystar, for example, and the Indentured Dead were shackled in service to
Ta’akozoka. When a mortal who the Infernal has compelled to service through Meeting the Soul’s Price
dies, the Infernal is immediately aware of this and may reflexively activate this Charm. Doing so
prevents the being’s hun soul from passing into Lethe or the Underworld. Instead the hun soul becomes
one of the Indentured Dead. If another effect would contest this, an Essence roll-off occurs. If the
Essence 3+ effect of Meeting the Soul’s Price applied to that being, the Infernal adds the Resource
rating of the target’s price as automatic successes on the role.
The Indentured Dead
Though they are Creatures of Death, they Indentured Dead are no mere ghosts. They are god-like
spirits with Essence equal to their Resources invested into by Meeting the Soul’s Price. Their
unalterable Motivation is to continue whatever task they were to carry out in life and they have an
unbreakable Intimacy of loyalty to the being who created them. They retain their other Traits from life
and gain (Essence x 4) spirit Charms or Arcanoi suitable for their task, replacing any other Charms they
might have possessed. When the complete their Motivation, they immediately pass through Lethe. If
the majority of the staff within the Infernal’s organization is comprised of Indentured Dead, their
effective Competence is increased by one.

PAYING THE BOATMAN’S FARE


Cost: — (1m)
Mins: Essence 3
Type: Permanent
Keywords: Riches 1
Duration: Permanent
Prerequisite Charms: Soul Weighed and Counted
When the Primordials conspired to forge a new world from the Wyld, it was the Twisting Wheel who
devised the mechanism of reincarnation, for she could not tolerate the waste of endless death.
Overseeing the great labor from which sprung the ever-flowing river of Lethe, Ta’akozoka gained
mastery over the cycle of life and death. This Charm grants the Infernal two abilities. First, she may
touch a consent target and pay one mote to painlessly kill them. Second, when she kills a target with a
hun soul through any means, she may choose to activate Soul Weighed and Counted to preserve the
soul as an Indentured Dead, assigning a task immediately. The target may refuse freely. If the hun soul
does not become an Indentured Dead, it immediately passes through Lethe unless compelled by another
force. Even then, an Essence roll-off occurs and the soul continues through Lethe if the Infernal wins.
Indentured Dead created in this way have an Essence rating of 2 and last only a year and day before
automatically passing through Lethe, even if their task is left unfinished.

COILED GYRE INHERITANCE


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Paying the Boatman’s Fare, Nacre-Minted Numismatics
The dead have no use for their wealth. It is better that it find its way into the Benthic Treasury than
languish in a tomb. When the Infernal sends a being through Lethe with Paying the Boatman’s Fare, the
target’s body transforms shower of nacre coins, with a total Resource value equal to the lower of the
target’s Essence or Resource rating, to a maximum of five.
This Charm also taps into ancient protocols imbedded into reality by Ta’akozoka herself. Any being
sent through Lethe by the Infernal, including her Indentured Dead, are guaranteed to reincarnate into
families possessing the same Resource rating the being had in life. These souls will preferentially be
born onto land that Warlock has blessed with her Charms, such as Plundering Landlord Deed, or into
organizations she controls, if a suitable family can be found there.
Had Ta’akozoka survived the War to become a Yozi, this Charm could be used as an alternative
prerequisite for Plundering Cosmic Tombs, in place of Wickedness Beyond Life.

LIFE AND DEATH ENLIGHTENMENT


Cost: —
Mins: Essence 3
Type: Permanent
Keywords: Riches 3
Duration: Permanent
Prerequisite Charms: Soul Weighed and Counted, Sorcerous Enlightenment of Ta’akozoka
Whispering secrets from beyond life into Ta’akozoka’s ear, the Indentured Dead offer more than mere
servants and labor. They serve as a conduit to unsettling powers of the Death itself. This Charm allows
the Infernal to learn Necromancy spells as though they were Sorcery spells of equivalent Circles.
She may only cast these spells if she possesses enough loyal Indentured Dead to form a unit with a
Magnitude equal to the Essence needed for the particular Necromancy Circle of the spell. For example,
casting Shadowland Circle Necromancy requires a Magnitude 3+ unit of Indentured Dead. All spells
gain the bonuses, penalties, and restrictions of the Sorcerous Enlightenment of Ta’akozoka, unless she
has some other means of casting such spells (such as Ultimate Darkness Internalization), in which case
she may apply the effects of either Sorcerous Enlightenment as she chooses.

GRASPING TENDRILS EXTENDED


Cost: 2m or 4m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: None
The Great Tentacled One writhes and twists about herself. Her “body” is nothing more than the densest
knots of her endless tentacles. Upon activating this Charm, the Infernal begins to untangle her own
form. Any desired portion of the warlock’s limbs unravel into innumerable coiling tendrils, which are
usually the same color as the Infernal’s skin, a blue-black, a dark mottled green, or a dull red, as the
character prefers. When not otherwise employed, these tendrils entwine to form a mockery of a human
limb or a single massive tentacle (Exalted, p. 289). In any case, these tendrils can stretch and bend in
inhuman ways.
For two motes, all the Exalt’s attacks gain the R-tag (Exalted, p. 373) and she gains two automatics
successes on all rolls to initiate or control a clinch. She likewise gains one automatic success on all
non-combat rolls which may benefit from her increased flexibility.
A second purchase at Essence 3+ allows the Infernal to pay two additional motes. Doing so permits her
to stretch any and all limbs, digits, or other appendages to a totalmaximum length of (Essence x 2)
yards. This becomes (Essence x 4) yards at Essence 5+, (Essence x 6) yards at Essence 7+, and
(Essence x 10) yards at Essence 9+. While her limbs are stretched in this fashion, all close combat
counterattacks against her limbs must target them as a called shot, suffering the usual -2 external
penalty, unless the warlock’s target possesses sufficient reach to target her directly.

THE FLESH THAT SEES


Cost: 1m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisite Charms: Grasping Tendrils Extended
The formless mass of the Titan has no head, and therefore no proper place for her eyes. Instead, they
burrow just beneath her skin, creeping along her tentacles until they were needed. While Grasping
Tendrils Extended is active, the Infernal may spend one mote to cause an eye to sprout anywhere upon
her tendrils. The eye is lidless and lacks any schlera. Its viridian iris is flecked with amber, and its lobed
pupil resembles an hourglass tipped on its side. In addition to all the bonuses and penalties that the
Infernal’s vision would usually gain, eyes formed by this Charm can always perceive dematerialized
spirits and gain (Essence) successes on any roll to see and recognize Creatures of Death and on any roll
required by Verdant Iris Envy. If the Infernal also has purchased Paying the Boatman’s Fare, the eyes
produced by this Charm also recognize all the past lives of a being observed with Verdant Iris Envy if
they and the Infernal have had any past dealings.

CRACK AND CREVICE INFILTRATION


Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Grasping Tendrils Extended
Ta’akozoka sought treasure wherever it might be hidden. No vault, no matter how secure, could keep
her from claiming its wealth. This Charm may only be used while its prerequisite is active. Coming
upon a locked chest or door, the Infernal’s tendrils snake through any opening large enough to slip a
lockpick through, such as a keyhole or under the door frame. Touching an object within, the Infernal
momentarily unravels it into tendril-like cords of essence and draws it out of its container where it
reforms. If the Infernal has Writhing Body Unraveled active, she may pour her entire body through
such an opening, either compressing herself formlessly into chest or jewelry box indefinitely, or
bypassing locked doors and gates.

SOUL ENTWINING POSSESSION


Cost: 1m
Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Touch
Duration: Indefinite
Prerequisite Charms: Grasping Tendrils Extended
Defining herself by the things she owns, the Great Tentacled One’s possessions are a part of her in
ways most beings could not comprehend. Holding an object she owns, the Infernal spends one mote
and causes the object to change into a wriggling mass of tendrils. The tendrils merge with her own or
burrow into her flesh if she does not currently have Grasping Tendrils Extended active. So long as she
maintains the commitment to this Charm, her possession is safely stored within her body as though it
were Elsewhere. Releasing the commitment causes the object to snake out of her flesh and reform,
readying it for use as appropriate.

OCTOPUS AND SHELL GAMES


Cost: 6m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Obvious, Riches 1, Sorcerous
Duration: One Scene
Prerequisite Charms: Soul Entwining Possession
Though they are separated from her, the Warlock’s possessions remain part of her. Should others doubt
this, she need only activate this Charm to reveal the true identity of her possessions. The Infernal
targets any number of objects she owns within (Essence) yards that are no larger than one yard in any
one direction. These objects unravel into a mass of tentacles which possess the traits of the common
octopus, save that they move as easily on land as they do in water. With Essence 4+, she may target
objects as large as a human, which gain the traits of the giant Okeanos octopus; with Essence 5+, she
may target objects larger than a human, which gain the traits of the squid (Exalted, p. 349).
If the Infernal has purchased Grasping Tendrils Extended twice, Octopus and Shell Games may target
any of her objects that the Infernal could reach.

New Animals: Common Octopus


Native to the shallow waters of the Inland Sea, the common octopus prowls the sea floor for
crustaceans and shellfish. Though most fishermen considering it a nuisance, it is regarded as a delicacy
in Lookshy, Port Calin, and certain areas of the Blessed Isle. Its body is roughly the size of man’s head
and its tentacles are one yard long.
Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 1, Manipulation 2, Appearance 1, Perception
3, Intelligence 2, Wits 3
Abilities: Athletics 2, Awareness 2, Dodge 1 (In water +3), Integrity 1, Martial Arts 1 (Grappling +3),
Resistance 1, Stealth 4, Survival 4
Health Levels: -0/-4/I

Giant Okeanos Octopus


Lurking in the deep, cool waters surrounding the Skullstone and Coral Archipelagoes, the giant
Okeanos octopus preys upon all manner of fish—even sharks on occasion. These creatures are rarely
seen but can be dangerous if encountered, due to their size and strength. The body of an adult is about
the size of a man’s torso and its tentacles can measure up to three yards long each. Truly enormous
specimens are rumored to match the giant squid in size, but these are mere fishermen’s tales or the
sighting of creatures warped by the Wyld.
Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 1, Manipulation 2, Appearance 1, Perception
3, Intelligence 3, Wits 3
Abilities: Athletics 4, Awareness 3, Dodge 2 (In water +3), Integrity 2, Martial Arts 3 (Grappling +3),
Resistance 1, Stealth 4, Survival 4
Health Levels: -0/-1 x 2/-4/I

INESCAPABLE KRAKEN’S DEN


Cost: 10m, 1wp
Mins: Essence 4
Type: Simple
Keywords: Combo-Basic, Obvious, Riches 2, Sorcerous
Duration: One Scene
Prerequisite Charms: Octopus and Shell Games
The possessive identity of the Benthic Treasury extends into the very landscape. Standing within a
region that she owns, the Infernal may activate this Charm. Mammoth tentacles burst from the
perimeter of her domain. Towering (Resources x 50) yards high and as thick as tree trunks, they prevent
anything from entering or leaving the area; they collectively take a Blockade Movement Action
targeting all beings, except the Infernal and those she may reflexively declare immune. They do not roll
for this action, but instead automatically gain (Infernal’s Essence + her organization’s Wealth)
successes. If there are any structures on the Infernal’s property, the doorways and windows are likewise
barred with lesser tentacles. Targeting an individual tentacle with appropriate Countermagic allows
passage within (sorcerer’s Essence) yards for one minute. The geomantic center of the region must be
targeted in order to end the Charm completely.
If the Infernal uses this in a region blessed with Plundering Landlord Deed, she also causes (Resources)
clusters of minor tentacles to appear anywhere within the region she desires. These clusters act
independently with the traits of a squid but are anchored in place unless the Infernal directs them to
some other point in the region.
If the Infernal also knows Unlikely Life Regrown, she is immune any hazardous environmental effects
within this region, and she gains a number of Temporary -0 Health Levels equal to the Trauma of an
environmental hazard the first time per scene she encounters one in this area. At Essence 5+, this
Charm becomes Indefinite.

WRITHING BODY UNRAVELED


Cost: —(+4m)
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Grasping Tendrils Extended (x2)
Once the Infernal has learned this Charm, her entire body may unfurl grotesquely into a mass of
tentacles and tendrils. She must pay the full four mote cost of Grasping Tendrils Extended as well as
the surcharge for this Charm. This Charm bestows a number of benefits.
• From anywhere on her body, the Infernal may grow up to (Essence) Tentacles (Exalted, p. 289). She
may do this immediately or add a Tentacle later as a diceless Miscellaneous action.
• If a limb is crippled, it may be shed and replaced by adding a tentacle, which can be reformed later
into the original limb as described by Grasping Tendrils Extended.
• Stretching out to a distant location, the Infernal may grab hold of her destination and, transforming
momentarily into a torrent of wriggling tentacles, arrive at any point she can reach as a Move action.
• Suckers on her tentacles and tendrils provide the benefits of the Wall Walking mutation (Exalted, p.
289).
• A second purchase of this Charm allows the Infernal to inflict a Crippling wound on herself to shed
any unwanted Shaping effect, at the cost of three motes.
UNLIKELY LIFE REGROWN
Cost: 6m
Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Riches 1
Duration: Instant
Prerequisite Charms: Writhing Body Unraveled
No soil is as fertile as jade and silver. So long as she has her wealth, the Great Tentacled thrives in even
the most toxic environment. The Infernal may activate this Charm in response to any Sickness effect or
poison. The disease or toxin is immediately purged from her body. More importantly she gains a
number of Temporary -4 Health Levels equal to the Virulence or Toxicity of the effect. If the effect had
neither, she gains these Temporary Health Levels based on the Essence rating of its source, minimum
one.

ENDLESS REGENERATING TANGLE


Cost: 8m
Mins: Essence 3
Type: Reflexive (Step 8)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Writhing Body Unraveled
Though the Exalted Host hacked and sliced at the infinite, twisted body of Ta’akozoka, the Great
Tentacled One met every wound with fresh growth. This Charm may be activated in response to a
physical attack that has successfully struck the Infernal. Though the Warlock suffers the full ferocity of
the blow, it is nothing more than a momentarily inconvenience. Severed limbs and heads regrow in an
instant, burned flesh sloughs from her bones as new skin replaces it, punctured lungs atrophy and are
replaced by new ones. Even if the attack would have slain her, the Infernal regenerates faster than death
can catch her. Any effect dependent upon inflicting damage upon the Infernal are also negated,
rendering Step 10 irrelevant and perfectly protecting the Infernal. This Charm suffers from the
Imperfection of the Great Tentacled One.

Imperfection of the Great Tentacled One


Ta’akozoka finds strength in the accumulation of wealth and is blinded with envy for those who
possess more than her. When attacked by a being who has a higher Resource rating or heads an
organization with greater Wealth than her own, she must pay a surcharge of five motes to employ a
Charm with this Imperfection. If she is ever reduced to Resources 0, she may not use these Charms at
all.
EXPANSIVE GROWTH UNLIMITED
Cost: 5m or 10m
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Riches 1, Obvious
Duration: One Scene
Prerequisite Charms: Writhing Body Unraveled
Even when she is not under threat, the Great Tentacled One continuously generates new growth. Those
who dare challenge her will know such growth has not been in vain. When the Infernal activates this
Charm, she gains (Resources) Temporary -0 Health Levels immediately. Outside combat, she gains one
Temporary -1 Health Level every five minutes to a maximum of (Resources). She also grows numerous
small tendrils from her body and possessions she maintains contact with, such as her armor and
clothing. These tendrils add one to the Accuracy of all her Clinches for each undamaged Temporary -1
Health Level she possesses but are not substantial enough to perform independent clinches of their
own.
After Join Battle has been rolled, she instead gains one Temporary -2 Health Level every time her DV
refreshes. She may only have (Resources) undamaged Temporary -2 Health Levels at a time, but may
continually grow new ones as old ones are damaged. The tendrils produced by this Charm expand with
powerful muscles and are lined with fanged suckers; each undamaged Temporary -2 Health Levels
adds one to the Damage of her Clinches and so long as she possesses at least one undamaged
Temporary Health Level of any sort, her Clinches inflict Lethal Damage.
This Charm costs five motes if Writhing Body Unraveled is active or ten motes otherwise. When this
Charm ends, the Infernal immediately heals (Resource) Health Levels; if she knows Endless
Regenerating Tangle, she may immediately activate that Charm to prevent any additional damaged
Temporary Health Levels from shifting into her permanent Health Levels.

CRIMSON DEBTS REPAID


Cost: — (1wp)
Mins: Essence 3
Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Expansive Growth Unlimited
Woe to those who attempt to hold back the endless growth of the Benthic Treasury. She will repay
every wound in turn. This Charm grants the Infernal an Overdrive pool capable of holding ten motes.
She gains one Overdrive mote whenever one of her Temporary Health Levels is filled and three
Overdrive motes for every Crippling injury she receives.
WRESTLING THE DEVILFISH FOLLY
Cost: —
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Grasping Tendrils Extended
Twisting and bending in inhuman ways, the Warlock teaches her foes a valuable lesson. He might grab
the octopus, but he can never contain or outmatch it. While the Infernal is clinched by another being,
she inflicts her minimum damage every action. If she is released or successfully escapes the clinch, she
may immediately Dash away from her opponent. If Writhing Body Unraveled is active, she may
instead Move as described in that Charm if this distance would be greater.
With a second purchase of this Charm at Essence 3+, the Infernals minimum damage for clinches is
increased by one for every two limbs dedicated to the clinch. For example, if she holds a foe with two
arms, she increases her minimum damage by one but if she entwined her legs around him as well
(possibly requiring her to be prone as well), she would increase her minimum damage by two. This
Charm cannot increase her minimum damage above her Essence.

WORTHLESS LIFE STRANGLED


Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Wrestling the Devilfish Folly
Ta’akozoka has no need to keep what she cannot use. Such things have no value to her. A few worthless
possessions might be traded, but there is no sense letting unwanted lives continue to consume resources
needed for other purposes. This Charm supplements a Clinch and lasts as long as the Infernal controls
the Clinch. Grasping her target around the neck or squeezing the torso tightly, the Infernal prevents her
target from breathing. Every (target’s Stamina) threshold successes gained on the initial attack or
subsequent rolls to maintain the clinch count as thirty seconds the target has gone without breathing
(Exalted, p. 130). When a Clinch supplemented by this Charm is first initiated, the target makes the
appropriate roll to hold his breath.

BARE THROATS CLENCHED


Cost: 5m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Obvious, Riches 1
Duration: Instant
Prerequisite Charms: Worthless Life Strangled
The Great Tentacled one has more important duties than to deal with every upstart seeking to rob her of
her wealth. With this Charm, the Infernal may strike an opponent and walk away, content in the
knowledge that her foe will struggle in vain against her even in her absence. Grasping Tendrils
Extended must be active before this Charm can be used. It takes the form of a (Dexterity + [Martial
Arts or Thrown]) attack against an individual. If used as a Thrown attack, it has a maximum range
equal to the reach of Grasping Tendrils Extended multiplied by the Warlock’s Resources.
If successful, the Infernal flings or leaves behind one of her own tendrils, which coils tightly around her
foe’s neck. He immediately makes a (Stamina +Resistance) roll to hold his breath. Each time his DV
refreshes counts as thirty seconds without air and imposes a cumulative -1 External Penalty on all
attacks the victim may attempt to make against the Infernal.
The target or his allies may attempt to pull the tentacle off with a (Strength + Athletics) roll, difficulty
(Infernal’s Essence + Resources). Alternatively, the victim may offer the Infernal sufficiently large
payment to reduce his Resource rating by one. After such a promise the tendril dissolves into essence.
The target need not pay immediately but most cease hostilities. If he initiates hostilities again before
paying or does not pay the Infernal at the earliest reasonable opportunity, he suffers a number of
botches equal to his current Resource rating, minimum one, as though he had broken an Eclipse oath.

CHOKED FOES RECLAIMED


Cost: 8m, 1wp
Mins: Essence 4
Type: Simple (Speed 6, DV -2)
Keywords: Combo-Basic, Obvious, T ouch
Duration: Indefinite
Prerequisite Charms: Crack and Crevice Infiltration, Writhing Body Unraveled, Worthless Life
Strangled
Though a life might have no value to Ta’akozoka, a lifeless body is another matter. This Charm is
among the most gruesome available to the Great Tentacled One and rightly feared by those who know
of it. While Writing Body Unraveled is active, the Infernal may use this Charm to attempt a Clinch. If
the initial attempt is successful, she does not entangle or coil around her foe, instead her unraveled
body squeezes itself down the victim’s throat. The Infernal maintains the Clinch as normal, but her
victim opposes her with a (Stamina + Resistance) roll instead. If he is successful, he cannot take control
of the Clinch but only expels the Infernal from his body. While she is inside the body of a struggling
victim he is rendered as immobile as a normal Clinch and she can be targeted by others only with a
Called Shot which must inflict one level of lethal damage on her victim in order to harm her. Though
this Charm is Combo-Basic, it may still be supplemented by Worthless Life Strangled.
If her target dies while she is inside him, she seizes control of the corpse. The victim’s eyes change to
those described by The Flesh That Sees, and the Infernal must employ the victim’s Physical Attributes
in place of her own and speaks with his voice. If attacked at this point she uses either her own soak or
her victim’s, whichever is higher, and gains a number of Temporary -0 Health Levels equal to the
victim’s total Health Levels. The corpse loses one health level every (Resources) days as it slowly rots
away; once it has lost five health levels in this way it is unmistakably dead and the Infernal counts as a
Creature of Death so long as she continues to wear the corpse. When all the Temporary Health Levels
granted by the corpse are filled or lost, the body is too damaged or rotten to use and this Charm
immediately ends. If the Warlock knows Endless Regenerating Tangle, she may activate that Charm to
prevent this damage from cycling into her other Health Levels.

GREEN-EYED MONSTER SHINTAI


Cost: 15m, 1wp
Mins: Essence 5
Type: Simple
Keywords: Blasphemy, Form-Type, Knockback, Obvious, Riches 4
Duration: One Scene
Prerequisite Charms: Greed and Goodness Equivalency (x2), The Flesh That Sees, Inescapable
Kraken’s Den, Expansive Growth Unlimited, Wrestling the Devil Fish
The Great Tentacled One knows only greed. She understands only what she can possess. All that does
not serve to accumulate more wealth is unnecessary. Transforming into the monstrous form of
Ta’akozoka, the Warlock sheds all but her desire to own, eyes to behold new treasures, and arms to
claim them. This Charm produces the following effects:
• The Infernal’s body explosively unravels into a gigantic mass of tentacles. She gains all the bonuses
of Grasping Tendrils Extended and Writhing Body Unraveled. If either of those Charms are currently
active, they immediately end and the Infernal recovers the motes committed to them. She may place
these in an Overdrive pool is she possesses one.
• The Infernal’s new tentacle-body begins with at least (Essence + Resources) tentacles and she may
add more as per Writhing Body Unraveled. Each is as long as the reach provided by Grasping Tendrils
Extended and may not be increased further.
• The transformation occurs with such force that the all beings within reach of her tentacles must make
a Knockdown check to remain on their feet. The Infernal may make a reflexive Clinch attempt against
anyone knocked prone by this Charm.
• Clinches require only one free tentacle to perform and she may maintain as many Clinches as she has
Tentacles, though she suffers a multiple action penalty for doing so.
• She possesses no other body parts. She need not eat or breathe and suffers no pre-existing penalties
for fatigue, sleep deprivation, hunger, or thirst. She speaks with a deep sonorous voice emanating from
the very center of the coiling mass. For the duration of this Charm the cost of The Flesh That Sees is
zero motes.
• She regains one Avarice Channel every time her DV refreshes. If she channeled Avarice on a
successful attack she may choose one of the following: she attempts to pickpocket one of the target’s
belongings or the target must resist disarming. The target must succeed on a reflexive Difficulty five
(Wits + Awareness) for pickpocketing or (Wits + Weapon Ability) for disarming to prevent either from
occurring. Even if the target prevents this effect, he still suffers the remaining consequences of the
attack.
• Expansive Growth Unlimited and Inescapable Kraken's Den may both be activated reflexively for
five motes each, if applicable.
Achsam, The Mask of Unbrazen Pyrite

Eternally youngest of the Yozis, Achsam is a child-titan with all the imaginative and careless cruelty that implies. His is a form of
masks, bells, paint and shadow, a capering doll that puppeteers those who would play with it. His form in the Demon City is that of a
twisting, travelling landscape-parade, through which theatres and senates perform and debate, baubles hang from twisted iron trees,
and no part of the geography remains truly constant from evening-to-evening. Among his titles are the Mask of Unbrazen Pyrite, the
Master of Ceremonies, the Veil of Illusory Truths, the Puppeteer Impatient, and the Child of Beads and Joy.
Achsam is a homebrew Yozi with a complete Charmset, created by Arrghus, Revlid and Kuiper Belt.

THE ACHSAMITE URGE (THE URGE TO PARADE)


Achsamite Urges fill those touched by them with an unending desire for attention, to be seen far and wide, to dance and perform and control
until the entire universe gibbers in maddened awe at their parade. Achsam was imprisoned in Malfeas, far from the audience-world of
servitors that he helped create, and while some of his kin look to his relatively unmutilated soul-structure and sneer at his idea of
punishment, Achsam knows that nothing could have hurt him greater than the loss of his fame. How many even remember his exploits
against and amongst the Unshaped, or the magnificent eye-boiling displays he provided to commentate the Games of Divinity for the
mortals of Creation? Only the demons that fill his theatres all the green day long, and by now the stories are old to them. Achsam is
consumed with a manic need to return to his audience, to demonstrate just what the world that locked him away is missing. Then the wind-
up dolls that turned on their creators will beg him for an encore, and he can gracefully reassume his proper place, as entertainer and maestro.

Achsamite Princes are ostentatious and overdramatic, eager (some might say desperate) for validation and willing to sacrifice efficiency and
secrecy in order to promote their latest ploy or next grand showdown. High-Compassion Achsamite Princes seek to recruit all those around
them into their parade-crusade, pipers leading bewitched children. High-Conviction Achsamite Princes hold fast to their vision for the path
Creation must take, casually sacrificing hundreds upon thousands of extras so that the main cast might have even one more moment in the
spotlight. High-Temperance Princes are content to sit in the shadows, provided everyone around them walks, talks and acts just so, and will
engage in draconian measures and terrifying tantrums if this is not the case. High-Valor Princes seek the spotlight for themselves at any cost,
throwing themselves into the thick of things and spotlighting their entrance even as Essence-cannons and crossbows are leveled at them.

Possible examples of an Achsamite Urge might include:

• Provoke a massive civil war in the Hundred Kingdoms.

• Become the new Mouth of Peace to spread the doctrine of the Yozis.

• Conclusively prove who committed the Usurpation.

• Completely expose the nature and goals of the Silver Prince to his subjects and the whole West.

• Pose as Prince Balor to lead a grand festival of raksha to the foot of the Imperial Mountain.

The Torment of Achsam: When an Infernal with an Achsamite Urge reaches 10 points of Limit, he becomes overcome with a terrible sense of
ennui; the world seems dull and uninspiring, hardly worth inflicting his own artistic genius upon. For a single day, he becomes unconcerned
with any ongoing plans or events, rising from his critical stupor only to attend to the absolute basics; eating, drinking, and protecting his own
life. Otherwise, he will refuse any activity, be it work or play. He can be convinced to flee from a direct threat to find a more secure place to
lounge, but that is the height of movement for him in this state, and he will childishly protest all the way.

As with many Torments, this lethargy is infectious; anyone who interacts with the Prince with a Dodge MDV lower than his (Essence +
primary Virtue) also suffers from this Torment. Any individuals representing intimacies the Yozi disapprove of are also affected in this way,
regardless of where they are when he undergoes Torment. Regardless of when the Torment is inflicted, it lasts a full day. This is, as with
most Yozis, different from the Torment actually suffered by Achsam himself, which manifests itself as something not unlike stage-fright. .

Act of Villainy
DIABOLICAL BACKDROP DISCRETION
Achsam knows well the importance of scenery, and is willing to sacrifice almost any advantage to set the proper tone for his ultimate victory.
This is how he was defeated in the Primordial War; seeking the spectacular, he allowed himself to be drawn into the Loom of Fate, where he
was exhausted and cornered by a Circle of heroic Sidereals, who conducted themselves into contrary destinies and knotted pasts, binding
him inextricably with its threads. Whenever a warlock deliberately chooses to engage an opponent (or otherwise enacts a notable part of a
plan) in an area that is clearly disadvantageous to him, he rolls his Valor. Each rolled success reduces his accumulated Limit by one point, to
a minimum of zero. Examples might include assaulting a lesser elemental dragon of fire on the slopes of a volcano, waging war against
Leviathan underwater rather than luring him onto land, or lining the walls of his mansion with Holy-imbued swords.

GENERAL CHARMS
First Achsam Excellency
Cost: 1m per die; Mins: Essence 1;Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords:Combo-OK
Duration:Instant
Prereqs:None
The Mask of Unbrazen Pyrite is a whimsical entity, one who never takes anything seriously. To
him, lies and truth, madness and sanity, tragedy and comedy, and even masks and faces are all
largely interchangeable; what matters is that they are as grand and theatrical as possible. When
Achsam makes war, he does so with sweeping gestures and melodramatic trumpets. When
Achsam dances, he does so as the center of attention, all others conducted around and about him.
Often, he will lead others to act out his devious narratives, but he does so as the theatre and
director in one; none ever doubt that the play is his work. He never hides; his true identity is
simply overlooked, a fact that the Primordial is willing to exploit. Achsam is a prankster and a
child, demanding attention and praise from his universal audience. His accomplices are well-
rewarded, but often find themselves the butt of his next joke, a position that is often fatal; some
might even prefer to be caught in one of his seething tantrums. Achsam is both mask and actor,
and plays his roles perfectly, but cannot bear to be boring. Whatever his character from moment-
to-moment, whether petty and crude or elegant and poised, he loves to be big and loud. He
extends this preference to others, turning them into gross caricatures of themselves; nuance is
mostly beyond the Puppeteer Impatient.
This Excellency can enhance any action in which the Infernal acts in accordance with a defined
character, rather than merely being his drab self. Deception and larceny generally benefit,
provided they are done in aid of excitement, but Achsam cannot abide slow, dull work, preferring
to conjure flimsy props. The extended rolls for a single dramatic action taking more than a day
cannot benefit from this Excellency; building manses, for example, or creating a functional
bureaucracy. In effect, actions with overlong intervals are far too boring to enhance. This
restriction can only be circumvented by at least doubling the time interval between rolls, and
taking a break in the excess time.
[Source: Revlid]

Achsam Mythos Exultant


Cost: —; Mins: Essence 3; Type:Permanent
Keywords:none
Duration:Permanent
Prereqs: First Achsam Excellency
Reveling in the games of his nature, Achsam shifts fortune around him, and brings his games to
others. One perceived target within (Essence) yards suffers an internal penalty on their next action
in that scene equal to the stunt rating, as the world itself plucks at their actions, causing them to
trip, lose their grip or get distracted. As always, targets with the appropriate Excellencies may use
them to rebuy their lost dice without it counting against the dice cap.
[Source: Arrghus]

Ascendancy Mantle of Achsam


Cost: 0m; Mins: Essence 5; Type: Permanent
Keywords: Native
Duration: Permanent
Prereqs: First Achsam Excellency
The Infernal can spend experience to buy his Essence rating up to a dot higher than his age should
permit (see Exalted Corebook, p. 275). Whenever the Infernal spends a point of Willpower in
order to act contrary to his primary Virtue, he does not just gain one point of Limit. Instead, he
must roll his permanent Essence, with each success adding one point of Limit, to a minimum of
one. This drawback persists only as long as the character’s Essence rating is higher than it could
be without this Charm. Upon reaching the age that Essence 10 is naturally available, the Infernal
replaces this Charm with another of his choice. The Infernal may learn only a single Ascendancy
Mantle Charm.
[Source: Revlid]

Sorcerous Enlightenment of Achsam


Cost: —; Mins: Essence 3; Type:Permanent
Keywords: Sorcerous
[B]Duration:[B] Permanent
Prereqs: First Achsam Excellency
The Mask of Unbrazen Pyrite extends his thematics across the Sorcerous arts; his spells incorporate
colored streams, stylized motonic manifestations, and bursts of random music. Those spells that
disguise an individual, object or place as something other than what it is have their cost reduced by ten
motes and one Willpower (minimum five motes and one Willpower), such as Disguise of the New
Face, Ivory Orchid Pavilion, or Outside Worlds Within. Paradoxically, this benefit is also granted to
those spells that allow one to see through deception or disguise, such as Fugue of Truth. However, his
initiation penalizes Magics meant for concealment rather than deception. Achsam cannot be denied his
audience, so spells that are intended to prevent interaction, whether by stealth or by barring passage,
increase their cost by the same amount. Examples include Private Plaza of Downcast Eyes and Mirage
of Protective Shelter.
[Source: Revlid]

THEATRICAL CHARMS

Talent-Locating Audition
Cost: 2m; Mins: Essence 2; Type: Simple
[B}Keywords:[/B] Combo-OK
Duration: Instant
Prereqs: None
In many ways, Achsam is the most perceptive of the Yozis, able to comprehend both the surface
and core of an individual in ways that baffle his titanic kin. Upon using this Charm, the Infernal
chooses any one character he can perceive. He is instantly made aware of both their Character
Concept and the Ability in which they have the highest rating (any specialties in this ability are
also perceived). In the case of a tie, the target's player chooses the Ability he considers most
relevant to the target's Concept. Any Charm which allows a character to disguise their identity
allows a roll-off against this Charm, supplying the target’s fake identity if they win. Talent-
Locating Audition does not grant any bonus to this roll.

At Essence 3+, this Charm becomes Reflexive. The Infernal no longer needs more than a moment
to perceive someone's nature.
[Source: Arrghus]
The Play is the Thing
Cost: — (+1wp); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: Talent-Locating Audition
text=Achsam does not merely play his games for his sake. A properly performed story should be
interesting to all participants, and he knows to accommodate for others. This Charm is a
permanent enhancement to all the Infernal's Charms which generate Compulsion effects.
Whenever the Infernal activates such a Charm, he may choose to increase its cost by one
Willpower, imbuing the Charm with the pure joy that follows the Mask of Unbrazen Pyrite.
Anyone who chooses not to resist the Compulsion then gains a point of temporary Willpower,
though this increases the cost to resist or the reject the Compulsion at a later date by one point of
Willpower. The Infernal may grant any one character a maximum of (Essence) Willpower points
per day in this way.
[Source: Arrghus]

Fury of the Scorned


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prereqs: The Play is the Thing
text=There are few things that can drive the Mask of Unbrazen Pyrite into a true rage, as opposed
to a petulant tantrum, but rejecting his carefully-crafted masquerade is one. This Charm grants the
Infernal a ten-mote Overdrive pool. Whenever a character resists any Compulsion effect created
by the Infernal, the Infernal gains two offensive motes, up to once per tick. Fury of the Scorned
does not grant these motes if the Infernal intended for the activated Compulsion to be resisted
(such as by using it on a friend and telling them to resist it), as there is no need for anger when
things are proceeding as planned. [Source: Arrghus]

Eternal Enjoyment Promise


Cost: —;Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: The Play is the Thing
The Veil of Illusory Truth's plays are things of such transcendent enjoyment that those caught up
in them never want to stop. This Charm enhances Play is the Thing. Whenever the Infernal pays
an additional point of Willpower to apply the effects of that Charm, he may choose to reduce any
Willpower costs to resist the Compulsion to zero; the Compulsion must be accepted willingly or
not at all. Any character who does accept the Compulsion in this manner increases the amount of
Willpower they gain to the amount they would normally have had to pay in order to resist the
Compulsion, to a minimum of two. However, a character who accepts such a Compulsion suffers
an internal penalty of -1 to all his Conviction rolls to restore Willpower for the next week.
Repeated applications of this Charm do not stack the penalty, but do reset the duration. In
addition, for each week beyond the first that a character suffers from this penalty, it increases by
one. Any character who suffers from a penalty equal to or greater than his Conviction may not
choose to resist the Infernal's Compulsions, even if the Willpower cost is 0 or they have Charms
that would normally defend against it. Note that even if the character in question cannot actually
choose to resist the Infernal's Compulsions, their player may specify whether or not they wish to
submit to the Compulsion, allowing them to continue gaining Willpower from the effect of this
Charm while resetting the duration of the penalty, or subconsciously rebel and eventually slip out
from under the Infernal's control.
[Source: Arrghus]

Clutching the Baton


Cost: —; Mins: Essence 4; Type: Permanent
[/B]Keywords:[/B] None
Duration: Permanent
Prereqs: Eternal Enjoyment Promise
Achsam doesn't recommend going cold turkey. He really doesn't; such a deprivation of joy and
light would hurt his audience as much as him. This Charm permanently enhances its prerequisite.
The internal penalty to Conviction rolls inflicted by that Charm does not simply vanish at the end
of its duration. Instead, it simply decreases by one at each week-long interval, wracking the target
with cold shakes and maddening dreams.
[Source: Revlid]

Pauper's Kingly Mask


Cost: 6m;Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion
Duration:One day
Prereqs: Talent-Locating Audition
When the Mask of Unbrazen Pyrite takes on a role, those around him must play along, hoping
against hope he has chosen to be the glorious hero and not the terrible monster. Upon using this
Charm the warlock rolls ([Charisma or Manipulation] + Performance + Essence) and defines a
character Concept, which cannot be longer than five words. All who observe him and have a
Dodge MDV lower than his total successes are compelled to act as if the Infernal actually was the
person defined by the character concept (for example, if the Infernal chose the Concept “King of
all things”, then everyone he met would be forced to bow before him and obey his orders, though
they would still be aware of who he actually was). This Compulsion lifts when the Charm ends, or
one scene after affected characters can no longer perceive the Infernal, or immediately if they
spend two points of temporary Willpower. Donning any kind of prop suitable to the assumed role
always counts as a stunt for the purposes of this Charm's activation roll.

At Essence 3+ this Charm may be purchased again, increasing its duration to Indefinite and
reducing its cost by two motes. In addition, the Charm gains the Touch keyword, allowing the
warlock to grant new Concepts to other characters. If he does so, then he rolls to activate the
Charm as normal, but is treated as having rolled a flat number of successes equal to twice his
permanent Essence rating for the purposes of applying the Compulsion to observers.

A third purchase at Essence 4+ decreases the cost of this Charm by another mote, and makes it
Reflexive.
[Source: Arrghus]

Unexpected Revelation Protection


Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords:Combo-OK
Duration: Instant
Prereqs: Pauper's Kingly Mask
The Master of Ceremonies is a creature completely at home in the ebb and flow of his theatrics,
and it is well within his capabilities to use that flow to defend himself. This Charm is a perfect
dodge against any attack the Infernal is aware of, even undodgeable attacks. The Infernal appears
to be struck, only to reveal some hitherto unknown (indeed, often hitherto nonexistent) event or
quality which negates the effect of the attack (examples include a pocket-watch blocking a
cannonball, having caught the blade of a sword in one's armpit, and the like). This Charm is
susceptible to the Imperfection of the Mask of Unbrazen Pyrite.
[Source: Arrghus]

Imperfection of the Mask of Unbrazen Pyrite


Achsam is a creature who lives inside of theatrics and role-play, and within these boundaries he is
invincible. Only when others break their role does he become vulnerable, paralyzed by their
unprofessionalism. As such, Charms with this Imperfection may only be used against individuals
acting in line with their Character Concept (this includes the false Concept generated by Pauper's
Kingly Mask), so long as the attacker in question is under the effects of the Compulsion generated
by Imbued Script Awareness.

Painted Tears Swansong


Cost= — (+1wp); Mins: Essence 3; Type: Permanent
Keywords: Counterattack
Duration: Permanent
Prereqs: Unexpected Revelation Protection
While less is sometimes more, Achsam is loathe to leave his audience with a fizzle rather than a
bang. This Charm upgrades its prerequisite. The Infernal may increase the cost of that Charm by
one point of temporary Willpower. If he does so, he makes a reflexive social counterattack in Step
9 of the resolution of that attack. This social attack resolves just as though the Infernal and his
audience were engaged in social combat, and uses Performance and either Charisma or
Manipulation. After making such a speech, he must wait until his DV refreshes before doing so
again. If the Infernal knows Shattered Mask Realism, he may instead pay one point of temporary
Willpower and one mote to have his substitute body deliver the soliloquy, before it collapses. At
Essence 4+, the effects of this Charm may also be applied whenever the Infernal takes enough
damage to drop him into Dying health levels, or actually kill him, as he bemoans his sorry and
unjust destiny before he falls.
[Source: Revlid]

Fools Cast as Sages


Cost: — (+2-4m per dot); Mins: Essence 3; Type: Permanent
Keywords: Shaping, Sorcerous, Training
Duration: Permanent
Prereqs: Pauper's Kingly Mask x2
text=Sometimes the most vital parts are assigned to those least suited to them, and despite all his
pretensions to chaos, Achsam cannot bear to see a player fall flat in his role. It is believed that at
least one Exalt benefited from this Charm during the Primordial War, empowered into their
archetypal roles even as they cut down the lesser souls of The Child of Beads and Joy. Of course,
just as many were crippled, skills deemed unnecessary to the epic spectacle sheared from their
very souls. This Charm upgrades Pauper's Kingly Mask. When applying that Charm, the Infernal
may increase the Attribute or Ability ratings of the affected character as a Sorcerous Shaping
effect, provided the changed ratings in question are suited to the character’s new Concept. A fool
cast as a wise sage might have his Intelligence increased, while a weakling cast as a tough soldier
might have his Resistance, War, and Melee increased. Each new dot in an Attribute costs four
motes. Each new dot in an Ability costs three motes. Each new specialty dot costs two motes.
Ratings may not be increased past their normal maximums.
Alternatively, if the character has Attributes or Abilities that are now inappropriate to the Concept
granted by Pauper’s Kingly Mask (such as high Athletics on a frail old woman, or high
Intelligence on the village idiot), the Infernal may reduce these traits. This costs the same amount
of motes as adding the same number of dots would.

All of these changes last as long as the applied Concept does, or until they are dispelled. When the
concept ends, the targeted character may treat their time under the Concept as training time in any
of the increased Abilities or added Specialties, drawing on their memories of their time as a true
method actor.
[Source: Revlid]

Imbued Script Awareness


Cost: — (+2m);Mins: Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prereqs: Pauper's Kingly Mask (x2)
When Achsam plays his pipe, those who follow never miss a single step. When he directs his
grand theatrics, those who take part play their roles perfectly, even as their eyes dart back and
forth in frantic helplessness. This Charm is a permanent enhancement to Pauper's Kingly Mask.
By paying an additional two motes when activating that Charm, the Infernal grants her target an
automatic understanding of the Concept chosen at the activation of Pauper's Kingly Mask, as well
as an instinctive understanding of how appropriate different actions are to it (The Storyteller
should always warn the character's player if they are about to break role). If the initial activation
roll had enough successes to overcome the target’s Dodge MDV, this includes a Compulsion effect
forcing the target to stay in character, which costs one point of temporary Willpower to resist for a
scene, and two points to resist for a whole day. Once the target has spent five points of temporary
Willpower on resisting this Charm, he automatically and totally rejects the compulsion, making
another application of Pauper’s Kingly Mask necessary if he is to be kept in role. If the Infernal
uses this improved Charm on herself, he is not immune to this Compulsion. However, while
deliberately terminating the Charm always counts as breaking character, activating it again (in
order to change role) never does.

A second purchase of this Charm at Essence 4+ removes the additional mote cost, but forces the
Infernal to apply Imbued Script Awareness to all uses of Pauper's Kingly Mask.
[Source: Arrghus]
Disruptive Hecklers Silenced
Cost: — (+1 Limit);Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: Imbued Script Awareness
One of Achsam’s greatest tantrums came when Szoreny poisoned a blood-ape he had chosen as
the lead role, annoyed at the way the demon’s constant rehearsals echoed off of every quicksilver
branch. Since then, The Puppeteer Impatient guards his works with jealous care, chasing away
those who would seek to compromise his designs with adlib and unplanned farce. Whenever a
character the Infernal has granted a Concept to is affected by any mental influence that would lead
them to take actions directly contrary to that Concept, they treat such influence as unacceptable
orders.

At Essence 4+ this Charm automatically upgrades, extending the Infernal’s artistic integrity to the
physical realm. Any Shaping effect that would affect (or is affecting) him or a character he has
granted a Concept to becomes Obvious. If it does not suit their Concept, the Infernal may gain one
point of Limit in order to totally reject the Shaping effect. If the target is wearing a mask
augmented by Director Demands Contortion, he may replace this cost with one point of temporary
Willpower.
[Source: Revlid]

Vermillion Garb Dismissal


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: Imbued Script Awareness
The Mask of Unbrazen Pyrite is well-versed in the patterns of the world, and pays little mind to
the agonies of background filler. The Infernal never rolls Compassion in reaction to the death or
hardship of Extras, or characters he does not know the name of (false names count, as do
nicknames). He also becomes unable to channel Compassion to aid such characters. However,
Achsam deplores the loss of key actors; he may always channel Compassion to aid any character
he has an intimacy toward (regardless of its context), and gains a single point of Limit in any
scene that he directly witnesses such a character’s permanent death.

At Essence 5+, the Infernal also stops rolling Compassion in reaction to the hardship of any
character he does not know the Concept of (false Concepts count, as do any close guesses on the
Infernal’s part), and cannot channel Compassion to aid them. If he has an intimacy toward such a
character, the intimacy takes precedence, and they are not excluded from the Infernal’s interest.
[Source: Revlid]

Many Faces Masquerade


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: Pauper's Kingly Mask
Achsam is the uncrowned king of all actors, the master of consensual deceit. This is but one of
many, many reasons the Ebon Dragon cannot stand him. This Charm enhances its prerequisite, but
also adds a number of benefits dependent on what other Charms the Infernal has purchased.

• When activating Pauper's Kingly Mask, the Infernal may define a more complex identity of up to
(Essencex10) words. Alternately, he may choose to cast himself as a specific individual whose
Concept he knows.

• If the Infernal knows Imbued Script Awareness: The temporary Willpower cost to break role for
a scene increases by one, and the cost to do it for a day increases by two.

• If the Infernal knows Prop-Generating Gesture: The warlock gains a special Combo of Pauper's
Kingly Mask and Prop-Generating Gesture, costing no xp, which does not cost Willpower to
activate. If one of these Charms is placed into a normal Combo, the Infernal may add the other for
free. When using these Charms in a combo together, the duration of Prop-Generating Gesture is
extended to last exactly as long as that iteration of Pauper's Kingly Mask, and Prop-Generating
Gesture may only be used to create props appropriate to the identity assumed with Pauper's Kingly
Mask.

• If the Infernal knows Tools of the Trade: Whenever a character with a Concept defined by
Pauper’s Kingly Mask is within (Essencex3) yards of the Infernal, he may use Tools of the Trade
to grant them an Artifact prop, rather than himself. This prop is then attuned to that person rather
than the Infernal, and the duration of Tools of the Trade is extended to last exactly as long as that
iteration of Pauper's Kingly Mask. Notably, when used in this manner, both the Infernal and the
target must reflexively commit the attunement cost (unless the target chooses not to commit motes
to the Artifact, in which case it is obviously deattuned).
[Source: Arrghus]

Prop-Generating Gesture
Cost: 2;Mins: Essence 2; [B]Type: Reflexive
Keywords: Combo-OK, Shaping
Duration: One scene
Prereqs: Talent-Locating Audition
The Mask of Unbrazen Pyrite never finds himself lacking the tools needed for his plays. How
could he? The universe itself is just such a prop, and creating more such elements of the mise-en-
scène is as natural as breathing to him. This Charm allows an Infernal to instantly create a
convincing prop from raw Essence. This object cannot be larger than the warlock (or twice that
size, if he knows Perceived Innocence Internalized) and is indistinguishable from an actual item of
that type to all mundane senses (although magically-enhanced senses perceive the flimsiness of
their existence, automatically revealing them as fakes). However, as it is a mere prop, it lacks any
traits and provides no bonuses to rolls (save for aiding with Stunts). A sword created with this
Charm is no sharper than the hand that wields it, and though the warlock can create all the
sophisticated tools he desires, they do not actually allow him to craft anything. When this Charm
ends, the prop disappears from existence, as inconspicuously or dramatically as the warlock
desires.

At Essence 3+, this Charm may be purchased a second time, allowing the warlock to increase the
realism of his props, creating actual tools rather than flimsy facsimiles. So long as a created object
would have a Resources cost equal to or lower than his (Essence), the warlock may solidify its
existence by increasing the mote cost of the Charm by the Resources cost of the object in question,
to a minimum increase of one. Such solid props are indistinguishable from the real thing, even to
magical senses, but still vanish at the end of the scene.

The warlock’s more illusory creations are also enhanced, becoming more resistant to supernatural
scrutiny. Rather than being automatically revealed by magical senses, they allow a roll-off against
such Charms, and add (Performance) bonus dice to the Infernal's dice pool for this roll.

At Essence 4+, this Charm's base cost lowers to one mote. The Infernal may repurchase this
Charm again at this level in order to increase its duration to Indefinite, allowing the items it
creates to last until he dismisses them, with no mote commitment necessary. This also decreases
the additional cost of creating a solid item from (Essence) to (Essence/2) motes.
[Source: Arrghus]

Shaping the Stylized Visor


Cost: — (+1wp); Mins: Essence 3; Type: Permanent
Keywords: Illusion, Sorcerous
Duration: Permanent
Prereqs: Pauper's Kingly Mask, Prop-Generating Gesture
Achsam has masks great and small, brazen and demure, pyrite and jade. He has a mask of the
Empress, and a mask of the Dragon. He has a mask for every minor role he might ever need to
play, and for every universe-shaking archetype there could ever be. This Charm upgrades Pauper’s
Kingly Mask. Whenever the Infernal creates a character Concept with that Charm, he may pay one
point of temporary Willpower to form a stylized mask appropriate to the concept over the face of
the character in question, which grows into existence like the roots of a tree or a sugar crystal over
string. Any character affected by the Compulsion exuded by a character wearing this mask also
suffers from a Sorcerous Illusion effect. If the masked character is imitating a specific character
with his Concept, then the illusion makes him appear to be that character to all senses. If the
masked character is portraying a more generalized Concept, then the illusion makes him appear to
be an example of that concept to all senses, although he has little control over the specifics. The
Infernal is never affected by this Illusion – stagehands can see the flaws in costumes better than
anyone. The Illusion obviously covers the mask itself, despite it being a gaudy affair of paint and
gilding. The mask may not be removed by mundane means, and upon its removal by some
magical larceny or countermagic (or when the duration of Pauper’s Kingly Mask ends) it falls
inert into a mundane mask.
[Source: Revlid]

Director Demands Contortion


Cost: — (+1m per mutation point); Mins: Essence 3; Type: Permanent
Keywords: Desecration, Sorcerous
Duration: Permanent
Prereqs: Shaping the Stylized Visor
Sometimes, for the more outlandish parts he wants played, Achsam needs his actors to put in just a
bit more effort, to really understand the horrifying fang-beast’s motivation in the scene. Enforced
method acting is as good a path as any. This Charm upgrades its prerequisite. Upon applying a
mask created by Shaping the Stylized Visor to a character, or at any point after this as a Touch
effect, the Infernal may pay motes to mutate the form of the mask-wearing character into one
befitting its role. This is a Sorcerous Desecration effect that adds mutations worth up to (Infernal’s
Essence x 3) mutation points at a cost of one mote per mutation point. These mutations last as
long as the mask does, but they must be appropriate to the Concept in question – adding the Wings
or Claws mutations to one who wears the mask of a hawk or hawkman would be appropriate, but
adding the Toxin mutation would not. Appropriate negative mutations may also be applied, and
cost the same number of motes as their positive counterparts.

At Essence 4+ the Infernal may make these mutations permanent, remaining in place even after
the mask is removed.
[Source: Revlid]

Carved Smirk Costume Box


Cost: — (+2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: Shaping the Stylized Visor
This Charm upgrades Pauper's Kingly Mask. The Infernal may now use that Charm with a
surcharge of two motes, targeting no particular character as he mystically coagulates the narrative
resonance of a particular Concept into physical form. If he does so, he creates a mask, just like the
ones generated by this Charm’s prerequisite. The mask can last up to (Essence) days
independently before disintegrating (or until the Infernal stops committing the motes used to
create it), and immediately bonds to the first character to put it on, just as though the Infernal had
targeted them with Shaping the Stylized Visor, applying the chosen Concept, and the Compulsion
and Illusion that goes with it, as well as any mutations added through Director Demands
Contortion or traits added through Fools Cast as Sages. In addition, the Infernal may, as a Touch
effect costing a point of Willpower, reflexively remove any Concept he has granted to someone,
provided it was enhanced by Shaping the Stylized Visor, as he peels off the mask he bestowed
upon them. It persists just as masks created through the above method.
[Source: Revlid]

I Got Your Face


Cost: 3m, 1wp; Mins Essence 4; Type: Reflexive
Keywords: Combo-OK, Shaping, Touch
Duration: Instant
Prereqs: Carved Smirk Costume Box
The fallen actor has breathed his last, and played his part well. But what of his role? The play goes
on without him, and it is up to the Veil of Illusory Truths to fill the gap he has left. The Infernal
may use this Charm to target the body of any character that has died in the past hour (it may also
enhance an unarmed attack, applying its effects if that attack kills the target). The victim’s features
melt and blur, leaving their face a blank slate. They also lose any other identifying traits. Their
hair, tattoos, scars, etc, all slough from their form, leaving them an anonymous ragdoll – even their
species cannot be determined, as their limbs and proportions randomize and even out into an alien
configuration similar to a race created by Achsam before the Primordial War. All the lost
identifying traits congeal immediately above their face, hardening into a stylized-but-recognizable
mask of the victim. This mask can be applied in the same manner as the ones created by its
prerequisite, and carries the exact Concept of the victim. In addition, the illusion it carries is
enhanced, being both immune to mundane senses, and to being resisted by spending Willpower.
Appropriate non-Excellency Charms may pierce the illusion using standard roll-off rules, though
the Infernal gains (Essence) automatic successes. Otherwise, the illusion really is perfect – it
mimics the target’s anima (though not any anima powers or flux), species, Essence rating, native
realm of existence, and even whether or not they are a creature of darkness. Until Essence 6+, it
can only be applied to a character of roughly the same size as the victim. Wearing this mask also
usurps the Fate of the character in question, making the masked character show up as the original
in the Loom of Fate and granting him any destiny the original may have possessed. The victim
does not register on the Loom as deceased, except for the time between their demise and their role
being passed to an understudy. The corpse itself is placed outside Fate, for all that matters. If a
mask created by this Charm is destroyed by any means (such as being removed through magical
larceny or falling inert once the duration of Pauper’s Kingly Mask comes to an end), then the
Infernal may recreate it after at least a month has passed by reactivating this Charm and snatching
at the air. If this Charm is ever used on a god, it gains the Blasphemy keyword for the duration of
its activation, with a reported Essence rating equal to that of the victim.
[Source: Revlid]

Instant Slapstick Prana


Cost: 1m; Mins Essence 2; Type: Simple (Variable)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prereqs: Prop-Generating Gesture
Sometimes the most intricate plots, the most tense face-offs, the most heartrending moments must
give way to baser, blunter forms of entertainment, and Achsam is not one to disappoint his
audience. This Charm is a single attack, made with any object the Infernal could create via Prop-
Generating Gesture. The required object pops into existence just long enough to perform the
attack, before vanishing again. This attack otherwise works just as a normal attack with the
relevant object would, save that the Infernal takes no penalty from a negative accuracy value (as
he normally would with such an improvised weapon) and that the attack can originate from any
point within (Essencex3) yards of the Infernal. If the Infernal does not meet the minimum traits for
wielding the created object normally, the penalties inflicted by his deficiency are halved. The
Speed and DV penalty of this Charm is the same as that of the created weapon in question, as
indicated in the Charm Type. At Essence 3+, an Infernal using Instant Slapstick Prana increases
her Strength by her Performance for the purposes of determining whether she meets the
prerequisites of the object she attacks with. The Infernal may also make multiple attacks with a
single object, restricted as normal by its Rate. At Essence 4+, an Infernal with this Charm
automatically and permanently upgrades Prop-Generating Gesture, multiplying the maximum size
of created objects by her (Essence). At this level, the Infernal may also use objects she could
create with Tools of the Trade for the attacks granted by Instant Slapstick Prana.
[Source: Arrghus]

Tears to Roses Thematics


Cost: —; Mins Essence 2; Type: Permanent
Keywords: none
Duration: Permanent
Prereqs: Prop-Generating Gesture
Achsam demands that his plays be perfect. Not only must all the appropriate things be present,
those unnecessary must be absent, so as not to distract the audience. This Charm is a permanent
upgrade to Prop-Generating Gesture. Whenever the Infernal creates a prop with that Charm, he
may instead choose one object within (Essencex5) yards and transform that object into the prop he
needs as a Shaping effect. The chosen object may not exceed the size limitations of Prop-
Generating Gesture. If this Charm is used on magical objects (such as Artifacts or objects created
by Charms) it still functions, but the object retains all of its original traits, and the Infernal may
only create props which could believably possess these traits (e.g. while a Daiklave could take on
the mien of an ordinary sword, it could not imitate a mundane chicken).
[Source: Arrghus]

Figurant-Spawning Design
Cost: 2m per dot of Magnitude (+1wp); Mins Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Sorcerous
Duration: One scene
Prereqs: Prop-Generating Gesture
Achsam's plays do not only require leads; there are countless lesser roles to be filled as well,
hundreds of tiny background roles that are far from important enough to recruit people for. This
Charm creates an illusory group of Extras of any type with a Magnitude no higher than the
Infernal's Essence. The group behaves in accordance with a Concept designated by the Infernal,
which cannot be longer than five words (stunts allow the Infernal to allocate specific roles within
this concept to certain extras). They are indistinguishable from actual extras of their type. This
illusion effect can be overcome by spending two points of temporary Willpower, revealing them to
be wispy, frail imitations of life, lacking in any substance.

At Essence 3+, the Infernal may choose to commit the motes spent activating this Charm,
extending its duration to Indefinite. A second purchase of this Charm at Essence 3+ allows the
warlock to make his extras real, by paying one point of temporary Willpower when activating this
Charm and doubling its mote cost. This replaces the Illusion keyword with the Shaping keyword.
The created extras behave exactly as normal extras for all purposes, save as dictated by this
Charm. They possess whatever traits are appropriate to their roles in the group's overarching
Concept (though the Storyteller should make extras more potent than Elite Soldiers count as
several extras for the purposes of Charm cost and limitations on created Magnitude). They each
have a Motivation towards fulfilling their part in the Concept, which cannot be changed by any
mundane means, and are fully aware of their Charm-born origins, though they bear it little mind
unless the Infernal designs them to do so (as part of an existential drama, for instance). They are
also creatures of darkness and outside Fate. When their duration ends, they dissolve into the ether,
their part in the play finished.

At Essence 5+, the Infernal may purchase this Charm a third time, extending the duration of
created extras (real or illusory) to permanent, requiring no mote commitment. In addition,
whenever the Infernal creates extras with this Charm, he may choose to integrate them into the
Loom of Fate at no additional cost, rearranging causality to make a place for them in the world.
Extras integrated this way gain whatever memories are appropriate to their role (losing the
knowledge of their true origin) while also creating corresponding alterations to their surrounding
threads in the Loom, creating the appearance that they had always existed. Integrating more than
one hundred and eight extras into the Loom this way in the span of one day is a Blasphemy effect.
[Source: Arrghus]

Friends With Glass Eyes


Cost: —; Mins Essence 3, Type: Permanent
Keywords: Native
Duration: Permanent
Prereqs: Figurant-Spawning Design
text=Achsam’s world is one of dolls and toys. Despite his love for the play, he finds it hard to
appreciate actors as anything more than extensions of his own theatreself, puppets on strings. The
Infernal gains a 10-mote Peripheral Essence pool, to which he adds one mote of Essence at the end
of every hour he spends interacting only with characters created through Figurant-Spawning
Design or granted a Concept by Pauper’s Kingly Mask.
[Source: Revlid]

Arranging the Scenery


Cost: 5m, 1wp; Mins Essence 4, Type: Simple
Keywords: Combo-Basic, Illusion, Sorcerous
Duration: One scene
Prereqs: Figurant-Spawning Design, Tears to Roses Thematics
All the world is a stage to the Mask of Unbrazen Pyrite, and he decorates it whatever way best
suits his current narrative, painting the Jade Pleasure Dome a moody, atmospheric black or
hanging brightly colored streamers from the Fortress Of Crimson Ice. To activate this Charm, the
Infernal selects a Concept (suited to a landscape or aesthetic, not an individual) and rolls his
(Performance+ [higher of Charisma and Manipulation]). This Charm generates an Illusion with a
radius of (Essencex20) yards from where the Infernal stands, redecorating the world in accordance
with the Concept. Any objects or structures will seem to have roughly the same dimensions and
positioning, but their appearance will be warped to fit the Concept. Extras are similarly
redecorated, although non-Extras and magical objects are left unchanged. If the Infernal wishes,
however, he may have the non-magical objects and equipment carried or worn by non-extras
affected, as well.

For example, the chosen Concept “Malfean horror” would disguise an apparently peaceful hut as a
fearsome construct of black basalt and brass spikes, turning the sky green and making its
inhabitants look like blood apes or rhanglas. The Exalt himself would not be affected, but could
easily change his mundane clothing into an emerald robe or breeches of human skin to better fit
the background. The Illusion affects all the senses, not just sight; as a “Malfean horror”, birdsong
would become demonic clamor, and the scent of flowers might be disguised as the sharp scent of
vitriol, and soft soil might feel like cracked brass. The Illusion is perfect to mundane senses, and
may not be ignored simply by spending Willpower – however, non-Excellency perceptual Charms
trigger a roll-off, to which the Infernal adds her (Essence) in automatic successes.

Finally, the Infernal may use the successes on the activation roll to add impressive special effects
to her ”stage”.

• He may spend any number of successes to create or remove any one object fitting in a sphere no
larger than (Essence x Spent successes) in diameter, including part of an object. This is still an
Illusion effect; the object is not real if created, and simply hidden if removed. This cannot affect
magical objects.

• By spending two successes, he may add background music. This music soon fades into the
subconscious, but affects everyone within the area with an unblockable, undodgeable Emotion
effect. This effect inflicts a strengthened emotion of the Infernal’s choice for as long as the targets
are in the radius of the Illusion, with the same effects as listed on page 147 of Manual of Exalted
Power: Alchemicals. These effects may be ignored for the remainder of the scene by paying two
points of temporary Willpower.

• By spending two successes, the Infernal may increase the duration of this Charm to a day. If the
Infernal pays three successes, the duration becomes a week. If the Infernal pays four successes, the
duration becomes Indefinite for as long as he commits the motes used to activate it.

• By spending two successes, the Infernal may increase the size of the stage to (Essencex50)
yards. For four successes, he may increase it to (Essencex100) yards.

• At Essence 5, the Infernal may pay one success to make all the thematic changes (but not any
special effects) real, exchanging the Illusion keyword with the Shaping keyword for these effects.
By default, this does not affect extras within the Illusion, but the Infernal may transform them as
well by paying an additional success per (Essencex2) extras so affected (this does not actually
effect their traits, but simply inflicts a horrible transformation). For an additional success, he may
choose to make up to two successes worth of other special effects real as well, adding the Shaping
tag to them.

At Essence 5, the Infernal may repurchase this Charm, adding the following special effect:

• The Infernal may choose to swap any number of successes for manse power points, at a cost of
one success per two points, which may be spent as normal. For the purposes of purchasing and
applying these powers, the stage counts as a manse aspected to Achsam with a rating of the
Infernal's (Essence/2). The stage does not generate a hearthstone or accelerate Essence respiration;
however, if a stage is kept active over an existing demesne for ([demesne ratingx5]/Essence)
years, it will automatically become aspected to Achsam, and the stage may be converted into a
true manse using the creation and Shaping special effects.

At Essence 6+, this Charm replaces the Combo-Basic keyword with the Combo-OK keyword.
[Source: Arrghus]

Tools of the Trade


Cost: Variable; Mins Essence 3; Type: Simple
Keywords: Combo-OK, Shaping
Duration: One scene
Prereqs: First Achsam Excellency, Prop-Generating Gesture
Often, the tools of mere mortals are insufficient to properly represent the glories of the Veil of
Illusory Truth's plays. No matter, he has far greater props at his disposal. When purchasing this
Charm, the Infernal chooses an Artifact, which he must have seen and understood the powers of,
and which cannot have an Artifact rating higher than ([Essence/2]+1). Upon activating this Charm,
the Infernal pays a number of motes equal to the Artifact’s attunement cost and creates a replica of
it. This replica is perfect (though stunts may change the details of its appearance or even its
composite magical material) and is automatically attuned to the Infernal, requiring the
commitment of the motes spent on this Charm. This Charm cannot be used to create any Artifact
with a finite number of uses, nor any Artifact with a Repair or Sapience rating, and fades into
nothingness at the end of the scene. The Infernal may change the Artifact he creates with this
Charm by drawing pictures, sculpting or imagining the new Artifact for one full day, which he
may do no more than once a week. At Essence 4+, the Infernal may purchase this Charm again,
increasing the number of Artifact templates he may have ready for duplication at any one time to
(Essence). He may still only change one of these templates at a time when choosing a new
Artifact.
At Essence 5+, the Infernal may pay an additional two motes (which are not committed, but spent
normally) when activating this Charm to make it Reflexive.
[Source: Arrghus]

Golden Mask Shintai


Cost: 14m, 2wp; Mins Essence 4, Type: Simple (Speed 10)
Keywords: Form-type, Shaping, Sorcerous
Duration: Indefinite
Prereqs: Tools of the Trade, Pauper's Kingly Mask (x2)
The Mask of Unbrazen Pyrite is possibly the humblest of the Yozis, for he can ensconce himself
into the tiniest of beautiful forms, to better play his games. Watch, as he shifts his form into that of
a bauble of great power and desirability. When purchasing this Charm, the Infernal creates a
special Artifact – this will act as his form when entering this Shintai. Generally, the Artifact’s
appearance will relate in some way to the Infernal, perhaps bearing his name or motto in Malfean
Old Realm, or partially resembling his anima or totem. It may appear to be made of any material
the Infernal desires, and need not appear overtly hellish. It may not be an internal prosthetic or a
consumable item, and generally does not appear to be magitech (i.e. few non-ornamental moving
parts). It also cannot be larger than the Infernal himself (or twice his size, if he knows Perceived
Innocence Internalized). The Infernal may only alter the appearance and properties of the Artifact
by surrounding himself with valuable baubles and redesigning his Shintai-form, a task which takes
one full day and may only be accomplished once per year. The Artifact has an attunement cost of
(Infernal's Essence+2) motes, and an effective Artifact rating of 5. Its effects are as follows:

• The character attuned to the Artifact gains access to (Infernal’s Essencex2) of the Infernal’s
Charms, chosen by the Infernal when creating this Artifact. The character must pay for these
Charms as normal, but does not know what they are - they will likely view them as Essence-fueled
powers of the Artifact. The Infernal may change the flavor of these Charms to match the aesthetics
of the Artifact as though stunting. All of these Charms are considered to be in a special Combo
with each other that requires no Willpower to use, but may not be added to Combos including the
attuned character's actual Charms. At the end of any scene in which the attuned character has used
one of these Charms, he gains a point of Limit. They may gain a maximum of one Limit per day in
this way.

• The character attuned to the Artifact gains access to the Infernal’s Personal Pool of motes, which
he may spend on any non-Holy effect. At the end of any scene in which the attuned character has
spends motes from this pool; they gain a point of Limit. They may gain a maximum of one Limit
per day in this way.

• The Infernal may choose to withhold the Charms and/or motes granted by this Artifact at any
point, immediately ending any active Charms granted by the Artifact, or any commitments using
motes granted by it. The Infernal may withhold individual Charms if he so desires, and may
withhold the Artifact’s powers for as long as he wants.
• This Artifact exudes an illusion effect that makes it appear to be a normal artifact of its type,
affecting anyone with a Dodge MDV lower than the Infernal’s (Performance + Essence) and
causing them to ignore discrepancies in the artifact’s abilities. Effects that pierce this illusion or
make it Obvious will reveal it as a demonic relic, but nothing more.

• If the optional rules for destroying artifacts are being used, then it has a Lethal Soak and
Hardness of (Essencex4), and a Bashing Soak of (Essencex5). It has a number of health levels
equal to the Infernal’s, plus (Essencex2). If these rules are not being used, then the Artifact is
indestructible as normal, except when faced with something that might reasonably destroy an
artifact, such as being thrown into a volcano or crushed by a Deathlord (at which point it might be
wise for the Infernal to revert to his true form and use a perfect defense of some kind).

Upon taking the form of the Artifact, the Infernal becomes inanimate (although he is able to
influence his movement to a degree when dropped or thrown), and all of his equipment is shunted
into Elsewhere for the Charm’s duration. He retains all of his senses (with his sight not tied to any
particular point of his new body), and may sense the Essence of living things or spirits within
(Essencex3) yards. He is only able to use those Charms he assigned to the Artifact, and may only
access his Personal Pool for the purposes of mote expenditure. He may telepathically
communicate with (and make social attacks against) anyone within (Essencex3) yards, and this
may be in the form of a direct voice inside their head, or as a more subtle empathetic contact.

When attuned to a character, he gains automatic knowledge of that character’s Motivation and (if
they have one) Urge. If the Infernal desires, he may inflict an internal penalty of (Essence/2) to the
attuned character's rolls to regain Willpower by sleeping, filling his bearer’s dreams with dark
fevers and unsettling figments. The attuned character may ignore this penalty by gaining a point of
Limit. Whenever the Infernal makes a social attack against their bearer, the attuned character
suffers a penalty to their MDV equal to their current number of Limit points.

Finally, if the attuned character is a Solar or Lunar and undergoes Limit Break, the Infernal may
prevent them from taking partial control, forcing them into an uncontrolled Limit Break. If they
choose not to take partial control for themselves anyway, the Infernal’s influence grows even
further; he may spend one point of temporary Willpower to gain partial control for himself,
defining "friends", "enemies", "essential duties" etc, for the purposes and duration of the Limit
Break. It should be noted that in this case, whether or not the attuned character regains Willpower
for their Limit Break depends on whether or not they tried to take partial control, not whether they
actually achieved it.

If the bearer of the Artifact is an Abyssal, replace all mention of "Limit" with "Resonance". The
Abyssal is not immediately aware of Resonance points gained in this way, as he would normally
be, but instead must actively check how many he has before he becomes aware of the apparent
displeasure of the Neverborn. Golden Mask Shintai has no control over Dark Fate - the Neverborn
punish their "wayward" champion as they will.

If the bearer of the Artifact is an Alchemical, the corrupted Primordial Essence interacts oddly
with his mind, inflicting the Gremlin Syndrome mutation for the duration of his attunement.
Replace all mention of "Limit" with "Dissonance". Replace mentions of "undergoes Limit Break"
with "reaches Dissonance 10". As the Alchemical cannot achieve partial control of this state, the
Infernal may always pay Willpower to take partial control for himself for the duration of a scene;
however, an Alchemical attuned to this Artifact does not permanently gain Gremlin Syndrome by
reaching Dissonance 10. Upon deattuning from this Artifact, he loses the Gremlin Syndrome
mutation, and all his Dissonance points are converted into Clarity as his mind desperately
struggles to compensate.

If the bearer of the Artifact is any other type of character (or has been cured of the Great Curse),
they ignore all mentions of Limit or Limit Breaks. Instead, they spend temporary Willpower where
they would normally gain Limit from this Artifact. Whenever they are reduced to fewer temporary
Willpower than the Infernal's Essence rating, his social attacks against them automatically become
unexpected.
[Source: Revlid]

Gilded Dagger Soul


Cost: —; Mins Essence 4; Type: Permanent
Keywords: none
Duration: Permanent
Prereqs: Golden Mask Shintai
Be wary, heroes of Creation, when you see a dagger before you. It might be that which you
thought banished, returned to play another game. This Charm upgrades its prerequisite. When
designing or redesigning his Golden Mask Form, the Infernal may choose to remove up to
(Essence) of the Charms assigned to the Artifact in order to have it mimic another Artifact, taking
on all of its powers and traits. The mimicked artifact must still conform to the restrictions laid
down in Golden Mask Shintai, and the resultant Golden Mask Form must echo its shape, either as
a twisted parody or a perfect imitation. The mimicked artifact may not have a rating higher than
(Charms sacrificed/2), and benefits from no Magical Material bonus.
[Source: Revlid]

Hero's Plunder Trap


Cost: —; Mins Essence 4; Type: Permanent
Keywords: none
Duration: Permanent
Prereqs: Golden Mask Shintai
Whether he has taken the form of a wide-eyed child or a simple gold ring, Achsam is nothing if not
precious. This Charm upgrades its prerequisite. Whenever the Infernal perfectly dodges an attack with
Unexpected Revelation Protection, he may reflexively activate Golden Mask Shintai as a non-Charm
activation, as he transforms into the Artifact created by that Charm, likely with a dramatic wail.
Shattered Mask Realism may be used alongside this Charm to result in the appearance of a more
mundane form of looting, as transforming into the Golden Mask counts as concealment for the
purposes of Exit Stage Left, allowing the Infernal to transform into an artifact somewhere on “his”
person.
[Source: Revlid]

CHILDHOOD CHARMS
Skipping Through Life
Cost: 2m; Mins: Essence 1; Type: Simple
Keywords: Combo-OK, Compulsion, Illusion
Duration: One scene
Prereqs: None
The Veil of Illusory Truths is the happiest of all Yozis (save possibly Adorjan) for in spite of all
that has happened to him, he yet retains his innocence, free from the delusions of reality and
personality. This Charm appears to regress the Infernal's body to that of a child somewhere around
the age of ten for the rest of the scene as an Illusion effect. In addition, the warlock's new physique
exudes an aura of innocence, a helplessness that paradoxically protects her. Any character
attempting to harm the Infernal must fail a Compassion roll, or find themselves unable to follow
through with whatever they were trying to do as a Compulsion effect. Any affected character may
reject this Compulsion by spending one point of temporary Willpower (which will also break the
illusion), or by witnessing the Infernal entering combat or causing harm to another.
[Source: Arrghus]

Seen But Not Seen


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: None
Duration: One scene
Prereqs: Skipping Through Life
Achsam can go anywhere, for he is not merely a Yozi, he is also a child, the first of his kind, and it
is a testament to his mastery of this role that, no matter how much his servants may respect and
fear Achsam the Yozi, they step by Achsam the child without a second thought. This Charm makes
the Infernal supernaturally stealthy, especially with regards to those older than her. Any attempts
to find or even notice the Infernal suffer a -1 external penalty, which increases to -3 if the apparent
age of the penalized character is at least ten years above the Infernal's. In addition, the Infernal
may easily fade into crowds, glossed over as just someone's kid (even in situations where this is
unlikely, such as Malfeas, where children are a rarity) increasing the external penalty by one per
dot of Magnitude of the group the Infernal is hiding within (she need not actually be part of the
group), to a maximum increase of (Essence). This also allows her to treat all groups of Magnitude
1 or higher as cover for the purposes of hiding. This Charm is inimical in nature to Pauper's
Kingly Mask, and coming under the effects of one cancels the other (even if another entity uses it
on the Infernal). Not even Achsam can be both noticeable and unnoticed at the same time.

At Essence 4+ the Infernal may purchase this charm a second time. This changes its duration to
Permanent, but reduces the penalty suffered by individuals who appear to be roughly the same age
as the Infernal by one. However, the effects of the Charm are still lost any time the Infernal comes
under the effects of Pauper's Kingly Mask, and are only reapplied once that Charm’s effects end.
[Source: Arrghus]

Tearful Eyes Apology


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Illusion, Social
Duration: Instant
Prereqs: Skipping Through Life
For the Veil of Illusory Truths, every moment is part of a great game. However, there are times
when others lose their nerve and claim that the game has gone too far. While Achsam will often
simple cackle and let the ox-cart continue to fall off the edge of the cliff, other times he will
recognize the prudence in apology, no matter how false it may be or how hilarious his practical
joke may have been. After all, enmity could easily hamper later razor-edged japes. This Charm is a
supernatural counterattack to any Social attack that attempts to induce guilt, remorse or reflection
in the Infernal, or made by a character with authority (real or perceived) over the Infernal. The
warlock’s eyes widen and fill with tears (though this may be stunted as any overt expression of
shame) as he delivers a Social attack using any ability; this is mostly visual, and does not rely
solely on language. If this attack beats the enemy's MDV, it places them under an illusion,
convincing the enemy of the Infernal’s innocence and forcing them to explain away the Infernal’s
wrongdoings as a misunderstanding, no matter how convoluted. The target may spend one point of
temporary Willpower to reject this unnatural mental influence; this cost is increased to two points
of temporary Willpower if the Infernal's apparent age is at least ten years lower than the target’s.
[Source: Arrghus]

Alone No More
Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Overdrive, Social
Duration: Instant
Prereqs: Tearful Eyes Apology
It should come as no surprise to scholars that Achsam authored childhood. More than this,
however, the Veil of Illusory Truths worked alongside the Whispering Flame and Kimbery as the
codifier of all familial ties, be it the love of a mother or the rivalry of an older sibling. Upon
activating this Charm, the Infernal immediately gains an intimacy towards a willing character.
That person immediately grows a reciprocal Intimacy (if the Infernal designates someone as her
“mother”, that person gains an Intimacy towards her “daughter”, and so on). The Infernal may not
have more than (Essence) Intimacies created by this Charm at the same time, and may not use this
Charm to grant multiple Intimacies to one character. She may not target herself with this Charm to
create a recursive intimacy, although if there are multiples of her (through Splintered Gale Shintai,
for example), she may target them. Whenever the Infernal is attacked by a character who appears
to be at least ten years older than him, any character with a familial intimacy toward the Infernal
(whether acquired through a use of this Charm or naturally) who witnesses the act gains two
offensive motes (if they lack an Overdrive pool, they gain a temporary one capable of storing up
to five motes). They may gain a maximum of two motes per tick in this way. This does not apply
if they are the attacker, or are allied with them.
[Source: Arrghus]

Perceived Innocence Internalized


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: Skipping Through Life
The Mask of Unbrazen Pyrite does not wear childhood as he does his other roles; at heart, he is a
child as joyful and cruel as any other, for all that his exaggerated and stylized masks hinder those
who attempt to truly describe him. This Charm is a permanent enhancement to Skipping Through
Life, which changes its duration to Permanent and removes the Combo-OK and Illusion
keywords; the Infernal's body is truly and permanently changed into that of a pre-adolescent child.
In addition, the Willpower cost to reject the Compulsion effect of the Charm increases to
(Infernal’s Essence/2), and it is no longer automatically thrown off if the affected character
witnesses the Infernal enter combat; only if he is seen openly causing harm to another character
can the compelled character overcome the feeling of ravaging something that could not possibly
deserve such treatment. Finally, even if the Compulsion is rejected, it reasserts itself after one day,
as the nausea of striking down something so pure returns. The Infernal’s physical traits (Attributes,
etc) are unaffected by his transformation.
[Source: Arrghus]

Games Without Frontiers


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Illusion, Sorcerous
Duration: One scene
Prereqs: Perceived Innocence Internalized
War without tears. This Charm allows the Infernal to extend his aura of false innocence and
puerile purity to all things. This Charm may be used to target any (and all) characters engaged in a
combat the Infernal can perceive. Roll ([Charisma or Manipulation] + Performance). Every
character with a Dodge MDV lower than the total successes who has joined the combat is
immediately affected by an Illusion effect, convincing them that the conflict is harmless fun. They
reduce any wound penalties by (Infernal’s Essence/2), and add (Infernal’s Essence/2) successes to
any attempt to ignore fear or anger-based Emotion effects, instead laughing gaily as blood flows
and gore splatters. They will likely be less vigorous in their defense of themselves, focusing more
on attacking and showing off, and (if the activation roll exceeds their Dodge MDV by more than
their own Essence) will lose the ability to immediately distinguish between friend and foe,
requiring a reflexive (Perception + Integrity) roll to successfully do so (if they bother). This
unnatural mental influence may be rejected by paying three points of temporary Willpower at any
point, and is automatically rejected by a character once they begin to suffer wound penalties – it’s
all fun and games until someone loses an eye.

At Essence 6+, natives of Malfeas affected by this Charm have their wound penalties reduced by a
full (Infernal’s Essence) and add the same amount of successes to any attempt to ignore fear or
anger-based Emotion effects.
[Source: Revlid]

Revelation or Risk Decision


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Three Long Ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prereqs: Skipping Through Life
text=Despite most often disdaining it, a child’s mind understands fairness quite well – one thing
for another. In this case, that exchange is a truth for a demand, or a dare in its place. This Charm
gives the Infernal an unblockable, undodgeable social Investigation attack – they ask a single
question, which the target must respond to truthfully. The only ways the target may resist this
questioning are to pay two points of temporary Willpower, or to agree to a single action of the
Infernal’s choice. They are not made aware of the specifics of the action in question until they
agree to it, at which point the Infernal gives them his command (“run around the manse naked” or
“steal that Daiklave” or “murder your father”). This is a Compulsion that may resisted by paying
three points of Willpower.
[Source: Revlid]

Demon-Designating Tag-Touch
Cost: 4m; Mins: Essence 3; Type:Reflexive
Keywords: Combo-OK, Compulsion, Illusion, Obvious, Touch
Duration: One scene
Prereqs: Skipping Through Life
It is in the nature of children to bully and ostracize, and the nature of monsters to hunt children
down. Neither really grows out of this trait, and Achsam feels free to declare which is which. This
Charm may be activated whenever the Infernal touches another character and declares them a
Demon. The target is affected by a compulsion to pass on this effect by touching another character
and declaring them a Demon. If they successfully do so, then they are no longer the subject of the
compulsion, and it is transferred to the touched character. This continues until the end of the
scene, or until an affected character pays one point of temporary Willpower to resist the
compulsion. The compulsion is always accompanied by an illusion that affects anyone with a
Dodge MDV lower than ([Higher Of Compelled Character’s Performance or Presence] +
Infernal’s Essence), portraying the compelled character as having become a monster appropriate to
the watcher – a member of the Immaculate Faith might see the tagged character as a raging
Anathema, while a Lunar might see them as a Chimera or Wyld Mutant. The illusion can be
overcome by paying a single point of temporary Willpower to see through it. A second purchase of
this Charm at Essence 4+ upgrades this Charm – the compelled character gains the creature of
darkness mutation as a Desecration effect for the duration of their compulsion, the compelled
character's [Performance or Presence] can be replaced with the Infernal's (Essence) for the
purposes of calculating the Dodge MDV necessary to see through the illusion, and the Willpower
cost to resist the compulsion and/or illusion created by this Charm is increased by one. In addition,
the Infernal may choose to specify the type of monster he is declaring the target as – be that a
specific breed of Demon, a type of Anathema, a beastman or mutant, an Apostate or Gremlin, or
even a renegade god or Terrestrial of some variety. The illusion accompanying the compulsion
automatically matches his declaration.
[Source: Revlid]

Lost Boys Found


Cost: — (+1wp); Mins: Essence 3; Type: Permanent
Keywords: none
Duration: Permanent
Prereqs: Demon-Designating Tag-Touch
Don’t try and hide when Achsam wants to play. Ever. This Charm permanently upgrades its
prerequisite. When activating that Charm, the Infernal may pay an additional point of Willpower -
if he does so, he rolls (Charisma + Performance). Everyone other than the Infernal who witnesses
the initial application of the Charm with a Dodge MDV lower than his successes immediately
suffers a Compulsion to hide from the designated Demon, fleeing and rolling (Dexterity + Stealth)
to try and hide as soon as they find a plausible spot, where they will stay as long as the
Compulsion holds sway. The designated Demon himself is compelled to remain immobile for six
ticks, covering his eyes. After these six ticks are over, his compulsion also changes – rather than
grabbing random bystanders, he will try to find the characters compelled to hide. Whenever he
finds a character compelled to hide by this Charm, he will attack them (he may not significantly
hold back with this attack - if possible, it must be a blow with a reasonable chance of damaging its
target). The first attack the designated Demon makes against a character compelled to hide is
unexpected. The compulsion to hide ends for each character after a number of ticks equal to
(Infernal’s Essence + 1) x 5, or immediately after the character in question is first attacked by the
designated Demon, or whenever the character in question pays two Willpower to reject it,
whichever comes first. The designated Demon’s compulsion ends after there are no more
characters compelled to hide by that activation of this Charm.
[Source: Revlid]

Wyld Hunt and Anathema Division


Cost: 4m, 1wp; Mins: Essence 3; Type:Simple
Keywords: Combo-OK, Compulsion
Duration: One scene
Prereqs: Demon-Designating Tag-Touch
Fights between children quickly escalate, whether into mock play fights or vicious scraps. Battles
between adults are rarely any different, but tend to be taken unnecessarily seriously by both sides.
The Infernal rolls ([Charisma or Manipulation] + Performance). The Compulsion of this Charm
affects any character that can perceive him and has a Dodge MDV lower than his successes. In
order for this Charm to take effect, it must affect at least two characters – any fewer, and it
automatically fails. The Infernal immediately divides those affected by this Charm into two groups
of roughly equal size (i.e. neither can be more than one point of Magnitude higher or lower than
the other). For the rest of the scene, each group is compelled to fight the other as though they were
dire enemies. The cost to reject this unnatural mental influence is one point of temporary
Willpower (or [Infernal’s Essence] points of Loyalty, to a maximum of 5). If both groups possess a
common trait in their members mutually exclusive to the trait of the other group, the need for
roughly equal Magnitude is waived, and the cost to resist the unnatural mental influence is
doubled (to a maximum of 5). Examples include one group being comprised of members of House
Cynis, while the other is of House Ledaal, or a mob comprised of mortals opposing a group of
anathema, or a gang of redheads against a gang of brunettes.
[Source: Revlid]

Switch-Over Surprise
Cost: — (+1wp); Mins: Essence 3; Type:Permanent
Keywords: none
Duration: Permanent
Prereqs: Wyld Hunt and Anathema Division
Pulling the rug out from his playmates is a favorite activity of the Puppeteer Impatient.
Assumptions can be deadly. This Charm permanently enhances its prerequisite. The Infernal may
increase the cost of that Charm by one point of temporary Willpower. If he does so, he
immediately applies an illusion to himself and one of the characters struck prone by the Charm,
perfectly swapping their appearances. This illusion may be ignored by anyone with a Dodge MDV
higher than the Infernal's (Performance + Essence), or one who pays one point of temporary
Willpower after having been given some reason to doubt their senses. The Infernal immediately
falls prone, exactly as though he were affected by the main Charm. The affected character does not
fall prone, but instead may do nothing but stand still (moving only to avoid danger) until an
affected character rises from prone, at which point he will teleport and make an unexpected attack,
as per the main Charm (the Infernal has no control over this, and the character may use any attack,
so long as it is not one he knows his target is immune to). This total control effect fades the
moment the character has made the attack, but the illusion stays in place until the end of the scene.
[Source: Revlid]
Crimson and Azure Rivalry
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Compulsion, Emotion
Duration: Instant
Prereqs: Wyld Hunt and Anathema Division
The Infernal selects two separate social groups that he has interacted with in the past week. These
need not be actual factions (such as the Glass Street Crew and the Handy Shanks Gang) but may
be imposed by the Infernal, provided they have a common trait that ties them together, mutually
exclusive to the other group (such as everyone in Skullstone with blue eyes, and everyone with
brown eyes). He then spends a dramatic action atop the highest point that could be said to be
roughly equidistant between the two groups, capering, dancing, and acting out insane solo dramas
in which slapstick violence is perpetrated against caricatures of each group. He rolls ([Charisma or
Manipulation] + Performance). If his rolled successes are higher than the combined Magnitude of
the two groups, then both are affected (otherwise, neither are affected). Each faction gains a
negative intimacy toward the other faction, of hatred, rivalry, or disgust (the Infernal decides
which) as a one-time Emotion effect, which may be resisted at this point by paying (Infernal’s
Essence) Loyalty. Any attempts to dissuade characters from acting on this intimacy suffer an
internal penalty of (Infernal’s Essence). This intimacy is special in that it takes effect only when
the faction gathers in numbers – the effective Conviction of each affected character for the
purposes of this intimacy is equal to the Magnitude of the nearby members of their faction (i.e.
those gathered into the same crowd). So a character on their own would have an effective
Conviction of 0, and thus be unaffected by this intimacy, while a character who was part of a
Magnitude 3 mob of his fellows would have an effective Conviction of 3. As Magnitude rises and
falls (as crowds break up or reinforcements arrive) throughout a scene, so does the crowd’s
effective Conviction (taking the required number of scenes of erosion with it). If this effective
Conviction ever rises above a character’s Temperance, they are immediately Compelled to act on
the intimacy as though it were a Motivation, attacking or taunting their opposing faction and
encouraging others to do the same. Obviously, given its nebulous and self-sustaining nature,
totally eroding this intimacy is difficult. Record the total Magnitude of each affected faction. This
is the necessary amount by which the intimacy must be eroded. At the end of a scene in which that
intimacy has been eroded from a crowd of that faction, reduce the recorded amount by the
Magnitude of the surviving crowd members. At the end of a scene in which that intimacy would
have been reinforced (e.g. a brawl between the two factions) increase the recorded amount by the
Magnitude of the surviving crowd members. If the recorded amount is ever reduced to 0, the
intimacy is totally eroded within that faction and has no further effect. No faction may ever have
more than one intimacy of this type. The only other way this intimacy can be removed short of
large-scale magical intervention is for a natural three-dot stunt to occur, showcasing a positive
intimacy (however tragic) between two characters from opposing factions. Both factions must be
largely aware of this stunt, which immediately wipes the intimacy from both sides. If Wyld Hunt
and Anathema Division is used with members from these two groups as the sole target, directing
them against each other, then the cost to activate it is reduced by one point of temporary
Willpower.
[Source: Revlid]

Boiling Root Abhorrence


Cost: 3m, 1wp; Mins: Essence 2; Type: Simple (Speed 4)
Keywords: Combo-OK, Emotion
Duration: One scene
Prereqs: Skipping Through Life
On the verge of the Primordial War, Sol was shocked to hear the Puppeteer Impatient warn his
sibling Primordials of a rebellion amongst the mortal races. It was to the Incarna’s relief that the
Mask giggled and claimed it was the Lintha who were rebelling. Truly, the Yozis are blessed to
have Achsam on guard, ready to cry wolf. The Infernal chooses one item within (Essence x 5)
yards of himself that he can perceive, and declares it volatile, rolling ([Charisma or Manipulation]
+ Performance) and adding (Essence) automatic successes. For the rest of the scene, anyone with a
Dodge MDV lower than the Infernal’s rolled successes is struck with a dreadful fear; they will
attempt to keep the item away from them, while avoiding any damage to it. They will most likely
achieve this by throwing it to the nearest character, friend or foe, and catching it themselves when
it is thrown to them (if the alternative is to let it fall). The Infernal is immune to this mental
influence, and others may resist it for the rest of the scene by paying one point of temporary
Willpower while touching the item. A second purchase of this Charm at Essence 4+ makes the
false danger rather more serious to anyone who is both affected by this Charm and aware of their
possession of the item in question. They treat the item as an environmental hazard, affecting only
them, with a Trauma of (Performance), a damage of (Essence) L, and an interval of one action. In
addition, when declaring an item volatile, the Infernal may specify one character who absolutely
must not receive possession of the item – they are a pig after a turnip or an Demon after a
hearthstone. Everyone affected by this Charm avoids passing the item to the designated character,
keeping it on their person if need be, though it burns them terribly. The designated character is
automatically exempt from the unnatural mental influence exerted by the Charm.
[Source: Revlid]

Terrible Danger Declaration


Cost: —;Mins: Essence: 2; Type: Permanent
Keywords:None
Duration:Permanent
Prereqs:Boiling Root Abhorrence
A temple floor is hot lava, a shallow pond is infested with sharks – Achsam knows the whimsical
terrors of the world as only a child can, and grants this knowledge with a pointed finger and a
shout. This Charm upgrades its prerequisite – the Infernal may now use it to declare surfaces
within range to be hazardous, with a maximum radius of (Essencex2) yards. Anyone affected is
immediately struck by a terrible fear of that area, as though it were a true hazard. If they are within
the “hazardous” area they must focus all of their efforts on leaving it (although they will not view
an actual hazard as being any less dangerous than the false one). The Infernal is immune to this
mental influence, and others may resist it for the rest of the scene by paying one point of
temporary Willpower at any point. The second purchase of this Charm’s prerequisite functions as
normal, turning the entire designated area into an environmental hazard.
[Source: Revlid]

Debilitating Backchat Duel


Cost:3m, 1wp; Mins: Essence 3; Type: Simple (Four Long Ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prereqs: Skipping Through Life
text=Achsam enjoys viciously difficult riddles as much as he does simply mocking his
adversaries. To the Ebon Dragon's chagrin, he has yet to defeat the youngest of Yozis in such a
competition, if only because Achsam keeps running away or arbitrarily declaring their contest
invalid. This Charm may target any one individual who the Infernal can converse with, compelling
them to engage in a battle of wits. The Infernal first chooses a number, with a minimum of one
and a maximum of (Essence), increasing the Speed of this Charm by the chosen number. This is
the number of opposed rolls made by the Infernal and his target. The Infernal first rolls
(Manipulation + Performance) to perform his riddle, while his target rolls (Intelligence +
Investigation) to uncover its answer; after determining the winner of that opposed roll, the two of
them each swap the (Attribute + Ability) they roll for the next roll, as the target devises a riddle
and the Infernal attempts to crack it. When all the opposed rolls are complete, the character who
won the most roll-offs is the winner of the contest. The loser immediately becomes subject to a
boon of their choice. This demand may not be an unacceptable order, nor may it be something that
is physically impossible to achieve, but otherwise the winner may demand the darkest deeds, the
most forbidden treasures, the most hopeless quests. They need not make their demand
immediately; the debt can hang over the loser until the winner’s death, if they so desire. Once the
demand is made the loser is free to refuse, but doing so results in their suffering the dreadful luck
of a sore loser. They suffer a number of botches equal to the winner’s (Essence + margin of
victory), distributed and applied just as though they had broken an oath made through the Eclipse
anima power.
[Source: Revlid]

Suitably Dramatic Leap


Cost:2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One action
Prereqs: Skipping Through Life
There is little that inspires awe in an audience more than feats of balance and athletic prowess.
There is little that inspires excitement in children more than jumping really high. For the rest of
his action, the Infernal may jump as a move action, rather than a miscellaneous one. In addition,
he automatically succeeds on any Athletics roll to keep his balance, and may do so on any surface
at least as wide as a human hair (treating it as a three-foot ledge capable of supporting a thousand
pounds of weight for the purposes of determining what actions he can take). Finally, provided
someone can see the Infernal (either at the start, apex or end of his jump); the distance he may
jump is tripled. At Essence 3+, the Infernal may increase the cost of this Charm by three motes in
order to increase its duration to One Scene. This also increases the multiplication of his jump-
distance to four times the norm (again, provided he has an audience).
[Source: Revlid]

Exit Stage Left


Cost:3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration:Instant
Prereqs: Suitably Dramatic Leap
Whether pursued by a bear or vanishing in a burst of smoke, how an actor leaves is just as
important as how he enters. This Charm may be used whenever the Infernal successfully dodges
an attack. He immediately vanishes from sight, reappearing somewhere within (maximum
jumping distance) yards. He may not reappear anywhere that someone can see him; although
nothing prevents him from revealing himself immediately after, and he may make a reflexive
(Wits + Stealth) roll to avoid being seen if the cover of his position is dubious. If there is nowhere
available for the Exalt to reappear, the motes spent on this Charm are wasted, as the smoke fades
and he remains sheepishly in the same spot. If the Infernal's anima is flaring upon his use of this
Charm, he may choose to increase its cost by one point of temporary Willpower in order to
immediately shut it off; however, any subsequent use of peripheral motes in that scene will
immediately flare it back to its previous level.
[Source: Revlid]

Shattered Mask Realism


Cost: — (+4m); Mins: Essence 3, Type: Permanent
Keywords: Illusion
Duration:Permanent
Prereqs: Exit Stage Left
As much as Achsam adores the spotlight, he seems surprisingly mature about the concept that
every actor must someday leave the stage, and surrender his mask to Oblivion. How else can his
death scene be truly convincing? This Charm permanently enhances Exit Stage Left. Whenever
the Infernal uses it to disappear after dodging an attack, he may spend an additional four motes to
fake his own death. If he does so, he creates the illusion that the attack actually found its mark and
killed him. While the Infernal still vanishes, he does so without the normal Obvious display, and
an illusionary body is left in his place, suffering from the same wound the dodged attack would
have inflicted. A magically-enhanced medical examination at difficulty (Infernal’s Essence+2) will
reveal the corpse as fake, but otherwise it is identical to the Infernal’s own corpse had he died
under those circumstances. If the attack was dodged through Unexpected Revelation Protection,
the mote cost to apply the effects of this Charm is reduced to two motes.
[Source: Revlid]

Carried On Whispers of Delight


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prereqs: Suitably Dramatic Leap
This Charm upgrades its prerequisite, making its enhancements to balance permanent. In addition,
when it is active the Infernal may choose to change the amount his jump-distance is multiplied by
to (Magnitude of audience) rather than three or four. An audience in this case is defined as the
highest number of characters that can see the Infernal at any one point throughout the beginning,
duration or end of his jump. In addition, while the Charm is active, the Infernal may pay one point
of temporary Willpower to jump (Magnitude of audience x 5) miles as a dramatic action usually
taking about five minutes. The Infernal continues along the same trajectory even if he is
interrupted mid-jump and forced to take non-reflexive actions, but his landing is considered to be
the end of a fall, rather than a successful jump.
[Source: Revlid]

Proclamation of Nature
Cost: 4m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prereqs: Suitably Dramatic Leap
Though Achsam would think nothing of dancing to a tune only he could hear, such is his
generosity that he extends his inner music to all the world, allowing all to hear the song of his
greatness. Upon activating this Charm, the Infernal's anima immediately flares to the 8-10 level
display, accompanied by a musical score which is unique to the Infernal and adapts with the
narrative requirements of the scene to always maximize the dramatic impact of his actions
(incidentally, this invalidates any attempts at audial stealth). So long as this music plays and the
Infernal maintains an audience with a Magnitude of at least his (Essence), all the Infernal's stunts
increase their rating by one as though they resonated with his Motivation, drawing on the joy
Achsam feels whenever in the spotlight. If the Infernal activates this Charm while dramatically
revealing himself to his audience, its cost is decreased to four motes. At Essence 4+, this Charm
activates automatically, at no cost, whenever the Infernal's anima flares to the 8-10 level and
remains until it subsides below that level.
[Source: Arrghus]

Hopping Tartan Amusement


Cost: 4m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Obvious
Duration: One scene
Prereqs: Suitably Dramatic Leap
Achsam refuses the mundanity of walking – whether leaping to the center-stage of Creation or
skipping through Malfeas in his jouten humaniform, the Yozi moves in bounds. The Infernal rolls
(Charisma + Performance) and adds (Essence) automatic successes. Everyone who can see or hear
him with a Dodge MDV lower than his successes immediately suffers a compulsion to move only
by jumping. This unnatural mental influence automatically affects the Infernal, and lasts until the
end of the scene or until the Infernal reflexively deactivates the Charm, whichever comes first. A
character may ignore this compulsion for a scene by paying one point of temporary Willpower
(the Infernal may not ignore the compulsion in this way - Achsam leads by example!). A second
purchase of this Charm at Essence 6+ adds a Permanent effect – anyone with a Dodge MDV lower
than the Infernal’s Essence who can see him is affected by the compulsion. The Infernal must pay
one point of temporary Willpower in order to deactivate this aspect of the Charm for a day.
[Source: Revlid]

Spotlight Stealing Scarecrow Shintai


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple (Speed 3)
Keywords: Combo-Basic, Compulsion, Form-type, Obvious
Duration: One scene
Prereqs: Hopping Tartan Amusement
One of Achsam’s jouten is a doll, which shifts from ragged to ornate from moment to moment, its
only constant a smile (though the lips change from rough stitching to delicate brass beads even as
the Yozi talks). The Infernal's skin shifts in color, becoming like silk or rough sacking as he
desires, while the edges of his limbs gain distinct seams or patching. His eyes harden and increase
in size to look like glass or sewn buttons, eyelids vanishing completely. His innards undergo the
most obvious transformation, as his internal organs convert to sacking, powdered vitriol, and
beads of a substance similar to a shattered, calcified raksha. While in this ragdoll form, the
Infernal is able to fold and contort himself into impossible shapes. Unrolled applications aside,
this adds (Essence) dice to all appropriate Athletics or Stealth rolls. His natural soak against
bashing damage increases by (Essencex3), and he ignores all damage incurred from falling. In
addition, the Infernal always suffers knockback in response to taking bashing damage, travelling
one yard for every dice of raw, pre-soak damage inflicted immediately after the attack. Rising
from prone in this form is a reflexive action that imposes no multiple-action penalty if performed
as part of a flurry. Finally, whenever the Infernal lands from a jump, suffers knockback of more
than 15 yards, or spends a miscellaneous action posing, he may spend two motes and roll
(Charisma + Performance). Anyone within (Essence x 20 yards) who would be able to draw a line
of sight to the Infernal (or those at any range who actually can see him) and possesses a Dodge
MDV lower than his rolled successes is affected by a compulsion to watch him. Those who were
unaware of his presence have their eyes drawn to him, while those who could see him before
simply cannot look away. This imposes an internal penalty of -2 to the attack and defense pools of
any affected characters not attacking or defending against the Infernal, as they have to split their
attention between the ragged actor and their actual opponent. In addition, affected characters
dashing in any direction other than toward the Infernal must make a (Dexterity + Awareness) roll
to avoid tripping and falling prone. This compulsion lasts for (Essence) actions. A character that
has resisted this compulsion, whether by paying one point of temporary Willpower, applying his
Dodge MDV, or through any other method, is immune to the compulsion for the next three of the
Infernal's actions. At Essence 4+, any attempt to scry an area within (Essencex30) yards of the
Infernal causes the scrying medium to immediately focus entirely on the Infernal instead,
broadcasting his actions with loving fidelity. This effect burdens all magical attempts to remotely
view the area surrounding the Infernal - when the spotlight falls on Achsam's doll-jouten; he
refuses to let it move away! In addition, all thaumaturgical divinations used with a mile
automatically fail, instead bearing the simple message: "THE STAR IS HERE".
[Source: Revlid]

Dolls Fall Limp


Cost: 4m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious, Total Control
Duration: Indefinite
Prereqs: Spotlight Stealing Scarecrow Shintai
When Achsam is tired of his dolls, he throws them down. This can be an entertainment in itself. The
Infernal rolls (Charisma + Performance). Everyone with a Dodge MDV lower than the rolled successes
that can perceive the Infernal is forced to immediately fall prone. The Infernal himself may not target
any of them or move more than (Essencex20) yards away from his original position for this Charm’s
duration without ending it immediately. Affected characters may reflexively rise from their prone
position – however, the Infernal may immediately teleport to the position of the first one to rise,
benefiting from an automatic unexpected attack against the rising character. After this attack has been
resolved, the Charm ends, and any subsequent characters to rise do so freely. If multiple characters rise
on the same tick, the Infernal may declare which one was first to break out of character in their role as a
discarded toy, and attack them. All characters that have been struck prone by this Charm are made
aware of these conditions. A second purchase of this Charm at Essence 5+ removes all its range
limitations, provided the target is in the same realm of existence. Another purchase at Essence 7+
removes even that restriction - even the Neverborn and Celestines must beware their noses being
tweaked by the child-king of pranksters.
[Source: Revlid]
And here are some Souls created by Arrghus.
• Calibus, Champion of the Law Before Laws, Demon of the Third Circle, Fifth Soul of the Mask
of Unbrazen Pyrite.
• Aragon, Lord Of The Lair, Demon of the Second Circle, Warden Soul of the Champion
of the Law Before Laws
• Manis, The Companion Wasps, Demons of the First Circle, Progeny of the Lord
of the Lair
There were also a few souls mentioned but apparently never written up:
• Yethe-Omm, the Ebony Cathedral, Twelfth Soul of Achsam
• Khintant, the Artist in Flight, Expressive Soul of the Ebony Cathedral
• Boschi, the Simper Minstrels, Progeny of the Artist in Flight
• Luscumu, the Spindle Clouds, Progeny of the Artist in Flight
• Gadeboah, the Maiden in White and Green, Indulgent Soul of the Ebony Cathedral
• Qingurs, the Panda Dragons, Progeny of the Maiden in White and Green
Gaia Charms

Not to be confused with Charms that possess the Gaia Keyword, the abilities that follow are a selection
of Gaia’s “Infernal” Charms.
Unlike her siblings, Gaia’s nature resonates easily with that of all living things, and her Charms are
comparatively easy to learn, requiring only that the student possesses at least one level of Permanent
Communion. Typically this is limited to her servants, but under the right circumstances, any creature
born of Creation can be sufficiently exposed to her essence to begin developing a bond to her. Any such
creature that can channel essence can learn the following Charms from a tutor, though they require
twice the normal experience cost and training time that Infernals require for their Charms. They must
also possess a level of Permanent Communion at least equal to the Charm’s minimum Essence
prerequisite. When a being gains at least 5 ranks of Permanent Communion, they become capable of
developing these Charms without a tutor, and their costs and training times are halved.

General Charms
First Gaia Excellency
Cost: 1m per die
Mins: Essence 1
Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-Ok
Duration: Instant
Prerequisites: None
This Charm functions as do the First (Yozi) Excellencies, except that it only applies to actions that
match Gaia's particular themes, as follows.
Gaia: The Mother of Life is tied to symbiosis and evolution. She is pure and primal in her savage
splendour, and is always searching for what is missing in herself and in the world. She rests rarely, and
is strongest when pressed to her limits. She cares for the world and for all life because she has given of
herself to them, such that there is a part of her in the land and in every creature. The Maiden of Plenty
acts on strong emotion and cannot accept cold logic, which in turn causes her to fear technology.
Caught up in her own unlimited energy, she can be thoughtlessly cruel but remains beautiful even to the
victims of her terrifying power.
Though she has immense vitality, she draws her strength from what she loves and will not do anything
if she cannot commit herself whole-heartedly.
Characters can apply this Charm to actions in which they invest their passion, especially those that
support their Motivation or Intimacies. Gaia enhances efforts backed by moral selfconfidence; though
they may be subtle, deceiving or cruel, her power can still enhance a character's actions so long as they
are being true to their own nature. She understands others and shows her glory best when she is
completely unrestrained. Her power does not serve those who doubt themselves, and she has difficulty
putting forth her full efforts when not in the presence of those things which drive her: when outside
Creation, this Charm's mote cost doubles unless the character is in the presence of an object of their
Motivation or Intimacies. It cannot be used to enhance rolls made to use, build or maintain magitech or
to deal positively with creatures of the Underworld. The Mother of Life rejects the unnatural until she
has made it change to suit her ideals.

Gaia Mythos Exultant


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: First Gaia Excellency
As with (Yozi) Mythos Exultant, this Charm enhances stunts to which the First Gaia Excellency would
apply.
Gaia: The Mother of Life is a being of full-bodied passion and vitality, hurling the depth of her being
into her emotional attachments. An appropriate stunt that resonates with the character's Intimacies in a
clear and dramatic fashion, as decided by the Storyteller, is raised by one level in the same manner as
those that match their Motivation (Exalted pg. 123).
Other Infernal Excellency Charms function for Gaia as they do for the Yozis.

Comprehension
One Form Understanding
Cost: -
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
Though humanity has invented many languages, they all strive to express aspects of a world that every
creature shares. Whatever methods a being may use to say something, Gaia can already understand
what they mean, for she understands the world they come from. A character can use this Charm to
comprehend those whose way of living is the same as themselves. They can understand the speech of
any other human, no matter what language they use. This does not allow the character to talk back, to
understand any form of recording or to automatically see through deliberate deception.
Infernals and Gaia Charms
As with any primordial, Infernal Exalted can learn Gaia's Charms. And, as with other
primordials, those Charms can be learned by any Infernal once they have been taught to
one.
But there's a catch.
Green Sun Princes experience the Yozis from their former mortal perspective, seeing them
as immeasurably vast, mighty entities of infernal glory, utterly without peer in their own
domains. They do not realise, not truly, the real depth of what their masters have lost. How
can they? But Gaia is not merely a healthy and free primordial: she is the whole,
unblemished and unrestrained Titan, the living expression of what it is to be complete and
pure and powerful; even Autochthon is cold and calm and alien in comparison to Gaia's
wild, passionate spirit. In tasting her nature, an Infernal will suddenly realise for the first
time the true, terrible, unspeakable loss of those from whom they took their Second Breath;
what they were, what they could have been, and what they should be, compared to what
they are.
When an Infernal uses any of Gaia's Charms, they feel a terrible sense of loss that floods
from the bonds to their patron, and must immediately succeed at a Difficulty 3 Temperance
roll to overcome the surge of grief and outrage that attends it. If they fail, they immediately
suffer the effects of either the Heart of Tears or Red Rage of Compassion Limit Breaks, as
appropriate to their own personality. Partial control is possible, as is the recovery of
willpower from expressing the unrestrained emotion of their Yozi master. This happens
only the first time the character employs a Gaia Charm's effect within a particular scene. In
subsequent scenes that take place within a day of a previous usage, the Difficulty of the roll
is reduced to 2.
For the first [Compassion] scenes in which a Green Sun Prince suffers this effect, they may
count each such scene as one spent building an Intimacy either for the Yozis or against their
enemies.

Five Worlds Understanding


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: One Form Understanding
Within Creation there are five worlds: the world of green fields and forests, the world beneath the
waves, the world of clouds and wind, the world of dry rock and hot sand, and the world without light
beneath the earth. Each of these dominions of Gaia's Dragons is host to innumerable forms of life,
beasts that have been born to live in their environment. Humans, too, feel a longing for the wild places,
though it often remains buried underneath their higher soul. This Charm upgrades its prerequisite by
allowing the character to touch on this sense of belonging and thus understand the worlds in which
animals live, thereby allowing her to understand them as she can any human being. This does not
necessarily mean that they have much to say; as a general rule, beasts will have trouble with any
concept that is not linked to a physical or emotional sensation.

Higher Understanding
Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: One Form Understanding
Though they may not suffer the same ills or see the same sky, all intelligent creatures think in terms of
reason and language. They see themselves as separate from the world, but in so doing define their own
connection to it. Intelligence is born in the world, in men, spirits and those races made by the
primordials. This Charm enhances its prerequisite by allowing the character to understand the world of
sensation, intuition and cogitation that all thinking beings share. This allows her to understand any
intelligent being, including gods, shaped Raksha, most demons, and other races such as Jadeborn and
Dragon Kings.
All three Understanding Charms together are still incapable of understanding truly incomprehensible
beings, such as Unshaped Fae, the most alien Behemoths and the Neverborn.

Speaking From the Shared Mind


Cost: -
Mins: Essence 2
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: One Form Understanding
In understanding, one finds commonality; in commonality, a bond. In learning the nature of the
creatures that she encounters, Gaia learns, grows, and can meet them on their own terms. A character
who reflects that ability to adapt can, similarly, use her understanding of others as a link through which
she can communicate with them. This Charm allows its user to speak with any creature that she can
comprehend. Note that she does not literally speak their language: they simply find that, somehow, they
understand what she means. Because of this, this Charm's communication does not allow any use of the
Linguistics Ability, nor does it allow the character to make any kind of recording that can be
understood as her speech is. The nature of the Charm also prevents the character from lying when not
using an actual shared language, save by omission. The character still needs to actually speak (or use
sign language, or make any other legitimate attempt at direct communication) for the Charm to take
effect.
Evolution
Self-Perfection
Cost: Special
Mins: Essence 2
Type: Simple
Keywords: Obvious
Duration: One Scene
Prerequisites: None
Gaia seeks endlessly to improve herself: out beyond Creation, she strives against unknowable dangers
to find the next stage of her existence. It is the nature of life itself to advance as she does, constantly
changing to conquer death and find its way to survival in any situation. There is now no environment in
which there is not a beast that has developed to suit its role, and this Charm allows the character to
achieve that same purpose of form.
This Charm can be bought multiple times: with each purchase, the character specifies one concept or
purpose which they seek to attain. These should be of only a few words, based on capability ("strong",
"tough", "stealthy"), environment ("aerial", "aquatic", "malfean") and/or role ("hunter", "guard",
"traveller"). The character receives 6 points with which they can purchase Merits, mutations or
Attribute dots, and can purchase more at 2xp per dot for up to [Essence x 3] points' worth of benefits.
All such changes must, however, be in line with a single concept; each purchase of this Charm, adding
another concept, creates a new "package" of changes that is tracked separately. All changes must be
physical ones.
A package of alterations, referred to as an Ideal Form, can be activated for 1m per point used, causing
the character's body to visibly transform. This lasts for one scene. Multiple Ideal Forms cannot be in
effect at the same time; each activation of the Charm overwhelms any that have already been used.
However, mutations from Permanent Communion can stack wherever possible.

Selection of Nature
Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Self-Perfection
Gaia's splendour takes many forms, and each endures as only that which is alive is capable of. This
Charm enhances its prerequisite, allowing the character to spend a point of willpower and commit an
Ideal Form's essence cost in order to maintain the transformation indefinitely
Ascent From Man
Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Selection of Nature
Lesser beings as they are compared to her, Gaia's creatures can paradoxically attain what she herself
has yet to find: the next step upwards beyond their base, insufficient form. In purchasing this Charm,
the character decides to forsake humanity forever, selecting one of their Ideal Forms and taking it on
themselves permanently. From then on, this is the character's natural shape for all intents and purposes.
Any other Ideal Forms that the character possess can be activated on top of this new nature. The
character can take their old form temporarily by using Self-Perfection at the same costs that they used
to pay for their new form.

Above the Rising Beast


Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Self-Perfection
The world contains far more than mortal creatures; all manner of spirits and other supernatural entities
dwell in Creation, and Gaia's spirit touches them all. The most magical creatures and the strangest
manifestations of elemental energy are born from her, not just things of flesh and blood; the path of
essence is a well-trod and worthy way to reach the next level of evolution. This Charm permanently
enhances its prerequisite, allowing supernatural Merits and mutations to be purchased; the character
receives a one-time opportunity to rearrange all Ideal Forms they possess in order to include these if
they wish. The control that this Charm represents over body and essence also allows a greater measure
of power, at a balancing price; the character can now add negative mutations and Flaws to their Ideal
Forms, so long as they are in line with the Form's concept. This does not provide free points, but
increases the maximum amount of alterations by an amount equal to the mutation or Flaw's value.

Blood-Spiral Forge
Cost: 5m
Mins: Essence 5
Type: Supplemental
Keywords: Critical, Obvious, Combo-Ok
Duration: Special
Prerequisites: Selection of Nature, Above the Rising Beast
Locked into the blood of every living creature is a basic pattern which guides their growth and defines
their nature. Formed of two threads joined together, twisting ever upwards, this pattern is born
ultimately from Gaia and symbolizes her nature: the foundation of all mortal life, bound inextricably to
Creation and its inhabitants, ever reaching to greater heights. These bloodspirals contain the secrets of
shape that inform the abilities of the Lunar Exalted, and hold the life essence that feeds the dead. The
Wyld taints them to twist a creature’s form, and the vengeful essence of Malfeas breaks them apart to
bring the fearful Green Sun Wasting. But Gaia is their creator, and ultimately, their mistress.
With this Charm, a character in dire need can directly wield the essence of the Emerald Mother to
temporarily reweave their own blood-pattern. Spiraling streamers of essence burst from their anima and
reconvene about their body, forming into new shapes that better serve their needs. The player declares
an immediate, in-scene goal (to kill a particular enemy, for example, or to escape a falling airship, or to
rescue their lover from a stormy sea) and instantly develops up to [Essence] points of mutations or
increased Attributes (priced as for purchase with bonus points) that will aid them in that purpose. The
improvements last until they complete their stated goal, or until they are persuaded that it has become
impossible to complete within the scene. If the stated goal is directly related to the character’s
Motivation, their allowance of points is doubled. The number of points can also be increased by
spending willpower (point for point) or by activating the Charm with a stunt that resonates with Gaia’s
values, as described under her Excellency; this increases the points allowed by twice the stunt’s value.
Dice pool increases earned this way do not count towards the limit on dice gained through Charms.

Danger
Death-Watching Aura
Cost: -
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: None
Life exists on an edge; all natural beasts know that they face danger on all sides, and hold that tension
in readiness to fight or flee at any moment. This Charm enhances that awareness in its user, allowing
them to sense when mortal peril approaches. A character with Death-Watching Aura becomes
automatically aware whenever they enter a situation in which their life may be on the line. This is of
limited use in some environments; being in Malfeas, the Labyrinth, the Deep Wyld or similarly hostile
surroundings will constantly register as dangerous. The Aura should be interpreted generously,
however; characters can roughly sense the level of danger they're in, which is modified based on their
own capabilities. A Full Moon Lunar, for example, will feel no danger when faced with any mortal
opponent.
In the case of sensing other creatures who are a danger, this Charm triggers when such a being comes
within the distance from which they could strike a death blow. This aspect of the Charm identifies
which character is dangerous and roughly how much of a threat they could be, but not anything else
about them. At Essence 3, this Charm becomes capable of detecting threatening creatures even if the
character's other senses have yet to perceive them, so long as they are concealed only by mortal means.
At Essence 4, the owner of this Charm can detect the presence of supernaturally concealed threats,
though it won't give them their precise location - only the sensation that something dangerous is
present.

Finding the Edge


Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Death-Watching Aura
This Charm builds upon its prerequisite, enhancing the character's danger sense to the point that they
can sense the precise moment when death brushes against them, whether it be the edge of a sword, a
ton of falling rock or the presence of poison in their meal.
Whenever they're subject to a surprise attack or an unexpected lethal danger, they receive a reflexive
[Perception + Essence] roll, on top of any other chance they get, to detect the threat and respond as if
they had seen it coming. The difficulty of this roll is normally 1, but an enemy using supernatural
stealth increases the roll to equal their Essence rating (or the rating of the Artifact they're using, if that's
the source of the effect). This Charm can't detect threats that have no chance of killing the character.

Desperate Power
Cost: 1m per 2 dice
Mins: Essence 2
Type: Reflexive (Step 1 Attacker, Step 2 Defender)
Keywords: Combo-OK, Critical
Duration: Instant
Prerequisites: Death-Watching Aura
Mortal flesh and bone are stronger than most would give them credit for. Thousands of years of gods
and Exalts have settled the idea that the bodies of mere men and beasts are frail and flimsy, but this is
not true. What is true is that life limits its own power, holding back its strength to avoid doing damage
to itself. In the face of death, however, the desire to live overpowers all else; Gaia knows this best.
This Charm can be used to purchase extra dice on Strength-, Dexterity- or Stamina-based rolls or static
values, up to a maximum equal to that Attribute's rating. However, these dice do not count as dice
gained through the use of Charms and can stack with any other dice-adding ability.
There is an extra price, however. When the scene is over, the character loses a dot of Strength,
Dexterity or Stamina for each time this Charm was activated (this does not necessarily match the
Attribute that was enhanced). If this puts the character to 0 or below in an Attribute, they fall
unconscious. Attribute dots recover by one for each day of full rest for an Exalt, and one each week for
an enlightened mortal.

Suggestion Refused
Cost: 4m, 1wp
Mins: Essence 3
Type: Reflexive
Keywords: Critical
Duration: One Scene
Prerequisites: Death-Watching Aura
The purpose of pain is to create fear, and fear is a ward against danger, meant to protect life. When pain
and fear no longer serve their purpose, it serves life better to refuse their urgings. This Charm allows its
user to overcome the fear of their own pain, allowing them to ignore all wound penalties for one scene.
At Essence 4, the Charm evolves, allowing the user to overcome all mortal forms of fear while it is in
effect. At Essence 5, it protects even against supernatural fear.

Symbiosis
Feeling for Another
Cost: 3m
Mins: Essence 2
Type: Reflexive
Keywords: Touch
Duration: Instant
Prerequisites: None
All living things in Creation are part of a greater whole. The grass that grows form the soil is devoured
by cattle, who are in turn slain for the tables of humanity, who offer prayer to the gods, who serve the
Unconquered Sun, whose light feeds the grass. Prey feed their predators, who prevent the prey from
destroying themselves through overpopulation. Gaia herself takes strength from the wellbeing of
Creation, and in turn, Creation draws its vitality from her. Through this spiritual commonality, one who
has learned Gaia's ways can become as aware of others as they are of themselves - or even more.
Touching another creature (which must be a Creature of Gaia) and activating this Charm allows the
character to instantly perceive the target's physical well-being. They detect any wounds, scars,
mutations, diseases or poisons and learn their nature and effects. Characters with any dots in Medicine
can make instant, easy diagnosis and gain a bonus equal to half their Essence rating on any treatment
rolls. When the user reaches Essence 4, the Charm becomes capable of divining a target's spiritual
condition as well, revealing their nature (including Exalt type and Caste if applicable) as well as any
ongoing supernatural effects. This Charm cannot defeat supernatural concealment, however, unless the
user's Essence is higher than the source of the effect.

Sympathetic Penitence
Cost: 4m, 1wp
Mins: Essence 3
Type: Simple (Speed 6)
Keywords: Touch, Obvious
Duration: Instant
Prerequisites: Feeling for Another
The Emerald Mother loves the world, and all her children who dwell within it; and it is her nature to
feel pain when they are harmed. When people are wracked by pain and death, she takes part of their
hurt on her own flesh, and this is what causes shadowlands to form as wounds in the essence of
Creation. Those who emulate her can perform such acts of martyrdom themselves, relieving the hurts
of others by allowing their own flesh and soul to accept that pain.
This Charm can be used on creatures on whom the character has already used its prerequisite Charm,
Feeling For Another. This allows them to transfer health levels of damage from their target to
themselves: they roll their [Compassion + Essence] and suffer health levels of damage equal to the
number of successes they achieve, curing their target by the same amount. Aggravated damage is taken
first, followed by lethal and finally bashing damage. At Essence 4, the character can use this Charm to
take malevolent supernatural effects onto themselves instead of physical injuries. To do this, their
[Compassion + Essence] roll must score more successes than the Essence or Artifact Rating of the
effect's source.
In either case, an unwilling (for whatever reason) target can resist the Charm if their MDV is higher
than the roll's result, or by spending 2wp.

Shared Soul Blessing


Cost: 3m
Mins: Essence 3
Type: Simple (Speed 6)
Keywords: Touch
Duration: Indefinite
Prerequisites: Feeling for Another
Imitating the benevolence of Gaia, who gives of her soil and her waters to feed all mortal creatures, the
user of this Charm can share their strength with others. Committing 3 motes of essence, the character
transfers one beneficial supernatural effect from themselves to their target, on whom the character has
already used its prerequisite Charm, Feeling For Another. This can be an effect caused by a non-
Permanent Charm, a Spell or an activated Artifact. The effect lasts as long as it normally would, and the
character themselves cannot benefit from the same effect so long as the Charm is active.

Twin-Heart Survival
Cost: 5m, 1wp
Mins: Essence 5
Type: Simple
Keywords: Touch
Duration: Indefinite
Prerequisites: Sympathetic Penitence, Shared Soul Blessing
Those who speak with Gaia's servants often may eventually discover an unlikely-sound belief about
their Goddess: that alone of all the primordials, Gaia is free from the threat of true death, able to
survive and recover from injuries such as those that cast many of her sibling Titans down to suffer in
agony as the Neverborn. This, they say, is because Gaia has bound herself to Creation and to all mortal
creatures, allowing her to survive so long as they do; in return, they may elaborate, Gaia herself can
heal the world of its ills… and would, were it not for the foolishness of gods and Exalted. It is at this
point that one may feel inclined to cease listening, but the fact is that there may be truth in this belief,
for those who use Gaia's powers can learn this Charm, binding themselves to another living creature to
ensure the survival of both.
Selecting a willing target, the character commits the mote cost of the Charm to them and expends a dot
of willpower. So long as that essence remains to bind them together, each character feels the ills of the
other; in recompense, they will also protect each other from permanent harm. They can suffer the most
terrible injuries, be ravaged by the worst diseases and poisons and even be "killed"; the other character
will feel the pain of such wounds, suffering all the same penalties, but will not actually be injured. And
so long as that other character survives, their partner will heal as an Exalt does until their health
matches, even from seeming death. The only way to kill either character, or cause them permanent
physical harm at all, is to do so to both.

(bitterWalnut editorial note: “Permanent Communion” seems to be undefined, I suggest that a Gaia-centric version of Whispers might be a fair
guess for its mechanics? I will remove this note when the real answer is recovered.)
Theion

Yesterday, I wrote my 27th and 28th Theion Charms, which officially means I've written more than exist in canon (26). Here's the current batch.
The post is much cleaner and more organized now than it was when I first put it up, as I was unaware of the mighty SBLOCK at that time.

Divine Sight Charms

QUINTESSENCE-SIGHT AWAKENING
Cost: --; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Twin Suns Dawning X2

The unstoppable gaze of the Shining Tyrant burns away the irrelevancies of the base world, revealing his kingdom in its purest form:
Essence, breath, and life. This Charm permanently enhances Twin Suns Dawning, adding additional effects to it:

The Warlock no longer sees the physical nature of the world, finding it beneath him. His sight is a holy thing, reality an assembled
mass of individual motes and interconnected wires of light. Because of this, invisible and immaterial creatures are as plain to him as
any other, and he permanently negates all penalties to visual Awareness rolls that might be imposed on him.

The active and passive use of Essence is plain to him; treat him as benefitting from All-Encompassing Sorcerer's Sight.

The warlock's gaze can pierce solid matter regardless of the presence of servile or subordinate characters, though the thickness
limitations apply.

At Essence 5+, the character passively recognizes the supernatural nature of any being he might see, even if they’re not laboring
beneath any active Charms or other Essence use. Add the character’s (Essence) in automatic successes to any effect that contests
this.

REVELATIONS IN MAGNANIMITY
Cost: --; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Twin Suns Dawning X2

The universe needs the judgement and approval of the Empyreal Chaos; he knows this in his heart to be true, and so gazes down
from his throne with a generous regard that penetrates the petty illusions and falsehoods presented to him. This Charm permanently
enhances Twin Suns Dawning in the following ways:

The warlock sees the meaning in the spoken word. He automatically knows the motive behind anything said to him, and knows
whether the speaker considers it truth or lie. He treats unnatural mental influence as Obvious to his senses.

Add the Infernal's (Essence) in automatic successes if any effect conflicts with this one.

OPPRESSIVE GOD-SIGHT TERNION


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: Twin Suns Dawning

The universe cannot escape the weighty gaze of the Shining Tyrant; even when his eyes close and he deigns to rest, all is exposed to
him, a constant and pervasive omnipresence.

Activating this Charm, the character awakens an invisible third eye, situated where his caste mark would be. This organ is of divine
nature, unencumbered by physicality; it can see in all directions simultaneously, even behind the Infernal, and is resistant to all
attacks. It benefits from any Charms the Infernal might know that enhance vision.

The Infernal may reflexively shift the origin point of this third eye by spending five motes. He may choose any point in space within
(Essence) yards; his third eye now dwells there, and floats invisibly, providing its usual benefits. Should the character move, the eye
moves with him, maintaining the same distance and orientation it was set with.

If looked at with Essence sight, the character's third eye appears as a numinous ball of green fire. Whether a character can see the
eye or not, the heavy feeling of being watched falls over anyone within the eye's sight.
An Essence 4+ repurchase allows the character to maintain three god-eyes simultaneously. They operate independently and may be
positioned separately with the usual restrictions. The character may reflexively adjust all of their positions with a single five mote
expenditure.

A third Essence 5+ repurchase empowers the Sovereign's sight further. The Charm no longer has a commitment cost, changing its
type and duration to Permanent, and the cost to adjust the eyes becomes one mote. The terrible power of the Warlock's sight is now
visible to the naked eye, each blazing sun hovering immaterial-yet-visible wherever he's set it.

OMNISCIENT AUGUR PERLUSTRATION


Cost: --; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Oppressive God-Sight Ternion X3

The dread gaze of the Universe Emperor looms over his kingdom as constant as the sun and stars. This Charm permanently
enhances its prerequisite. The eyes can now have an origin point anywhere within a mile of the character, and he may optionally
declare them stationary, freeing them of the restriction of moving with him. Should the character call an eye to him, it fades from sight
over the course of five ticks, reappearing with a conflagration of air-warping power at its next location. As a final effect, the Sovereign
may expand the eye up to (Essence x 100) yards in diameter. This does not influence how far it can see, but it looks very impressive
when one has a blazing green sun hanging above their home wreathed in a nimbus of cosmic force.

Right Hand Ascension Expansions

THE HERALDS OF GLORY


Cost: --; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Right Hand Ascension

Such is the intensity of the Empyreal Chaos that lesser men and lesser worlds are reduced to ash. To spare his kingdoms the full
force of his presence, he sends forth Ligier, the Green Sun, whose nurturing light shields the king's dominion. An Infernal with this
Charm may likewise designate someone his herald, and through their actions the land may be spared the Sovereign's personal
attention.

This Charm is a permanent upgrade to its prerequisite. Characters benefit from all its default perks, in addition to the following
upgrades: they may treat the Infernal's Conviction and Willpower ratings as their own when pursuing this Motivation, and when
channeling Conviction turn their social attacks into unnatural mental influence. Lastly, so long as they operate under the yoke of Right
Hand Ascension, both their servile Intimacy and Motivation are considered inviolable, rendering all contrary social attacks
unacceptable orders.

A mortal who completes a Motivation granted by this Charm is enlightened and rendered permanently servile, the touch of the divine
fire suffusing them forevermore. Essence users are immune to this consequence. All characters may be given a new crusade by the
Infernal reflexively at no cost, who is made aware of their success.

SERAPH-BIRTHING COSMIC SUFFUSION


Cost: --; Mins: Essence 4; Type: Permanent
Keywords: Obvious, Shaping
Duration: Permanent
Prerequisite Charms: Right Hand Ascension

The power of the Shining Tyrant permeates all the universe; with but a thought, a droplet of that infinite might can be shared, bringing
even the divine to new heights. In doing so, Theion is himself empowered, his throne surrounded by paeans the transformed offer his
holiness.

This Charm permanently enhances its prerequisite. The use of Right Hand Ascension offers its character the warlock's (Essence x 3)
mutation points. These are assigned by the Infernal, who conjures a form he deems appropriate to their power and role.

Essence-using characters treat their Essence as being a single point higher for resolving Charm effects and calculating mote pools,
but this does not truly raise their Essence. If used in opposition to the Infernal, this bonus becomes a penalty.
If at any point a character ceases to be servile, this gift of divine might is revoked, tearing its way through their body and dealing
(Infernal's Essence) levels of Aggravated damage.

At Essence 5+, this Charm automatically upgrades. All characters who benefit from Right Hand Ascension double their contribution to
the magnitude of a servile group around the Infernal in regards to his Charms which depend on that.

A repurchase of this Charm at Essence 5+ removes the mote commitment for Right Hand Ascension on Essence-wielding characters.

At Essence 6+, this Charm automatically upgrades again. Essence-using characters who benefit from Right Hand Ascension gain an
Overdrive pool of 10m. This pool refills at a rate of one mote per action done in defense of or to further their secondary Motivation.

HERETIC-SLAYING GEHENNA BLADE


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious, Combo-OK, Sorcerous
Duration: Instant
Prerequisite Charms: Right Hand Ascension

Though surrounded by the unworthy, the champions of the Shining Tyrant never know fear. This Charm may be activated to grant a
divine weapon to one effected by Right Hand Ascension. The form of the weapon varies, but it is always made of shimmering fire that
gives off light as a 4-7m anima. The weapon possesses the same stats as an orichalcum Melee or Martial Arts artifact rated 2 or less,
save that it does Aggravated damage to any being servile to the Warlock. The wielder of this weapon does not need to attune to
benefit from it, and ignores all minimums necessary to use it. If anyone else tries to wield it, the weapon is treated as improvised, and
deals a single unsoakable level of lethal damage to its bearer every action. If Right Hand Ascension ends, the owner also treats it as
improvised and suffers damage. These weapons are destroyed by Terrestrial Countermagic and fade if the owner willingly forsakes
them. The owner may summon or banish the weapon reflexively.

At Essence 4+, this Charm may be used to create Thrown and Archery weapons with no ammo limitations.

A repurchase of this Charm at Essence 5+ permits the creation of warstrider-scale weaponry.

Social Charms

WORLD-PRESERVING HYMNAL LITURGIES


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: First Theion Excellency

O, king of tremendous majesty, who saves what must be saved; o, font of mercy, pity us! When their voices lift as one in the
universe's first song, Theion's wrath may be stayed, and his heart moved. When a character prays to the Infernal for mercy or
forgiveness, he may accept a servile Intimacy of his choice, explicitly permitting it through all his defenses. If he accepts this
Intimacy, the warlock is made aware of the prayer and may remove a negative Intimacy he has to him. Should the Infernal lack a
negative Intimacy to the target specifically, he may nevertheless offer absolution, restoring one Willpower to them through their
submission. This can only occur once a day. The warlock never needs to suppress Conviction to forsake a crusade against someone
he forgives this way.

At Essence 4+, the Infernal's capacity for magnanimity expands, and he may choose to forgive a greater organization a servile
member prays on behalf of. If he does so, all members of the group are made aware of the Infernal's potential for forgiveness, and
offered the chance to accept a servile Intimacy. If a majority of the group accepts the warlock may apply this Charm's base effects to
the unit. Any servile member of the group is afterwards made aware of those who refused and endangered them all.

The Infernal immediately gains an Intimacy of Righteous Anger toward a group in the event a majority refuses.

PATH-STAYING AUTHORITY
Cost: --; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: World-Forging Course Ablation

The Shining Tyrant's clarity of vision is unimpeachable, but there are times when veiled words and ignorant bleating threaten to turn
his rightful subjects down a dark path. That he might think to guard their minds is a favor they can never repay. This Charm enables
the Infernal to activate World-Forging Course Ablation on behalf of servile or subordinate characters. The defense still depends on the
Infernal's Motivation, Urge, Intimacies, and plans when used in this way.

GRACE ABOVE ALL


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Compulsion, Emotion, Obvious
Duration: Permanent
Prerequisite Charms: World-Preserving Hymnal Liturgies

Once, the Shining Tyrant paused to listen to those who prayed to him. He smiled in his throne, and the sound of it was pleasing to his
ears. He named this phenomenon song, and it was good.

Once, the Shining Tyrant struck a great blow against the Wyld, and its cries were manifold: the sound of rain and the earth shaking
and wind through trees, of storms and wild things. He named this phenomenon music, and it was good.

Once, the Shining Tyrant decreed song and music be joined eternally, and such was his joy at the result that the Titans found him
tumbling, twisting and leaping on the winds of praise, each of his movements accompanied by a thunderous beat. So compelling was
his pleasure that all the things of the world moved with him, and the endless war against the raksha ceased, and the Tribe of
Dreamers knew contentment for a generation. This last and greatest of all things he named dance.

A warlock with this Charm internalizes the divine splendor of music that ensnared the Primordials. When dancing, the character
doubles the bonus or penalty his Appearance inflicts, and he may spend an additional five motes to add an unnatural Emotion effect
to his hypnotic dance: radiant euphoria. It can be resisted at no cost, and characters who do so do not gain a point of Limit.

If the character is performing in the presence of a group of servile or subordinate characters with a Magnitude equal to or greater than
his (Essence), his performances automatically benefits from an unnatural Compulsion to take part in the character's actions. This may
be resisted like the Solar Charm Respect Commanding Attitude.

At Essence 5+, this Charm automatically upgrades, doing away with the Appearance bonus maximum entirely.

AETHER-PARTING REVELATIONS
Cost: --; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cosmic Tyrant Decree

The words of Theion are words of power; he is the thunder and the brush-fire, the flood and the shuddering of the earth, and his will
be done. This Charm extends the range of orders given by its prerequisite to (Essence x 100) yards. These wide-spanning decrees are
inevitably accompanied by cosmetic effects and the flaring of the Sovereign's white halo, spreading out into the world from his body
and obviating his attempts at stealth like a 16+ anima banner. These effects may include: waves of force and tongues of white-green
flame licking at the air around the Infernal, a rush of heat bearing down on the area around him, the earth cracking like spiderwebs
beneath his feet, or plants swaying in the throes of his power.

At Essence 5+, the range of its effects extends to (Essence x 1000) yards. The cosmetic effects increase in scale: the clouds above the
character swirl and spread out, the ocean bucks and waves, or a forest spreads out away from him.

At Essence 6+ the range extends to (Essence) miles. At this point, it is hard to tell the origin point: his words seem to come from the
world itself, all-encompassing. The cosmetics likewise extend in scale, declaring the will of the sovereign to all the world in the form
of earthquakes, flash floods, blinding torrents of light from on high, or other such Storyteller approved displays. If used with Universe
Emperor Shintai, this range instead becomes (Essence x 10) miles.

HALCYON TRIUMPHS RECOLLECTION


Cost: 8m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Obvious, Illusion, Combo-OK, Social
Duration: Instant
Prerequisite Charms: Kingdom Of The Blind x2

The truth of the Shining Tyrant's glory is self-evident, imposing itself on those who err in remembering him. Upon activating this
Charm, the warlock's anima immediately intensifies, forcing all around him to make a blindness check as per Kingdom of the Blind.
Regardless of the outcome, the light penetrates to their mind's eye, bathing their memories in burning white light. When it fades, they
gaze upon things as they really are, despite history suggesting otherwise. The warlock rolls his (Charisma + Presence), adding his
(Essence) in automatic successes against servile and subordinate characters.

Success results in an unnatural Illusion effect which rewrites the memories of all characters who can witness him, painting him as a
glorious tyrant-king of wisdom and strength; his every deed is remembered in the best possible light, with any negative actions or
outcomes glossed over, outright ignored, or muted in emotional and intellectual significance. This creates a servile Intimacy
appropriate to the context as decided by the target's player if one does not exist and will override pre-existing negative Intimacies.
Servile characters have their Intimacies reasserted, and cannot attempt to erode their Intimacy for (the Infernal's Charisma) days.
Resisting this effect costs two Willpower.

A repurchase of this Charm at Essence 5+ adds an ongoing Emotion effect, introducing radiant bias to emphasize the might and terror
of the warlock over all else in real-time. Whatever he does, those so affected by the Charm will justify it as his right, focusing on his
grandeur and how blessed they are to witness it. As the character can do no wrong, anyone with a servile Intimacy to him struggles to
justify their own disobedience, suffering an internal penalty of his his (Charisma) in any scene where they attempt to erode their
Intimacy or act against his interests knowingly. This effect lasts so long as they possess any servile traits.

DIGNITY-EMBELLISHING LUMINESCENCE
Cost: --; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Kingdom Of The Blind

There is an awesome beauty to be found in the stark light of the Shining Tyrant; even as his glory burns the sight from one's eyes and
leaves them to stare only at him and his kingdom, it is a breathtaking thing to look upon the font of all authority, righteous and
resplendent. An Infernal with this Charm always benefits from the maximum Appearance modifier against any being who has been
blinded by its prerequisite. The anima of Infernals with this Charm subtly shifts, often revealing a humanoid silhouette that clings to
them or lurks silently near them, terribly brilliant even against the rest of their anima.

HALLOWED AWE MANIFESTATION


Cost: 5m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Emotion, Social
Duration: Instant
Prerequisite Charms: Unbridled Mercy Decree

Those with the arrogance to face the Universe Emperor stand before true power. This Charm may enhance any social attack designed
to elicit fear, wonder, or awe. The Sovereign's eyes burn with power, and his words carry dread condemnation. Any non-heroic
character who suffers this attack is treated as having botched a Morale check, immediately surrendering to the Sovereign and cannot
resist. Heroic characters may make a Valor roll, difficulty 3. Failure is treated as a botch, but unlike non-heroic characters this emotion
may be resisted for 2wp. A character need only resist this Charm once to be immune for the scene.

Leadership & Buffs

THE KING IS THE KINGDOM


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: None
Prerequisite Charms: Glorious Vassal Illumination

The will of the Universe Emperor is the will of his people, and that will be done. An Infernal with this Charm permanently enhances his
capabilities, enabling the automatic coordination of servile and subordinate characters in all actions taken, provided they contribute.
This provides the following effects:

When participating characters would pool their total ability, such as during a Feat of Strength, every contributing member may add an
additional success to their contribution. There is no limit to the number of characters that may be contributed in this way.

When participating characters would instead offer bonus dice, convert each die they would provide into an automatic success. The
bonus cannot exceed the Warlock's (Charisma).

Characters do not need to have a rating of one or more in a relevant Ability to contribute with this Charm, they need only be
commanded to work by the Infernal.

At Essence 4+, this Charm automatically upgrades. Servile and subordinate characters now benefit on their own whenever they work
together, provided their work is done on the Infernal's command or to further his will.

A repurchase of this Charm at Essence 4+ enables the automatic coordinating of servile and subordinate characters in combat. When
a servile or subordinate character takes a Coordinate Attack action and only includes fellow servile or subordinate characters, the
action automatically succeeds with full benefits. This only works so long as the group's size does not exceed the Warlock's
(Charisma). If the Infernal himself is taking that action, he benefits per this Charm normally, and halves the difficulty of coordinating
larger groups.

MIRACLE-DOCTRINE COMMANDMENTS
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Praise-Echoing Architect Principle

A king must dream of greater splendor than lesser men, so that they might know he dwells in a place far above them.

The Sovereign declares his will, a goal he wishes accomplished or an ideal he wishes to further. While the specifics differ, they are
universally impressive feats; this Charm may enhance a group’s efforts to raise a glorious ark or to march across a scorching
wasteland to find a holy land, but it would not help building a warehouse or capturing a petty crook. The final decision is left to the
Storyteller, and he is advised to encourage big scope activities.

The difficulty of all rolls made to pursue this end result are lowered by the Warlock’s (Essence). All members of the group are
additionally treated as heroic for the task’s duration, and cannot fail Valor or Conviction rolls. In the case of unrolled actions or
actions with no set difficulties, add an automatic success to the rolls made or increase the character’s relevant static value by two.

At Essence 5+, this Charm automatically upgrades. All Servile characters are immune to environmental hazards while following the
dictates of this Charm. Infernals with it are known for testing the loyalty of their people by pushing them through normally lethal
conditions and seeing who makes it.

A repurchase of this Charm at Essence 4+ allows the group to accomplish the Infernal’s (Essence) hours of work for every hour they
put in. This manifests in the form of blatant supernatural events: the stones of a temple arrange themselves as the ground flattens,
seas part to permit exodus through them, or a city’s walls are toppled by echoing drums of praise.

THY KINGDOM COME


Cost: (2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ultimate Sovereign Fundament

All lesser lords rule in Theion's stead, their hearts and thrones waiting to be taken. The Infernal spends two motes and selects a social
group he is aware of and declares his intent to rule them. He immediately gains a positive Intimacy focused on conquering the group.
This Intimacy is treated like a secondary Motivation, and benefits from all purchases of Ultimate Sovereign Fundament so long as that
Charm is active. The Infernal may have (Essence) such Intimacies, and they may not be removed until the group is under his control
or no longer existent.

At Essence 4+, this Charm improves the value of all resonant stunts by one as a permanent enhancement to Ultimate Sovereign
Fundament.

VICTORIOUS ECCLESIA AEGIS


Cost: --; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: The Weight Of Glory

The subjects of the Universe Emperor are bulwarked by their own faith. All allied servile and subordinate characters increase their
natural soak by the collected Magnitude of all other servile beings.

Green Sun Nimbus Flare & Apocalypse Comet Gaze Expansions

ECHOES OF APOCALYPTIC RUIN


Cost: (+2m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare

When there is no time left for mercy, the devastation Theion brings is swift and absolute. This Charm permanently enhances its
prerequisite. When Green Sun Nimbus Flare successfully damages a target, the blast expands at infinite speed, stretching (Charisma
x 5) yards in all directions. All hostile targets caught in this zone are subjected to the original attack at no further cost to the Infernal,
though the force comes purely from the Primordial fire.

WRATH-STAYING CRUCIATION
Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Emotion, Crippling, Stackable
Duration: Permanent
Prerequisite Charms: Magnanimous Warning Glyph

At times, it serves the Shining Tyrant to temper his fury with mercy -- and his mercy with pain. This Charm permanently enhances its
prerequisite. When Magnanimous Warning Glyph is applied to a character, the Infernal may use it as a channel to inflict crippling pain
on the subject, adding his (Essence) to whatever wound penalties they suffer. Magnanimous Warning Glyph may be repeatedly
applied to an offender, increasing the wound penalty they suffer. When this penalty is greater than their (Stamina + Resistance), the
character suffers an Unnatural Emotion effect costing 3wp to resist, imposing a servile Intimacy on them. Should they accept this
Intimacy, the pain immediately fades. If the victim betrays the Infernal, he may choose whether the original application of Green Sun
Nimbus Flare, the crippling pain, or both are inflicted on them. In this case, the pain is a Crippling effect that will not fade until the
scene ends.

WORLD-SEARING ARMAGEDDON EYES


Cost: --; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Apocalypse Comet Gaze

Though it saddens him greatly, there comes a time where the only fair response to one of Theion's kingdoms is to reduce it to ash.
The Infernal's baleful glare may immediately destroy any non-magical structure or object with a Resources value equal to or less than
his Essence. Against magical ones, triple the attack's raw damage.

Crafting Charms

INVINCIBLE CREATOR AUTHORITY


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Praise-Echoing Architect Principle.

The Shining Tyrant is the force by which all things define their course: submission or rebellion; so far, submission has always won.
This Charm is a permanent enhancement to the Infernal's capabilities. Whenever something he has personally made is used in an
action taken against him, it fails automatically on all rolled and unrolled actions. Weapons deal no damage, armor provides no
protection, vehicles refuse to move and all else fails in dramatically appropriate ways. Charms supplementing the use of these tools
fail as well, as the object itself refuses to defy its true master. If something contradicts this effect, add the Infernal's (Essence x 2) in
automatic successes to the roll-off.

At Essence 4+ this effect broadens to include objects created by servile characters as well.

At Essence 5+, this applies to living things as well, whether hand-crafted or sired in more human processes. This is considered an
inborn trait of such created things, and thus cannot be resisted by any means.

ARCHETYPAL GENESIS WILL


Cost: --; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Praise-Echoing Architect Principle X2

The great wonders of the world are detritus in the eyes of the Empyreal Chaos, and the hands of men are insufficient to build
monuments to his glory. Yet, when he speaks of his grand designs, their minds burn with the knowledge of how it will be.

This Charm permanently enhances Praise-Echoing Architect Principle, doubling the requisite reduction it provides on all manner of
supernatural crafting. Incidentally, all who benefit from this Charm, including the Infernal, can no longer create Artifacts or Manses
rated 3 or less. In the event they try, the creation botches early on, such pathetic objects and structures incapable of housing the
Warlock's glory.
Dominions, Ruvelia, and Shintai

FOR EVERY KING A QUEEN


Cost: 30m, 3wp, 1ahl; Mins: Essence 5; Type: Simple (Dramatic Action)
Keywords: Obvious, Combo-OK
Duration: Dramatic Action
Prerequisite Charms: Dignity-Embellishing Luminescence

From the depths of his soul, the Universe Emperor drew forth a shard of himself, crystallizing the raw weight of unbound authority
into an endless nebula. This was Ruvelia, The Demon Queen, daughter-wife of Theion who stood at his right hand to look down on the
world with the oppressive beauty of a sky full of stars. It was she, seductive and commanding, who lured all the world to the kingdom
of her husband, drowning the ambitions of Primordial and daeva alike in her own.

An Infernal with this Charm coalesces their own majesty into a suitable partner for themselves. Despite the name, the gender of the
created being may be whatever the player wishes. Though a separate being, this partner is fundamentally the heart and soul of the
Infernal, a living embodiment of their power and their dreams. So long as the Infernal lives, this entity can be returned to life, though it
pains the Warlock greatly to lose it.

This being's traits are as follows:

All Attributes equal to the Infernal's, with an additional (Essence) added to Strength, Stamina, Appearance, and Intelligence. All the
Infernal's Caste and Favored Abilities are known and rated at the maximum for the spirit's Essence. The spirit knows all Charms the
Infernal does that require Essence 2 or less. In addition, the spirit has (Essence) panoply Charms, unique powers that must be
designed with the Storyteller. These Charms should resonate with the spirit's characterization and themes as designed by the player,
with a slant more toward big picture effects. It does not begin with any generic spirit Charms save Materialize and Dematerialize.

The spirit has a mote pool of (Essence + Willpower + Sum of all Virtues) x10 motes, and Willpower equal to its creator. It has an equal
number of Virtue points as its creator but they need not be assigned identically. It has a number of -0 health levels equal to its
(Essence + Stamina) x3, and Lethal, Bashing, and Aggravated soak and Hardness equal to its (Stamina + Resistance).

The spirit begins life with its own Intimacies and Motivation separate from the Infernal's but influenced by his. The spirit always has
an inviolable positive Intimacy for the Infernal. While nothing stops the spirit from attacking its master, it can be banished by anyone
like a Third Circle Demon, disappearing into the Infernal's soul where it remains harmless and inert until summoned again. Anyone
can summon it with Solar Sorcery, but they have no ability to bind it or command it. The Infernal may optionally spend 30m, 3wp to
summon or banish it as a reflexive action.

Should the spirit be slain, it will reform over the course of (Essence) weeks. Drop this by a week for every twenty motes the Infernal
pays during that time to a minimum of one. If killed by an effect that can permanently slay a spirit, it will not return until the Infernal
activates this Charm again, and even then will reform over the course of (Essence) months.

The Infernal has no other built-in ways to control this spirit. It is largely autonomous and may be as far from the Infernal as it desires,
pursuing its own goals and ambitions. Poor treatment of the spirit or monstrosity opposed to its inherent goals and values can push it
toward antagonism, but it is by default inclined to be faithful and helpful to the one who birthed it.

WORLD-SPANNING KINGDOM OF GOD


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisite Charms: Praise-Echoing Architect Principle X2

To mark his dominions, the Universe Emperor commands his subjects to fill them with monuments to his glory: thrones and temples,
arks and monoliths. The character treats all worshipful structures with a resource value of 5 or higher as mediums, holy places he
might channel himself through. Touching or possessing a medium and activating this Charm, the area (Essence) miles around it is
considered the character's Dominion, granting him metaphysical ownership of the territory. Add his (Essence) in automatic successes
if another effect contests this, such as Holy Land Infliction or Lunar land-claiming Charms. This Charm explicitly contests other
territory Charms that might otherwise exist cooperatively with it.

Within his dominion, the character recovers motes as if he were in a 5-dot demesne, and treats all activity within it as rest. All prayers,
regardless of their target, are considered to also be prayers to the Infernal. With a simple Speed 5 Action, the Infernal may attune
himself to a given medium regardless of distance and perceive the area immediately around it. When he is possessing one, it glows
white-blue and appears translucent.
COVENANT THRONE SHINTAI
Cost: 15m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Obvious, Form-Type, Sorcerous
Duration: One scene
Prerequisite Charms: World-Spanning Kingdom Of God, Sacrosanct Basilea Accession, Overwhelming Force Magnanimity

Before there was Creation, there was a Tribe of Dreamers. Across the vast infinitudes of Chaos they traveled, united in common
purpose against the depradations of the Wyld and despair alike. And upon each world-body, behind every thought and action, there
was their lord, the Universe Emperor, the sword and shield that tore into the tragedies around them.

Upon activation of this Charm, the character's body is consumed by white fire, his infinite radiant spirit expanding far beyond the
confines of physicality. His consciousness immediately floods all mediums as defined by World-Spanning Kingdom Of God,
coexisting simultaneously in each. This provides the following benefits:

- He is aware of all his dominions at once, but it is the awareness of a god looking down from on high; small details might escape him,
such as where a single person goes instead of a legion, or what people are talking about in a tavern instead of what the throng
chanting his name are saying.

- He receives an independent action for every medium. These actions may not take place in the same narrative ‘area’ -- the Sovereign
may rain hellfire across the plains of Anor, flood the streets of Tempest, and cow an invading army with his voice on the Blessed Isle,
but he may not instead decide to do three things at once in Chiaroscuro.

- If the character knows The Weight Of Glory, he may apply it to all servile characters within his dominion once per attack with a single
activation.

- His social attacks encompass the entirety of his dominions, targeting all characters within them.

- He may not make physical attacks against others, with one exception: if the character knows Apocalypse Comet Gaze, he may spend
twelve motes to summon the Gehenna Lance. This is an undodgeable, unblockable attack against all targets, hostile or not, within
(Essence x 50) yards of the origin point. It uses the same stats as Apocalypse Comet Gaze otherwise. The Infernal may summon it at
any point within his dominions.

- Lastly, the character's consciousness expands in a small way to the world itself. He may exert some control over the objects,
structures, and geographic features in his dominion. A gate might swing open to strike at the enemies in front of it, a river might flood
a street, or all the doors enemies find will be securely locked. The mechanical impact of these actions should be negotiated between
the player and Storyteller, but they should never be more severe in harm than a Severe Sandstorm environmental hazard.

The destruction of the medium immediately ejects the Sovereign's spirit from his dominion, ending the Charm there. Adamant
Countermagic cast on one from within immediately ends it for all dominions within (the sorcerer's Essence x 100) miles, and the
Charm may not be reactivated in that scene.

Overdrive & Shield Charms

SACROSANCT BASILEA ACCESSION


Cost: --; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Court-Sealing Anima Ambit

His kingdom, ever-growing, safeguards the Shining Tyrant. This Charm permanently increases the duration of its prerequisite to One
Scene. Additionally, add ten more yards to the effect radius for every Magnitude dot of servile characters who can witness the
Infernal, up to a maximum Magnitude of his Essence. It now requires Sapphire Countermagic to dispel.

An Essence 5+ repurchase renders the Charm's Duration Indefinite. It now requires Adamant Countermagic to dispel.

Knowing this Charm while Universe Emperor Shintai is active immediately sets its base radius to the size of the Infernal’s expanded
anima.

FAITH-PROPAGATING ADMONISHMENTS
Cost: 5m; Mins: Essence 3; Type: Reflexive
Keywords: Overdrive
Duration: One scene
Prerequisite Charms: Glory-Stoking Congregation

To live in defiance of the Shining Tyrant is madness; merciful is he, then, that converts the heathen and the heretic. This Charm
provides a 10m Overdrive pool. Initially empty, the Infernal may spend five motes for a scene to have the pool generates a single mote
whenever he makes a successful attack against an enemy for whom he has a negative Intimacy or one who lacks a servile Intimacy to
him. If he gains more than five offensive motes in a single action, make a reflexive (Stamina + Resistance) roll at difficulty one.
Success generates an additional three offensive motes; failure has the entirety of the Warlock's Overdrive pool erupt in a furious
blast, emanating up to (Essence) yards around him and forcing everyone to immediately check for Knockdown at a difficulty of one.

As a final benefit, any action the Infernal takes while using this Charm triggers Holy vulnerabilities in others, bypassing things like the
Ebon Dragon's perfect defenses. It is this self-righteous anger that inspired the Sun's own powers of judgement.
Infernal Monster Expansions

[2nd Edition] Revlid's Infernal Monster Expansions

It's taken me a lot of time and quite a bit of searching to find all of these... or at least, I would hope that
that's all of these! Anyway, here's Revlid's expansions to the Infernal Monster Style, separated into each
of the various Charm Trees.

The Sky Cracks


SKY BRUISING VICTIM TOSS
Cost: ( +10m); Mins: Essence 5, MA 5; Type: Permanent;
Keyword: Blasphemy
Duration: Permanent
Prerequisites:: Crack the Sky
The Monster slaps the sky, and it cries bloody and tainted tears. This charm permanently enhances its prerequisite, allowing the
Warlock to increase the cost of Crack the Sky by 10 motes whenever he throws his opponent directly upward. If he does so, and there
is no substantial obstacles between them and the peak of their flight, they suffer the normal falling damage twice; once when they hit
the ground, as normal, but also before that, at the height of their flight, as they strike the domed sky of Creation. This impact triggers
a minor quake in one of Malfeas’ grinding layers, but(more importantly) leaves an ugly, throbbing crack in the sky above the Warlock,
through which falls the rain of Hegra and the waters of Kimbery, churning into a corrosive, hallucinogenic typhoon for the rest of the
scene. This is a Blasphemy effect, centered in the skies above the Infernal. The roiling storm follows the target downward, and hits
the ground at the same time they normally would (i.e., about five minutes after they were thrown. It is an environmental hazard
centered around their impact point with a radius of (Infernal’s Strength Times 10) yards, a damage of 4B/Action, and a Trauma of 4.
Characters native to Malfeas add 2 automatic successes to the roll to resist the Hazard. Suffering even one level of damage from this
storm instills the victim with a single Emotion for the rest of the scene, chosen at random by the storyteller, which can be resisted at
the cost of 1 temporary willpower, or defended against as a Poison effect. Mortals who are instilled with this Emotion effect acquire a
single Pox-level derangement at the end of the scene.

At Marital Arts 8, Essence 8, the warlock can purchase this charm a second time. If he does so, he may increase the cost of this charm
by a further 10 motes to apply this charm to any use of Crack the Sky, provided his target’s arc would be sufficiently parabolic. The
target strikes the sky at the end of their flight, before falling straight down, bringing the storm with them; the Blasphemy warning
provoked by this charm is centered on the point of impact for the victim, not the warlock himself.

LOOK TO THE SKIES


Cost: ( +2+ m); Mins: Essence 6, MA 6; Type: Permanent
Keyword: Blasphemy
Duration: Permanent
Prerequisites:: Sky Bruising Victim Toss
The Monster will break the sky itself, and let all manner of horrors break through the cracks. This charm permanently enhances its
prerequisite, allowing the warlock to increase its cost by (Essence x 4) motes. For every mote spent, one random unbound First Circle
Soul of a breed of the Infernal’s choice is sucked into Creation through the broken sky, falling to the ground alongside the victim.
They are unharmed by the fall, (though they are still vulnerable to the hellstorm that hits an instant later), and unbound, but they are
aware of the Infernal’s status as a Prince of Hell, and know he is responsible for their appearance. If the Infernal has Sorcerous
Enlightenment of (Yozi), it may chose specific First Circle Souls to bring into Creation, though they are still not bound.

Star-Shattering Armageddon Descent


Cost: -; Mins: Essence 7, MA 6; Type: Permanent
Keyword: Blasphemy
Duration: Permanent
Prerequisites:: Sky Bruising Victim Toss
The Monster will rip the Stars from their lazy bed atop the world, and use them to bludgeon Creation into submission. The Warlock
may, upon using Sky Bruising Victim Toss, chose to throw his opponent at a specific star, knocking it free from the sky. This power
can be used at day or night; the markers of the Loom have their lights shut down during the day, out of deference to the great Daystar,
but that does not prevent them from being targeted. This is still a Blasphemy effect, but rather than provoking a great storm, the
target’s fall to earth is accompanied by a great burning chunk of Starmetal. The star that is struck is always the one that marks the
strand of the opponent on the Loom of Fate, and upon its impact it causes a great fiery blast tinged with the five colors of Fate. This is
a one-time directed environmental hazard with a radius of (Opponent’s Essence times 10) yards, a Damage of 10L, and a varying
Trauma. Within 10 yards of the impact zone, it is Trauma 5L. Within 20 yards, it is Trauma 5. After this, the blast Trauma is reduced by
1 for every 10 further yards it travels, to a minimum of Trauma 1 once the blast extends more than 50 yards from the impact zone. If
they survive both impacts and the subsequent starfall, the thrown opponent immediately suffers Pattern Bite (Manual of Exalted
Power: Sidereals, Pg. 209) as their thread is tangled and damaged by the loss of its worldly marker, and cannot be found on the Loom
of Fate for the next (Essence) weeks. Everything within the radius of the hazard is similarly obscured, increasing the Difficulty to
locate it on the Loom of Fate by the Trauma of the Hazard it faced, regardless of whether it was damaged or not. Sidereals affected in
this manner increase the Difficulty for finding others in the Loom by the same amount. Scattered deposits of Starmetal ore remain at
the impact site; enough to be used as exotic ingredients in (thrown opponent’s Essence) artifacts.

Hellbound Hurl Anabasis


Cost: ( +1wp); Mins: Essence 6, MA 5; Type: Permanent;
Keyword: Blasphemy
Duration: Permanent
Prerequisites:: Sky Bruising Victim Toss
The Infernal may increase the cost of Crack the Sky by one point of Willpower after using Sky Bruising Victim Toss to throw his
opponent into the sky. If he does so, the diabolical storm is provoked as normal, but the target does not fall down with it. Instead, after
suffering the usual damage from impacting the sky, the target undergoes a moment of utter cold and impenetrable blackness, through
which a single, random pleading voice can be heard, before they erupt back into the sunlit world. This sun, however, is emerald and
bitter, and their entrance was made through a flickering black star; the Infernal has thrown his opponent straight into Malfeas, where
they impact at some random point after falling through the hellish skies for another five minutes, crashing into the silvery sands of
the Endless Desert, plunging into the burning waters of Kimbery, or splattering onto a brass-tile roof in the Demon City itself.
Although their journey seems instant (barring the terrible fall), it actually takes the normal five days to pass from Creation to Malfeas.
This hellbound journey is treated as a Shaping attack (abet not an undodgeable or unblockable one), and can be defended against as
such.

If the Infernal wishes, he may make a prayer roll before his opponent passes through the sky, directed towards any demon or Yozi
with a world-body, and treating his thrown opponent as an offering with a Resource value equal to their Essence rating. If successful,
the demon or Yozi in question is made aware of their incoming guest, and the target is guaranteed to land in or around their world-
body. If the thrown target is a Sorcerously bound demon, its bindings are shattered by its return to Malfeas.

King of the Ring

Alpha-Beast Gauntlet Toss


Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keyword: Combo-OK, Compulsion
Duration: Instant
Prerequisites: Infernal Monster Form
True power brooks no challenge. Should the Monster scale the Omphalos and, at the very peak, beat its chest at Heaven, the Daystar
itself would be goaded into a reply. The Infernal rolls (Strength + Presence) or (Charisma + Martial Arts), and issues a challenge to any
one character he knows can perceive him. This challenge may be communicated in any way he pleases; an elaborate speech, a
whispered threat, a contentious bellow, or a simple beckoning finger. If his rolled successes exceed the target’s Dodge MDV (which is
always reduced by a high Valor, as described on Exalted, pp. 172), the target suffers from a Compulsion leading them to immediately
engage the Infernal in combat, moving to bring him into their engagement range if necessary. For the rest of the scene (or until the
Infernal himself breaks from the fight), they will refuse to retreat or flee; they must use their highest MDV (and spend Willpower, if
necessary) to resist any fear-based Emotion effects that would dissuade them from facing the Monster. This unnatural mental
influence can be resisted for the scene by spending two points of temporary Willpower (or three points if the target’s Valor is rated at
3+).

Overbearing Challenger Cruelty


Cost: — (+target's Essence motes); Mins: Martial Arts 4, Essence 3; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Alpha-Beast Gauntlet Toss
When the bully calls you to accept your beating, you must bow your head and accept it. He is the stronger, and resistance will only
provoke him. The Monster scorns law, but this aspect of Cecelyne’s legalisms sits well with it. This Charm permanently enhances
Alpha-Beast Gauntlet Toss, allowing the Infernal to increase its cost by a number of motes equal to his target’s Essence rating. If he
does so, its mental influence is rendered undodgeable. This effect can only be applied when targeting characters with an Essence
rating lower than the Infernal’s; at the Storyteller's discretion, this may exclude characters whose Essence rating is not clearly
indicative of their power, such as many behemoths.

Man-to-Monster Pugilism
Cost: — (+1wp); Mins: Martial Arts 4, Essence 3; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Alpha-Beast Gauntlet Toss
The Monster prefers others to come and fight it like men. It’s much more fun that way. For it. This Charm permanently enhances its
prerequisite. While ordinarily a character forced to face the Monster could do so through any means, the Infernal may increase the
cost of Alpha-Beast Gauntlet Toss by a single point of Willpower to strengthen the challenging Compulsion, leading the target to
enter the Infernal’s engagement range even if they possess some means of combating him from afar.

In addition, the Monster may reduce the Willpower cost to resist the mental influence imposed by Alpha-Beast Gauntlet Toss by one,
in order to broaden its grip. If he does so, the target not only moves to fight the monster at close range, but does so barehanded.
They sheathe their swords and resling their crossbows, readying their fists or claws to tell a tale of victory. The only weapons they
can use while under the Compulsion are the form weapons of Infernal Monster Style.

Hell-in-a-Cell Insistence
Cost: 5m (+5m); Mins: Martial Arts 4, Essence 3; Type: Reflexive
Keyword: Combo-OK, Knockback, Obvious, Sorcerous
Duration: One scene
Prerequisites: Alpha-Beast Gauntlet Toss
The Monster was born in the brutal confinement of the Demon City, in a realm where the only freedom was the meaningless infinity of
Cecelyne. It scorns shackles itself, but savours the despair induced by the impossibility of escape. This Charm can only be used to
target a single character within a number of yards equal to twice the Infernal’s (Martial Arts + Essence). This target must be under the
Compulsion effect applied by its prerequisite. After committing five motes, a ring is defined around the Infernal and his target, with a
radius equal to the Infernal’s (Martial Arts + Essence), positioned so that the two are as centred as possible. Every other character
within this area immediately suffers an automatic Knockback effect pushing them just outside of this ring; this causes no damage,
and will not place them in directly damaging situations (such as pushing them into a pool of lava); if absolutely necessary, the ring’s
shape will contort to permit their safety. This effect cannot be resisted except by magic that specifically defends against Knockback,
and targets even immaterial characters.

If no characters resist this effect, clearing the ring of surplus opponents, the Infernal must commit a further five motes. The edge of
the ring grumbles and grinds, kicking up motes of dust, Essence, and the dismembered particles of least gods into a strange haze
that warps the air. To those outside the ring, this arena-haze seems confined to the boundaries of the impromptu pit-fight, distorting
events within like a funhouse mirror. To the Infernal and his opponent, however, it seems to cover everywhere but the ring, rendering
the world outside a brume-twisted vision. In either case, this arena-haze's harmful nature is Obvious, and it applies an external
penalty of -(Infernal's Essence) to all attacks made into the ring from outside it, or vice-versa.

Any character other than the Infernal or his chosen opponent suffers from an environmental hazard while inside the ring, with a
Damage of (Infernal’s Essence +2)L/action, no Evasion rating, and a Trauma of (Infernal’s Essence), to a maximum of five. The Infernal
and his opponent instead suffer this hazard while they are outside the ring. This arena-haze even affects immaterial characters, and at
Essence 7+, its Trauma gains the L tag. Wounds from this hazard manifest like impacts from invisible fists; opponents who attempt to
flee the match, or outsiders who try to intervene, are beaten down by the world itself for their weakness. Landscape-scale characters
on whom the ring is made are not harmed by it, though it is still Obvious to them as a tingling itch.

This Charm can be dispelled by targeting the Infernal, his chosen opponent, or the ring itself. This Charm ends naturally if the Infernal
dies, his opponent dies, or both the Infernal and his opponent are outside its boundaries; it also ends if the Infernal deliberately
moves his opponent outside of the ring, using throws, Knockback effects, etc. This Charm does not end if the opponent breaks the
Compulsion on itself. Despite being Sorcerous, the motes spent on this Charm remain committed for its duration.

Bread and Games Brutality


Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Emotion
Duration: Permanent
Prerequisites: Hell-in-a-Cell Insistence
The Monster will carve its name into the very face of Time, becoming a legend whispered of in hushed tones. That those tones might
be of awe rather than fear is only a sign of the depravity of this fallen Age, but the Beast does not reject its admirers. Let shows be put
on, great blood circuses for jollity and gore! Let the Monster accept civilization into its many arms, for in their schadenfreude they are
the same. This Charm permanently enhances the arena-haze of its prerequisite in two ways.

• To characters outside the ring, the arena-haze acts as a strange and crystal-clear projector, bending space in such a way as to
magnify points of interest and draw attention to brutality, slowing down perceptions at the point of impact and replaying particularly
horrendous body-blows. Characters attempting to follow the course of the fight from outside the ring benefit from a single automatic
success to such Awareness rolls, and are unimpeded by visual obstructions like foliage or smoke; only solid barriers that prevent
them from viewing the ring can obstruct their morbid voyeurism. Any native of Malfeas who perceives a character killing another
character inside the ring in this fashion immediately acquires a positive intimacy toward the killer, with a context of their choice; the
ultimate gladiators of the Demon City seldom lack admirers. Other characters simply treat it as a single scene spent building the
intimacy. Either way, this is an unnatural Emotion effect costing one point of Willpower to resist.

• To the Infernal and his opponent, the arena-haze produces no such sadistic clarity; it distorts even further, such that from inside the
ring, the haze seems packed with a phantasmal audience of mutants, beasts, lowlifes and demons, wisping in and out of existence
with a cacophony of jeers and catcalls. If the Infernal’s coadjutor is wakeful enough, it might well provide a running commentary that
slithers around the ring’s edge, providing sneering pointers or masochistic exclamations. All rolls to notice things happening outside
the ring suffer a -1 external penalty, thanks to the phantasm-crowd’s incessant and overbearing presence. More importantly,
whenever a character within the ring makes an attack, feat-of-strength, or parry that resonates with the themes of the Infernal Monster
(with a special emphasis on displaying his handiwork to the baying audience) the number of stunt dice that the action benefits from is
increased by one. If the Infernal performs a natural three-dot stunt that resonates with these themes, he immediately loses a single
point of Limit, in addition to any other stunt bonuses.

Condemnation of Beasts Method


Cost: Varies; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keyword: Combo-OK, Obvious
Duration: Instant
Prerequisites: Bread and Games Brutality
The Monster cavorts and hunts with lesser beasts. When the baying of his cousins grows loud enough, he is happy to throw his
enemies into the lion’s den. The Infernal may activate this Charm whenever he or his opponent performs a stunt that benefits from the
bonus provided by Bread and Games Brutality, paying (10 – stunt dice) motes. One of the monstrous spectators in the haze-audience
shifts and warps, becoming all too real. This creature is actually an unbound First Circle Demon from a race chosen at random by the
Storyteller, called from Malfeas five days ago to observe the brutal glories of the Monster’s battle. The demon will generally be from a
martial race such as an erymanthoi or tomescu; one who would want to involve itself in the battle as more than a spectator. These
demons are affected by the hazard of the arena-haze in the same way as the Infernal and his opponent. Demons summoned in this
way return to Malfeas at the end of the scene, unless bound through other means.

At Essence 5+, the Infernal can specify which type of demon is summoned with each Charm activation, though it is still random and
unbound. At Essence 6+, demons summoned in this way bear an automatic positive intimacy toward the Infernal, just like the one
created by observing a kill through Bread and Games Brutality. At Essence 7+, these demons do not automatically return to Malfeas,
but linger as normal for any demon who has escaped into another realm. At Essence 8+, this Charm's cost is reduced to (demon's
Essence rating - stunt dice) motes, to a minimum of zero.

Glory-in-Torment Circus
Cost: —; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keyword: Emotion
Duration: Permanent
Prerequisites: Hell-in-a-Cell Insistence
Harder, the crowd chants, harder! Hit him harder! Thus does the Monster make monsters of us all, turning executions into family
outings, gladiatorial combat into a casual amusement. Blood splatters the floor and walls, and the audience bays for more and more.
This Charm permanently enhances its prerequisite in a number of ways.

• After targeting a character with Hell-in-a-Cell Insistence, the Infernal may exclude other characters from the Knockback effect of that
Charm, at an increased commitment cost of one mote per character. These contestants remain inside the ring as it forms, and are
affected by the arena-haze in the same manner as the Infernal and his chosen opponent. If another character enters the ring after
activation, the Infernal may also make them contestants by reflexively spending a single mote as a non-Charm activation. The Infernal
can only have a maximum of (Essence x2) contestants in the ring aside from himself and his chosen opponent.

• The above power allows the Monster to corral many victims at once, not to let those who consider themselves his pack bring down
his enemies with weight of numbers; the Infernal may not include more allies than enemies in the ring in this manner (including the
original target). Upon the death of his chosen opponent, the Infernal may allow the Charm to end as normal, or spend (not commit)
five motes to immediately declare any other character in the ring his new chosen opponent, continuing the Charm.

• The maximum range at which the Infernal can target a character with Hell-in-a-Cell Insistence is increased to twice the Infernal’s
(Strength + Martial Arts + Essence). The radius of the ring created by that Charm is increased by the minimum amount necessary to
compensate for this increase. If the Infernal has allowed more characters inside the ring than the normal two, its radius increases by
half-a-yard for every additional participant.

• If the Infernal knows Bread and Games Brutality, all watchers who do not resist the Emotion effect applied by that Charm may treat
time spent watching the match as time spent being trained in Infernal Monster Style by the Infernal.

• The positive intimacy created by Bread-and-Games Brutality is also treated as a positive intimacy toward all forms of gladiatorial
combat. This intimacy preys on the character’s mind, leading them to see the potential for competitive bloodshed everywhere; they
treat any scene in which they so much as glimpse a fight (even between animals) as a scene spent enforcing it. If a character with this
intimacy is part of a larger social group (as almost all entities are), they will unconsciously work to spread it throughout that group,
whether by getting colleagues involved in bar brawls, gushing to their children about the amazing fights they’ve seen, or persuading
their overseer to allow them to set up a fighting pit to help relieve the slaves’ tension.

Sidebar: Monsters Beget Monsters

Throughout Infernal Monster Style, there are a number of effects that allow those marked, mutilated, or overawed by the mind-
scarring brutality of the Monster to treat certain activities as time spent being trained in Infernal Monster Style. However, the number
of characters who can learn Infernal Monster Style is fairly low; though most Exalted can learn it, their numbers are limited, and
though all demons can learn it, gods and elementals must reach Essence 6+ to learn its Charms (unless their purview particularly
resonates with it, something that would undoubtedly worry the Bureau of Destiny).

Therefore, just as a Storyteller might allow a Solar versed in Righteous Devil Style to train an enlightened mortal in Golden Exhalation
Style, mortals training in Infernal Monster Style who cannot actually learn its Charms should be allowed to treat this as time spent
training in a thematically related Terrestrial Martial Art. Dolorous Carnifex is one such art, as is First Pulse. Depending on the manner
of the tutelage, Orgiastic Fugitive, Terrible Ascent-Driven Beast, or even Flame and Stone Style might qualify.

Note also that all time spent training in Infernal Monster Style can also be treated as time spent training in Martial Arts, or Infernal
Monster-related Martial Arts specialties (such as Fierce Blows or Cruel Strikes).

This clarification is unofficial content, mostly relevant to Revlid's custom Infernal Monster Expansion Charms.

Those Who Are About to Die Shintai


Cost: 20m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple
Keyword: Combo-Basic, Form-type, Obvious
Duration: As Hell-in-a-Cell Insistence
Prerequisites: Glory-in-Torment Circus, Bread and Games Brutality, Condemnation of Beasts Method
The Infernal may only activate this Charm while Hell-in-a-Cell Insistence is active, and he, his chosen opponent and at least one other
contestant are inside the ring. His body swells as though he were adopting Infernal Monster Form, before bursting apart, steaming
vitriol and stringy gore splattering across the whole ring before dissolving into the flare of his anima. The Infernal himself is not
actually damaged in any way; he has joined with the alien light of his soul to become immaterial, existing immediately outside the ring
as an oversized, Obvious part of its phantasmal crowd. Some Infernals take on the form of their anima banner, becoming massive
demons or overbearing soul-beasts that loom over the arena, while others retain their original form, sat atop a great throne of skulls
as they accept unreal refreshments from illusory attendants.

While in this shape, the Monster is effectively a cosmetic manifestation of this Charm. He cannot take normal actions, and though he
is unaffected by the arena-haze, he is limited to the very edge of the ring itself. He can be targeted as normal by any attack that would
harm an immaterial being, but cannot suffer more than a single health level of damage in a single attack, and any character who
makes such an attack immediately suffers one interval of the arena-haze’s environmental hazard (which now deals aggravated
damage to immaterial characters, as the floating motes of the Monster’s physical form further contaminate the surrounding Essence-
flows).

On his action, the monster can engage in one of the following actions:

• The Monster may use Alpha-Beast Gauntlet Toss to target any contestant within the arena. He may increase its cost by one point of
Willpower to target any number of contestants with a single activation. Any characters who succumb to this unnatural mental
influence are not directed to confront the Infernal, but another contestant (or contestants) of his choice within the ring. In this way, the
Infernal can pair off fighters, set up informal teams, order a gang-up, or simply provoke a free-for-all. This version of the Charm has
the Willpower cost necessary to resist it reduced by one.

• Provided that the ring does not already have its full complement of (Essence x2) contestants, the Monster may use Alpha-Beast
Gauntlet Toss to target any character outside the arena. If that target succumbs to this unnatural mental influence, they must make
their way into the arena. They are rendered a contestant the moment they reach the ring’s border, and as such are not harmed by the
environmental hazard – unless they try to leave, of course.

• The Monster may spend up to (Essence x2) motes. He may then grant an equal number of offensive motes to any of the contestants
within the ring, dividing them as he pleases. For this purpose, any contestants without their own Overdrive pools are considered to
have Overdrive pools with a capacity of five motes, which last as long as the ring does.

• The Monster can redefine the thematics that will gain increased stunt bonuses through Bread-and-Games Brutality. This new
thematic need not be another Martial Arts Style, but should be approximately as broad, and offers the exact same benefits, until it too
is replaced.

• The Monster can inflict a Knockback effect on any number of contestants who are outside of the ring, the phantasmal crowd
thickening like meaty fog to push the fleeing fighters (Infernal’s Strength) yards back toward the arena.

In addition, while this Charm is active the Monster can reflexively and costlessly designate any character in the ring as his “chosen
opponent” for all intents and purposes (determining when the Charm ends, etc). He may activate Condemnation of Beasts Method as
normal.

For this Charm’s duration, all characters within (Essence x40) yards of the ring with a Dodge MDV lower than the Infernal’s (Charisma
+ Martial Arts) suffers a Compulsion effect leading them to watch the fight, whether they stop their own battles to do so or not. This
unnatural mental influence costs a single point of Willpower to resist for the rest of the fight, or two points for natives of Malfeas.

The Infernal is affected by the same unnatural mental influence applied to spectators through Bread and Games Brutality, albeit as
though he were not a native of Malfeas. For all other spectators, this influence increases in intensity; natives of Malfeas increase the
cost to resist it to two points of Willpower, while others form the relevant intimacy immediately, rather than treating each kill as a
scene spent building the intimacy. If a killer is in turn killed in the arena, any affected characters can freely replace the intimacy they
had toward the victim with a new one toward his killer.

This Charm lasts until Hell-in-a-Cell Insistence ends (for whatever reason), but while it is active, Sapphire Countermagic is necessary
to dispel it.

Fear Factor

Heart-Stopping Brutality Demonstration


Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Reflexive
Keyword: Combo-OK, Emotion
Duration: Instant
Prerequisites: God-Smashing Blow
The Infernal Monster is not the Dark Messiah. The latter spreads fear incidentally, a natural consequence of each murderous sermon.
The Monster seeks out fear, revels in it. Fear is a vector for its own brutal legend, a weapon to cripple its victims before the hunt even
begins, a pedestal above respect or awe on which it can stand triumphant. The Infernal can activate this Charm whenever he uses an
unarmed attack (or other Infernal Monster Charm) to kill or inflict a Crippling wound upon another character. He rolls (Charisma +
[lower of Presence or Martial Arts]), exuding an Emotion effect that targets every character who witnesses this brutality. If his rolled
successes exceed their Dodge MDV, they immediately gain an intimacy of fear toward the Infernal.

This unnatural mental influence costs one points of temporary Willpower to resist, though this cost is increased by one for those
characters with Compassion 3+.

Fear-Scenting Hellhound Prana


Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Reflexive
Keyword: Combo-OK
Duration: One Scene
Prerequisites: Heart-Stopping Brutality Demonstration
The Monster can sense fear and faltering hearts in those around him. The Infernal can roll (Perception + Awareness) as a
miscellaneous action to sniff out fear in all characters he can perceive (through any sense); if he rolls at least one success, he detects
which characters are currently feeling fear (as per the mundane Emotion effect), as well as those who have suppressed their Valor (he
can distinguish between the two). If he rolls at least (character's Socialize) successes, he can also detect which characters possess
even one intimacy of fear, though the subject of this intimacy is not revealed to the Infernal unless it is present in (or relevant to) the
scene at hand.

At Essence 4+, this Charm becomes Permanent and costless, and the Infernal may make the Awareness roll reflexively, in Step 1 of
any attack made against him or by him, targeting only his attacker or victim. However, he also suffers a -1 penalty to regain Willpower
from sleeping at the end of any day in which he has not knowingly played upon or exploited the fear of another character.

Satanophobic Instinct Induction


Cost: —; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keyword: Emotion
Duration: Permanent
Prerequisites: Fear-Scenting Hellhound Prana, Eternal Monstrous Hunt
Fear grows eternally, a world-tree sprouting from the mouth of the Monster at the heart of existence. It endures and propagates, and
the scent of terror fills the nostrils of the Monster at its source. The Monster can use Blood Heralds Death to target any character with
a fearful intimacy toward him that he can perceive, as though he had wounded them in the past hour. While the Sorcerous tag applied
by that Charm continues to exist, the fearful intimacy cannot be eroded or removed in any way. Should the target die and their tag be
inherited, the intimacy is inherited along with it, subconscious urges and daydreams inflicting a strange unnatural fear that can only
be resisted by spending five points of Willpower at the instant the intimacy is acquired.

As an additional benefit, characters with a fear-based intimacy toward the Infernal treat any scene that they spend in combat with (or
hiding from) the Infernal as a scene spent reinforcing that intimacy.

Coward-Exposing Humiliation Strike


Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 1)
Keyword: Combo-OK, Emotion
Duration: Instant
Prerequisites: Fear-Scenting Hellhound Prana
Heroes stand tall and bare their blades against the Monster. They are fools, but at least they die with dignity, unlike those who cower
and lurch from the beast’s blows. Let them shiver in their foxholes! The Monster will sniff them out in due time. This Charm can be
used to enhance any unarmed attack the Monster makes, rendering it unblockable by characters with an intimacy of fear toward him.
As a separate Emotion effect, characters who attempt to dodge this attack treat their dodge as a scene spent building an intimacy of
fear toward the Infernal, and lose a Valor channel if they already have such an intimacy. This unnatural mental influence costs one
point of Willpower to resist.

Flinch-Inducing Demonhead Defense


Cost: 8m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 2)
Keyword: Combo-OK, Emotion
Duration: Instant
Prerequisites: Coward-Exposing Humiliation Strike
Children dare not strike their fathers, and peasants dare not strike their kings. So it is that none who know fear dare strike the
Monster. This Charm provides a perfect parry against any attack made against the Infernal, as he sneers, snarls, or simply glares at
the attack, leading them to stumble, flinch or freeze in their tracks. This Charm automatically fails if used to try and defend against a
target who lacks an intimacy of fear toward the Infernal or Infernal Monster Style, as a unique Flaw of Invulnerability.

As an additional effect, should the attacker wish to direct further attacks against the Infernal on this tick, they must first succeed on a
Valor roll, or spend a single point of Willpower overcoming the unnatural Emotion effect.

Speechless in Atrocity's Wake


Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Compulsion
Duration: Permanent
Prerequisites: Heart-Stopping Brutality Demonstration
Paralyzing terror clutches at the hearts of those who witness the Monster’s deeds, its grip loosened only by the defiance of their
peers. This Charm permanently enhances its prerequisite. Any character who witnesses the Heart-Stopping Brutality Demonstration
and has an intimacy of fear toward the Infernal (whether it was gained due to the mental influence of that Charm, or existed even
earlier) suffers a separate, automatic Compulsion effect leading them to do nothing, simply stare in shocked horror. This Compulsion
costs two points of Willpower to resist for the scene, a cost that is reduced to zero points the moment the Infernal attacks them, or
another character directly acts against the Infernal.

Child-or-Child Polylemma
Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Simple
Keyword: Combo-OK, Compulsion, Obvious
Duration: Instant
Prerequisites: Speechless in Atrocity's Wake, Alpha-Beast Gauntlet Toss
If the Monster dangled a child from each arm and offered only one to its mother, which would she choose? Ideally, neither. She would
cower in mindless terror, and he would devour them both. To act, then, is the challenge the Monster presents to his victims. The
Monster immediately declares a single target. He does not need to be able to perceive this target, and his chosen target is
automatically Obvious to every character who can perceive the Monster or his declaration, regardless of how he chooses to issue it.
All such characters immediately suffer from a Compulsion effect forcing them to defend the Monster’s target from him in any way
they can, whether by throwing themselves in front of the Monster’s blows or charging at him to buy the target time. They need not
seek the target or Monster out; this Compulsion only applies when an opportunity to aid the target actually presents itself.

This Compulsion lasts for a scene, but can be freely rejected at a cost of zero points of Willpower. However, if a character does resist
it, it is immediately replaced by a new Compulsion that costs four points of Willpower to reject. This second Compulsion also lasts for
the rest of the scene, but instead drives the character to not defend or aid the Monster’s target in even the slightest, refusing to offer
shelter or direction or martial aid. The Monster cannot activate this Charm again in that scene until he has actually killed his target.

Beating the Messiah Bloody


Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Crippling
Duration: Permanent
Prerequisites: Heart-Stopping Brutality Demonstration
Gods cower behind their priests, dragons bow their heads in tearful surrender, and the crowd watches with dismay as its champion is
eaten alive. This Charm permanently enhances Heart-Stopping Brutality Demonstration, applying automatic successes to the roll
equal to the Cult rating of the victim. Other, related backgrounds can be used in Cult’s place, such as Followers, Command, or
Henchmen, but this requires that the majority of the victim's followers be present, and such ratings are halved for this purpose.

Further, the victim is rendered unable to benefit from their Cult for the next (Infernal’s Essence) months as a magical Crippling effect
(reincarnated spirits apply this effect from the moment of their revival), and the Infernal treats any and all characters with a fear-based
intimacy toward him as being part of his own Cult.

Monument to the Monster


Cost: — (+7m); Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Shaping, Sorcerous
Duration: Permanent
Prerequisites: Beating the Messiah Bloody
Cultures brush secrets under the rug, allow cobwebs to gather on old shames, repaint stolen holidays in their own colours, adapting
the past to the needs of the present. Despite all this, they never forget their monsters. This Charm permanently enhances Heart-
Stopping Brutality Demonstration, allowing the Infernal to spend an additional seven motes upon using it to kill a victim. If he does
so, the corpse of his victim is Shaped into a gory tribute to his terrible might, an agonised skeletal statue or mural of unwashable
bloodstains. The Charm exerts its normal unnatural mental influence, but from this point on the Sorcerous monument to the Monster
exudes its own Emotion effect, targeting anyone who perceives it and has not already been targeted by Heart-Stopping Brutality
Demonstration (or a separate monument) this scene. It functions exactly as per the mental influence of Heart-Stopping Brutality
Demonstration, but using a “flat” value of successes equal to the Infernal’s base (Charisma + Essence). This monument lasts until it
is dispelled or physically destroyed, but has its soak increased by (Infernal's Essence).

Behemoth-as-Terrorist Understanding
Cost: —; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Heart-Stopping Brutality Demonstration
The Monster delves deeper into the philosophy of terror, and comes to realize that a behemoth is not simply a great beast. It is a
symbol, a legend, a living transgression against the mores and ideals of civilization. To better harness the fear of his victims, he
should become the same. This Charm permanently enhances the monster’s ability to spread fear in a number of ways.

• The mental influence applied by Heart-Stopping Brutality Demonstration becomes undodgeable by targets to whom the Infernal’s act
of killing or crippling would be an act of depravity, outside of its basic harmful nature. This depravity could stem from the nature of
the Infernal’s victim (a pregnant woman or child throughout most of Creation, a Dynast or Immaculate monk in the Realm, a Yozi soul
in Malfeas), the context of the act (such as sacred ground or an otherwise-joyous festival), or even his methodology or scale.

• The Infernal can add nuance to the context of any mental influence he exerts that would cause another character to gain an intimacy
of fear toward him. He may choose (upon applying such influence) to have it impose any fear-based context he pleases, provided it is
appropriate to his relationship with the target. Terrified awe is almost always an option, as is panic or alarm, while fearful loyalty or
frightened lust would require a character already disposed to such a reaction (perhaps through a pre-existing intimacy with a non-
fearful context).

• The Infernal can also change the subject of any fear-based intimacy he creates toward himself. Rather than himself, the intimacy can
be directed toward any plausible subject of his choosing; this will generally be something the Infernal could himself represent (such
as a specific organization or ethnic group), but stunts could open up any number of different subjects, including certain weapons,
specific environments, days of the year, tones of voice, types of tattoo, or even specific limbs. Infernal Monster Style itself is always a
valid subject. The Infernal can treat any fear-based intimacy he created as being directed toward himself for the purposes of
exploiting it through Charms or social attacks, regardless of its actual subject.

• Whenever the Infernal would normally create a fear-based intimacy in another character, he can instead remove a single intimacy
with a context of trust, faith, belief or loyalty, shaking the very foundations of a society with his brutal demonstrations. These
intimacies must be toward a structure or idea, rather than personal in nature; he can strip a social worker of his faith in the ideal of
family, or his admiration of a specific family to which he does not belong, but cannot remove a mother's love for her children.
• Military units that have leaders (or comprise mostly of characters) with an intimacy of fear toward the Infernal are treated as having
engaged him as a solo unit in the last day for the purposes of Post-Traumatic Brutality Roar.

Harvest of Flesh

Grind Your Bones


Cost: —; Mins: Martial Arts 3, Essence 3; Type: Permanent
Keyword: Native, Overdrive
Duration: Permanent
Prerequisites: Raging Behemoth Charge
Don’t face the monster, your mother told you. He’ll gobble you up. He’ll crunch on your fingers, and suck out your eyes, and go
snouting in your innards. You know what? She was right. This Charm provides the Infernal with an empty Overdrive pool with a
capacity of ten motes, which he may fill by consuming the flesh of others. Victims must be fresh (i.e. alive or killed this scene) and
sapient (i.e. humans, gods, ghosts, most demons and elementals, awakened dragon kings, raksha, intelligent animals, etc) to provide
offensive motes; unintelligent animals, mindless Wyld-fauna or automata do not qualify.

Each lethal health level’s worth of flesh that the Infernal consumes provides him with a single offensive mote. As such, a given
character can only provide a number of motes up to its health levels, including Dying levels; this is three for extras, and (7 + Stamina)
for everyone else, by default. Directly gnawing the meat from a struggling victim requires a crush attack following a successful clinch,
with every lethal health level inflicted providing a single offensive mote. Consuming carrion, on the other hand, is a miscellaneous
action that can be taken once per action (or possibly more, if the Infernal has multiple mouths), allowing the Monster to rip off and
consume up to (Strength ÷ 2) health levels worth of meat from a single corpse.

If the Infernal uses Hero-Sundering Hands to inflict an amputation injury, he may reflexively consume the removed limb to acquire two
offensive motes, rather than the usual one he would receive for the lethal health level the act inflicts.

[B][B]To Make My Bread


Cost: —; Mins: Martial Arts 3, Essence 3; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Grind Your Bones
Flesh is the stuff of life, the bricks-and-mortar of the form. It only makes sense that one might shore up a failing body by consuming
chunks of others. Whenever the Infernal would acquire offensive motes through Grind Your Bones, it may forfeit three of those
offensive motes to heal one level of bashing damage or convert one level of lethal of damage into bashing. He cannot spend pre-
existing offensive motes in this way, only forfeit those he would have gained.

In addition, while the Infernal is under any Rage effect, it may gain offensive motes from consuming non-sapient characters at half the
normal rate, tearing gobbets from goats and chewing on gears from golems.

Heart-Chewing Wendigo Method


Cost: —; Mins: Martial Arts 4, Essence 3; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Grind Your Bones
Have a little heart. Have a little liver, too, and some giblets. It’s food for the soul. This Charm permanently enhances its prerequisite.
Whenever the Infernal would acquire offensive motes through that Charm, he may forfeit three of those offensive motes to regain a
single Virtue channel, chosen by his player from one Virtue the consumed victim had rated at 3+. The Infernal instinctively knows
which of the victim’s organs will lead to the Virtue he desires, consuming a heart to regain Compassion, chewing on the lungs to
facilitate Temperance, sucking out marrow to restore Conviction, gobbling down a liver for Valor, etc. Consuming a specific,
thematically-relevant organ is not a mechanical necessity, but doing so increases the stunt rating for that action to two, if it would
have been lower.

Meat of Champions
Cost: — (1wp); Mins: Martial Arts 4, Essence 3; Type: Permanent
Keyword: Training
Duration: Permanent
Prerequisites: Grind Your Bones
The brain is where the hun soul meets the body, a repository of knowledge and skill that can be accessed by a sufficiently ravenous
outsider. The Infernal may, upon consuming the brain of a character with an Ability rating higher than his own, spend a point of
Willpower to immediately increase his rating in that Ability by one dot as a Training effect. He may do the same for Attributes or
Specialties, but may only acquire a single dot in a single trait per victim.

In addition, upon consuming a brain in this way, the Infernal may forfeit any offensive motes he would have gained from the action
and instead spend a point of Willpower to roll (Perception + Investigation), allowing him to rifle through the victim’s memories on a
specific topic, no broader than a single intimacy. On top of any information the Infernal may gain from this mnemo-cannibalism, the
victim’s memories continue to be digested and burped up. For the rest of the scene, whenever the Infernal engages in a stunt that
exploits this stolen knowledge (such as taking a shortcut that a victim knew, or using holes in another character’s defense that the
victim learned through long hours of training with them) or emphasizes the nature of this assimilation (such as incorporating one of
the victim’s mannerisms into the action), he converts all stunt dice into successes.

If the Infernal uses this Charm to pick the brain of an intimacy-phantasm created by Sanity-Devouring Night Terror, he obviously
cannot acquire the knowledge the actual entity would possess. Instead, he reviews his opponent's memories of that intimacy, adding
(Essence) automatic successes to that Investigation roll. Whenever the Infernal would benefit from the stunt-bonus of this Charm in
that dream-world, his form twitches and shifts with elements of those intimacies he has devoured, applying a penalty to his
opponent's MDV equal to twice the number of consumed intimacies.

Bruise-Eyed Famine Beast


Cost: —; Mins: Martial Arts 4, Essence 3; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Grind Your Bones
Cut off an army from sleep and supplies, and victory is at hand. Cut off the Monster from sustenance and slumber, and you've only
made him angry. The Infernal ignores deprivation penalties (i.e. hunger, thirst, sleep deprivation and addiction withdrawal) on his
unarmed attacks. In addition, the first time he rolls Join Battle in a scene, he immediately gains offensive motes equal to the total
deprivation penalties he is currently suffering.

Unholy Eucharist Appetite


Cost: — (1wp, 1 Limit, 1+m); Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Training
Duration: Permanent
Prerequisites: Meat of Champions, Heart-Chewing Wendigo Method
They say that you are what you eat. The Monster would tear out the throats of gods, gnaw on the bones of heroes, eat dragons whole.
What, then, does that make it? This Charm provides two permanent enhancements to Meat of Champions.

Firstly, instead of training in an Attribute, Ability or Specialty, the Infernal may instantly acquire any one Yozi Charm as a Training
effect, provided the thematics of that Charm resonate with those of the victim; consuming a Fire Elemental might allow the Infernal to
instantly learn Insignificant Embers Intuition or Crystal-Fire Barrier Technique, while eating a pregnant woman might allow him to
instantly learn Great Mother’s Wame. Alternatively, the Infernal can instantly learn any one Martial Arts Charm his victim knew that he
also qualifies for. For reference, along with any other individually appropriate powers, devoured Solar Exalts resonate with all
Malfeas, Ebon Dragon, Cytherea and Solar Hero Charms, while devoured Green Sun Princes resonate with all Yozi and Infernal
Monster Charms.

Secondly, in addition to any Training effect that the Infernal benefits from, he can permanently acquire any one mutation that his
consumed victim bore (including “mutations” used to model natural traits) as a Desecration effect. This mutation manifests in the
same manner as the victim’s did, though slight alterations may be made to account for the Infernal’s personal aesthetic and
monstrous nature.

At Essence 4+, this Charm provides an additional power. Whenever the Infernal consumes every last one of a spirit’s health levels, he
may spend one point of Willpower, gain a point of Limit, and roll (Stamina + Martial Arts) at a difficulty of (Spirit’s Essence). If he
succeeds, he commits (Spirit’s Essence + 2) motes and the spirit does not reincarnate (if it normally would). Instead, its Essence-
pattern is fully consumed and incorporated into the Infernal’s, turning his stomach into a Sapient artifact (Manual of Exalted Power:
Infernals, pp. 197) with a rating of (Spirit’s Essence ÷ 2), rounded up, and an Urge identical to the devoured spirit’s Motivation. The
Infernal does not have to pay experience points for this artifact.

Unlike a normal Sapient artifact, the Infernal’s god-stomach does not offer him dice bonuses when working toward its Urge, nor dice
penalties when working against it. Instead, it simply provides the listed number of the devoured spirit’s Spirit Charms for the
Infernal’s use, which are made unavailable when working directly against its Urge. The Infernal acquires a single point of Limit at the
end of any scene when he worked directly against his god-stomach’s Urge. The Infernal can communicate and bargain with the
devoured god in his belly as normal for a Sapient artifact. The god-stomach artifact lasts until the Infernal decommits the motes
applied to it, upon which the spirit is fully digested. If it would normally be able to revive itself, it does so. Otherwise, it permanently
dies.
Gluttonous Boar Approach

Casting Off the Eight Restraints


Cost: — (1wp); Mins: Martial Arts 2, Essence 2; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Retribution Will Follow
No sense of propriety or good taste for the Monster; it is a beast that scorns the golden chains of civilization, and sates its unholy
hungers whenever it sees fit. The Infernal may activate Retribution Will Follow in response to being denied an earthly pleasure that he
has openly stated a desire for, though doing so results in him losing a single Temperance channel and gaining a point of Limit (the
latter of which he may bleed off as normal).

Further, the Infernal may spend a single point of Willpower while under any Rage effect to pause his Berserk Anger, replacing it with
behaviour like that of an uncontrolled Overindulgence Limit Break (Exalted, pp. 105). This does not remove the benefits of the Rage
keyword, and is not treated as resisting a Rage effect. This Overindulgence lasts until the end of the scene, but fades early to be
replaced by the normal Berserk Anger if the Infernal exhausts all immediate outlets for his gluttony, or is attacked. Saint Buluku, the
akuma who developed this Charm, constantly surrounded himself with an immaterial gaggle of neomah so that he could sate his
battle-madness with orgies rather than massacring his own troops. Less hedonistic monsters might simply choose to make a meal
from the corpses of their victims.

The Willpower cost of this Charm is waived if the Infernal has already paid it once in this scene, and there are no potential victims
(friend or foe) in his immediate vicinity.

Demon-Pig Debauchery
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keyword: Combo-OK, Emotion
Duration: Instant
Prerequisites: Casting Off the Eight Restraints
Heaven is the oldest city known to Creation, hewn from reality as a house for the Primordials; for all that the gods and their servants
pretend to have tamed it, the relics of a titanic age loom tall and lurk low. At the crossroads between the Purpureal Wind and
Carnadine Side, there is a statue of yellow jade on a pedestal of grainless wood. It depicts a porcine poetaster, and gods do not
approach it when night falls and the wine is flowing.

The Infernal can only activate this Charm while in the gluttony-state induced by Casting Off the Eight Restraints, gesturing for those
around him to join in, or bellowing his satisfaction, exuding unnatural mental influence on all characters within (Martial Arts x 10)
yards who can perceive him (or any evidence of his gluttonous rampage). Characters within this range must roll Temperance at a
difficulty of (Infernal’s Essence ÷ 2), rounded up. They may expend a Temperance channel to automatically succeed, but if they fail,
they immediately suffer from an Emotion effect that induces all the demonic lusts boiling within the Monster’s soul, resulting in a
state identical to an uncontrolled Overindulgence Limit Break, lasting one scene.

Such characters may reduce this state to a controlled Overindulgence by spending one point of Willpower, or spend three points of
Willpower to reject it entirely for the rest of the day. Those who do not resist at all, and are able to indulge for the rest of the scene,
regain (highest Virtue) points of Willpower at the end of their debauchery, along with a positive intimacy of guilty pleasure toward the
acts they performed. Those who engaged in controlled Overindulgence simply treat this as one scene spent building that intimacy.

Gore-Quaffing Merriment
Cost: —; Mins: Martial Arts 3, Essence 3; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Casting Off the Eight Restraints
Dainty parties are not for the Monster or its parade. Let blood flow like wine, sex mingle with food, pleasure and pain intermingle at a
whim! This Charm permanently enhances the gluttony-state induced by its prerequisite. If the Infernal has committed at least a single
act of depravity in his rampage, and ends the scene in Overindulgence (rather than Berserk Anger), he bleeds off an additional point
of Limit. If other characters have joined him in his monstrous revelry, whether naturally or as a result of mental influence, he also
regains temporary Willpower points equal to their Magnitude; the majority of them must also have engaged in an act of depravity or
violence in the scene to qualify.

Parade of a Thousand Demons


Cost: —; Mins: Martial Arts 4, Essence 4; Type: Permanent
Keyword: Desecration, Emotion
Duration: Permanent
Prerequisites: Gore-Quaffing Merriment, Demon-Pig Debauchery
Do not heed the whispers, the gossip. They cannot possibly describe the riotous orgies of nightwalkers and madmen in full, nor the
glorious maitre-monster at their head. Such affairs transcend scandal and morality; they are a matter of legend. This Charm
permanently enhances its Prerequisites: in the following ways:

• The Infernal removes all Limit and Willpower costs for Casting Off the Eight Restraints.

• The Infernal may activate Demon-Pig Debauchery whenever he is under the effects of any kind of Overindulgence Limit Break,
regardless of its source or degree. Its cost is reduced to one mote.

• Characters who acquire an intimacy of guilty pleasure from unnatural mental influence stemming from the Infernal also gain
(Infernal’s Essence – their Temperance) points of permanent physical mutations as a Desecration effect at the end of the scene, to a
minimum of one pox. Such mutants also become natives of Malfeas.

• All natives of Malfeas sent into an uncontrolled Overindulgence by Demon-Pig Debauchery also benefit from the other effects of the
Rage keyword (i.e. resistance to mental influence and wound penalties), though the Infernal is always treated as being of higher
Essence for this purpose.

• Any characters in the Infernal's presence who bear an intimacy of guilty pleasure, indulgence, addiction or similar are treated as also
possessing an intimacy of idolization toward him. This applies regardless of how the indulgent intimacy was acquired; the Monster
inspires bacchanalic awe in all with a taste for forbidden pleasure.

However, this Charm also permanently alters the Infernal’s behavior, placing him in a state identical to a controlled Overindulgence,
which is overridden only by Torment-behavior or other Limit Breaks (such as the Berserk Anger applied by Retribution Will Follow).

Wrath of the Asuras

Many-Armed Wrathful Deva Method


Cost: 3m (1wp); Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keyword: Combo-OK, Stackable, Obvious
Duration: One scene
Prerequisites: Infernal Monster Form
So much destruction, and only two knuckled instruments to inflict it with. The Monster’s frustration is all but palpable. This Charm
can be activated when Infernal Monster Form is active, to enhance any attack that benefits from the Speed-reduction provided by that
Charm. The Infernal’s anima immediately flares to the 8+ level, if it was not already higher, and manifests within itself a set of fists.
These clenched anima-fists cannot be used to manipulate anything; instead, they reduce any multiple action penalties afflicting the
Infernal’s unarmed attacks by one, and increase the number of attacks he can make while still benefiting from the Speed-reduction of
Infernal Monster Form by one. The Infernal may stack up to (Essence) activations of this Charm at once.

If the Infernal knows One Hand Fury, these anima-fists take on the same appearance as his demon-hand. Further, if he makes a
mundane flurry of unarmed attacks after reaching his full complement of anima-fists, he may spend a single point of Willpower in
Step 1 of his first attack, before spending any motes on Charms enhancing that flurry. All but (Essence) motes committed to this
Charm are released (all motes are released if the Infernal is under a Rage effect), as the anima-fists solidify into real arms, attached to
the Infernal at his spine, waist, elbows, wrists, or anywhere else they will fit. These fists provide the usual benefits, and disintegrate at
the end of the scene.

At Essence 6+, an Infernal who knows Joyful Cessation of Restraint may increase the number of unarmed attacks in that magical
flurry by spending two motes for each additional attack. He may add one such unarmed attack for every set of anima fists he has
active past the first five.

Clenched-Fist Krodha Soul


Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Native, Overdrive
Duration: Permanent
Prerequisites: Many-Armed Wrathful Deva Method
Every punch he has yet to throw lies dormant and bubbling in the Monster’s soul, screaming of bruises ninflected and bones
unbroken. This Charm grants the Infernal an empty Overdrive pool with a capacity equal to the motes he currently has committed to
its prerequisite. The Infernal gains one offensive mote whenever his DVs refresh while under a Rage effect. If he wishes, he may
spend this mote immediately upon acquiring it; if he does so, then for the rest of the tick he gains two offensive motes whenever he
makes an unarmed attack which benefits from the Speed-reduction of Infernal Monster Form. However, he then loses all offensive
motes from his Overdrive pool at the start of his next action, before his DVs refresh.

If the Infernal solidifies his anima-fists, the capacity of the Overdrive pool this Charm provides becomes fixed at (Essence x3) motes
for the rest of the scene, and he immediately gains that many offensive motes, as his anima flares to totemic.

Flashing Blood-Knuckle Fury


Cost: — (2m); Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Action-only
Duration: Permanent
Prerequisites: Clenched-Fist Krodha Soul
The Monster is a blur of violence, blows whipping through the air with savage swiftness. At any point on his action tick the Infernal
may spend two offensive motes to make a reflexive unarmed attack. He may make a maximum of (Essence) such attacks per action.
Being under a Rage effect removes the Action-only keyword, allowing the Infernal to make these attacks on any tick. In addition, while
he has access to the Overdrive pool provided by this Charm’s prerequisite, the Infernal gains one offensive mote whenever he is
targeted with a counterattack provoked by one of his own unarmed attacks.

Break EVERYTHING

Enemy-as-Ploughshare Rampage
Cost: — (2m); Mins: Martial Arts 5, Essence 4; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: World-Breaker Grip
The dragon’s blood makes fine fertilizer, and its teeth are marvelous seeds. But what to plough the fields with? Ah, of course! Its face.
This Charm permanently enhances World-Breaker Grip, allowing the Infernal to perform a special “crush” on his clinched enemies.
This special crush does not disrupt the clinch; it requires that the Infernal take a Move action, and is considered part of that Move
action. The raw damage inflicted by this special crush is equal to the number of yards the Infernal moved since his last action-tick,
without taking Strength or other modifiers into account, but it otherwise functions as normal for a crush. Though its effects are
generally cosmetic, it should be noted that whenever the Infernal applies this special clinch, the surface he moves along takes an
equal amount of damage, producing gouges in walls and floors where the Infernal's victim has been dragged.

If the Infernal somehow manages to Dash while controlling a clinch, the special crush works normally. If he manages to Jump while
controlling a clinch, he may instead base the damage of the special crush on the highest number of yards he has moved (in any
direction) in a single Jump since his last action-tick.

As an additional benefit, if the Infernal would ever benefit from the two “bonus” attacks of Joyful Cessation of Restraint, he may
spend two motes to forgo them, instead making a single undodgeable, unblockable clinch attack against that target, which is
enhanced as though by World-Breaker Grip.

Finery-Shredding Claw
Cost: 2m; Mins: Essence 3; Type: Reflexive (Step 10)
Keyword: Combo-OK, Obvious
Duration: Instant
Prerequisites: Infernal Monster Form
Beauty is a thing for victims, not monsters. The raging beast at the heart of the style lashes out at the tools of beauty as though they
were mortal foes, spiting the beautifying touch of civilization. This Charm may supplement any attack made while in Infernal Monster
Form that causes at least one level of damage. The target permanently loses any mundane social bonuses granted by the quality of
their clothing, accessories, makeup etc – if they wish to regain these bonuses, they must buy or apply new ones. Any bonuses to
their appearance granted by Charms are lost for the rest of the scene, provided the Infernal’s Essence rating is equal to or higher than
the Essence rating of whoever used the Charm. Artifact bonuses to appearance are also removed for the scene, provided the rating of
the Artifact is lower than the Essence rating of the Infernal. If the Artifact’s sole purpose is to improve the appearance of the user, it is
also deattuned.

Shields Like Ricepaper Skin


Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 10)
Keyword: Combo-OK, Stackable
Duration: Instant
Prerequisites: Fists of the Old Ones
The Monster pays no heed to the toothpicks and floss thrown in the path of its blows. Its prey thinks to hide in mere metal boxes?
Then it must take those away. This Charm can be used to enhance any unarmed attack the Monster makes that has been parried with
a weapon (including shields) that does not possess the N tag, or had its damage reduced by armored soak.

If the attack was parried by a mundane weapon, it immediately shatters, becoming useless to its wielder. If the attack was parried by
an artifact weapon, the wielder must roll (Wits + Melee) at a difficulty of (Infernal's Strength ÷ 2). If they succeed, they keep hold of the
artifact, but if they fail it is flung from their grip, landing a number yards away equal to the amount by which they failed. Regardless of
how many weapons or shields the target is wielding, this Charm only affect a single one per attack.

If the attack had its damage reduced by armored soak (or hardness), that armor reduces its soak by four, and its hardness by two.
This reduction is permanent in mundane armor, and lasts until the end of the tick in artifact armor.

Fist Meet Fist


Cost: 3m (+3m); Mins: Martial Arts 5, Essence 5; Type: Reflexive (Step 2)
Keyword: Combo-OK, Obvious
Duration: Instant
Prerequisites: Shields Like Ricepaper Skin, One Hand Fury
As the attack streaks toward the Monster, his fist flashes forward, meeting it with opposing force, sending shockwaves through the
surrounding air. This Charm can be activated in Step 2 of any attack made against the Infernal while he is in Infernal Monster Form,
allowing him to increase his Parry dice pool by the number of bonus damage dice his One Hand Fury demon-hand currently benefits
from, to a maximum of +(Martial Arts) PDV. If the attack still hits, the Infernal loses (opponent's Strength) bonus damage dice from his
demon-hand, to a minimum of zero. If the attack is successfully parried, the Infernal can pay an additional three motes to apply the
effects of Shields Like Ricepaper Skin to the attacker's weapon, as a non-Charm activation.

If the raw damage of the attack the Infernal is defending against (without considering threshold successes, but including the
opponent's Strength) would have been greater than ten dice, every character within (attacker’s Strength + Infernal’s Strength) yards of
the Infernal (including the attacker) is immediately struck by a Knockback effect pushing them (Infernal’s Strength ÷ 2) yards away.
This applies even if the attack successfully hits, but if it does, the Infernal is also thrown back, and his opponent is automatically
unaffected.

Maiming the Meek

Trapped Victim Mania Infliction


Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Crippling
Duration: Permanent
Prerequisites: Hero-Sundering Hands
The Monster inflicts terror on those it has in its grip, the insanity of helplessness. This Charm permanently improves its prerequisite,
allowing the Infernal to forgo ripping and tearing to instead whisper dark words into the ears of his squirming opponent, or simply
roar full-bore into their face. Either way, instead of suffering an amputation and lethal health level of damage, the victim immediately
acquires derangements worth up to a total of (Martial Arts) points as a Crippling effect. The Infernal may specify the general tone of
these derangements (i.e. fear, anger, awe), but the specifics are determined by the victim’s player; they must be associated with the
Monster in some way, whether an obsession with hunting it down, hallucinations of its presence in dark corners and under the bed, a
belief that it is the supreme being in all existence, or frequent bouts of uncontrollable fury. This version of the Charm does not force
the Infernal to drop its victim, though it may still do so.

Veteran-to-Vagrant Method
Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Emotion
Duration: Permanent
Prerequisites: Hero-Sundering Hands
The survivors of the Monster are neither looked upon nor truly forgotten; society shuns them as cursed, as a pitiable reminder of
darker times, as cowards for not dying as their brothers did. Their exile is hardly eased by the mark of the beast upon their broken
forms. This Charm permanently improves its prerequisite. Firstly, the Monster may inflict its amputations in ways other than brute
strength; a limb might wither and twist into a twig-like extrusion of bone, or erupt into bubbling cancerous growths that violently
denature, or simply shatter like glass.

Secondly, the amputations inflicted by the Monster carry an aura of dread and disgust that lasts until they are healed, reducing a
victim’s effective Appearance to 0 for all purposes. If a character is aware of a victim’s disability, they cannot spend build or maintain
positive intimacies toward them. In fact, they treat every scene spent in their presence (or pondering their disability) as a scene spent
eroding any positive intimacies toward the victim, or (if they have none) building a negative intimacy of disgust toward them, which
also acts as an intimacy of fear toward the Infernal. All these intimacy-related effects are an Emotion effect that can be resisted for a
scene by paying (6 -Compassion) points of Willpower. In addition, if at least one-fifth of a military unit bears witness to the victim’s
disability, that military unit treats the encounter as engaging the Infernal Monster as a solo unit for the purposes of Post-Traumatic
Brutality Roar.

For as long as this effect lasts, the victim may treat any time spent interacting with characters with a negative intimacy toward him as
time spent being trained in Infernal Monster Style by the Infernal.

Twisting the Countenance Divine


Cost: — (+2m); Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Veteran-to-Vagrant Method, Trapped Victim Mania Infliction
The Primordials crafted humanity as a sickly mirror of Autochthon’s favoured son. The Infernal Monster shows altogether too much
creativity in breaking even these withered toys. This Charm permanently enhances Hero-Sundering Hands. Firstly, the Infernal may
apply derangements in addition to (rather than instead of) a physical amputation, at no additional cost. Secondly, whenever the
Infernal inflicts an amputation using Hero-Sundering Hands, he may spend an additional two motes to also apply up to (Martial Arts +
Essence) permanent mutations to his target (this may include negative mutations, which count toward the limit but reduce the total
experience cost as normal). These mutations are part of the amputation’s Crippling effect, and their effects fade if it is healed; they
generally appear to stem from the victim’s Monster-inflicted injuries in some manner. A crushed arm, bonelessly-flailing, might act as
a tentacle, while broken teeth could be rendered jagged enough to act as fangs, and a drooling maw might sprout in place of a wound.

If it does not already have it, the victim may voluntarily acquire the Creature of Darkness mutation at any point, in order to offset the
cost of mutations applied by this Charm. This is a subconscious decision, driven by an acceptance of the monster it appears to be. If
the victim does so, it also becomes a native of Malfeas; on a native of Malfeas, these mutations are truly permanent, a “natural” part
of the victim’s form; they are no longer alleviated by healing the Crippling effect from which they stemmed.

If an amputation has been twisted by mutations in this fashion, natives of Malfeas can interact with the victim without being affected
by the social effects of Veteran-to-Vagrant Method. They instinctually view such functional mutilations as a natural facet of existence.

Blood-in-the-Water Diabolism
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Reflexive
Keyword: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisites: Retribution Will Follow
The Infernal can activate this Charm whenever he causes even a single level of damage to another character with an unarmed attack,
or another character causes even a single level of damage to him with any attack, applying a Sorcerous mark to somewhere on their
body. This mark is clearly visible against the skin, can be no larger than the monster’s open palm at the time of activation, and has a
shape derived from the monster’s anima banner. For as long as this mark lasts, every demon within (victim's Essence) miles adds two
automatic successes to any roll to track them. In fact, any native of Malfeas within this range automatically senses the victim's
presence (though not their nature, exact location or identity) as though it were Obvious, and instinctively understand that they have
been invited to assault the poor soul by a true monster of hell. While this invitation carries no compulsion, at the end of any day they
have actively worked toward doing so, such entities automatically regain one point of temporary Willpower. Non-natives of Malfeas
can decipher the mark’s meaning by studying it, with a successful (Intelligence + Martial Arts) roll at difficulty 3.

Incidentally, as long as a character bears this mark, he may treat any time spent interacting with natives of Malfeas (in any way) as
time spent being trained in Infernal Monster Style by the Infernal. He is also instinctually aware of the direction of the nearest place of
desolation (adding one automatic success to any attempts to navigate to it), and when within such a place, can deliberately head to
the edge of Cecelyne within a day of travel with a successful (Wits + Occult) roll.

Who Fights Monsters Tutelage


Cost: —; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Twisting the Countenance Divine, Blood-in-the-Water Diabolism
If a character mutilated by Twisting the Countenance Divine is a creature of darkness and native of Malfeas, it can increase its
Essence rating at the usual cost and half the usual training time by meditating on its altered form. Time spent being trained by the
Infernal in Infernal Monster Style also counts as time spent training its Essence. Characters who have yet to accept the creature of
darkness mutation are made subconsciously aware of this benefit; the power available to those who accept their inner monster
haunts their dreams.

If a mortal (or enlightened mortal) reaches Essence 3 in this manner, they may continue, raising their Essence to 4 through the same
meditation. Doing so shrives them of their mortal flesh (and any Sorcerous tags stemming from Infernal Monster Style), as their
broken body caramelizes into a peeling, weeping chrysalis that cracks open to release their new form. The character is now a First
Circle Demon, with all that entails (no need to eat or sleep, awakened Essence, etc). Despite being a demon, it remains naturally
material (like an elemental), and cannot be summoned or banished through non-Yozi Sorcery; the Monster never surrendered. These
creatures (named algea by Shogunate scholars) bear up to (Martial Arts + Essence) Spirit Charms, chosen by their player, appropriate
to the themes of Infernal Monster Style or mutilated, masochistic self-pity. Algea can learn Infernal Monster Style (though obviously
not its expansion Charms), and while they retain their Motivation and intimacies from human life, they acquire a positive intimacy
toward pain (whether causing or suffering it), and their Compassion is lowered to one, with any excess points being added to Valor (to
the normal maximum of five). An algea can sometimes enter Creation when a participant in a non-lethal competitive fight is killed.

As a final benefit, the least gods of infection, humiliation and pain that flit about the wounds of a character mutilated through Twisting
the Countenance Divine are suborned, shrieking in silent, transdimensional alarm if their habitat is threatened. If that amputation is
ever healed, the act of restoration acts as an immediate trigger for a single random unbound algea to leave Malfeas, seemingly
emerging from the wound even as it seals closed. This impromptu “summoning” alters the algea’s body, shifting its features to bear a
distinct resemblance to the healed character.

Legions-to-Lepers Lability
Cost: —; Mins: Martial Arts 5, Essence 3; Type: Permanent
Keyword: Crippling
Duration: Permanent
Prerequisites: Twisting the Countenance Divine
The survivors brought with them the emotional relics of their terror, tales of alien beasts and monster-kings that maimed with a will.
These stuttered stories wormed their way into the hearts of their people; but it was not a purely psychological condemnation, by any
means. If a character with an intimacy (of any kind) toward a victim of Twisting the Countenance Divine spends a scene interacting
with that victim (in any way), then at the end of that day they must roll (Appearance + Integrity) at difficulty 1. If the focus of the scene
was interacting with the victim, or the character initiated it, the difficulty rises by two. If their interaction involved physical contact in
any way (such as a fight or sex), the difficulty increases by two. These modifiers stack.
If they fail this roll, they gain points of permanent mutations equal to the amount by which they failed as a Crippling effect,
manifesting at a rate of one point per day, in the same broken, deformed fashion as mutations applied through this Charm’s
prerequisite. These mutations can be removed through magical medicine capable of healing an amputation. Natives of Malfeas are
immune to this effect.

Once such a character reaches (Essence + 2) points of mutations, they suffer a single amputation effect of their player’s choice, just
as though they had been crippled through Hero-Sundering Hands. Their mutations are now tied to the amputation effect, as though
they had been applied through Twisting the Countenance Divine. This carries with it all the other effects of those Charms; the
reduction to Appearance 0, the ability to become a creature of darkness, etc.

Hateful Apotheosis

Perfected Rage-Saint Sarira


Cost: —; Mins: Martial Arts 6, Essence 6; Type: Permanent
Keyword: Desecration
Duration: Permanent
Prerequisites: One Hand Fury
The Infernal’s understanding of what it means to embody a weapon of titanic rage reaches a new and terrible plateau. His entire body
takes on the aesthetics of his demon-hand; this can incorporate any number of appropriate permanent positive physical mutations as
a Desecration effect. Each part of his body becomes just as indestructible as his demon-hand, with any amputated limbs regenerating
after the usual five days of healing. The basic damage increase applies to all the Infernal’s natural attacks, not just punches and
clinches made with the original demon-hand; these attacks are unarmed for the purposes of all Martial Arts styles that do not
specifically exclude bare fists and feet, or that would require him to learn even one Holy effect to achieve mastery.

Upon activating Infernal Monster Form or a Sidereal Form, the runes of resistance sear across the Infernal’s entire body, not just his
hand, but can take on an Obvious manifestation other than green flame; indeed, any and all of his Obvious Charms (Infernal Monster
or otherwise) can have their appearance slightly warped while in this form, to better match the aesthetics of his new demon-weapon-
body. All the Infernal’s natural attacks are enhanced when this effect is active, as described in One Hand Fury, giving them the
following traits:

Demon-Arm Punch: Speed 5, Accuracy +2, Damage +10L/2, Defense +1, Rate 3, Tags N, O, P

Demon-Leg Kick: Speed 5, Accuracy +0, Damage +13L/2, Defense -2, Rate 2, Tags N, O, P

Demon-Body Clinch: Speed 6, Accuracy +0, Damage +10L/2, Defense —, Rate 1, Tags C, N, O, P
These attacks all simultaneously benefit from the bonus to raw damage granted by striking enemies past the cap on Strength. As a
final benefit, the Infernal may also apply this bonus to raw damage to other values; namely, to any Infernal Monster Style calculation
based on Strength or Martial Arts. This does not affect DVs or other mundane values, only those values that directly pertain to the
functioning of Infernal Monster Charms; for example, when calculating how far he could throw a victim with Crack the Sky, the
Infernal could increase the base distance of (Martial Arts x 4) miles by (current bonus to raw damage).

While akuma already belong to the Yozis, body, mind and soul, the Green Sun Princes may find that transforming ever-more of their
body into a weapon of and tribute to Primordial fury has its drawbacks. While in Infernal Monster Form, they cannot deny their Urge; it
simply becomes as impossible for them as it would be for an akuma. The Infernal can avoid this by reflexively ending Infernal Monster
Form, but if he does so, he cannot adopt it for the rest of the scene or until he next works toward his Urge, whichever comes first.

Hydra of the Shattered Temple


Cost: —; Mins: Martial Arts 6, Essence 6; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Perfected Rage-Saint Sarira, All-Consuming Rampage Release
Masters of the martial arts sometimes speak of their bodies being temples, each Essence-charged kata a prayer to the god of that
particular Style. If the Monster is a temple, it is one whose laymen have been eaten alive by their deity, a loathsome beast foreign to
Heaven who slouches atop its bloodstained altar. This Charm permanently redefines the Infernal’s Urge to “Inflict the Monster upon
the world”. Note that, as with all Charms that redefine his Urge, this affects his coadjutor in the ways one might expect; as the
embodiment of his Urge, the demon-vizier takes the cause of the great beast onboard with aplomb. This Urge should be interpreted in
a manner appropriate to the Infernal’s capabilities and his personal understanding of Infernal Monster Style; it is advised that the
Infernal’s player discuss and clarify this interpretation (and any later changes to it) with the Storyteller upon purchasing this Charm.
Only Green Sun Princes can learn this Charm, not akuma; the Monster cannot take charge of a hollow soul.

While the Infernal is working toward his Urge, the time it takes for amputated parts of his demon-weapon-body to heal is reduced from
five days to one action, as an Obvious effect, and he may ignore any mental influence intended to bring about peace, mercy, charity or
similar as though it were an unacceptable order. If the Infernal already knows (or later learns) The Face of the Titans (or any other
Charm that similarly redefines his Urge) he is immediately refunded that Charm’s experience point cost; this Charm takes precedence
over all other Charms that would permanently redefine the Infernal's Urge.

Out of the Inferno Again


Cost: —; Mins: Martial Arts 6, Essence 6; Type: Permanent
Keyword: Desecration
Duration: Permanent
Prerequisites: Perfected Rage-Saint Sarira, Back With a Vengeance
This Charm can only be learned by Green Sun Princes, not akuma; the handpuppets of the Yozis have given up their true potential,
out of desperation or avarice, and are too hollow to bear the titanic, undying fury of the Monster. The warlocks, by contrast, have
failed before and will fail again; but they will return, hungrier and angrier than before, ready to fight. Upon purchasing this Charm, the
Monster becomes immortal, if he was not already. Age will not touch him in the slightest. In addition, he can only be permanently slain
by Charms capable of turning Primordials into Neverborn. If he ever loses his last health level and would die without the application
of such a titan-killing Charm, he instead becomes sealed away. He “dies”, but his corpse flares with the burning light of his anima,
becoming converted into a monument to the Monster’s death and inevitable return, appropriate to the aesthetics of Infernal Monster
Style and his demon-weapon-body. A rage-saint whose skin was like green-veined basalt might simply have his corpse converted into
a fossil-statue, posed in his infuriated death throes. A warlock who had a body studded with jawless teeth might have his remains
replaced by a cairn of yellowed molars topped with a clenched bone fist.

Whatever its shape, this monument serves as the focus of the Infernal’s return. It cannot be moved or damaged in any way, and
anyone who reveres it sufficiently (whether by worshipping it, leaving offerings, or warning children not to approach it) to count as a
member of the Infernal’s Cult gains an additional die to regain Willpower from sleeping; these dreams are not fully comfortable, but
any monsters that might have been conjured by their dozing mind are scared off by the greater beast that lurks dormant just outside.
Every month after his death, the Infernal’s player rolls (Cult + highest Virtue), storing any rolled successes (note that Charms such as
Cosmic Transcendence of [Virtue] do not affect this roll, though Charms allowing the Infernal to derive his Cult rating from another
value still function). Once (Infernal’s Essence x 10) successes have been accumulated, the monument violently dissolves into the
Infernal’s flaring anima totem, which surges to follow him as he leaps from Elsewhere, his mote and Willpower pools all completely
full (including any Overdrive pool he may possess). He may treat all the time he spent “dead” as time spent training in Infernal
Monster Style.

In addition, while all the Infernal’s commitments and ongoing Charms end as though he were killed normally, Sorcerous tags placed
by Blood Heralds Death with the aid of Eternal Monstrous Hunt last up until he is finally and truly killed. Further, he may reflexively
and costlessly apply Blood Heralds Death to his killer as an innate power (requiring Adamant Countermagic to remove) upon his
death, and may treat his death as a Knockback effect imposed on him by his killer for the purposes of Back With a Vengeance.
Hopefully that's all of them! Not the most opportune time, I know, but it took a while to find all of these, since I haven't found them
anywhere other than the wiki archives! Also, for the sake of completion, here's a style expansion created by Golden Demon that's
listed as a prereq for Out Of the Inferno Again:

Back With a Vengeance


Cost: —; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keyword: None
Duration: Permanent
Prerequisites: Nowhere to Run
The arrogant Solars think nothing more of their foes after casting them away like so much garbage. The Infernal Monster shall
demonstrate to them their foolishness. This Charm permanently enhances its prerequisite. If the Infernal activates Leaping Smash
Technique on their next action tick after having been subjected to a Knockback effect by a foe, the maximum distance the Infernal
may leap towards that enemy is increased to the distance they were thrown by the Knockback effect, if it would otherwise have been
less, up to a maximum of 100 miles. At Essence 5+, the Infernal can leap halfway across Creation in a single bound. At Essence 6+,
the range of Leaping Smash Technique’s jump when used in this way becomes infinite. Even if hurled through Creation’s sky to
crash-land in Malfeas, the Infernal’s five-day return leap will carry them across Cecelyne’s sands to emerge shrieking into Creation’s
atmosphere, smashing down onto their unwary foe like the wrath of the Yozis themselves.
Last edited by ZealousChristian24; 11-18-2015, 02:48 PM.

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Mandatum Gwyn

So, once more in my continuing crusade to keep collecting the stuff from the old forum, here's our own Mr.Insecure's Devil-Tiger,
Mandatum Gwyn!

General Charms

First Mandatum Gwyn Excellency

The Darkness Beyond the Veil values those things which are lost, hidden or forgotten. He prefers to remain
unseen, working from the shadows to achieve his inscrutable goals. He protects that which is his, doling
out punishment to those who trespass against him. He conceals horrible truths from the world with
pleasant lies, while ridding the darkness of things that threaten him or that which he treasures. He seeks to
spread carefully meted wisdom while hiding forbidden lore where it cannot cause harm.

Though there are terrible things that lurk in the dark, nothing is truly hidden from his sight. He understands
that darkness conceals danger, but also that it can guard the innocent or provide shelter as a blanket
protects a child from the monster that lives under his bed. Those who hurt his charges will suffer his wrath
but never notice him until it is too late. That which he cannot destroy, he binds and seals away with his
otherworldly power.

This Excellency may be used on any action to hide or conceal something, or to discern what has been
hidden. It may also be used to guard something precious or to achieve retribution for past wrongs, whether
the grievance is his own or another's. This Excellency cannot be used on any action that would harm an
innocent life, and cannot be used to harm anything the Darkness Beyond the Veil considers beautiful or
precious. It also cannot be used to sway someone away from their own Intimacies or Motivation, as those
things are too dear to be harmed.
Mandatum Gwyn Mythos Exultant

Mandatum Gwyn finds amusement from those who struggle against inevitability. Subtract the stunt rating of any stunt used to
supplement a contested action from an opponent's dice pool.

Precipitous Fiat: Unheeded Confession


For some reason, so many people cannot comprehend the motives of others. And so, in his kindness, he reveals the fullness of his
motivations for an act he is about to perform, including a full explanation of his Motivation and any Intimacies that have played into
his most recent actions... and explains why nothing they could have done can change what is about to occur. In baring his soul to his
friends and foes alike, he rolls his Compassion, and loses a point of Limit for each success.

Imperfection of the Shadow Beyond the Veil: Mandatum Gwyn has spent so much time as a lonely guardian that he cannot conceive
of a world where humanity could come together to fight the darkness. Charms with this Imperfection cost an additional mote for every
opponent that has attacked him in the past three actions, regardless of whether their attacks hit (or could possibly have hit). In the
case of Mass Combat, this Charm adds an additional mote to the cost of this Charm for every dot of Magnitude by which the enemy's
forces exceeds the Infernal's.

Sorcerous Initiation of Mandatum Gwyn: Mandatum Gwyn excels at those powers which enable him to better control what is known
and what is not, and what may be permitted to remain and what ought to be banished. Apply a discount of 10m, 1 wp (minimum cost
of 5m, 1 wp) to any spell which banishes, binds or conceals. Possible spells that gain this benefit include Abjuration of the Maidens,
Corrupted Words, Curse of Unyielding Mist, Disguise of the New Face, Emerald Circle Banishment, Eternal Crystaline Encasement,
Incantation of Spiritual Discretion, Mercury's Deliverance, Mirage of Protective Shelter, Mists of Eventide, Private Plaza of Downcast
Eyes, Theft of Memory, and Threefold Binding of the Heart. He is incapable, however, of using spells that reveal except in a way that is
utterly horrifying, as he cannot conceive of a reality that is not at its core terrifying.

CORE CHARMS

Mandatum Gwyn Heretical Charms

The Shadow Knows


Cost: 2m Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: One Scene
Prerequisites: None
What is hidden from the light becomes clearer to the darkness. This Charm adds the Infernal's Essence in automatic successes
to any roll to discern any Motivations or Intimacies that a target is consciously attempting to conceal, or on any roll to
determine if a target is trying to hide something.
A second purchase of this Charm at Essence 3+ enables the Infernal to apply this Charm to writing as well as verbal
communication, determining the author's Intimacies and Motivations through his handwriting, linguistic style and word choice.
At Essence 4+, the Duration of this becomes Charm Indefinite.

Hidden Meanings Unveiled


Cost: 4m Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: One Scene
Prerequisites: The Shadow Knows
Humans invent elaborate methods of encryption to ensure that others do not learn their closely guarded secrets. To Mandatum
Gwyn, such word games are little more than parlor tricks. This Charm supplements any roll to decrypt an encoded message,
be it a secret missive from a spy or a grimoire of forbidden lore. The roll automatically succeeds on any mundane cryptology,
and the Infernal adds his Essence in bonus successes to contest supernatural encryption methods.

Vision of Terrors Unimagined


Cost: 6m, Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisites: Hidden Meanings Unveiled
The truth is beyond comprehension. It is kinder to keep people ignorant of reality, than force them to see a truth that will
destroy them. Nonetheless, some insist upon their own self-destruction; to that, the Infernal can only hope to speed them to
their inevitable ends. The Infernal makes eye contact with his target, and whispers a phrase too low to be heard by any other
ears. The Infernal rolls (Intelligence+Presence), adding his Essence in automatic successes, against his target's Dodge MDV. If
the roll succeeds, the target must pay two willpower or be overcome by the horrific truth the Infernal has spoken directly into
his pitiful brain. For one week, he suffers a -2 penalty to all Valor rolls, a -2 penalty on all rolls to regain willpower through
sleep (due to the horrific nightmares), and he gains an Intimacy of Fear to the Infernal. The penalties fade after a week, but
the Intimacy will remain until it is eroded.

Tome-Binding Insight
Cost: 5m, 1 lhl Essence 2
Type: Supplemental
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Instant
Prerequisites: Hidden Meanings Revealed
Mandatum Gwyn understands far more than he is willing to reveal to others. Yet, some feel that they are entitled to this
information anyway. For such individuals, Gwyn has prepared a method to sate their curiosity. This Charm supplements an
attempt to create a written work. To use this Charm, the Infernal must write in an ink created from his own blood, which he
must forcibly extract from his own body. A work written in this fashion becomes ensorcelled, such that the words become
painful to look at, and reading them may lead to madness.
When someone reads the work, they must roll (Intelligence+Lore) at a difficulty of the Essence of the Infernal at the time of
the writing of this work. Failure indicates that their minds are unable to comprehend the subtle horrors woven into the text.
They must pay three willpower or, not only do they fail to learn anything, they gain a debility-level derangement (decided by
the ST) for (Infernal's Essence) weeks as Shaping effect. Paying the willpower to ignore the psychic assault does not allow the
reader to comprehend the ensorcelled work; they must wait at least a year and a day before attempting to decipher the work
again.
Although this Charm is Sorcerous, the only point at which this may be dispelled is during the process of writing the text. Once
the work has been completed, it is protected by the effects of this Charm permanently.

Seal of No Eyes
Cost: 5m Mins: Essence 2
Type: Simple
Keywords: Compulsion, Sorcerous
Duration: Instant
Prerequisites: Tome-Binding Insight
When Mandatum Gwyn declares a thing forbidden, it shall not be seen or spoken of again. This Charm may be used on any
closed object, be it a door, a book, a letter, or any other object the Storyteller deems appropriate. Upon using this Charm, The
Sigil of the Shadow Beyond the Veil appears upon the targeted object, temporarily making this Charm Obvious. The Seal then
becomes invisible to normal senses, though it still blazes in the eyes of anyone with Essence sight. Upon attempting to open
the forbidden object, the target suffers a terrible anxiety that forces him to stay away from the forbidden object as a
Compulsion effect, unless he pays two willpower. If he decides to open the forbidden object anyway, he automatically suffers a
number of dice of aggravated damage equal to the Infernal's permanent Essence at the time of the activation of the Charm, as
terrible magics reach out and strike the trespasser. In addition, the Infernal automatically knows if one of his seals has been
breached, and learns the name of whoever has done so (though he does not learn their location or any other facts). Once the
seal has been breached, it must be renewed by the Infernal.
When activating this Charm, the Infernal may designate a number of conditions under which the object may be opened: for
example, a particular person may be named, or people with certain characteristics (blood relatives of the Infernal, a particular
rating in an Ability, residents of a particular town, etc.); alternately, it may be opened at a particular time, or with an object
designated as a key. Whatever the conditions, so long as they are met by one attempting to open an object protected by this
Charm, neither the Compulsion effect nor the damage are inflicted.

Unblinking Demon Gaze


Cost: 5m, Mins: Essence 2
Type: Miscellaneous
Keywords: Obvious
Duration: One Scene
Prerequisites: The Shadow Knows
Once one chooses to stare into the darkness, they can never close their eyes to it again. This Charm grants a
number of benefits to the Infernal while it is active:
* He no longer suffers any penalties for insufficient lighting, and becomes capable of seeing even in total
darkness. This does not allow the Infernal to see through objects or other material obfuscation (such as thick
fog).
* The Infernal may choose to see dematerialized spirits, and may talk to them as though they were
materialized. He still cannot touch them or affect them physically without further Charms.
* He may add his Essence in bonus dice on all attempts to intimidate people, as he irradiates an aura of
palpable, unspeakable malice.
There is a downside to this, however. Whenever the Infernal activates this Charm, his eyes become Obviously
monstrous (perhaps slitted like a tiger's, or perhaps glowing with an inhuman light), subtracting (Essence/2)
from his Appearance score for all purposes except intimidation.

Burning Dreams Insight


Cost: - (+5m), Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Unblinking Demon Gaze
Mandatum Gwyn sees the deception of the world, and laughs at their simplicity. This Charm permanently
upgrades Unblinking Demon Gaze, allowing the Infernal to automatically see through all Illusion effects while
that Charm is active, so long as the Illusion was created by someone of equal or lesser Essence. If the Illusion
was created by one of greater Essence, he may attempt to see through it by paying five motes and rolling
(Wits+Investigation) at a difficulty of the Essence rating of the Illusion's creator. Success indicates that he
pierces the Illusion.
At Essence 3+, this Charm may be repurchased multiple times, each one adding defense to another Keyword.
This may be purchased to protect against Emotion, Compulsion or Servitude effects, which may be defended
against in the same way as Illusion effects.

Black Abyss Fascination


Cost: -, Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Unblinking Demon Gaze
In exploring the things which lurk in darkness, how long could one stay away from the realm of the dead? The
Infernal opens his mind to the terrible voices of the Neverborn, and even the power of Oblivion itself, as he
attempts to encompass the entirety of the secrets hidden in the world. This Charm permanently upgrades its
prerequisite, enabling the Infernal to physically interact with (and use Charms on) dematerialized ghosts or
other spirits of the dead. In addition, the bonus to intimidate gained from Unblinking Demon Gaze is instead
applied to all rolls against the dead, as the Infernal's otherwordly mien resonates with their deathly Essence.
As a side benefit (or curse), the Infernal may now purchase Whispers as though he were one of the Abyssal
Exalted, having opened his mind to the possibilities of Oblivion.

And With Strange Aeons


Cost: -, Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Black Abyss Fascination, Sorcerous Initiation of Mandatum Gwyn
In his pursuit of ultimate understanding, Mandatum Gwyn has tried to encompass the entirety of Oblivion with
his understanding. It cannot be said that he has remained unchanged by the experience. This Charm enables
the Infernal to substitute the Sorcerous Initiation of Mandatum Gwyn for initiation into Necromancy of up to
the Iron (with one purchase of the Sorcerous Initation) or Onyx (with two purchases of the Sorcerous Initation)
Circles. However, this comes at a terrible price. Upon taking this Charm, the Infernal gains a separate
Resonance track, in addition to his normal Limit track. The Infernal gains Resonance in a set of ways different
from his Abyssal brethren, gaining a point of Resonance under the following conditions:
* Any time the Infernal casts a Necromancy spell through the Sorcerous Initiation of Mandatum Gwyn.
* Any time the Infernal slays one of the sentient dead.
* Any time the Infernal helps a ghost pass on to Lethe (this stacks with the Resonance gained from using
Necromancy).
* Any time the Infernal engages in a sexual act which is intended to result in procreation or which accidentally
results in pregnancy.
* Any other condition the ST deems appropriate.
An Infernal may rid himself of Resonance in the same ways as an Abyssal can, either through praying to the
Neverborn and Oblivion or by burning Resonance off in a Resonance eruption (see MoEP: Abyssals for more
information).

Pretty White Lies


Cost: - Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: The Shadow Knows
There are just some things people are not meant to know. Better they live in ignorance than be forced to see
a truth they cannot fathom. This Charm permanently enhances the Infernal's capabilities, granting him a
bonus on all Social rolls equal to his Essence to convince people to believe something they want to believe,
whether it is true or not. The dice granted by this Charm turn into automatic successes against children or
characters who have a positive Intimacy towards the Infernal.
However, there is a drawback to this grace: in any scene where he is exposed as a liar, the benefit for this
Charm becomes a penalty for one full day, after which the bonus returns to normal. Dice gained in this way
count as dice gained from Charms for the purposes of dice pool caps.

The Most Merciful Thing


Cost: 4m, Mins: Essence 3
Type: Simple
Keywords: Illusion, Obvious, Sorcerous
Duration: Instant
Prerequisites: Pretty White Lies
Home is comfort. Home is safety. Home is a place where monsters cannot tread. It is this innocent deception
which the Infernal preys upon, blessing (or cursing) another with the lie that evil things cannot hurt them. For
the rest of the scene, the affected target always succeeds on Valor rolls related to resisting fear effects as an
Illusion effect. However, while under the effects of this Charm, the target becomes sedated and unable to
comprehend danger suffering a -2 penalty to all Awareness rolls, including Join Battle rolls. The Infernal
cannot target herself with her own power; his knowledge of the world as it is precludes his ability to blind
himself to its dangers.
A second purchase at Essence 4+ allows the Infernal to target multiple people with one Charm activation by
paying a point of willpower and two motes per additional target. A third and final purchase at Essence 5+
allows the Infernal to target a unit with a Magnitude no greater than his Essence by paying two points of
willpower and five motes per point of Magnitude affected.

Naught Heard But Ringing Bells


Cost: 5m, Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Illusion, Social, Obvious
Duration: Instant
Prerequisites: Pretty White Lies
Why is it that people insist on spreading discomfort and terror? Most people never need to know the terrible
things that lie in the darkness, and so Mandatum Gwyn dulls their ears, allowing them to live on in ignorant
bliss. This Charm can be activated in response to any social attack that the Infernal is aware of and which is
not unexpected. The person's words become dulled and unfocused, as though spoken through thick cotton or
read through smeared ink, and even as they reach the ears and eyes of their audience they lose their
intended meaning.
This perfectly parries the social attack on behalf of all listeners or readers, though there is one side effect:
anyone who benefits from this Charm who does not possess Pretty White Lies must succeed on a
(Perception+Integrity) roll at a difficulty of the Infernal's Essence, or lose all memory of the ensuing five
minutes of conversation, as it becomes obscured under a thick fog of daydreams and pleasant memories.

Blessings in Ignorance Endowment


Cost: 7m, 1 wp, Mins: Essence 3
Type: Simple
Keywords: Emotion, Obvious, Sorcerous
Duration: Instant
Prerequisites: Naught Heard But Ringing Bells
Some stray too far from the path, and learn more than they ought. The knowledge and experience breaks
them, and shatters their minds. With this Charm, the Infernal may salve old wounds, wiping their minds of
unwanted insight into the true nature of the world. This Charm enables an Infernal to clear a willing target's
mind of a derangement. If the target is unwilling, the Infernal must make a (Manipulation+ [Socialize or
Presence]) roll and exceed the target's Dodge MDV to be able to use this Charm. If unresisted or if the Infernal
succeeds on the roll to overwhelm a resisting target, the derangement is wiped from the target's mind, as are
any memories associated with that derangement.
There is a price to be paid for this Charm, however. Besides the possibility of losing months or years of one's
memories (though this Charm does not cause the target to lose any Ability dots), this Charm dulls the target's
soul, as their acceptance of a false happiness erodes their heroic potential. The target loses a point of any
Virtue, though this cannot reduce a Virtue below one. In addition, a heroic mortal who takes advantage of this
Charm must succeed on a willpower roll, difficulty 2, or become an extra.

Heart's Hidden Treasures


Cost: 2m, Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: Pretty White Lies
No matter how old or jaded, each person carries within them a shard of childhood innocence, that which
remembers long-abandoned dreams and sorrows. To one who knows how, these secrets may be dug up. This
Charm enables an Infernal to discern a target's previous unfulfilled Motivations or lost positive Intimacies with
a successful (Perception+Investigation) roll, adding the Infernal's Essence in automatic successes, at a
difficulty of the target's Dodge MDV. If successful, the Infernal learns one fact per success above the threshold
about the target's last Motivation, if any, as well as any positive Intimacies that were lost or turned negative
in the past ten years. In addition, this information grants a +2 bonus on any Social roll that plays upon the
emotions gathered up by this Charm, so long as they appeal to the Motivation or Intimacy that was lost.

Mask of Terrible Truths


Cost: 8m, Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Illusion, Sorcerous
Duration: One Scene
Prerequisites: Pretty White Lies
People choose not to see what they do not wish to see. The Infernal understands this and wraps himself in a
veil of unpleasant truths, ensuring that people disregard him. This Charm is identical to Mental Invisibility
Technique (see Exalted Core p. 230), save that it is an Illusion effect rather than a Compulsion and the
willpower cost to resist to Charm is not reduced even if someone calls attention to the Infernal. Initially, this
effect may be countered by Emerald Circle Countermagic, though at Essence 5+ only Sapphire Circle
Countermagic or higher may dispel it.

Vigilant Warding Stance


Cost: 3m (+ 4m, 1wp), Mins: Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None
Those who watch the shadows must take care, lest the darkness overtake them. Upon activating this Charm,
the Infernal takes a stance of readiness, increasing his Dodge DV by his Essence for the duration of the
Charm. With a repurchase at Essence 3+, the duration of this Charm is extended to one action. And, finally,
with a third repurchase at Essence 5+, the Infernal may pay an additional four motes and one point of
willpower upon activating this Charm to extend the Duration of this Charm to One Scene.

Sheathed in Shadow Defense


Cost: 3m, Mins: Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Vigilant Warding Stance
Mandatum Gwyn declares what is permissible and what is forbidden. He asserts the inviolable nature of his
own form, deflecting attacks with raw, ancient darkness. This Charm perfectly parries a single attack that is
not unexpected. This Charm carries the Imperfection of the Shadow Beyond the Veil.

Forbidden Sphere of Sanctity


Cost: - (+3m), Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Sheathed in Shadow Defense
Any good monster knows when someone has intruded upon his lair. This Charm permanently enhances
Vigilant Warding Stance, allowing the Infernal to ignore the unexpected quality from any attack that
specifically targets him for the duration of the Charm. In addition, by reflexively paying three additional motes
per additional person when activating the Charm, he may extend the benefits of Vigilant Warding Stance to
any ally within (Essence x 3) yards. Using this Charm in this fashion is Obvious, as his allies' shadows rise up
to protect their owners on behalf of the Infernal.

Terror Guardian Posture


Cost: 4m, Mins: Essence 3
Type: Reflexive
Keywords: Combo-OK, Counterattack, Obvious, Sorcerous
Duration: One action
Prerequisites: Sheathed in Shadow Defense
It is best not to go to certain, dark places; who knows what might be disturbed by foolish intruders? Drawing
upon the principle of the Beast in His Den, the Infernal's will is imprinted onto the world around him as
glowing Old Realm sigils, warning people away from striking him. If they ignore this Obvious warning and
attack him while this Charm is active, the Infernal may reflect his opponent's malevolence back at his
opponent, effectively making a Counterattack using the same dice pool and raw damage as the attack being
countered. An attack countered in this way must not be unexpected, but may hit an opponent at any
distance. If he also knows Forbidden Sphere of Sanctity, he may reflexively pay two motes to make a
counterattack (as per this Charm) against anyone who attacks someone he is currently protecting with
Forbidden Sphere of Sanctity.

Horrid Host Summoning


Cost: 20m, 1 wp Mins: Essence 3
Type: Simple (Dramatic Action)
Keywords: Obvious, Sorcerous
Duration: Instant
Prerequisites: Vigilant Shadow Stance
Those terrible beings known as the forbidden gods were cast out of Yu-Shan, either for being on the wrong
side of the Primordial War or for terrible crimes all their own. They haunt the dark places of the world,
wreaking havoc in the world Below. Mandatum Gwyn believes they may be put to better use. Using this
Charm is a dramatic action, requiring one hour of preparation in a chamber of total darkness. If any light
stronger than a candle shines on any part of the ceremony, it is interrupted and the Essence for this Charm is
wasted.
Upon activating this Charm, the Infernal either names a specific Forbidden God or designates any number of
conditions that the Infernal is looking for. Twelve spectral chains stretch out into the darkness, dragging the
targeted god through Elsewhere to the Infernal's location. At that point, the god and the Infernal have a
contest of wills as described in the spell Demon of the First Circle, except the cost to reduce the god's dice
pool is five motes per die. If successful, the Infernal may bind the god to a specific task, which it must carry
out to the best of its ability, or he may bind it into general service for a year and a day.
With one purchase, this Charm may summon a forbidden god of up to Essence 3; with a second purchase at
Essence 4+, this Charm may summon a forbidden god of up to Essence 6, and this Charm may only be
targeted by Sapphire Circle Countermagic or higher; and with a third and final purchase at Essence 5+, this
Charm may summon a forbidden god of any Essence, and this Charm may only be countered by Adamant
Circle Countermagic. This spell specifically only targets forbidden gods; those gods who still hold favor in
Heaven are protected by the holy order of the Celestial Bureaucracy, and cannot be summoned by this
Charm.

Weapon of the Ancients


Cost: - (+ 1 lhl), Mins: Essence 3
Type: Permanent
Keywords: Blasphemous, Obvious, Sorcerous
Duration: Permanent
Prerequisites: Horrid Host Summoning
This Charm permanently enhances its prerequisite. As an additional possibility for summoning a forbidden
god, an Infernal may instead choose to tear the god apart, and reconstruct it as something more useful.
Doing so harms the Infernal, as he shapes the forbidden god's dying form with his own flesh. The god reforms
into an artifact weapon which can be of any type the Infernal wishes, built according to the following rules:
* The base stats for the weapon are: Speed 6, Accuracy +0, Damage +0L or +0B, Defense 0, Rate 2.
* The Infernal gains a number of build points equal to twice the sacrificed god's Essence rating.
* For one build point, the Infernal may reduce the Speed of the weapon by 1 (to a minimum of 4), increase the
Accuracy by 1 (to a maximum of [Essence/2]), increase the damage by +2L or +3B, increase the Defense by
1 (to a maximum of [Essence/2]), or the Rate by 1 (to a maximum of 5). If creating a ranged weapon, a single
build point grants a base range of 150, which can be enhanced for an additional 50 range per build point. The
Infernal cannot spend more than his Essence in build points on any one stat.
* For two build points, the Infernal may add either the Piercing or Overwhelming quality to any weapon
(where the Overwhelming value is equal to one half the sacrificed god's Essence, rounded down). Alternately,
they may add the qualities of a single magical material to the weapon (only one magical material bonus may
be selected at a time).
A weapon created by this Charm is considered to have an artifact rating equal to (the forbidden god's
Essence/2) and has an attunement cost equal to the Essence of the forbidden god used to make it. The
weapon lasts for a year and a day, at which point it dissipates into nothingness, the forbidden god's Essence
forever returned to Creation. However, the weapon can be used before that time as an exotic ingredient for
the purposes of constructing an artifact of vitriolic aspect.
At Essence 4+, this Charm may instead be used to construct artifact armor, and follows much of the same
rules, save for the following: the base stats are Soak 2L/2B, Hardness 2L/2B, Mobility -2, Fatigue 2, and may
be increased at a cost of one build point for +2L/+3B soak, +2L/+2B Hardness, or to reduce the Fatigue or
Mobility penalty by one.

Eldritch Sanctum Glyph


Cost: 8m, 1 wp Mins: Essence 3
Type: Simple (Speed 5, DV -1)
Keywords: Compulsion, Obvious, Sorcerous
Duration: Instant
Prerequisites: Vigilant Shadow Stance
The commandment of the Shadow Beyond the Veil is that all things should stay where they belong. The
Infernal designates an area no larger than (Essence x 10) yards in diameter, which becomes outlined by Old
Realm characters describing the Order of Existence that was written when Creation was formed. So long as
the Infernal commits the Essence to this Charm, no one may enter or leave the area unless he permits it. The
Infernal is instinctively aware of anyone who attempts to cross the barrier, and knows whether the person has
ill intent or not. Any attempt to cross the barrier without his permission instates an immediate Compulsion
effect to stay on their current side of the line, which may be overcome by paying four willpower. This Charm
automatically ends if the Infernal strays more than (Essence x 100) yards away from the barrier, or if he
decommits the Essence to this Charm.
At Essence 4+, the Charm may be repurchased to add more bite. Anyone crossing the barrier without the
Infernal's permission takes (Essence x 2) levels of lethal damage which pierces hardness and can only be
soaked by natural soak. This stacks on top of the willpower cost to cross the barrier. A third and final purchase
increases the damage to (Essence x 3) and allows the Infernal to pay a point of willpower when someone
crosses the barrier without his permission to upgrade the damage to aggravated. In addition, with or without
repurchases, an Infernal of Essence 6+ may go any distance away from the barrier without it deactivating.

Chains of the Titans


Cost: 8m, Mins: Essence 2
Type: Simple (Speed 5, DV -1)
Keywords: Obvious, Sorcerous
Duration: One scene
Prerequisites: Vigilant Warding Stance
Some things try to escape their bonds, to attempt to escape into a world where they do not belong. These
beings must be dragged back down into the darkness, where they cannot cause harm to those good folks
who have no quarrel with the world. For that, Mandatum Gwyn has crafted embodiments of the principle of
banishment and binding, chains that constrict both body and soul. This Charm creates (Essence) chains which
appear from the shadows, each one following the commands of the Infernal, each link imbued with a single
glowing symbol that creates a poem describing the new age of the Devil-Tiger Heretics. At rest, they wrap
themselves around the Infernal, hiding within his shadow until they need to be used. While they do not
(initially) possess any unique qualities and use only the Infernal's Rate and statistics, these chains may strike
at a range of (Essence x 3) yards, and they may initiate a clinch. For each Chain the Infernal dedicates to a
clinch, he adds two to the roll to initiate or maintain a clinch and one to the raw damage of the clinch. He may
only maintain as many clinches simultaneously as he has available chains.
For the purposes of the chains created by this Charm, the Infernal uses his Wits as his Dexterity, his Lore as
his Melee/Martial Arts, and his Essence as his Strength. The chains may be used to move large objects, but
they lack the finesse to perform finer manipulations (such as any Craft roll). The chains have a Soak of
20A/20L/20B and an equivalent Hardness, and have five health levels. A chain that is destroyed does not
reform unless this Charm is reactivated. If targeted by Emerald Circle Countermagic or higher, all of the
chains are immediately dispelled and this Charm must be reactivated. At Essence 5+, the chains become
more resistant, and can only be dispelled by Sapphire Circle Countermagic or higher.
Chain Strike: Speed 5, Accuracy: (Wits+Lore), Damage: (Essence+2)B, Defense (Wits+Lore), Rate (Essence),
Range (Essence x 3)
Chain Clinch: Speed 6, Accuracy (Wits+Lore), Damage (Essence+3)B, Rate 1, Range (Essence x 3)

Hell-Bane Binding
Cost: - (+1m or 1wp), Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Chains of the Titans
It is not enough to bind some monsters; for some, only death is sufficient remedy.
This Charm permanently upgrades its prerequisite, allowing Chains of the Titans
to target immaterial beings as well as materialized creatures so long as he is
capable of seeing them (such as through Unblinking Demon Gaze). In addition, he
may choose to reflexively spend one mote when attacking or clinching with
Chains of the Titans to convert all damage dealt by that Charm to lethal for one
action.
In addition, the Infernal may repurchase this Charm at Essence 4+, allowing him
to designate a particular type of creature as his foe when he activates this Charm.
Valid types include Creatures of the Wyld, Creatures of Death, or Creatures of
Malfeas (or Creatures of Autocthon, if the Seal of Eight Divinities has been
breached). Against the designated foe, the chains instead deal aggravated
damage rather than lethal. Redesignating the foe requires an additional
expenditure of one point of willpower to realign the Essence flows of the chains.

Shadow Shell Aegis


Cost: - Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Chains of the Titans
One who walks in darkness must learn to guard themselves, lest they be
swallowed up by it. This permanently upgrades Chains of the Titans. The Infernal
may dedicate as many of his chains as he wants to his protection. Each chain so
dedicated adds +1 to his Parry DV, and reduces the onslaught penalties to his DVs
by one. A chain dedicated in this fashion cannot be used for attacking or
grappling, though the Infernal may reflexively release a grapple to bring it to his
defense. A chain that has been used to attack cannot be switched to defense until
the Infernal's next action.

Darkness Devours Itself


Cost: -, Mins: Essence 3
Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisites: Chains of the Titans
Monsters draw strength from the weakness of their foes, including each other. Mandatum Gwyn merely demonstrates that he
is the greater monster. This Charm permanently enhances its prerequisite: whenever the Infernal would successfully deal
damage with a clinch attack, he may forfeit all damage to drain one mote from his opponent per level of post-soak damage
that would have been dealt by the clinch as a Shaping effect. Motes drained in this way are added to the Infernal's mote pool,
starting with his Personal Essence and moving on to his Peripheral if the Personal Pool is full. If the Infernal is already at full
Essence, all motes drained by this Charm are wasted.
With a repurchase at Essence 4, instead of draining motes or dealing damage, the Infernal may choose to drain a single point
of willpower as a third option. Opponents who lose their last point of willpower in this way have their wills broken (as per the
effect described on Exalted p.174), and lose their Conviction on the roll to resist Shadow-Gate Invocation (see below).

Wellspring of Endless Torments


Cost: 5m, Mins: Essence 3
Type: Reflexive
Keywords: Overdrive
Duration: One Scene
Prerequisites: Darkness Devours Itself
Mandatum Gwyn draws strength from the hideous depths where nightmares reside. This Charm creates a ten mote Overdrive
pool, which the Infernal may fill with motes from Darkness Devours Itself. Every mote drained creates two motes in the
Overdrive pool. Any leftover motes left in the Overdrive pool are lost at the end of the scene.

Shadow-Gate Invocation
Cost: 10m, 1 wp, Mins: Essence 4
Type: Extended
Keywords: Blasphemy, Obvious, Shaping, Sorcerous
Duration: Instant
Prerequisites: Chains of the Titans, Horrid Host Summoning
Blasphemous monsters, believing themselves worthy of showing themselves to the light. Mandatum Gwyn shall show them
their hubris. This Charm may target any entity that is not considered a native to the realm of existence that the Infernal is
currently on. A dark portal opens behind the target, and tenebrous chains inscribed with glowing sigils wrap themselves
around the target, ready to pull them back to the world where they belong.
This Charm is a contested Extended action to banish any non-native being with an Essence equal to or less than the Infernal's
back to the realm of existence to which it is native. Both contestants roll their (Willpower+Essence), with the person who rolls
more successes adding their threshold successes to their total. The Infernal may reduce his opponent's dice pool at a cost of
five motes per die. The first to obtain (opponent's Conviction+Willpower) accumulated successes wins. If the Infernal reaches
his target number of successes first, the target is flung through the cracks in the world back to his realm of existence.
If a native to the Wyld, his is banished to the nearest Wyld zone of Middlemarches or Deep Wyld strength; if native to the
Underworld, he is flung to the nearest shadowlands; if native to Malfeas, he is dragged across Cecylene for five days before he
is deposited in the Demon City; if a native of Autocthonia, he is pushed through the Seal of Eight Divinities back to the city
through which he crossed into Creation; if a native of Creation or Yu-Shan, he is flung back through the nearest portal that
would bring him to Creation or Yu-Shan, respectively. Someone who has been banished in this way cannot return to the realm
from which he was banished for a year and a day. Using this Charm in Creation or Yu-Shan is considered Blasphemous, and
immediately alerts the Bureau of Heaven that something was forced through the cracks in the world.

Umbral Corona Shintai


Cost: - (+2m or +3m) Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Shadow Gate Invocation, Unblinking Demon Gaze
What terrible things lurk in the darkness? Mandatum Gwyn knows them all, and if they are wise they shall know him as well.
This Charm permanently alters the Infernal, transmuting his pitiful mortal flesh into something more befitting his dark glory.
Externally, he appears the same; however, internally, his flesh is largely replaced by a shadowy substance of a pseudo-
physical nature. When he is cut, he seeps the shadowy substance rather than blood, betraying his obviously inhuman nature.
This new state grants a number of benefits. First, he adds his Integrity to his Stamina for the purposes of calculating bashing
and lethal soak, as his form his held together by his will as much as his actual substance. Second, he may ignore any Crippling
effect that solely targets his body by reflexively paying two motes, as his shadowy form merely reasserts itself as soon as it is
disrupted. He also suffers no additional damage or ill effect from a called shot to any point on his body, as he now lacks vital
organs to target. Finally, he may reflexively pay three motes at any time to reshape his cosmetic features as he sees fit,
although this cannot allow his to change his sex or height, or make him appear to have a better Appearance than he has (he
may, however, choose to lower his effective Appearance if he so chooses). Any such changes are restored at the end of the
scene.

Unchained Shadow-Emperor Shintai


Cost: 20m, 1 wp, Mins: Essence 5
Type: Simple (Speed 5, DV-1)
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisites: First Mandatum Gwyn Excellency, Darkness Devours Itself, Mask of Terrible Truths, Terror Guardian Posture,
Vision of Terrors Unimagined
So many monsters claim to rule the darkness. The Shadow Beyond the Veil laughs at such beings, for the true Emperor of the
Dark needs no claim to this throne save his own existence. Casting off his thin mortal shell, the Infernal becomes a horrific
abomination that stretches high above his foes, wrapped in chains and prayer strips declaring his own blessed mantra. For the
duration of the Charm, his effective Appearance is 0, as his form becomes inchoate and incomprehensible to normal minds. In
addition, he gains the following benefits:
* The first time someone sees the Infernal with this Charm active in a scene, the victim must succeed on a Valor roll or be
affected as though by Vision of Terrors Unimagined.
* The Infernal may activate Chains of the Titans reflexively for four motes at any time, and the number of chains created by
that Charm is doubled.
* The Infernal may reflexively activate Terror Guardian Posture for free as an innate power rather than a Charm activation.
* The Infernal adds his Essence to his natural bashing, lethal, and aggravated soak, and grants him a Hardness rating equal to
his natural soak. This effect stacks with other enhancements (excluding armor).
* If the Infernal slays an opponent, he may consume their fleeting Essence, gaining (opponent's Essence rating x 2) motes.

Kimbery, the Sea That Marched Against the Flame


Involved with the Reclamation since the beginning, but indecisive, Kimbery lost her chance to claim a portion of the stolen Solar Exaltations.
Finally, she has consented to teach her Charms to the Green Sun Princes.
Spoiler
Hide

First Kimbery Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: None
This Charm functions identically to the other First (Yozi) Excellencies, except that its benefits only
apply to actions that meet Kimbery's particular set of criteria. A description of Kimbery's purview
follows.
Kimbery: The Sea That Marched Against the Flame is moody and unpredictable. She shifts moods
suddenly, moving from calm to extreme rage in moments.
In her moments of calm, Kimbery is mysterious. She conceals many things beneath her waves, both
treasures undreamed of and horrors best left alone. Even when calm, Kimbery is hostile and
inhospitable, treating friend and foe alike with caustic sarcasm and scathing rhetoric.
When angered, Kimbery is relentless in her attacks, wearing down her enemies until they are
overwhelmed. She is spiteful and petulant, ready to bring ruin to any who earn her ire, in ways
disproportionate to the offense.
In battle, the Sea That Marched Against the Flame is ruthless and without mercy, caring nothing for
those who die in her service so long as they serve their purpose. She attacks in unison, burying her
enemies beneath waves after wave of attacks.
As the progenitor of oceans, Kimbery authored the concept of sailing. As such, all Sail rolls can be
enhanced by her Excellencies.

Kimbery Mythos Exultant


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Kimbery Excellency
As with other versions of (Yozi) Mythos Exultant, this Charm enhances any stunt the Infernal performs
that could benefit from the First Kimbery Excellency.
The Sea That Marched Against the Flame: Kimbery is a mercurial being, chaotic and unpredictable
at even the best of times. Her version of this Charm alters the stunt itself rather than its reward,
doubling the number of stunt dice awarded but preventing 10s from counting as two successes on the
stunt dice. If the stunt succeeds, the Infernal still receives the normal reward for the stunt.

Sea's Fickle Favor


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-Ok, Stackable
Duration: One scene
Prerequisite Charms: First Kimbery Excellency
Kimbery's feelings change with her ever-shifting tides. This Charm allows an Infernal to form a new
Intimacy or to lose one of his existing Intimacies instantly. Once the scene ends, however, any
Intimacies created by this Charm fade and any Intimacies lost this way return.
This Charm cannot be invoked more times in a single scene than the Infernal has dots of Compassion;
Even Kimbery's heart cannot change her cares so frequently.

Sudden Storm Fury


Cost: 8m; Mins: Essence 2; Type: Simple (Speed 3)
Keywords: Combo-Ok, Emotion
Duration: One Scene
Prerequisite Charms: Sea's Fickle Favor
The sea can stir itself into a storm in an instant. The Sea That Marched Against the Flame can rouse
herself to terrible anger no less swiftly, lashing out at her enemies with the speed of a tempest.
While this Charm is active, the Infernal ignores multiple action penalties on his first two attacks. Any
actions after the penalty-free attacks take the same penalties as if this Charm was not active. Further,
the Infernal reduces all wound penalties by one.
This Charm does have its drawbacks, as it exerts unnatural mental influence upon its user. As long as
the Infernal is under the effects of this Charm, his thoughts are consumed by battle. He must be
engaged in combat or attempting to become so engaged. He can bark orders clearly and perform
complex actions, such as retrieving a small item from a pack, so long as those actions directly serve the
battle at hand, but any other action is not even considered, including retreat.
Anyone who attempts to stop the character from unleashing his rage upon his foes or otherwise
hampers him in battle, be they innocent bystander or dearest friend, becomes considered an enemy for
the duration of the Charm.
This Charm lasts until the Infernal can no longer locate an enemy to kill. Ending the Charm
prematurely requires the Infernal to expend two Willpower to break free of the Charm's unnatural
mental influence, which causes the Infernal to accrue Limit as normal. Ending the Charm can be done
at any time, such as just before the Infernal would strike at valued ally.
This Charm can be purchased multiple times, up to a maximum of [Essence / 2] times (an Essence 5
Infernal would be able to have three copies of this Charm). Each additional purchase increases both the
number of penalty-free attacks and the wound penalty reduction by one.

Dark Depths Unseen


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Ok, Social
Duration: One scene
Prerequisite Charms: Sea's Fickle Favor
Kimbery's dark waters hide many things. As long as an Infernal has this Charm active, it provides a
perfect defense against all attempts to read the Infernal's emotions, Motivation, Intimacies, or mind.

Hidden Currents Awareness


Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: Social, Combo-Ok
Duration: Instant
Prerequisite Charms: Dark Depths Unseen
Many currents pass through the Sea That Marched Against the Flame, but Kimbery knows them all.
When the Infernal activates this Charm, he rolls (Perception + [Investigation or Socialize]) adding his
Essence in automatic successes and compares the result to every character present. If the Infernal
garners more successes than one half the (Manipulation + Socialize) of any individual, the Infernal
learns that character's goal in the current scene, his Motivation, and any Intimacies that may be present.

Endless Surf Pounding


Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: None
The never-ending waves of the Sea That Marched Against the Flame wear away even Malfeas's
hardened stones, given enough time. This Charm adds a number of bonus successes to any attack roll
(physical or social) equal to one half the greatest onslaught penalty that the target suffered from the
Infernal on the Infernal's last action.
For example, an Infernal made three attacks against a Solar on his last turn, causing the Solar to suffer
a -3 onslaught penalty. If the Infernal invokes this Charm on an attack he makes this turn, he would
receive two bonus successes on the attack roll.

Untiring Sea Prana


Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok
Duration: Indefinite
Prerequisite Charms: Endless Surf Pounding
Since before the dawn of Creation, Kimbery's waves have pounded against her shores, never tiring. As
long as this Charm is active, the Infernal ignores any source of fatigue. He can go days without sleep,
march for hours in heavy plate armor, and perform heavy labor from sunrise to sunset without tiring.

Heart Eroding Method


Cost: 6m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Social, Combo-Ok
Duration: Up to (Essence) days
Prerequisite Charms: Endless Surf Pounding, Sea's Fickle Favor
Even the strongest fortress cannot stand against Kimbery's waves. What chance then do frail human
hearts stand to resist the Sea That Marched Against the Flame?
This Charm can supplement any social attack aimed at destroying an Intimacy. If the social attack
succeeds, it has its normal effects and imposes unnatural mental influence upon the victim.
For the duration of this Charm's effect, the rating of the targeted Intimacy cannot be 'repaired' or
otherwise increased. Further, every day that passes counts as one scene spent eroding the targeted
Intimacy. Preventing this erosion requires the victim to spend one Willpower each day.
This Charm lasts until the targeted Intimacy wears away to nothing or until (Essence) days have
passed.
At Essence 4, an Infernal with this Charm can cause the erosion to go on beyond wearing away the
original Intimacy. At the Infernal's option, once the original Intimacy is gone he may have the Charm
continue to wear upon the victim. Each day thereafter counts as a scene of building an Intimacy
opposed to the original in some way. The victim can spend one Willpower each day to resist this effect.
This growing Intimacy cannot be eroded while this Charm remains active.

Crashing Wave Unity


Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Endless Surf Pounding
Every drop of water in Kimbery knows its place, striking together as they lash the shores of Malfeas.
This Charm allows the Infernal to coordinate attacks as a reflexive action instead of needing to take a
miscellaneous action.

Current Shifting Technique


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Ok, (Illusion, Emotion, or Compulsion)
Duration: Instant
Prerequisite Charms: Hidden Currents Awareness, Crashing Wave Unity
Kimbery changes her currents at a whim and the rest of Malfeas must follow. This Charm allows an
Infernal to impose any sort of belief, emotion, or policy change on a social group with a Magnitude of
at least 1.
The Infernal need only activate this Charm while interacting with a member of that social group for it
to take effect. He then rolls (Manipulation + Socialize) against the leader's MDV plus half the group's
Magnitude.
If he succeeds, the social group immediately feels the dictated emotion or adopts the dictated belief or
policy change. The social group can ignore this for a scene by spending one Loyalty. The social group -
and any social groups of magnitude 1+ that splinter off from the target - continue to suffer the Infernal's
influence until they have spent a total of 10 Loyalty resisting its effects.
This Charm has no effect on individuals - only on groups. The character can redefine a church's dogma
or change the prevailing beliefs of a nation, but any given individual reacts if his own accord.

Dreg Purging Method


Cost: 8m, 1wp; Mins: Essence 4; Type: Supplemental
Keywords: Combo-Ok, Stackable
Duration: Instant
Prerequisite Charms: Current Shifting Technique
Filth and corruption build within Malfeas's sewers until Kimbery chooses to scour them clean.
This Charm supplements any attempt by the Infernal to improve the efficiency of any sort of
bureaucracy the Infernal may be in charge of, be it a governmental, mercantile, or military
organization.
Each week he spends working to improve efficiency permanently reduces any penalties the
organization might suffer from inefficiency by one. If the organization doesn't currently suffer from any
penalties from inefficiency, each week spent on improving efficiency instead grants the organization a
one die bonus on all bureaucratic actions it may take. This dice bonus stacks with itself, up to a
maximum of the Infernal's Essence.
However, this improved efficiency is not granted without cost. Every three weeks of work reduces the
organization's Magnitude by one, as the Infernal purges the most inefficient members of the
bureaucracy. This purging may be relatively painless, such as firing lazy clerks on the spot, or violent,
such as executing a embezzling manager, as appropriate to the Infernal.

Tide Turning Gesture


Cost: 5m; Mins: Essence 3; Type: Supplemental
Keywords: War, Combo-Ok
Duration: Instant
Prerequisite Charms: Crashing Wave Unity
If Kimbery's assault ever wanes, it is because she gathers her forces for an even greater attack.
This Charm supplements a Rally action by the Infernal, adding his Essence in bonus successes to the
attempt. If the Infernal successfully rallies for numbers, this Charm ensures that all deserters from
allied units flock to his banner, increasing his unit's Magnitude by the maximum possible amount
instead of only 1.

Waves Fall Back Emulation


Cost: 2m; Mins: Essence 3; Type: Reflexive
Keywords: War, Combo-Ok
Duration: Instant
Prerequisite Charms: Tide Turning Gesture
In her calmer moments, Kimbery sometimes chooses to flow past her opposition and focus upon those
that matter.
This Charm is a supernaturally effective Disengage action. When the Infernal activates it, his unit
automatically disengages from all units it is currently engaged with. Further, the unit automatically
succeeds on the rout check caused by disengaging.

Flood of Violence Prana


Cost: 8m, 1wp; Mins: Essence 4; Type: Simple
Keywords: War, Combo-Ok
Duration: One action
Prerequisite Charms: Tide Turning Gesture
When angered, Kimbery surges from forward to engulf her foes with incredible speed.
This Charm is a supernaturally potent charging attack made by the Infernal's unit. The unit can move
up to its full dashing speed, suffering no DV penalty for the move, suffering no fatigue for doing so,
and ignoring terrain penalties, as the unit's members flow over, around, and through any obstacles with
near perfect coordination. The unit can make as many attacks as its Rate allows with no multiple action
penalties and the unit doubles its effective Magnitude for the rest of the action, as the Infernal's soldiers
suddenly seem to be everywhere.
Because this Charm allows for a supernaturally aided flurry, this Charm cannot be placed in a Combo
with Extra Action Charms.

Tides of Battle Approach


Cost: 5m, 1wp; Mins: Essence 4; Type: Reflexive
Keywords: War, Combo-Ok
Duration: One scene
Prerequisite Charms: Waves Fall Back Emulation, Flood of Violence Prana
War is like the shores of the Sea That Marched Against the Flame. Waves of soldiers surge forward and
crash against the bulwarks of the defenders, eating away at the enemy's strength and then falling back
to regroup for another attack. Kimbery is intimately familiar with this endless cycle.
While this Charm is active, the Infernal becomes aware of all military units with Magnitude 1+ that are
within (Essence x 10) miles of the Infernal's position.
This awareness allows the Infernal to pinpoint each unit's position relative to other military units and
major landmarks such as rivers, cities, and mountains. Further, he is aware of which faction each unit
owes its loyalty to and each unit's current fatigue, order, and magnitude.
This Charm gives the Infernal awareness of all major landmarks within one mile of any military unit
that the Infernal is aware of.

One Mind Ocean


Cost: 10m, 1wp; Mins: Essence 5; Type: Reflexive
Keywords: War, Combo-Ok
Duration: One scene
Prerequisite Charms: Tides of Battle Approach
Each of Kimbery's waves is but an extension of the Sea That Marched Against the Flame.
This Charm ensures perfect coordination between all units loyal to the Infernal. As long as this Charm
is active, any unit within (Essence x 10) miles that is loyal to the Infernal instinctively understands
what the Infernal wishes them to do. Not only does this effectively convey the Infernal's orders
instantly, but it also removes the need for relays to effectively coordinate each unit and improves each
affected units' Drill by 1.
At Essence 7+, the effective Drill of each affected unit becomes 5 if it wasn't already.

Stone Eroding Touch


Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: Combo-Ok, Touch
Duration: Instant, Obvious
Prerequisite Charms: None
Kimbery's water can eat away anything, even the hardest stone, in mere moments if the Yozi but wills
it. This Charm deals (Essence) dice of lethal damage to a touched object or half that damage to a
touched creature. This damage ignores soak and hardness.

Filth Consuming Dissolution


Cost: - (1m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Stone Eroding Touch
The denizens of Malfeas endlessly dump their filth into Kimbery's waters, yet she never suffers ill
effect. An Infernal with this Charm may reflexively spend one mote whenever he would be exposed to
poison or disease. If he does, the poison or disease has no effect as vitriolic Essence dissolves it away.
This does not count as a Charm activation.

Caustic Wave Embrace


Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-Ok, Obvious
Duration: One scene
Prerequisite Charms: Stone Eroding Touch
Those that fall into Kimbery's grasp feel her deadly embrace.
While this Charm is active, the Infernal's skin sweats green-black acid. This does not harm the Infernal
or his gear, but any other creature that touches him suffers (Essence) dice of unsoakable lethal damage.
Anyone striking the Infernal unarmed or struck by the Infernal's unarmed attacks suffers this damage,
as does any in a grapple with the Infernal, although those grappled by or grappling with the Infernal
only suffer the damage once per action.

Vile Brine Distillation


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Poison
Duration: Instant
Prerequisite Charms: Caustic Wave Embrace
Kimbery's waters are poisonous as well as caustic. Those who foolishly drink from her deserve their
painful death. When activated, this Charm causes the Infernal to sweat caustic fluid from his hands that
dries near instantly into a green-black salt. If ingested, this salt has the same poisonous properties as
drinking from Kimbery's depths. It has a Damage of 5L/tick, Toxicity of 4, Tolerance -/-, and a Penalty
of -4. Each use of this Charm produces enough toxic salt for one dose.

Armor Corroding Attack


Cost: 4m; Mins: Essence 4; Type: Supplemental
Keywords: Combo-Ok, Stackable
Duration: Instant
Prerequisite Charms: Caustic Wave Embrace
The toughest steel and hardest stone cannot long resist the attentions of the Sea That Marched Against
the Flame. Mimicking this, the Infernal infuses his attacks with the vitriolic Essence of Kimbery,
causing his attacks to sear through armor like a hot poker through ice.
An attack supplemented by this Charm becomes piercing. In addition, if the attack deals any damage at
all, the victim's soak from armor, both lethal and bashing, is reduced by an amount equal to the
Infernal's Essence. This soak penalty stacks with itself.
Mundane armor thus effected is permanently damaged and is destroyed if its soak bonus, both lethal
and bashing, is reduced to 0 or below. Artifact armor is more resilient and only suffers the penalties for
a single scene before hardening once more.

Inescapable Whirlpool Grasp


Cost: 3m, 1wp; Mins: Essence 4; Type: Supplemental
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Caustic Wave Embrace
Kimbery's reach never exceeds her grasp. This Charm can supplement any grappling roll the character
makes, causing it to automatically succeed. Used to supplement the initial attack roll, this makes the
attack unblockable and undodgeable. On all other grappling rolls, this Charm guarantees that the
Infernal will score more successes than his opponent. Even if the opponent scores a higher result on his
opposed roll, treat the result as though the Infernal scored one more success than his opponent's result
before applying the effects.
Dark Water Embrace
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Kimbery is perfectly comfortable inside herself. An Infernal with this Charm can breathe water as
easily as he breathes air, but not any more exotic fluid such as lava or blood. His movement rate is not
halved while swimming or wading, nor does he suffer any penalties for fighting while partially or fully
submerged in water. Lastly, he is immune to the acidic and poisonous properties of Kimbery's waters,
but not to other acids or poisons.
An Infernal who knows this Charm may bestow all its benefits as an abomination of the same name
using appropriate Desecration Charms.

Flame Quenching Presence


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Dark Water Embrace
Kimbery earned her title as the Sea That Marched Against the Flame in her many forays into Creation
back before the Primordial War, snuffing out both Hessiah's blazes and the flame of life with equal
ease.
When activated, this Charm automatically snuffs out all non-magical blazes within (Essence x 2) yards
of the Infernal. If used as a defense, this Charm provides a perfect parry against any non-magical fire-
based attack, such as a firewand blast.
A second purchase of this Charm allows it to affect magical fires. A magical fire with an unfixed
duration, such as the anima banner of a Fire Aspected Dragon-Blood, is only extinguished until the
Infernal's next action.

Storm Surge Stance


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Flame Quenching Presence
Kimbery's anger stirs the wind and the waves into a frenzy, conjuring storms at the slightest
provocation.
When activated, this Charm surrounds the Infernal in a localized storm, out to a radius of (Essence x
100) yards. The storm might cause driving rain, flurries of snow, a howling sandstorm, or some other
weather appropriate to the climate, but the mechanical effects are identical regardless of source.
Anyone except the Infernal caught in this supernatural storm suffers from poor visibility, taking a -1
external penalty on all actions. This penalty increases to -2 if the target of the actions is more than 20
yards away.

Storm Curse Condemnation


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious, Sorcerous
Duration: (Essence) hours
Prerequisite Charms: Storm Surge Stance
No matter how far or how long you run, Kimbery's wrath will follow.
When the Infernal activates this Charm, he chooses any one creature or object within his sight to target.
For the duration of the Charm, the target is surrounded by a localized storm. The storm extends
outwards from the target to a distance of (Essence x 100 yards). Anyone caught in this storm suffers
from poor visibility, taking a -1 external penalty on all actions. This penalty increases to -2 if the target
of the actions is more than 20 yards away.
Use of this Charm does not constitute an attack, so it cannot be dodged, parried, or soaked in any
manner. This includes perfect defenses.
With a second purchase of this Charm at Essence 4+, the Infernal can choose to extend the duration to
(Essence) days.

Tempest Calming Gesture


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious, Sorcerous
Duration: up to (Essence) hours
Prerequisite Charms: Storm Surge Stance
The Sea That Marched Against the Flame can change from deceptive tranquility to furious tempest and
back again with shocking speed. This Charm allows the Infernal to invoke the spirit of Kimbery's
calmer moments, turning blizzards and hurricanes into fairer weather.
When activated, any inclement weather within (Essence x 100) yards of the Infernal immediately
abates. Until (Essence) hours have passed or the storm abates naturally, no form of inclement weather
can occur within the affected area, neutralizing any penalties or hazards posed by the weather. This area
of calm does not move with the Infernal.
With a second purchase of this Charm at Essence 4+, the Infernal can choose to extend the duration to
(Essence) days.

Storm-Tossed Sea Prana


Cost: - (1wp); Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Storm Curse Condemnation
Kimbery's rage can drowned whole layers of Malfeas. This Charm enhances Storm Curse
Condemnation and Tempest Calming Gesture. An Infernal with this Charm can spend an additional
point of Willpower when activating either of those Charms to increase the radius of their effect. The
maximum radius the Infernal can choose is (Essence) miles, but he can opt for a smaller radius if he so
desires.
This Charm can be purchased a second time at Essence 6+ and again at Essence 8+. Each purchase
multiplies the maximum radius allowed by this Charm by 10, to (Essence x 10) miles and (Essence x
100) miles respectively.

Font of Vitriol Invocation


Cost: 10m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Shaping, Sorcerous, Obvious
Duration: Permanent
Prerequisite Charms: Storm Curse Condemnation, Caustic Wave Embrace
In Malfeas, all rivers and streams eventually become part of Kimbery. This Charm allows the Infernal
to hasten the process.
When invoked, this Charm transforms either a single water source, such as a well, spring, or rainstorm,
or a circular stretch of water (Essence x 10) yards in diameter into a portion of the Sea That Marched
Against the Flame. The water immediately takes on all the properties of Kimbery's surface waters (see
CoCD: Malfeas, page 102).
If the Infernal transmutes a source of water, that source will continue to produce more of Kimbery's
caustic seawater at its regular pace until it runs dry or, in the case of a storm so transmuted, the storm
ceases.
A transmuted storm becomes acid rain, an environmental effect dealing 1L/action with a Trauma of 5
for unprotected creatures or Trauma 3 for creatures protected by supernatural clothing or armor.
Creatures immune to the effects of Kimbery's waters, such as metody or Infernals with Dark Water
Embrace, are immune to this acid rain.
If the Infernal transmutes a stretch of water instead of a water source, Kimbery's corrosive seas will
eventually dilute to harmlessness, though the rate at which this happens depends on the stretch's
location. For example, a stretch of water in the middle of a swift flowing river will dilute far faster than
a farmer's rain-fed pond. This dilution, however, never occurs before the end of the current scene.

Sea Home Stance


Cost: 5m; Mins: Essence 1; Type: Reflexive
Keywords: Combo-Ok
Duration: Indefinite
Prerequisite Charms: Dark Water Embrace
The tossing waves and sudden storms of the Seat That Marched Against the Flame are Kimbery's tools;
they cannot hamper their mistress.
While this Charm is active, the Infernal ignores all penalties caused by rough seas and current weather
conditions, whether mundane or supernatural. This includes the reduction in visibility caused by heavy
precipitation or fog.

Treacherous Waters Navigation


Cost: 10m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-Ok
Duration: Indefinite
Prerequisite Charms: Sea Home Stance
Kimbery knows what dangers lurk beneath her waves and the surest course to pass through them.
While this Charm is active, the Infernal becomes supernaturally aware of any dangers or hazards within
one mile that exist in or on a body of water, such as reefs, sandbars, hungry sharks, or enemy ships.
The Charm provides the Infernal with a general description of every danger within range and an
intuition of their relative danger (easily dealt with, moderately inconveniencing ,challenging, or
overwhelming), but does not give the Infernal the exact specifics of the danger, such as an accounting
of what forces may crew a vessel or the precise location where a submerged assassin is hiding.
Infernals using this Charm in Malfeas learn to ignore the constant overwhelming danger posed by
Kimbery herself.
This awareness also allows the Infernal to perfectly navigate through or around any mundane inanimate
hazard, such as a reef or sandbar, and gives the Infernal two bonus successes on all Sail rolls to
navigate around or away from all other hazards, such as pirates or sea monsters.
As a final benefit, this Charm protects the Infernal from the danger of becoming lost at sea. As long as
the Infernal knows where his destination is, he can navigate there unerringly using any system of
waterways. If a Charm contests this effect, add the Infernal's Essence in automatic successes to the
opposed roll.

Favorable Current Benevolence


Cost: 4m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Sorcerous, Obvious, Combo-Ok
Duration: (Essence) days
Prerequisite Charms: Treacherous Waters Navigation
When Kimbery is feeling generous, fair weather and a swift journey are her blessings.
With this Charm, the Infernal can cause a vessel to experience favorable currents heading in
whatsoever direction its captain chooses to go. This provides the vessel with all the propulsion it needs
and carries it along its course at twice its normal maximum speed.

Spare the Unworthy Vessel


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Speed 3, DV -1)
Keywords: Combo-Ok, Sorcerous
Duration: Up to (Essence) days
Prerequisite Charms: Treacherous Waters Navigation
Those Kimbery chooses to favor are spared from a watery grave.
By activating this Charm, the Infernal declares that a vessel within sight is safe from harm. As long as
the vessel remains beneath its effect, it suffers no ill effect from the corrosive nature of Kimbery's
waters, nor will any creature native to Kimbery or any demon descended from her less powerful than a
Third Circle Demon attack the vessel or its occupants unless forced. The vessel is free from all minor
damage, such as wood rot or paint scratches, for as long as the Charm remains in effect.
The vessel is also protected from more serious damage, such as would be caused by a hurled boulder or
the teeth of an aquatic behemoth, but the effect of this Charm only negates the first such instance of
damage and then is dispelled.
A second purchase of this Charm at Essence 4+ makes the Charm stackable. The Infernal may invoke
this Charm on any given vessel up to (Essence / 2) times and only one invocation is dispelled each time
the vessel takes damage.

Hull Crushing Wrath


Cost: 8m,1wp; Mins: Essence 5; Type: Simple
Keywords: Obvious, Combo-Basic
Duration: Until escaped; see below.
Prerequisite Charms: Inescapable Whirlpool Grasp, Treacherous Waters Navigation
The greatest hazard of the Sea That Marched Against the Flame is Kimbery herself and she will not be
avoided.
With this Charm, an Infernal can emulate Kimbery's terrible grasp, causing crushing tentacles to extend
from any body of liquid nearby. The Infernal can create enough tentacles to simultaneously attack up to
(Essence) targets, each of which can be no more than (Essence x 3) yards away from at least a barrel's
worth of liquid. The Infernal rolls (Essence + Martial Arts) and applies the result to the DV of each
target. This is an undodgeable attack.
Each target that is successfully attacked by the tentacles becomes grappled. On each of the Infernal's
successive actions, the tentacles crush their victims. The tentacles continue to roll only a single
(Essence + Martial Arts) roll for all victims, though the victims can resist the clinch as normal. The
tentacles have a base damage of the (Essence x 2) piercing bashing damage. Extra successes on the
clinch roll add to damage as normal. The Infernal remains free to move and act while the invoked
tentacles grapple his enemies for him.
If a victim manages to escape the tentacles grip, the tentacles will not attempt to grapple him anew; the
Infernal must re-invoke the Charm to affect him again. A creature currently being grappled by one
invocation of this Charm is not a valid target for a second activation of this Charm.
Note that size is not an issue to this Charm's effect, nor does a target need to be a creature. A ship or
any other object is just as susceptible to this Charm's effect, even more so even, as an inanimate object
cannot roll to resist the clinches and the damage ignores Hardness.
This Charm ends when either all victims have either escaped the tentacles grasp or have been crushed
completely.

Ocean Carving Futility


Cost: - (3m); Mins: Essence 2; Type: Permanent (Step 10)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Dark Water Embrace
Cut a stream off from the ocean, and it finds another path. Shatter a wave, and it just merges with the
next. This Charm allows the Infernal to mimic this resilience. Whenever the Infernal is subjected to a
Crippling effect, he can pay three motes to negate the Crippling effect. Broken bones, severed sinews,
and shredded muscle all flow back together like water when this Charm is activated. This does not
negate any damage the Infernal may have suffered along with the Crippling effect, nor does it remove
wound penalties.

Fury Absorbing Vastness


Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Ocean Carving Futility
The Sea That Marched Against the Flame gives little thought to the blades of her enemies. Let them
churn her waters to a froth with their attacks, for it cannot harm her.
This Charm provides a perfect soak against any attack the Infernal is aware of. His flesh parts like
water before the attack and then flows back together, sending ripples dancing across his form but
leaving him unharmed. This Charm suffers from the Imperfection of the Sea That Marched Against the
Flame.

Originally Posted by The Imperfection of the Sea That Marched Against the Flame
Kimbery cannot contain her rage at those who would dare attempt to harm her. As such, any Charm that
suffers from the Imperfection of the Sea That Marched Against the Flame forces the user to attack his
attacker to the best of his ability until his DV refreshes twice.
Sunken Treasure Technique
Cost: 3m; Mins: Essence 3; Type: Simple
Keywords: Touch, Combo-Ok
Duration: Indefinite
Prerequisite Charms: Ocean Carving Futility
Kimbery hides many treasures within her depths, some too deep for any to find.
When activating this Charm, the Infernal plunges an object no larger than he can lift with one hand into
his own body. His flesh ripples like the surface of a pond as the item is swallowed into Elsewhere,
where it remains until the Infernal takes a miscellaneous action to retrieve it in a similar manner. Since
the object no longer exists on the Infernal's person, it cannot be found by any natural means.
The Infernal can keep no more than (Essence) items stored in this manner at any given time. Should the
Infernal release the Essence committed to storing an item hidden this way, the item falls to the ground
at his side.
Pipe Navigating Flow
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Ok, Shaping
Duration: Indefinite
Prerequisite Charms: Sunken Treasure Technique
Though Kimbery is vast, she easily passes through the narrow sewers of Malfeas.
This Charm transforms the Infernal into green-black seawater long enough to pass through some
narrow space, such as a crack, a keyhole, or a pipe. Only barriers that are watertight can impede the
Infernal's passage.
While in liquid form, the Infernal loses the benefits of any weapons or armor he may be wearing and
cannot make use of his Parry DV, nor can he lift or carry objects, but otherwise retains his normal
statistics, including his Dodge DV. He may move along any solid surface, even along walls or ceilings,
at his normal movement speed.
After the Infernal begins to pass through a narrow space, he automatically reforms as soon as enough
space exists for his normal shape to occupy.

Sorcerous Enlightenment of Kimbery


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Kimbery Excellency
The sorcerous initiation granted by Kimbery grants the user an affinity for spells that shape or call the
element of water or alter the weather, reducing the cost to cast such spells by 10 motes and one
Willpower (to a minimum of five motes, one Willpower). Such spells include Impenetrable Frost
Barrier, Stormwind Rider, Rain of Doom, Calling the Wind's Kiss, Cirrus Skiff, Empathic Wind,
Impervious Sphere of Water, Mists of Eventide, The Parting of the Seas, River of Blood, Storm Rider
Enchantment, The Titan's Icy Breath, Unstoppable Fountain of the Depths, Viridian Mantle of
Underwater Journeys, Water From Stone, Torrential Cascade, Curse of Unyielding Mist, and Winds of
Confusion.
The Sea That Marched Against the Flame, however, will not countenance the act of unleashing the
element of Fire to run rampant in Creation. Any spell whose primary purpose is to create or manipulate
fire cannot be cast using the Sorcerous Enlightenment of Kimbery.

Grand Motherhood Aspiration


Cost: - (2m); Mins: Kimbery 0, Essence 2; Type: Permanent
Keywords: Desecration, Shaping, Touch
Duration: Permanent
Prerequisite Charms: Intolerable Burning Truths (Mother Before Daughter)
The poisonous depths of Kimbery hold a strange abundance, a multitude of cephalopodic creatures swimming in her dark waters.

This Charm has several effects:

• By spending two motes of Essence when touching another character, as a Shaping action the Infernal impregnates herself with a child whose
parents are the Infernal and the touched character.

• The Infernal can support several unrelated pregnancies limited to (Stamina + Essence) children. At conception (natural, or initiated by this or
other Charms) the Infernal can roll (Stamina), the number of successes determining the number of children (minimum 1) of that pregnancy.
• At conception the Infernal can roll (Stamina + Essence) to speed up the pregnancy by the number of successes months. The Infernal is also
always aware of how long the pregnancy will take.

• The Infernal may also use this Charm to conceive immaculately, impregnating herself with a biological clone of herself.

• The Infernal's children will all be born with minor cosmetic mutations thematically appropriate for Kimbery or the Infernal's Coadjutor. These
mutations does not cost nor give points.

After a repurchase at Essence 3+ the Infernal can grant her children more permanent mutations at their conception as a Desecration effect.
They are still limited to Kimbery’s and the Infernal’s Coadjutor’s themes.

Kimbery Charms

Nature
• Unwilling to fully commit to her friends, but always willing to help
• Toxic and Acidic
• Hides many horrors in her deeps
• Takes more often than she gives
• Consuming and Destroying
• Tides and other Ocean/Sea imagery
• War (Through Madelrada)

Keywords and Imperfection


NEW KEYWORD: Motherly. Charms with this tag have an additional effect in the presence of those
she carries an intimacy towards, and meets the Compassion minimum on the charm. This intimacy or
Compassion does not have to be positive or nice; Kimbery's nature is not a kind one.

Imperfection of the Tides: This charm may not be used without having taken an offensive action within
5 ticks of it's use. If they have not, they may instead take 1 level of unsoakable lethal damage as part of
the charm's cost.

Excellencies and General Charms


First Kimbery Excellency
Cost: 1m/1d Mins: Ess 1 Type: Reflexive (Step 1/2)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None
Kimbery is a mother to her children, compassionate to a point, but her nature is not without consuming
or destruction. She takes more than she gives, but is perfectly willing to help her brothers and sisters, if
not commit completely to their schemes.
The Kimbery Excellency can be used to supplement actions to consume or destroy others or
themselves; define destruction as a complete removal of functionality on an object or person (Crippling
effects or the like on human-like objects or outright murder). It may also be used for bargaining and
social combat if the user asks a major boon of others. In addition, it may be used in warfare with the
same rules for combat, but on a much larger scale (destroying a country's ability to provide for itself or
help others, ect). It may also be used for sailing; what sort of Chosen of Kimbery would be unable to
sail the seas?

Kimbery Mythos Exultant


Cost: -- Mins: Ess 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: First Kimbery Excellency

Kimbery's nature is occasionally that of both helpful sister. When she successfully stunts using the First
Kimbery Excellency, they may instead transfer these stunt dice to someone acting during the user's tick
or after. These dice stack with the user's own stunt bonus on their action.

Acid and Poison Charms


Acidic Body Meditation
Cost: 4m Mins: Ess 1 Type: Simple
Keywords: Combo-Basic
Duration: Indefinite
Prerequisites: None
In emulation of the Sea Who Marched Against the Flame, her children alter their own essence flows,
infusing them with the taint of their mother. Upon activation of this charm, the user's essence flows
fundamentally alter. They appear to essence sight as normal for their Exalt type, but fundamentally
corrupted, with hints of demonic essence. It's true power is in it's ability to allow the user to reflexively
turn a limb or torso extremely acidic, at an additional 4m cost per action it is maintained, which does
not count as charm use. This part of the body deals damage as a splash of Kimbery's waters would (3L
damage; Trauma 3 only if used in a clinch). This damage is added to the unarmed attack's standard
damage.

If this charm is purchased a second time at Ess 3, upgrading it's damage to the equal of being
submerged in Kimbery's Depths (5L; Trauma 5 in a clinch). Using this charm at this level costs 6m (it
is still not charm use).

If this charm is purchased a third time at Ess 5, it reduces the cost of activating it's innate power by 2m
and reducing the activation cost of the charm to 1m.

Steel-Melting Skin
Cost: -- Mins: Ess 2 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Acidic Body Meditation

Nothing survive's the depths of Kimbery for long. This charm enhances Acidic Body Meditation,
allowing the user to melt or destroy a target's weapons or armor using it's innate power. They may do
this reflexively by holding an acidic section of the body to the weapon or armor, reducing it's soak by
the damage caused (1 sux = -1L/B soak; for weapons, reduce it in the same way ala 1 sux = -1L/B from
the weapon's Damage). Mundane weapons or armor reduced to zero soak/damage are permanently
destroyed, ruined completely by the acid. Artifact weapons or armor are not affected.
At Ess 4, this charm allows artifact weapons or armor to be affected by Acidic Body Meditation's
innate power, damaging the committed essence flowing through it. If reduced to zero soak/damage, the
weapon or armor is useless until the next scene as it grows damaged and heavy.

Burning Hatred Released


Cost: 5m Mins: Ess 2 Type: Reflexive (Step 10)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Acidic Body Meditation

Wounding the children of Kimbery does not end well for the attacker. This charm is a counterattack
against an attack that does at least 1L damage to the user; When the attack lands, a great gout of acid
spews from the wound, hitting only the target, inflicting 2L unsoakable damage (this damage does not
bypass hardness). If the user possesses Steel-Melting Skin, they may instead reflexively destroy the
target's weapon as described in the charm.

If the user is Essence 4, they may ignore the requirement for the attacker to deal at least 1L to the user,
instead spewing acid out of an orifice or leak it from their skin.

Acidic Depths Spewed Forth


Cost: 3m (4m) Mins: Ess 2 Type: Simple (Speed 5 DV -1)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Acidic Body Meditation
Kimbery's depths are simply the most dangerous place in Malfeas, short of standing in the middle of
Adorjan. While the user has Acidic Body Meditation activated, they may spew forth a gout of acid with
the same statline as a splash of Kimbery's water; 3L. This attack has a range of 50 yards and uses Sta +
Thrown with an accuracy bonus of +(Essence).

If the user is Essence 3 and has a second purchase of Acidic Body Meditation, they may unleash a
torrent of Kimbery's waters, equivalent to being submerged; 5L. Use of this stronger version increases
the cost of this charm by 1m.

Tide's Flowing Wave


Cost: 6m Mins: Ess 3 Type: Simple (Speed 6 DV -2)
Keywords: Combo-OK, Shaping, Poison
Duration: Instant
Prerequisites: Acidic Depths Spewed Forth, Bittersweet Poison Reverie
Summoning savage anger at her imprisonment, Kimbery lashes all that would attempt to cross her with
her bitter contempt. This charm summons forth a wave of acidic water from within the user's body,
opening every pore as they envelop themselves in the loving caress of their Mother. This charm targets
an area up to (Ess x 2) yards around the user; All within the radius are affected by the waves of burning
bile and fumes. This charm acts as a one-time environmental effect, with (Ess+5) lethal Damage.
Following the attack, the area affected is tainted with poisonous fumes, and anyone in the area of effect
for the next hour must roll to resist the poison, as if they had consumed Kimbery's surface waters
(Damage 5L Toxicity 3 Tolerance -/- Penalty -3). Neither effect may be parried, but if the target dodges
and has a way to move out of the area of effect while doing so, they may avoid all damage.

Bittersweet Poison Reverie


Cost: 2m Mins: Ess 1 Type: Reflexive
Keywords: Combo-OK, Poison, Touch
Duration: Indefinite
Prerequisites: First Kimbery Excellency
Not only is Her body violently acidic, it is extremely toxic, and many who would try to brave her
depths die from both. This charm, when active, allows the user to poison liquids with the taint of
Mother Kimbery. By touching the liquid in question for at least a single tick and spending 1m, they
poison the liquid in question with the toxicity of Kimbery's surface waters (Damage 5L Toxicity 3
Tolerance -/- Penalty -3). This taint lasts for one full day before dissipating, leaving only a distinctly
bitter taste in the liquid.
If purchased again at Ess 3, the user may instead taint the liquid with the strength of Kimbery's deepest
waters (Damage 7L Toxicity 4 Tolerance -/- Penalty -4), at a 2m cost.

Caress of Taint
Cost: -- Mins: Ess 2 Type: Permanent
Keywords: Poison, Touch
Duration: Permanent
Prerequisites: Bittersweet Poison Reverie
The touch of a mother is worth nothing if she holds malice in her soul. This charm extends the
capabilities of Bittersweet Poison Reverie, allowing the user to instantly pass a poison into the body of
a person with a single touch. They need to touch bare skin or thin clothing (ST discretion) in order to
pass this, however, and still need one tick's worth of contact (a touch attack in combat will suffice).

With a second purchase at Ess 3, the user may spread the toxin through any object the target is touching
that they Own (as defined in the core rulebook), including artifact armor and weapons. At Ess 4 with
the same second purchase, they may poison an object itself, burying the toxin in the essence patterns of
the object, released on the first person to touch it. This effect behaves as Bittersweet Poison Reverie for
length of time the toxin survives in the object (1 full day).

Flowing Water Prana


Cost: 3m Mins: Ess 2 Type: Reflexive (Step 2)
Keywords: Combo-OK, Motherly (2)
Duration: Instant
Prerequisites: Acidic Body Meditation, Steel Melting Skin
The ocean is the most implacable foe of all, unyielding and inviolate as weapons and lives drift into it's
depths. This charm is a perfect dodge, defending against even undodgeable attacks, but not unexpected
attacks. Right as a weapon would connect, the user transforms to harmless water, attacks rippling
through her body as she stands, unaffected. This charm suffers the Imperfection of the Tides.

Social Charms
Matron's Malicious Smile
Cost: 2m Mins: Ess 2 Type: Supplemental
Keywords: Combo-OK, Motherly (2)
Duration: Instant
Prerequisites: None

Kimbery's motherly instincts are often overridden by her need for destruction and taking from her
children. This charm supplements a social attack to gain something from the target, reducing their
MDV by (Ess) against the user. This unnatural mental influence costs 2wp to resist.

If used against someone they have an intimacy towards (as per the Motherly keyword), they
immediately begin gaining an intimacy towards the user, as per normal Intimacy rules (The social
attack counts as a scene's worth of Intimacy-building). If they already possess one, double the MDV
penalty from a social attack from the user preying on the intimacy.
At Essence 3, the intimacy gained by the target immediately manifests.

Vengeful Mother's Diatribe


Cost: 2m (+3m or +0m) Mins: Ess 2 Type: Reflexive (Step 2)
Keywords: Combo-OK, Motherly (3)
Duration: Instant
Prerequisites: None

None tell a mother how to raise her children. This charm functions as a perfect social parry, that affects
even unparryable social attacks. Once the charm is activated, the user automatically notices the mental
influence, making it Obvious. Following that, the user may either spend an additional 3m to perfectly
parry the mental influence, or let it proceed normally. This parry takes the form of an angry diatribe at
the social attacker, chastising them for their impudence to assume they may dictate what she does.
If used to defend against a social attack by someone the user holds an intimacy towards, the 3m
surcharge is ignored.
If the user is Essence 4, they may use this charm to defend social units with more than (Ess * 4)
members. It functions identically. If used to defend a social unit the user has an intimacy towards, the
defended immediately count this scene as building an intimacy of a child's love towards the user.

Mother Never Lies


Cost: -- Mins: Ess 3 Type: Permanent
Keywords: Motherly (3)
Duration: Permanent
Prerequisites: Vengeful Mother's Diatribe, Matron's Malicious Smile
Mother would never lie to her children, She tells them exactly what she will do to them. This charm
permanently enhances the user's social attacks, granting a dice bonus equal to their Compassion to
Charisma-based social attacks based on truth or playing on the guilt of a target (which explicitly
becomes a Charisma-based action for purchasers of this charm). Unfortunately, this sort of constant
unabashed truth reduces their ability to lie properly, reducing their Manipulation-based social attacks
by a number of dice equal to the user's compassion.
If the user is social attacking a target they hold an intimacy towards, the die bonus to Charisma (and
penalty to Manipulation) doubles.

Mommy Knows Your Secrets


Cost: 4m Mins: Ess 3 Type: Supplemental
Keywords: Combo-OK, Motherly (2)
Prerequisites: Mother Never Lies

Nothing hides from the ever-watchful eye of Kimbery. This charm supplements an Investigation social
attack; Roll a separate (Per/Cha+Investigation), difficulty of the target's Essence. Every 2 successes
allows the user to intuit one Intimacy the user holds, a Virtue score, or (at the cost of 3 successes) the
target's Motivation.
If the user has an intimacy towards the target of the Investigation social attack, the cost of intuiting
intimacies, virtues or Motivation is reduced by 1.

Petulant Scorn Tongue


Cast: 5m Mins: Ess 4 Type: Reflexive (Step 1)
Keywords: Combo-OK, Motherly (3)
Duration: One Scene
Prerequisites: Mother Never Lies

Why would you waste time with that, when you could be spending time with Kimbery and her
children? This charm is activated on step 1 of social attack resolution, altering the target's intimacies.
The user reflexively rolls (Cha+Pres/Perform/Inves/Socialize) against the target's Essence; each two
successes taints one intimacy the target has, turning it into one directed at the user, to a max of (User's
Essence). Each tainted intimacy provides a -1 MDV on the social attack this and any other social
attacks that prey on them for the scene. Intimacies corrupted in this way remain positive or negative as
normal, but positive intimacies are corrupted first (if the user knows the Intimacies the target holds,
they may select which intimacies to corrupt).

If the user holds an intimacy towards the target, they may corrupt one intimacy permanently for a 2wp
cost.

War Charms
A Wave of Flesh and Sinew
Cost: 5m Mins: Ess 2 Type: Supplemental
Keywords: Combo-OK, War, Motherly (2), Shaping
Duration: Until Released
Prerequisites: None

The sea encloses everything in it, crushing it with it's depths. Kimbery burns it alive while she does so,
and her children do their best to emulate that. This charm supplements an Envelop action in Mass
Combat, removing the external penalty and allows a smaller force to envelop a larger one, as long as
the difference is smaller than the user's Essence. If this charm is used with a unit that could normally
Envelop (1+ Magnitude higher than the target), the charm actually grants 2 successes to the unit
attempting to Envelop.
If the user has an intimacy towards the unit they are a part of or lead, they transform into unstoppable
warriors with skin of hardened salt and weapons of steaming acid; Add (Essence) to the unit's soak and
+1 to their damage.

If the user is Ess 4, the enveloping unit gains a +2 bonus to Damage.

Mirage of Beauty

Excellency:
Mirage of Beauty: The Majestic Playwright is alien and seductive, as she seeks amusement in guiding actions of others. She is
a skillful manipulator, using honeyed words and glamour to catch her prey in a web of truth and lies that they cannot free
themselves from. The world is her stage, and all who lives are actors she can direct. Those who catch her fickle interest will find
themselves with gifts, but those who anger her will find that the play that is life has become one of horror and tragedy. Though
she is flamboyant and magnificent in her actions, she is a coward at heart, avoiding fair battle when at all possible. Hiding
behind illusions, plots and pawns in her play, not showing herself unless utterly necessary. The Keeper of Secrets is prying and
self-indulgent, rarely showing restraint when she has found some kind of curiosity.

Characters may apply this Charm when she is manipulating others or showing her greatness in any way, as well as when
creating things of beauty. The Mirage of Beauty enhances actions that are obscured and also those who punish those she deem
deserving.

Mirage of Beauty Mythos Exultant


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Mirage of Beauty Excellency
See (Yozi) Mythos Exultant (page 107 MoEP - Infernals).

A successful stunt allows the Infernal to recover one Compassion channel in addition to the normal stunt rewards.

Sorcerous Enlightenment of Mirage of Beauty


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sorcerous
Duration: Permanent
Prerequisite Charms: First Mirage of Beauty Excellency
See Sorcerous Enlightenment of (Yozi).

Using this initiation reduces the cost of all spells that create illusions by 10 motes and one Willpower (minimum five motes, one
Willpower). Examples include Disguise of the New Face, Peacock Shadow Eyes, Mirage of Protective Shelter and Universal
Precept Shroud.

The Mirage of Beauty finds it revolting to change her glorious self, so casting spells that transforms the caster physically to
something she is not, costs an additional willpower, though illusions are fair game. Examples include Becoming the Wood
Friend, Flight of Separation, Invulnerable Skin of Bronze, Wood Dragon’s Claw and Incomparable Body Arsenal.

Those Who Came Before


Cost: 1ahl, 1 limit; Mins: Essence 3; Type: Simple
Keywords: Shaping
Duration: Instant
Prerequisite Charms: First Mirage of Beauty Excellency, Sorcerous Enlightenment of Mirage of Beauty

The Keeper of Secrets never knew those who would become the Neverborn. Nevertheless she still wants to know them. And as
she delve into the secrets of the Neverborn, she learn and change.

Activating this Charm the Infernal inverts her essence becoming a creature of death and causes her to respire Essence
accordingly. Reactivating this Charm reverses its effects. The Infernal can’t cast sorcery using the initiation of the Mirage of
Beauty while a creature of death, but the first circle grants a temporary initiation in Iron Circle necromancy.

A repurchase at Essence 4+ allows the Infernal to cast Onyx Circle necromancy (while a creature of death) if she has a
repurchase of the Sorcerous Enlightenment of Mirage of Beauty.

Charm Concepts
Acts of Indulgence
Acts of indulgence are actions whose primary basis is to bring pleasure (intellectual or purely physical) to the actor. Drinking,
drugs, kissing, killing purely for sensations, reading, resolving (“meaningless”) puzzles, designing the home of your dreams,
taking a nap, and so on. In other words, Acts of indulgence are deeds that have no greater meaning to them.

Some actions can be pleasurable without being an act of indulgence as they are to “minor”. Like singing in the shower/bath,
taking a rest while marching, and so on. As always, the Storyteller remains the final arbiter of when an action is an Act of
Indulgence.

IMPERFECTION OF THE MIRAGE OF BEAUTY


The Mirage of Beauty is a coward. This is the truth. And so she won’t fight a fair battle.

Charms with the Imperfection of the Mirage of Beauty can’t be used against characters that have equal or more people on their
side in a conflict. In the case of three or more sides in the conflict, count all who are against the Mirage of Beauty as being on
their side for this Imperfection.

Fiendish Betrayal Revelation


The Mirage of Beauty plans and deceives constantly, but few are aware of the wondrous web of lies that she weaves.
Sometimes, she takes pity to a favored subject, and enlightens them of how she has used them for her own malign designs.

When an Infernal reveals to someone how she has exploited their trust in her for her own purposes, the Infernal’s player may
roll the character’s Compassion. Each success on the roll reduces the Infernal’s Limit by one (to a minimum of zero).

TORMENT OF THE MIRAGE OF BEAUTY


Like the Heart of Tears Compassion flaw (page 104, core), except that the Infernal is filled with feelings of self-contempt and
weakness as the world shows that you are nothing.

Urge of the Mirage of Beauty


(The Urge to Control)
The Urges of the Mirage of Beauty is to have control, control over herself, over others, over the world. She cares not of how her
dominance is achieved or how well she rules, only that her desires can be fulfilled, that others will be puppets whose strings she
can pull.

Examples include:
• Become the target of reverence of a cult.
• Become the matriarch of all the Lintha.
• Acquire a position of authority in an organization.
• Create a spy network.
• Become the leader behind the throne.

Smothering Power-Eddies
Cost: 6m; Mins: Essence 2; Type: Simple (Speed 4)
Keywords: Combo-OK, Sorcerous, Touch
Duration: One scene
Prerequisite Charms: None
Those who anger the Mirage of Beauty soon find the simple acts of living implausibly hard.
Eddies of her power surrounding them, hindering and disrupting their actions.
This curse is conveyed by touching the unlucky recipient. The target of this curse suffers a -
(Essence) external penalty to all actions, though the curse can be resisted by paying two
Willpower. To those with essence sight this Charm looks like a pale blue streaks of light
surrounding the target. If the targets anima is visible this Charm becomes obvious as pale
blue streaks weave through her anima.

Using this Charm in combat or against someone trying not to be touched by the Infernal
requires an unarmed (Martial Arts + Dexterity) roll that cannot be parried without weapons.

The penalty caps at -5.

At Essence 4+ this Charm become indefinite, as the cursed one is clad in an invisible anima
of pale blue light. Resisting this Charm now only helps for one scene, only countermagic
can now help.
Magnification of Imperfection Curse
Cost: 6m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Sorcerous
Duration: One day
Prerequisite Charms: Smothering Power-Eddies
Those who oppose the Mirage of Beauty soon find their flaws even greater than before.

When a character affected by this Charm succeeds a Virtue roll she will have to reroll that
virtue.

Example: when a valorous mortal rolling Valor to stand against the Anathema succeeds his
virtue roll, this Charm forces him to reroll the Valor roll.

A repurchase at Essence 4+ make this Charm indefinite.

Manifold Slash Delusion


Cost: -1DV per 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: First Mirage of Beauty Excellency
The Mirage of Beauty do rarely battle. But when she does, she wields powerful illusions
and glamours to confuse and stump her enemies.

When used together with a physical attack, this Charm creates a DV penalty to the target
equal to the number of motes the Infernal spent, as the number of attacks seems to multiply.

The illusion is perfectly immune to mundane scrutiny and may not be resisted with
Willpower expenditure. Appropriate non-Excellency Charms may pierce the ruse using
standard roll-off rules, but the Infernal’s player adds (Manipulation) bonus successes to his
roll.

The DV penalty is capped at (Manipulation).

A repurchase at Essence 3+ changes the DV penalty cap to (Manipulation + Charisma) and


changes the cost to -1DV per 1m.

Virtue-Severing Strike
Cost: 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Manifold Slash Delusion
The blade of the Mirage of Beauty pass through flesh without wounding, merely leaving
ripples as if passing through water. The soul on the other hand…

This Charm enhances a physical attack. Instead of doing physical damage, the attack
reduces a Virtue chosen by the Infernal by one dot as a Crippling effect. Excess Virtue
Channels from a previous level are lost. Mortals can’t heal this crippling wound to the
spirit, but an Exalt heals one Virtue dot per month. Attacks made with this Charm can affect
the immaterial.

Intimacy-Severing Strike
Cost: 5m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Manifold Slash Delusion
The blade of the Mirage of Beauty pass through flesh without wounding, merely leaving
ripples as if passing through water. The heart on the other hand…

This Charm enhances a physical attack. Instead of doing physical damage, the attack
removes an Intimacy chosen by the Infernal. Attacks made with this Charm can affect the
immaterial.

Heart-Illuminating Methodology
Cost: - (1m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Intimacy-Severing Strike
This Charm reduces the cost of “Intimacy-Severing Strike” by two motes.

In addition, the Infernal can pay one mote as a reflexive action to see the Virtues and
Intimacies of any character she can see for the duration of a scene. They are shown in a
dizzying display of multicolored threads of woven light around characters (similar to an
anima) that the Infernal translates into Virtues and Intimacies (the Infernal’s player is
simply told the values). As long as the Infernal can see the Intimacies of a character, add
(Essence) to rolls to read motivation.

At Essence 3+ this Charm automatically upgrades so that the Infernal sees Intimacies and
Virtues of other characters without cost.

Watching the Heart


Cost: 4m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Heart-Illuminating Methodology
This Charm is used in response to an attack. Upon activating this Charm the Infernal
chooses a subject. This Charm allows the Infernal to ignore all penalties to her Defense
Value when resolving an attack from a character with an Intimacy towards the subject of
this Charm.

After a repurchase of this Charm at Essence 3+, each activation of this Charm also adds
two to the DV of the Infernal against any character with an intimacy towards the chosen
subject, with up to five instances of this Charm stacking together.

Following the Heart-Thread


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Heart-Illuminating Methodology
This Charm upgrades its prerequisite. The Infernal does not only see the Intimacies of other
characters, she can now also see individual threads stretch out from the character, each
thread denoting an Intimacy reaching towards its subject, be it a person, object or place.
Intimacies towards non-physical subjects like emotions, dreams or ideals points towards the
closest example of that subject.

The Infernal can follow these threads from a character to any subject towards which the
character has an Intimacy. With a miscellaneous (Essence + Perception) roll against the
Intimacy-owner’s (Essence + Manipulation). Success tells the Infernal the location that the
character believes or knows that the target of her Intimacy occupies. This can be resisted by
paying 2 Willpower.

The Infernal can't use this Charm on her own Intimacies.

Reweaving the Thread


Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: Heart-Illuminating Methodology
The severed thread of a destroyed intimacy will flail about wildly moments before
dissolving into nothing, this is when the Infernal strikes. This Charm can be activated when
an Intimacy the Infernal can see is eroded completely. This Charm “saves” the Intimacy,
but gives it a new subject chosen by the Infernal. The “new” Intimacy has the same nature
as the one it’s from and is at full strength. This Charm can be resisted by Essence Wielders
by spending three Willpower.

Glamorous Dream Replica


Cost: 3m per replica; Mins: Essence 3; Type: Simple
Keywords: Illusion, Obvious, Sorcerous, Stackable
Duration: One scene
Prerequisite Charms: First Mirage of Beauty Excellency
This Charm creates a replica of the Infernal from her exhalation. This replica is a heroic
mortal, but has the same non-magical traits as its creator, including Intimacies, Motivation
and memories. It has no destiny to divine and is a creature of darkness, but is too
insignificant to be outside fate. Human trait limits apply, capping Attributes and Abilities at
5 dots. The replica has only one -0 health level as it is little more than a persistent dream.

It comes into being with the same clothes and equipment as its creator. It even comes into
being with wounds, dirt and similar “cosmetics”. Equipment copied is non-magical copies,
only looking like the real thing.

The replica is identical to its creator to magical senses as well as natural ones. Appropriate
non-Excellency Charms may pierce the ruse using standard roll-off rules, but the Infernal’s
player adds (Essence) bonus successes to his roll.

The replica is controlled remotely by the Infernal, having no will of its own.

These replicas are counted as characters for the Imperfection of the Mirage of Beauty.
The Infernal can have (Essence) replicas in existence at the same time.

A second purchase at Essence 4+ allows the Infernal to spend one Willpower to change the
duration of a replica to indefinite. This also gives it the normal number of health levels and
makes it a character of its own right, giving it Intimacies, Motivation and memories copied
from the Infernal. Willpower points equal to (lesser of the Infernal’s Willpower or Essence
rating) and all Virtue channels.

This version of the replica knows it is a construct and that it has no more existence beyond
its bestowed life. Not only is the created life naturally inclined to be loyal to its maker on
account of their shared personality, but it also must obey her like a demon bound to her
service (but without any Limit issues). It is considered part of her body as an arcane link.

A third purchase at Essence 4+ reduces the cost to create a replica to 2 motes (turning them
indefinite still costs one Willpower each). The Infernal can also initiate real-time telepathic
contact with any replica in the same realm of existence as a diceless miscellaneous action.
Wards that block scrying block this power. Contact lasts for the rest of the scene or until
reflexively dismissed. While the link remains open, either party can speak to the other, but
neither can probe for anything except communicated thoughts. Only one link may be open
at a time; opening another terminates the existing connection.

At Essence 5+ after the third purchase of this Charm, the Infernal can pay one Willpower
and one Aggravated Health Level (or only one Aggravated Health Level if they already are
indefinite) to remove the Sorcerous tag from the replica, turning it into a real person in its
own right. It is still bound to the Infernal, but does not count towards the total (Essence)
replicas the Infernal can have active.

Fantasy of the False Word


Cost: 2m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Illusion
Duration: One scene
Prerequisite Charms: Glamorous Dream Replica
As the Keeper of Secrets speaks, her words materialize in Creation to see that they are true.

This Charm can be used on an object or structure no larger than a house (ca 25m2); the
Charm has a range of (Essence + Charisma) yards. The targeted object takes on a different
appearance, but still one of the same type of object or an object of a similar size/form. A
tent becomes a hut, a sword a stick, a pond of poisons and acid seems to be clear water, and
so on.

This Charm can also be used in thin air, creating an illusion of an object or structure where
there is none.

This illusion effect can be resisted by a (Essence + Perception) roll against the Infernals
(Essence + Charisma or Manipulation), or by instead paying one Willpower.

At Essence 4+ this Charms duration is Indefinite.


A repurchase at Essence 4+ allows the illusion to cover a palace (ca 200m2). The Infernal
adds (Essence) automatic successes to the (Essence + Charisma or Manipulation) roll, and
it costs one additional Willpower if the character resists through Willpower.

Voice of Distant Self


Cost: 2m; Mins: Essence 3; Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Glamorous Dream Replica
The Infernal can use social charms and attacks through her replica. She can also be attacked
socially through a clone while this Charm is active, but can manage a perfect dodge by
terminating this Charm (though only if the social attack targets her through the replica).

This Charm has a range of (Essence + Willpower + Appearance) yards, and stops working
if the replica (or the Infernal) moves outside this range.

Sublime Dream-Self
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Glamorous Dream Replica
Replicas created with this Charm’s prerequisite is no longer limited at the human Attribute
and Abilities cap, they will instead have the same rank in Abilities and Attributes as the
Infernal.

The Infernal can now have (Essence x 2) replicas in existence at the same time (permanent
replicas not counting towards this limit).

After a repurchase at Essence 5+ will grant all types replicas (the ones with scene-long
duration, the Indefinite ones and the Permanent ones) two extra -0 health levels. and if the
Infernal has Sympathy for the Wounded, anyone attacking a replica suffers an external
penalty as if they attacked the Infernal.

Elusive Glamour Defense


Cost: 8m; Mins: Essence 3; Type: Reflexive (step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Glamorous Dream Replica
The Mirage of Beauty’s enemies would love nothing more than bring her down with sword
and axe, but how do they find her?

This Charm provides a perfect dodge against any physical attack the Infernal can perceive,
even undodgeable attacks. Rather than move aside in a conventional sense, the Infernal’s
body seems to fold into itself and dissipate into nothing. The Infernal’s true body will
appear anywhere within Willpower yards.

If a replica created with Glamorous Dream Replica is within (Willpower x 3) yards, the
Infernal can instantly trade place with that replica instead, as it is hit by the strike meant for
the Infernal.
This Charm carries the Imperfection of the Mirage of Beauty.

Custody of the Pitiful Form


Cost: 12m 2wp; Mins: Essence 3; Type: Simple
Keywords: Combo-Basic, Illusion, Sorcerous
Duration: Indefinite
Prerequisite Charms: Clad in Dream and Fantasy, Elusive Glamour Defense
The Keeper of Secrets knows that despite her power, she is vulnerable. Therefore, she will
seek a suitable body to wear.

The Infernal rolls (Essence + Conviction) against the targets (Essence + Integrity), if target
wins nothing happens. If the Infernal wins, she dissolves into a cloud of pale blue essence
that is absorbed by the target. This can be resisted by paying three Willpower. Anyone
seeing this treats the Charm as obvious for one scene.

Once each day when the Infernal would act directly against the victim’s motivation, the
victim may pay one Willpower to try to free herself from the possession, with a roll of her
(Essence + Integrity) against the Infernal’s (Essence + Conviction).

The Infernal’s essence mingles and directs the essence of the target, acquiring her body and
soul for her own purposes. The Infernal uses the Strength, Stamina and Health Levels of the
target but otherwise uses her own traits. She has to use the equipment of the possessed, as
her own dissolved together with her body.

The Infernal can access the memories of the possessed, allowing her to impersonate them to
a frightening degree. The Infernal rolls (Essence + Manipulation) against the victims
(Essence + Integrity) with a difficulty depending on how easily the victim releases the
information. A difficulty of 1 for something like the victim’s name, or a difficulty of 5 for
her greatest secret or something else she would only make public on pains of death.

The Infernal can use an ability of the victim after succeeding on a (Essence +
Manipulation) roll with a penalty equal to the Ability the Infernal tries to use.

The Infernal gains (Essence) automatic successes to rolls to impersonate the possessed.

She can still use her own charms, though permanent charms that have a physical effect, like
Immaculate Form of Perfection or Clad in Dream and Fantasy is inactive at first when the
Infernal possesses someone. They can be toggled on/off by spending one mote as a
reflexive action.

Wounding the body won’t hurt the Infernal, only attacks that can hit the immaterial can hit
her (at the same time as the body). If the body dies, the Infernal can either materialize
immediately or wait as an invisible immaterial cloud of blue essence for (Essence x 5)
ticks.

This Charm has a range of (Essence) yards, and the Infernal can use it while already in
possession of a body.
The victim perceives everything that happens as a long, clouded dream. After the Infernal
has left the victim, (if she survived) she won’t remember what the Infernal did with her
body.

Unlike most Sorcerous Charms, the Essence for this Charm must be committed, but the
effect may also be terminated at will by ending this commitment.

After a repurchase at Essence 3+ the Infernal can meditate for one hour to access the host’s
charms instead of her own. If her concentration is broken during this mediation, she will
have to begin from the beginning. She can still activate this Charm to jump into a new
victim, (and gain her own charms there) but if she wants access to her own charms in the
current victim, she needs to meditate for one hour again.

Mutable Dream-Self
Cost: - (1m per 2 mutation points); Mins: Essence 3; Type: Permanent
Keywords: Desecration, Touch
Duration: Permanent
Prerequisite Charms: Fantasy of the False Word
The Infernal can give her replicas both positive and negative mutations, either at their
creation or later by touching them.

Negative mutations can give mutation points equal to the number of motes spent on this
Charm.

Reward from the Dream-Self


Cost: - (1wp); Mins: Essence 3; Type: Permanent
Keywords: Desecration, Shaping
Duration: Permanent
Prerequisite Charms: Mutable Dream-Self
Sometimes, the Mirage of Beauty finds beauty in one of her Dream-self’s mutation
template.

If the Infernal spends one Willpower when a non-permanent replica within (Essence +
Willpower) yards touches a character, it will dissolve that replica into motes of blue light
that is absorbed by that character. This is a desecration effect grants that character the
mutations the replica had gained from Mutable Dream-Self. This shaping effect can be
resisted by paying two Willpower.

This Charm also grants the mutation Creature of Darkness as normal for desecration
effects.

The Infernal can use this Charm on herself.

Superimposition of Fragmented Memory


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: None
Intimacies towards the Infernal is built in half the usual time, and will need twice the usual
time to be broken. Anyone with a positive Intimacy towards the Infernal will remember her
perfectly and gain a bonus of (Infernal’s Appearance) to any roll to remember what the
Infernal said and did.

After a repurchase of this Charm, negative Intimacies towards the Infernal will need twice
as much time as normal to build and half the normal time to break. Anyone with a positive
Intimacy towards the Infernal will suffer (Infernal’s Appearance) in penalty to any roll to
remember anything the Infernal did that portrays the Infernal negatively to the observer.

Anonymity Through Brilliance


Cost: 8m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion, Sorcerous
Duration: Indefinite
Prerequisite Charms: Superimposition of Fragmented Memory
Anyone who see and/or interacts with the Infernal will only remember a single thing about
her appearance, her whole being too great to comprehend for more than a mere moment.
This can be her eyes, hands, clothes, voice, etc. This thing will remain in their memory as
normal, but they will suffer the Infernal’s (Appearance) to any roll to remember what the
Infernal looks or what she did.

Impeccable Justification Stance


Cost: 7m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Compulsion, Emotion, Illusion
Duration: Instant
Prerequisite Charms: Superimposition of Fragmented Memory
This Charm can affect (Essence + Appearance) characters that can see the Infernal can see.

If the Infernal has done anything that anyone affected by this Charm considers bad during
this scene, they will rationalize away it as something just. They think they remember it
incorrectly, there was extenuating circumstances, that they doesn’t know the whole picture
or that “They deserved it”.

This Charm can resisted by having an MDV higher than the Infernal's (Appearance +
Essence) or by spending two Willpower.

Veil of Purity
Cost: -; Mins: Essence 6; Type: Permanent
Keywords: Compulsion, Emotion, Illusion
Duration: Permanent
Prerequisite Charms: Impeccable Justification Stance
The Mirage of Beauty is wise, her words ring true and surely she wouldn’t want you ill?

All characters in existence who possess a positive Intimacy toward the Infernal find that
they can’t believe anything bad about her. This unnatural mental influence forces characters
to refuse to believe anything bad about the Infernal. Even if they see or hear anything that
tells them differently, they will simply think that either someone is slandering the Infernal
or mistaken. In the case that the Infernal say or do something “bad”, they will think that
either they don’t see the whole picture, or that the Infernal is deceived.
This Charm is resisted by paying one Willpower per action to do so. Spending three
Willpower in this fashion within the course of a single scene negates the effects of Veil of
Purity for the rest of the scene, but the only way for a target to permanently escape the
effect of the Charm is to remove her positive Intimacy for the Charm’s user.

Demons descended from the Infernal cannot resist this Charm and are automatically
affected even if they doesn’t have a positive Intimacy towards the Infernal.

This Charm reduces the cost of Impeccable Justification Stance by two motes.

A second purchase of this Charm at Essence 7+ renders mortals incapable of spending


Willpower to resist the Charm.

Immaculate Form of Perfection


Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Mirage of Beauty is never filthy nor scruffy, her appearance is as flawless as if she had
prepared herself for a grand ball.

This Charm cleans of any dirt from the Infernal in seconds, this effect extends to clothes. It
also restores small wounds and mends minor tears in clothes.

The Charm negates all penalties to Social rolls that would be applied due to the character
being dirty or unkempt. The Charm’s cleansing influence adds two dice to (Stamina +
Resistance) rolls made against disease or poison.

The Infernal never suffers a penalty for having an Appearance rating lower than her
aggressor. When she makes social attacks, her opponent gains no bonus for having a higher
Appearance rating.

After a repurchase at Essence 3+ the Relative Appearance modifier (page 172, Exalted
Core) is not capped at +3 or -3 for the Infernal.

Endless Beauty of the Mirage


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Immaculate Form of Perfection
The splendor of the Mirage of Beauty is not as limited as the beauty of her lessers.

This Charm breaks the Appearance cap.


At Essence 3, the Appearance cap is 7.

At Essence 4, the Appearance cap is 10.

At Essence 5, the Appearance cap is 15.


At Essence 7, the Appearance cap is 20.

Training Appearance only takes (rating) weeks, instead of (rating) months. The Infernal
does not need a teacher to increase Appearance as it comes naturally to her.

Captivating Visage
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: Emotion
Duration: Instant
Prerequisite Charms: Immaculate Form of Perfection
The Mirage of Beauty holds a façade of great splendor and innocence. Few can raise their
sword and bow at her without hesitation.

This Charm can be activated when it is time to roll Join Battle. Each character that oppose
the Infernal (IE will fight against her) and that can see her rolls (Wits + Integrity) against
the Infernal’s (Appearance + Essence). If the Infernal wins the characters subtract the
number of successes the Infernal won with from their Join Battle roll.

Sympathy for the Wounded


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Emotion, Illusion
Duration: Permanent
Prerequisite Charms: Captivating Visage
In conflict, wounded and miserable, the Mirage of Battle fills even hearts full of hate with
sympathy and pity for her situation.

Any character attacking the Infernal suffers an external penalty equal to the Infernals
wound penalty. This can be resisted for each attack with a successful (Essence + Integrity)
roll at a difficulty of the Infernal’s (Essence), or by paying two Willpower to resist it for the
rest of the scene.

Even if the Infernal has some effect that allows her to ignore wound penalties, her attackers
are affected by this Charm as normal (as if the penalty negator was not active).

Spectator Acknowledging Magnificence


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Emotion, Social
Duration: Instant
Prerequisite Charms: Immaculate Form of Perfection
The Mirage of Beauty can, in her boundless splendor, acknowledge and inspire those who
are lesser. Filling them with passion, she makes them work even harder.
This Charm involves praising one or more persons. It is an unnatural mental influence on
everyone who can see and hear the Infernal acknowledge them (in other words, those who
are praised by the Infernal). For the rest of the day the affected gains (Infernal’s Appearance
/ 2, round up) bonus dice to any action that the acknowledgment resonated with. Basically
“specialty dice”, a person those paintings are praised will gain bonus dice to craft (Air)
(paintings) actions. Someone those swordsmanship is praised will gain bonus die to Melee
(Sword) actions.
Those affected by this Charm gains an Intimacy of “Adoration” or “Worship” towards the
Infernal. This Charm can be resisted by paying two Willpower.

This Charm cannot give dice to Exalts. Dice added by this Charm counts as dice added by
charms.

At Essence 4+ the bonus dice are converted to automatic successes. They still counts as
dice added by charms.

Worth in Beauty
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Immaculate Form of Perfection
Compassion 3+ no longer compels the Infernal to care about anyone with Appearance equal
to or lower than the Infernal’s (Essence / 2). Though she may magnanimously choose to
care about those lacking in beauty, this is an empty sentiment. The Infernal must spend one
additional Compassion channel when channeling compassion to help a character with
lacking Appearance (though characters she has a positive intimacy towards require only one
compassion channel).

This Charm grants +2 to MDV against attacks from those with an Appearance rating lower
than the Infernal.

Exhilarating Puppet Loss


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Native, Overdrive
Duration: Permanent
Prerequisite Charms: Worth in Beauty
When her servants and pawns draw losses in battle, the Mirage of Beauty is both excited
and enraged. On one hand, they do her bidding. On the other hand, their loss prevents
continued service.

An Infernal who learns this Charm gains an Overdrive pool with a capacity of ten motes.
Whenever someone who fights for the Infernal’s cause is wounded, the Infernal gains one
offensive mote, if they die instead, the Infernal gains two motes.

Beings created through magic also counts for this Charm (Glamorous Dream Replica
duplicates, The Spy Who Walks In Darkness, Bronze Snakes, and so on).

The Infernal can gain at most five offensive motes per action.

If they are wounded or killed by the Infernal, she won’t get any motes.

Compassion in Cruelty
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Worth in Beauty
The words and actions of the Mirage of Beauty are hurtful and cruel as she savors the pain
of her victims. But is this not also kindness? To point out weakness and failings is to help
people in the realizing of self, granting a way of improvement.

The Infernal can channel Compassion on any action that hurts (physical action or painful
words, but not killing) a character, their pain only reinforcing in the message. The first time
in a scene when the Infernal hurts a character but doesn’t channel Compassion the Infernal
regains one Willpower as she savors the pain inflicted.

If the Infernal’s attack that channels Compassion kills, she needs to pay one Willpower, as
she cannot imagine any compassion in killing.

This Charm also converts any dice rolled from Compassion (whether as a pool by itself or
bonus dice from a channel) into automatic successes.

Crushed, Not Dead


Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Compassion in Cruelty
The Mirage of Beauty will hurt you, but not kill. She has much greater use of you alive.

As long as this Charm is active any attacks done by the Infernal inflicts its usual type of
damage, but the actual levels applied to an enemy in Step Ten convert into bashing damage
that cannot spill over past Incapacitated to impose lethal wounds.

Anyone put into an Incapacitated state by an Infernal with this Charm active gains a
positive Intimacy of “Admiring Awe” or “Respectful Worship” towards the Infernal.

Clad in Dream and Fantasy


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Immaculate Form of Perfection
The Mirage of Beauty disregards the mundane fabrics her lessers employ. Cotton and silk is
nothing compared to the stuff of her dreams.

With this Charm the Infernal can create any form of outfit that she can imagine with a
Resource rating equal or less than (Essence). This is a diceless miscellaneous action,
repairing or cleaning a worn outfit takes the same action as creating a new one. This Charm
can also create accessories like rings, necklaces, fans, parasols, and so on. It cannot create
armor or weapons.

Anything created by this Charm will cease to exist, as they dissolve into dream-stuff if
taken more than (Essence) feet from the Infernal.

This Charm also gives the Infernal a Hardness rating equal to her natural soak. This
Hardness rating won’t be increased by charms or mutations that increases natural soak.
After a repurchase at Essence 2+ it only takes a reflexive action to create/repair/clean
objects with this Charm and charms that have this Charm as a prerequisite.

Armor of Amazing Daydreams


Cost: - (2m, 1wp or 3m, 1wp); Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Clad in Dream and Fantasy
This Charm upgrades it prerequisite. Clad in Dream and Fantasy can create any (non-
magical) armor.

A repurchase at Essence 3+ allows the Infernal to create and don a vitriol-tainted artifact
armor of any magical material. She can create a 1 or 2-dot armor by spending one mote and
one Willpower, or a 3-dot armor by spending three motes and one Willpower.

Mirror of Wrought Reality


Cost: 5m (+4m); Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Clad in Dream and Fantasy
The Keeper of Secrets knows that many things are outside of her reach. So when fools
utilize powers outside of her domain, the reflected force is her smug answer.

By activating this Charm, the Infernal can reject an unwanted shaping effect that targets
her. But the effect is not gone, that would be wasteful.

Instead the Infernal can store (Essence) shaping effects, and by paying four motes she can
hurl the shaping effect as an attack (as a simple, speed 5, -1 DV action) at a target within
(Essence + Charisma) yards. The Infernal rolls (Essence + Charisma) to hit the target, and
if it hits, the shaping effect resolves using as it should have done on originally (on her) on
the new target instead.

A shaping effect can be stored for one hour until it dissipates harmlessly. The Infernal
knows instinctively what the shaping effect does when she stores it.

A second purchase at Essence 3+ reduces the cost to activate this Charm to 3m.

A third purchase at Essence 4+ allows the Infernal to reject and store a shaping effect that
targets anyone within (Essence) yards.

Instruments from Daydreams


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Clad in Dream and Fantasy
This Charm upgrades it prerequisite. Clad in Dream and Fantasy can create any (non-
magical) tool or weapon that the Infernal can use proficiently (i.e. she needs an ranking of 3
or more in the ability that the tool is used with, specialty dots counts towards this). These
tools and weapons are of exceptional craftsmanship.
Marvelous Dream Weapon
Cost: - (2m, 1wp or 4m, 1wp); Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Instruments from Daydreams
The weapons created by the Mirage of Beauty are things from her dreams. When she forms
weapons in the waking world, the qualities they carried in her dreams cling to them.

This Charm upgrades it prerequisite. When the Infernal creates a weapon with Instruments
from Daydreams she can pay three motes and one Willpower. If she does, the weapon will
have the traits of a 1 or 2-dot vitriol-tainted artifact weapon of its own type (a created
sword will have the traits of a Daiklave, a spear a Dire Lance, a club or hammer a
Goremaul, and so on), with the magic material bonus chosen by the Infernal at the
weapon’s creation.

If she instead spends five motes and one Willpower she can instead create a 3-dot vitriol-
tainted artifact weapon.

The created weapon doesn’t need attunement by the Infernal that created the weapon, and
will dissolve into the dreams it was forged from after one scene.

Involving the Truth Method


Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Compulsion
Duration: One scene
Prerequisite Charms: Clad in Dream and Fantasy
The Keeper of Secrets seeks and desires the truth, and those who try to lie to her find
themselves speaking the truth after all.

When this Charm is active, characters within Infernal’s (Essence + Appearance) yards
suffers a compulsion to speak the truth. It doesn’t force them to talk, but if they want to talk
they have to state the whole and absolute truth. This Charm can be resisted by rolling
(Essence + Manipulation) with a difficulty of the Infernal’s (Essence + Appearance), or by
paying three Willpower.

Inhuman Indulgence Realization


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Mirage of Beauty Excellency
By fulfilling her base desires, the Bringer of Decadence grows in power while her depravity
infects those who witness her acts.

This Charm functions as an additional Peripheral Essence pool capable of holding 10


motes, but it can only be refilled by Mirage of Beauty Charms that restore motes, which
always refill this pool before adding to any other.
Whenever the Infernal performs an Act of Indulgence (see sidebar) she gains one mote to
the mote-pool created by this Charm and is physically nourished for one day. This Charm
can only grant 10 motes per scene.

If the Infernal has Temperance 3+ she no longer needs to fail a roll or spend Willpower to
perform an Act of Indulgence.

Crazed Obsession Ferocity


Cost: - (1m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Inhuman Indulgence Realization
Restraint is not a thing well-known to the Bringer of Decadence, and if it catches her fancy,
she will bring her whole might to own it.

The anytime the Infernal sees something she wants, she can reflexively pay one mote to
gain an Intimacy of “Desirous Obsession” towards that thing. Anytime the Infernal sleeps
she dreams of the subject of her Intimacy, reasserting it.

The Infernal will automatically succeed in any Virtue roll that will help her to
own/see/touch/protect the subject of an Intimacy created by this Charm, or fail any Virtue
roll that stands in the way of an Intimacy created by this Charm. By paying one Willpower
the Infernal can ignore this function of this Charm for one instance, instead losing when she
should’ve succeeded or succeeding when she should’ve lost the Virtue roll.

Additionally, this Charm grants three “specialty” dice to any action that would directly help
the Infernal to own/see/touch/protect the subject of an Intimacy created by this Charm.

After a repurchase of this Charm the Infernal can spend an extended action of at minimum
one hour of fantasizing about the subject of an Intimacy created by this Charm. When the
action is done, the Infernal can roll her Conviction, each success on the roll giving the
Infernal one Willpower. Every two hours over the first one used on fantasizing turns one
dice used in the Conviction roll into an automatic success.

Infection of Depravity
Cost: 2m; Mins: Essence 3; Type: Reflexive
Keywords: Compulsion, Illusion
Duration: Instant
Prerequisite Charms: Inhuman Indulgence Realization
This Charm can be activate when the Infernal performs an Act of Indulgence. Anyone
witnessing her act of indulgence suffers a Compulsion and Illusion effect that forces them
to perform that act whenever given the opportunity and considers it a natural thing to do. A
mortal needs to pay one Willpower to resist this Compulsion for one instance of the act,
while essence users can resist it with a normal successful Temperance roll (or pay
willpower). To completely end the Compulsion the character have to resist the Compulsion
for one week.

This Charm can be completely resisted if the victim pays three Willpower when the Infernal
activates this Charm.

Seductive Triumph of Temptation


Cost: 3m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisite Charms: Inhuman Indulgence Realization
This Charm can supplement any roll where the Infernal “tempts” a character with an Act of
Indulgence. This Charm adds (Infernals Appearance) successes to the supplemented roll.

World-Stilling Speech
Cost: - (5m); Mins: Essence 2; Type: Permanent
Keywords: Compulsion, Social
Duration: Permanent
Prerequisite Charms: None
When the Majestic Playwright speak, the world listen.

Whenever the Infernal speaks, she can pay 5 motes. The Infernal’s player then rolls
(Charisma or Manipulation + Appearance) if the successes exceed a target’s MDV, that
person suffers a compulsion effect to stay and listen to the Infernal. This compulsion can be
resisted for 5 minutes by paying one Willpower, up to a maximum of three Willpower per
scene, and such resistance allows the target to leave, heckle or even forcibly silence the
character.

All who hear the Infernal speak are affected by this Charm.

Veil of Inverted Radiance


Cost: 4m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: One scene
Prerequisite Charms: World-Stilling Speech, Those Who Came Before
When the Keeper of Secrets plunged into the underworld in her search for knowledge she
found a dreary world. The king of yesterday was one of many, though there was an allure in
anonymity and secrecy.

The Infernal weaves a cloak of apathy, wearing it to turn away the gaze of others. Nobody
will take any interest in the Infernal, they will ignore her as a sight so exceedingly
unexciting that even if she dragged on the corpse of the Scarlet Empress they would ignore
her in favor for their normal business. Anyone with a MDV less than the Infernal’s
(Essence + 4) will be affected by this Charm. Though it can be resisted for one scene by
paying four Willpower.

This Charm stops working if the Infernal joins battle.

At Essence 4+ this Charm becomes Indefinite.

Understanding through Magnificence


Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: World-Stilling Speech
When the Majestic Playwright speak, she speaks through her inherent grandeur.
Understanding is brought through the medium of greatness, not the medium known as
language.
Characters and animals understands what the Infernal says, even if they doesn’t know the
language she speaks. This effect is obvious, as they hear a foreign tongue, yet they
understand the meaning behind it. Animals have limited capacity for comprehension, and
the Exalt cannot convince an animal to adopt a belief or plan that it cannot understand.
A repurchase of this Charm allows the Infernal to understand languages she doesn’t know.
At Essence 5+ this Charms duration become indefinite and costs 0 motes to activate.

Essence Laden Voice


Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: World-Stilling Speech
The voice of the Majestic Playwright vibrates with life and passion, making it harder to
deny her for those who listen.

Any social attack done by the Infernal counts as unnatural mental influence, and interacting
with the Infernal automatically counts as one scene towards developing a positive Intimacy
towards the Infernal.

At Essence 3+ the cost for this Charm is reduced by one mote.

At Essence 5+ the cost is reduced to 0 motes and the duration changed to indefinite.

Replaced by: Memorable Voice Appreciation?

Memorable Voice Appreciation


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: World-Stilling Speech
The voice of the Majestic Playwright is a wonder of beauty and fascination for those that
are pleasantly acquainted with her hallowed tone. But those who know of her darker side
recognize the hidden threats and her sinister amusement.

Any Manipulation social attack by the Infernal is automatically an unnatural mental


influence for character with a positive Intimacy towards the Infernal. Any scene interacting
with them counts as repairing damage (if any) of their positive Intimacy of the Infernal.

Characters with a negative Intimacy towards the Infernal can spend one less willpower
(minimum one) to resist social attacks made by the Infernal.

Regalia of Forged Truth


Cost: - (2m); Mins: Essence 2; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Memorable Voice Appreciation
The Majestic Playwright’s voice reverberates with truth, even when she says anything but.

When activating Essence Laden Voice or when it already active, the Infernal can pay two
motes. This enhances Essence Laden Voice so that those who hear the Infernal will believe
that she speaks the truth, and suffer a -2 penalty to MDV as long as the forged truth is
relevant (he is the murderer, arrest him; I am innocent, please let me go; and so on).
Anyone with a MDV higher than Infernal’s (Essence + 4) will not be fooled by this forged
truth and won’t suffer an MDV penalty, it can also be resisted by paying one Willpower.

At Essence 4+ it costs two Willpower to resist this Charm.

Wilderness-Negating Stance
Cost: 3m (+2m); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping
Duration: Indefinite
Prerequisite Charms: World-Stilling Speech
The wild is but another part of the theater that is the world, and the Majestic Playwright
cannot be bothered on the stage.

Whenever the Infernal would suffer any environmental external penalties she can pay three
motes. Doing this shapes the annoyance into a form not bothering the Infernal, surrounding
her in a bubble of pleasant terrain. This turns the greatest blizzard into a slightly chilly
breeze, the desert sand hardening to ease her steps. Bugs and plants turn aside in deference
of her grand glory. This Charm does not protect against environmental damage, however, so
if the environment is deadly enough to force regular Resistance rolls, this Charm won’t
help, yet.

Finding water and food is not a difficult task as even if it would be impossible to find food
or water in the area, the Infernal will find it anyway. By paying two extra motes, apple trees
and strawberry bushes, and other plants appear to still her hunger and waterholes appear to
still her thirst. This will be enough food and water for three persons. Plants and waterholes
created through this Charm will not necessarily survive once the Infernal has left, their
survival depends on the area. A waterhole in the desert will dry out, strawberries on the
tundra will die by cold and so on.

A repurchase at Essence 3+ will make the Infernal immune to environmental hazards as


long as this Charm is active. A bonfire twist around her, air gathers to her underwater, lava
hardens to give her a walkway, acid turns to water, etc. She takes damage or suffers Poison,
Crippling or Sickness effects only when directly inflicted upon her by some character’s
action.

Environmental damage inflicted via Charms, spells, etc. are replicating natural
environmental damage, but it isn’t actually natural. These are supernatural assaults that are
directly inflicted upon characters.

At Essence 5+ this Charm’s cost is reduced to 0 motes.


Fair Ruling of Wealth
Cost: 2m per resources dot or 7m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Shaping, Training
Duration: Instant
Prerequisite Charms: Wilderness-Negating Stance
The Mirage of Beauty needs not to work to attain riches and acquaintances, they simply fall
into her path through strange coincidences.

By paying two motes per resources dot, (max five) the Infernal will stumble/find/presented
with money/a treasure. It could be that she finds the winning lottery ticket on the ground as
the lottery-booth calls out her number, or as she is about to pay for her meal, she will
discover a wallet of an earlier customer, as she walks through the woods she finds an
exceptional sword, and so on.

This use of this Charm won’t give any background dots.

Alternatively the Infernal can pay seven motes, one Willpower and three experience points
to gain one dot in one of the following Backgrounds as a Training effect: Allies,
Acquaintances, Backing, Command, Connections, Contacts, Cult, Followers, Henchmen,
Influence, Mentor, Resources, Reputation, Retainers, Salary, Sifu and Spies.

Raising a background dot will take (7 - Essence) days (minimum one day). This Charm
can’t bestow Backgrounds on the Infernal while a previously bestowed dot is pending
resolution.

A repurchase at Essence 6+ changes the first effect of this Charm, decreasing the cost to use
it by two motes per Essence dot higher than five. So at Essence 6 it costs 2m to gain a
Resources 2 object, and 8m for a Resources 5 object.

World as Stage Approach


Cost: 2m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Sorcerous, Touch
Duration: Instant
Prerequisite Charms: Wilderness-Negating Stance
The stage does not always contain appropriate scenery, but that can easily be amended.

The Infernal can sculpt the elements of the world as if they were clay using a standard Craft
roll, paying two motes per Crafting roll to do so. This way she can change the elements
physical quality, like making air into hard glass-like substance or turning fire into an elastic
rope. A hammock made of threads of air and water, a house of ice, decorated with gems of
hardened fire that keeps the inside warm, or a lightning-letter with fire-ink.

This charm obviates the need for normal materials when crafting as long as the Infernal has
any of the elements at hand (wood, fire, earth, air and water).

Artifacts cannot be affected by this Charm. Artifact created with the help of this Charm is
no more vulnerable to countermagic than usual.

At Essence 4+ this Charm loses the Touch keyword and has a range of (Essence x 2) yards.
Dominion of the Five-Faceted Design
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (One one-hour dramatic action)
Keywords: Combo-OK, Compulsion, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: World as Stage Approach
The Mirage of Beauty demands a beautiful world, who is the world to gainsay her?

This Charm affects an area of (Essence x 100) yards. In this area of influence the touch of
the Majestic Playwright is clear to all. Streams flow with crystal clear water, plants are
vibrant with life, and the breeze is fresh, carrying the freshness of new-fallen snow and so
on.

This Charm has several effects:

• Everything that lives and is born in the Dominion is filled with life, gaining two additional
dice to Stamina rolls (this counts as dice added by charms) and the land is rich as crops and
animals double in fertility. This effect disappears gradually over a week once the affected
creature leaves the Dominion.

• Poisons and pollution are reduced in the Domain

• But the dominion is a carefully tuned trap, as everyone in the Domain will roll (Integrity +
Manipulation or Charisma) against the Infernal’s (Essence + Appearance) each 25 hours. If
they succeed there is no worry, as they have fended off the influence for now. If they failed,
they immediately gain a compulsion to stay within the Dominion, this compulsion can be
temporarily lifted by spending one Willpower each scene. The compulsion is removed after
they have been outside the dominion for five days. Each success they failed with also
counts as one scene towards developing an Intimacy of “Admiration” towards the Infernal.

This Charm affects elementals and gods as well as humans and animals.

A repurchase at Essence 4+ gives additional effects:

• Ore seems to grow and appear by itself in the earth.

• Exotic plants that shouldn’t be able to settle in the climate is still able to grow and
flourish.

• Anyone already affected by the compulsion to stay inside the Dominion is also forced by
another compulsion to do what the Infernal tells them. This compulsion costs one
Willpower to resist per scene.

Glorious Display of Superiority


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Training
Duration: One day
Prerequisite Charms: Understanding through Magnificence
The Mirage of Beauty walks through life with grace born from innate superiority, but she
can gift those few who hold her favor with lesser elegance.

The Infernal can train (Appearance) people in any Attribute or Ability that she has at least 2
dots more in the trait than the student/s. This takes one day, but the Infernal needs not to do
anything special. Indeed the students simply pick up the knowledge from her as they follow
her around.

As the students follow the Infernal around, they are entranced by her talent and elegance.
Anyone trained through the use of this Charm gains an Intimacy of “Admiring Awe” or
“Respectful Worship” towards the Infernal.

This Training effect can’t raise any trait above its normal maximum and all students are
trained in the same trait, and only one dot each per use of this Charm.

Desire of the Unwitting Puppet


Cost: 15m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Servitude, Social, Sorcerous
Duration: Indefinite
Prerequisite Charms: Glorious Display of Superiority
This Charm works like a normal social attack using either Socialize or Presence. If the
Infernal succeeds with the attack, the target gains an Urge that is defined by the Infernal.
This Urge cannot go directly against the targets Motivation, though can make it harder to
fulfill as the Motivation.

Beings that already have an Urge (Green Sun Prince’s and Akuma… Possibly also Yozi, but
good luck with using this Charm on one of them) gains a second Urge.

Resisting this unnatural mental influence cost three Willpower when it is first used, and
grants immunity to it for the rest of the day. Resisting the Urge works like normal, but it
can be dispelled with appropriate countermagic or by paying five Willpower to directly
remove the Urge. Using countermagic or paying Willpower to remove the Urge will make
the character depressed and weary for a day as an Emotion effect, as abandoning their duty
gnaws on their conscience.

Fulfilling the Urge will remove it. A character cannot be affected by several instances of
this Charm at the same time.

After a repurchase at Essence 6+ this Charm can affect up to (Appearance) people, and can
be used with Performance.

[Credit: The Book of Ten Thousand Scorpions; archived here against the march of bitrot]
GENERAL

(Yozi) Arts Externalised


Cost: - ; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of (Yozi) x 3, (Yozi) Mythos Exultant
The Primordials are masters over their own mythos. How could they not be? And so that all-
encompassing existence, scribed against the shinma, exists within them and without. Even if sorcery
may tap those aspects, it will never compare to their own mastery. This Charm permanently enhances
Sorcerous Enlightenment of (Yozi) and its repurchases. Spells cast which directly invoke the Yozi or
their souls by their very nature, such as a Malfean use of Total Annihilation, or a use of Narrative
Shredding Bolt by the Dragon Beyond the World, receive a 5m, 1wp discount, to a minimum of 5m,
1wp. This explicitly stacks with any discounts which may be granted by the Sorcerous Initiation of
(Yozi) to the spell in question. Use of Slave-Spawn Summons, Fiend-Vassal Conscription, and All-
Commanding Oversoul Beckoning only provides the discount when summoning a demon from the soul
hierarchy of the appropriate Yozi.

Titanic Spawn Uncountable


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Any (Yozi) Mythos Exultant
The demonic races of Malfeas are beyond number, and throng the streets of the city. From their
internalised mythos, the warlock takes such fecundity for themselves. The character gains the capacity
to spawn weak deva by performing a thematically appropriate birthing ritual, which may take no fewer
than four hours. The player and the GM should design the new species based on the birthing ritual, the
Infernal’s intent, and her personality, and it should be balanced based on the examples of extant First
Circle Demons. The Infernal gains one free species with this charm, and may spend 1xp per additional
breeding ritual to create further new species.
The newborn deva is mechanically a First Circle Demon who descends from the Infernal and may not
be bound by any other sorcerer without her express permission. It is created with an empty motepool.
If the warlock possesses an appropriate realm which resonates with her essence, such as the inner
worlds created by Spirit of the Living World or Fourth-Soul Devil Domain, the deva returns there if
banished. Otherwise, it is destroyed as if it was an Emerald Circle spell dispelled by Emerald Circle
Countermagic.
The scars of the Surrender Oaths are burned into the Mythoi of the Yozis, and certain of these
restrictions bind the warlock. When within Creation, the Infernal may make use of this charm no more
than once per day, and may not summon a demon on a day she uses it and vice versa.

Titanic Heart Overweening


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Titanic Spawn Uncountable
The thoughts of the Primordials are not those of mortal men. They are mighty spirits in their own
rights, overflowing from the hearts of titans to form pantheons and landscapes. This Charm
permanently enhances the Infernal’s capacities. On the night of the new moon or during Calibration
the feelings in the form of an Intimacy of the character may slip from his heart and take on independent
form as a puissant spirit. This occurs when the Infernal would regain willpower from sleep - or another
activity which substitutes for it - and may only occur once per new moon, or once per day in
Calibration.
The newborn spirit is mechanically treated as a deva of the Second Circle who descends from the
Infernal, and who may not be bound by any other sorcerer. They should be given statistics as if they
were a newly created Demon of the Second Circle whose Motivation is derived from the Intimacy they
formed from, and whose themes derive from the Intimacy filtered through all the First (Yozi)
Excellencies that the character knows. The Motivation of the deva and the Intimacy of the Infernal are
irrevocably linked; should the Intimacy change - such as from admiration to love - then so will the
Motivation, and likewise should the Motivation of the deva shift so will the Intimacy. Should the
Infernal lose her Intimacy, the deva dies as if slain by a spirit-killing Charm.
If the deva is banished, they return to the mind of their creator, and may escape again at the next new
moon. The Infernal may also choose to willingly “banish” the deva by Touching them, and absorbing
them back into her psyche. If they are slain, they may not escape again until a year and a day has
passed. However, if they are slain with a spirit-killing Charm, they die permanently and Infernal loses
the Intimacy. If he regains it - for example, by falling back in love with his wife - the spirit born from
the regained Intimacy shares no continuity with the deceased deva.
The character retains an unconscious veto over whether a given Intimacy is permitted to take
independent form; some hearts are so jealous as to cling so closely to certain feelings that they cannot
escape. The Infernal may maintain no more than (Willpower + Compassion) extant Intimacies as deva
at this level of development. Due to the sympathetic resonance of the bonds of titanic power, on any
day where such a deva has formed any spell the Infernal casts to summon a deva who descends from
another titan fails, and vice versa.
New Keyword: Pantheon

Primordials are not merely singular beings, in the manner of lesser creatures. Even lessened as they are,
the Yozis are nations, civilisations, worlds in their own right. They are legion. And from the moment of
their Exaltation, the Infernal Exalted have taken their first steps onto a similar path. All other Exalted
have three souls - the hun, the po, and the keter soul of the Exaltation. The Green Sun Princes have in
addition the fourth soul of their coadjutor, the once-demon fused into a synthetic soul hierarchy. Within
them, however, they have the potential to expand beyond that.
Charms with this keyword develop an additional nascent soul within the Infernal. Other Charms can
synergise with and play off this, and certain heretical Charms may ask for them as prerequisites (for
example, Fourth-Soul Devil Domain requires that the Infernal has learned a Pantheon-keyworded
Charm before they can build a small world within their soul).
The following Charms have the Pantheon Charm retroactively applied to them; Sun-Heart Furnace
Soul, Counter-Pronouncement of Enthymemic Law, Crystal Facet Thoughts, Silence in Her Wake,
Darkling Grace Complete, Carmine Mantled Emissary, Self-Seed Infestation, Toil By Proxy, Empyreal
Invincibility Declaration. Pantheon-keyworded Charms should in general be Essence 3 or higher, and
three to four Charms deep in a tree.
New Keyword: Pantheon-Anchored

As their souls bud and multiply like nascent Primordials, an Infernal may delve into Heresy and
develop Charm trees associated with the lesser parts of themselves. Charms with this Keyword are
Heretical, and tied to a soul in the Infernal’s Pantheon. They are costed as Unfavoured Charms, and
should the soul they are tied to die, they collapse and are converted back into xp.

Titanic Will Unquestionable


Cost: -; Mins: Essence 5; Type: Permanent
Keywords: Blasphemy
Duration: Permanent
Prerequisites: Titanic Heart Overweening
The green sun princes are given the trinket-rank of peer within the hierarchy of Hell. How will the
Demon Princes react when they find their would-be pawns have souls who are akin to them in pomp
and splendour? This charm permits the Infernal to permanently enhance the souls generated by this
Charm’s prerequisite. Once per Calibration, she may spend a day carrying out a unique ritual in
accordance with her themes and the themes of the soul, to imbue it with greater pussiance.
As the ritual proceeds, Creation itself weeps in terrified awe with cataclysmic outbreaks of omen
weather. With its culmination, the soul swells in power, becoming mechanically equivalent to a
newborn Demon of the Third Circle who descends from the Infernal. It will spawn seven Second
Circles, as is customary for its kind Their themes and nature derive from their progenitor and who
dwell within the Infernal as described in this charm’s prerequisite when not roaming Creation. The
Third Circle will have unique Panoply Charms and wide-ranging spirit charms as befits a demon
prince, though they are young and will not immediately equal the highest in the Demon City who have
uncounted aeons of experience and learning behind them. The storyteller and the player should work
together to expand the soul to such a rank, balancing it appropriately.
With such power comes tighter chains. Without the aid of summoning spells, the demon may only
escape the mind of the Infernal upon Calibration - and even then, its escape conditions narrow as traces
of the surrender oaths within the princes hold them tight. The Third Circle may not be bound by any
sorcerer - not even its greater self. Such demons are not the slaves of their progenitor, and will act to
further their own interests. In almost all cases this will involve the survival of the warlock, for its
existence depends on theirs. Fear the demon who decides they would rather see their greater self dead
than continue to live.

Titanic Life Unending


Cost: -; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Titanic Will Unquestionable
Men were made to die; the Primordials were not. The princes of the green sun - who are man and titan
alike - have not the full measure of their patrons, but the doom of man holds them weakly. Upon
learning this Charm, the Infernal gains the following benefit as long as he has at least one of his Third
Circle souls externalised.
The neo-Primordial power of his souls sustains his flesh. He ceases to age, and additionally cannot die
of old age. If the warlock is slain, his anima banner flares totemic and he disintegrates in in a highly
dramatic lightshow. His essence slowly coalesces, insensate and formless, within the hearts of his
souls. A year and a day later, the Infernal reforms in the location of one of his Third Circles. If he has
no externalised Third Circles, all his Third Circles are slain before he reforms, or he is killed with the
use of a spirit-killing Charm, the Infernal is are dead beyond even the puissance of his titanic power to
remedy. In the latter case, it is possible some of his souls may survive him albeit orphaned and
lessened - sustained by embers of his power within their hearts - or they may too disintegrate.
It is possible that a greater form of immortality that does not rely on one’s souls to sustain oneself may
be possible. Perhaps a wise Infernal may recoil from such power, for to burn one’s legend upon the
shinma themselves might leave one vulnerable to the fate of the Neverborn. There are worse things
than the death of men.

ORAMUS

Oramus Charmset
I have written a full playable Charmset for Oramus, the Dragon Beyond the World.

SZORENY

Szoreny Charmset
I have written a full playable Charmset for Szoreny, the Silver Forest.
MALFEAS

Merciless Radiative Therapy


Cost: 6m; Mins: Essence 2; Type: Simple (Speed 7, -2DV)
Keywords: Combo-OK, Touch, Sickness
Duration: Permanent
Prerequisite Charms: Blight Internalisation Transcendence
Touching the patient, the Infernal floods their chakras with the hateful essence of Malfeas. This malign
power destroys any lesser sickness afflicting a servant of the King.
This Charm instantly cures any Sickness with a Treated Morbidity less than or equal to the Essence of
the Infernal by infecting the patient with a variant of Green Sun Wasting. This infection has a
Morbidity and a Treated Morbidity equal to half the Infernal’s Essence, rounding down. Characters
with an Intimacy of Terrified Awe towards the Infernal or who bear a Magnanimous Warning Glyph
cannot die from the Green Sun Wasting unless the Infernal permits it, and add the Infernal’s (Integrity)
in dice to shake the disease.
Obviously this Charm cannot be used to cure Green Sun Wasting or Final Viridescence.

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 or Blight Internalisation
Transcendence, 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.

Weakness Purging Scar Tissue


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Merciless Radiative Therapy
The hateful essence of Malfeas wishes to share its agonies - and one of those pains is being imprisoned
in flesh.
This Charm enhances its prerequisite, which can now be used to cure Crippling injuries. When the
patient recovers from the Green Sun Wasting, they gain the Creature of Darkness mutation and a
thematically appropriate mutation which represents the twisted flesh that has regrown. 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 are hardened with brassy scar tissue and faintly glowing organs pulse with unnatural vitality.
The patient 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.

Scornful Skyfire Reprimand


Cost: 8m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisites: Insignificant Embers Intuition
Lesser worlds might end in fire or ice. The Demon City’s heart is too proud to allow such a fate to
occur.
When using this Charm, the character’s heart begins to beat more quickly, emitting an unseen corona of
essence which renders her immune to environmental hazards. Whenever the character would take
damage from a hazard, an Obvious manifestation of her terrible might averts it. Acid rain that would
strip the flesh from her bones evaporates into steam and flees before it would touch her; a deadly
Southern sandstorm is accompanied by the patter of molten glass as each grain flares green like a tiny
ember in penance. She only takes damage or suffers Crippling, Sickness or Poison effects when they
would be directly inflicted on her by the actions of another.

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.

Towers Rise Again


Cost: - ; Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Countless Cities Clotting
Sometimes the great basalt ribs of the Demon City crumble, in a fall which could crush the Pole of
Earth beneath their mass. And inevitably their replacements extrude themselves from the inverted flesh
of the King of the Yozis.
The healing multiplier granted by Countless Cities Clotting adds the higher of the Infernal’s Stamina or
Resistance to the calculation, and the time it takes to heal the disfiguring scars is doubled. In addition,
the character now heals amputation injuries and other Crippling effects linked to injury which would
not usually heal for an Exalt as a normal part of their recovery. These replacements limbs and other
organs are permanently made of the materials of Malfeas, and will not transmute to pathetic flesh.
The scars left by Countless Cities Clotting explicitly do not heal faster because of this Charm.

Millennial Layers Metamorphosis


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Obvious, Crippling
Duration: Permanent
Prerequisites: Towers Rise Again, First Malfeas Excellency
Malfeas grows ever outwards, and yet only imprisons himself further. Such is his affliction.
This Charm permanently modifies the Infernal’s capabilities. Regardless of any other forms of healing
she has, she automatically heals one bashing health level every minute, one lethal health level every
five minutes, or one aggravated health level every hour. This healing is treated as if it was done by
Countless Cities Clotting.
However, such prodigious wholeness cannot be averted, and without injury to repair the growths of
tower-like nodules and continental plate extrusions weigh the Infernal down. For each hour which goes
by when the character has no injured health boxes, she adds a cumulative mobility penalty of -1. The
mobility penalty from this Charm cannot exceed (Essence). Each point of lethal or aggravated damage
inflicted on the Infernal reduces the mobility penalty by one, as it severs away overgrown layers of skin
and flesh. These bounties hewn from the flesh of the King are made of any Malfean materials the
Infernal chooses, and may have a Resources value no higher than (Essence).

Somatic Catacombs Concealment


Cost: 1m; Mins: Essence 2; Type: Simple (Speed 3)
Keywords: Combo-OK, Stackable, Touch, Obvious
Duration: Indefinite
Prerequisites: Countless Cities Clotting
Within the Demon City’s hidden guts of black basalt, five thousand years of detritus lie undisturbed.
Sometimes when his flesh breaks, vitriol-pitted wonders are exposed to the contemptuous gaze of the
Green Sun.
Upon activating this Charm, an object which the Infernal owns and is touching is absorbed into her
body, where it is broken down and integrated into her flesh and bone or stored within her guts, and
becomes an invalid target for any other effect. The mass of the object is conserved, so the Infernal may
wish to walk carefully on weak floors. At the Infernal’s whim, she may have the object reform as a
miscellaneous action. This ends the Charm. Worn objects may be donned in this way, and it may be
used to ready a weapon.
If the Infernal is slain while this Charm is active, artifacts and other objects possessing a similar level
of resilience reform within (and protruding from) her corpse. Other objects remain in their broken-
down state, though the morbid may wish to harvest the literal veins of gold which were once a
necklace. The Infernal may have no more than (Essence) invocations of this Charm active at once.
Mundane objects which spend more than (11-Essence) hours within the Infernal find themselves
twisted by the titanic essence. As a Shaping effect, their aesthetics and construction is warped towards
the Malfean, which can be noticed by a character with at least Occult 1 who gets three successes on a
(Wits + Occult) roll.

Calloused City Growth


Cost: 15m, 1lhl; Mins: Essence 3; Type: Simple (Dramatic Action, one hour)
Keywords: Shaping, Combo-OK, Sorcerous, Obvious
Duration: Indefinite
Prerequisites: Countless Cities Clotting
In five thousand years of Malfeas, the Demon City has split a thousand times, his inverted agony
spilling out. He will do so forevermore.
By shedding her blood on a non-magical structure in a place of habitation, this Charm permits the
warlock to taint it with the living essence of Malfeas. Over the course of the next day, the structure
transmutes to a structure of basalt and other stones and metals found in the Demon City, which spreads
outwards. This blight has a radius of (Resistance x 100) yards, and over the course of the day,
buildings spring up from the ground to fill this area with labyrinthine architecture that mocks local
architectural styles with the taint of the Demon City. These structures may have a Resources value of
up to (Essence). Any non-magical structures in the surrounding area are subsumed by the Malfean
blight, transmuting and warping as they do. Any Wyld-tainted land within the affected area
immediately becomes part of Creation.
Feeding off the fear of the masses, the city grows ever outwards. Every week, the affected radius
increases by 25 yards per dot of magnitude of residents with an Intimacy of Terrified Awe towards the
Infernal. The city becomes a persistent Blasphemy upon exceeding five miles in radius.
The demonic structures may be damaged or knocked down, but any damage regrows completely within
a day of the demolition. Holy effects extend this to (Essence rating of source) days. Non-magical
structures require continuous effort to keep clear of the creeping Malfean subversion. Countermagic
removes the demonic blight, converting it into a mundane structures that remain until removed by
active effort or environmental factors. Emerald countermagic cleanses an area with a radius of up to
250 yards, while Sapphire and Adamant cleanse a radius of up to 500 and 1000 yards, respectively.

Crowned With Fury


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Social, Obvious
Duration: Permanent
Prerequisites: Insignificant Embers Intuition
This Charm is mechanically identical to the version in Manual of Exalted Power: Infernals, save for the
changed minima and prerequisites. It replaces the canonical version.

Know Your Place


Cost: 3m; Mins: Essence 3; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Social, Emotion
Duration: One scene
Prerequisites: Crowned With Fury
The hearts of lesser beings quake when they gaze upon the Demon-King of the Yozis. Their flesh and
blood cries out in terror, knowing that by his will their world was given form. As an unnatural mental
influence, for the rest of the scene any character who interacts with the Infernal and whose Dodge
MDV is lower than the Infernal’s Charisma gains an Intimacy of Terrified Awe towards them. This
may be resisted for a scene by spending one willpower, and as an exception to the normal rules for
unnatural mental influence a character who resists does not gain Limit.
At Essence 5, this Charm’s duration increases to Indefinite.

Traitors’ Hearts Conflagration


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisites: Crowned With Fury
In aeons gone by, none would have ever dared stand against Malfeas-That-Was. The Demon City may
have been maimed and crippled, but he retains enough power to see that any anyone who belongs to
him suffers for instrangience. This Charm permanently enhances its prerequisite. When it is used
against a character who possesses an Intimacy of Terrified Awe towards the Infernal, the character must
pay a lethal health level to resist the social attack, on top of any willpower cost. Their flesh visibly
blackens and chars, the odour of burnt flesh marking their fleeting rebellion. Characters with a Limit
Track may choose to pay a point of Limit in place of a health level the first time they would be affected
by this Charm in a scene, which immunises them to its effects for a day.

Fear Births Obedience


Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisites: Traitors’ Heart Conflagration
Malfeas is a jealous king. Those who would have other lords before him and contemplate faithlessness
quake at his incipient wrath. This Charm permanently modifies the Infernal’s capabilities. Any
character with an Intimacy of Terrified Awe towards her must pass a Valour roll at Difficulty 1 to act
against the Infernal’s commands or interests in any way, physically or otherwise. What is best for the
Infernal is judged as perceived by the character, unless a command would contradict their belief.
Moreover, they roll the lower of their Essence and Valour. Characters may spend one willpower to
ignore the effects of this unnatural mental influence for one scene.
Essence users count each point of willpower spent to resist this Charm as a scene weakening their
Intimacy of Terrified Awe. This benefit is not enjoyed by demons of the first circle and gods, for their
kinds were made to be slaves and in slavery they shall remain.
Unbroken By Unacknowledged Blows
Cost: 4m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Purity of Madness Defense
That which Malfeas 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.
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.

Impossibility of Base Treachery


Cost: — (+1wp); Mins: Malfeas 0, 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. This Charm
permanently enhances its prerequisite. The Infernal may spend one willpower to obscure any evidence
that a blow was ever struck or unkind words ever spoken. 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. In addition, these is 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.
A second purchase of this Charm at Essence 4+ allows the truth of the world to be made self-evident.
The Infernal may a spend a further two motes in Step 9 of any attack he used Unbroken By
Unacknowledged Blows to defend against as a Counterattack, imposing a Knockback effect on his
attacker. 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.

No-Shadow Sun
Cost: — (+3m); Mins: Malfeas 0, Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: 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 could be destroyed by
this Charm’s prerequisite. Should a character take any damage from this enhanced Green Sun Nimbus
Flare, any worn armour or shield also takes damage as if hit by World Weathering Incandescence.

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. These ancestral
memories leave them helpless in the face of Malfeas’ wrath. 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. 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. 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.
CECELYNE

Scales of Feast and Famine


Cost: 4m; Mins: Essence 3; Type: Reflexive
Keywords: Blasphemy, Combo-OK
Duration: Indefinite (until the specified event has passed)
Prerequisites: Counter-Pronouncement of Enthymemic Law
Sometimes maddened demons return from the wastes beyond the Demon City, minds shattered by
visions that demand obedience to avoid the wrath of the incoming sands. Such is the altruism of the
Endless Desert.
This Charm empowers a dramatic action by the Infernal or her followers to warn a social group of a
specific future threat - for example crop failure this harvest, an earthquake next week, or an invasion by
a ravening horde of Cecelynian demons from hell in Calibration. This allows the Infernal to establish
up to (Essence) instructions that may be taken by the social group to avert it. These must be possible,
but must be onerous, significant and outside the range of normal activities taken by the social group -
for example, an Essence 3 warlock may demand that they reject their former gods, take up the worship
of her, and each family must leave the hide of a sacrificed animal outside their door each new moon.
The warning must reach a majority of the social group and the instructions must be common
knowledge, even if all discount it.
For each instruction that is followed by a majority of the social group, they receive a bonus success
towards non-combat actions that are specifically taken to avert, mitigate or prepare for the threat. This
counts as dice added by charms. However, for each instruction that is not followed they suffer a +1
external penalty towards them. For actions taken by a sub-unit of the social group, only their
compliance is considered - for example, should one family heed the warning even as their neighbours
laugh then they receive the bonus for their own actions even as the greater social group suffers.

Sins Born in Blood


Cost: -; Mins: Essence 3; Type: Permanent
Duration: Permanent
Keywords: None
Prerequisite Charms: Counter Pronouncement of Enthynemic Law
In the Age of Glory, Cecelyne declared that the progeny of spirits would be counted with their parent
under her laws. Perhaps this is why the Exaltations are loathe to empower those with inhuman
heritage.
This Charm permanently upgrades Cecelyne Charms. When it would benefit the Infernal, they may
treat a character who knows a Spirit Charm as being an example of that class of being. For example,
god-blooded who know at least one Spirit Charm may be treated as gods for the purposes of Cecelyne
Charms such as Sublimation of Ordained Purpose, and must carry out the same purpose as their divine
parent would.

Erosion-Of-Freedom Patience
Cost: — ; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sublimation of Ordained Purpose
The drop of one grain of sand every hundred years onto a stolen throne can grind it down to
nothingness. This is the secret hope that lies in Cecelyne's barren heart. This Charm upgrades its
prerequisite, allowing the Infernal to treat any god or deva under the effects of Sublimation of Ordained
Purpose as a demon and a native of Malfeas for the purposes of all her Infernal Charms and Spells.
This lasts until the spirit in question fully resists the Servitude effect of Sublimation of Ordained
Purpose, and functions regardless of whether or not the Infernal was the one who applied the effect.
Gods of Essence 7 or less are treated as First Circle Demons; gods with higher Essence are treated as
Second Circle Demons. Devas are treated as if they are a demon of the corresponding rank; the spiritual
castration of the ex machinae means that all the devas of Autochthon count as First Circles, regardless
of their Essence, with the exception of the Divine Ministers (and the Core) who count as Third Circles.
Sorcerously bound gods and deva cannot spend Willpower to resist Sublimation of Ordained Purpose;
however, they benefit from the same conditions as bound demons do under that Charm.

Faithful Follower Discernment


Cost: - ; Mins: Essence 3, Cult 2; Type: Permanent
Keywords: Messianic
Duration: Permanent
Prerequisite Charms: Penitents Like Scattered Grains
Cecelyne is a jealous goddess. Those who receive the prayers of men should fear her bright blue eyes.
This Charm permanently enhances Hellscry Chakra. While that Charm is active, a successful
(Perception + Awareness) roll to notice details about a character will also reveal if, since the last
Calibration, the individual has directed worship towards herself, any Primordials or Yozis, or members
of their soul hierarchies. With three threshold successes, the nature (such as the species of first circle
demons, or the Primordial that Second and Third Circle souls belong to) of any such beings are made
Obvious to the Infernal, as if she had recognised the target of worship with Hellscry Chakra. The time
since the last prayer and the frequency of the worship - ranked as hourly, daily, weekly, monthly,
seasonally, or yearly - is also provided with such a degree of success, as is the name of the entity.
If the Infernal knows Wayward Divinity Oversight, the same level of information is also provided
about valid beings for that Charm which have been worshipped by the target.
SHE WHO LIVES IN HER NAME

She Who Lives In Her Name Charmset


It is strongly recommended that any game looking for SWLIHN Charms should instead use Revlid’s
Pyrian Charmset.

ADORJAN
Tornado’s Castaway Toys
Cost: 5m, 1 Compassion Channel; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisites: Freedom Lets Go
To Adorjan, weapons are just like feelings; things to be discarded at a whim.
While this Charm is active, the warlock may reflexively ready mundane or improvised close combat
weapons with a -0 DV penalty. This includes scavenging improvised weapons from the environment or
picking up a dropped weapon. When the Infernal’s anima is at the 8-10 mote level or higher, she may
even form silent gale-blades from the burning light of her soul, which may have the form of any
mundane close combat weapon.
In addition, the Infernal treats all mundane close combat weapons as if they were their closest
equivalent single or paired basic 1, 2 or 3-dot close-range white jade artifact weapon, as judged by the
Storyteller. Improvised weapons benefit from this effect too. The murderous winds of Adorjan
envelop the object, so a broom impales a man like a dire lance and chopsticks pierce like short
daiklaives. Targets killed by an enhanced weapon are automatically targetted by a free activation of
Kamilla’s Sacred Inhalation. However, enhanced weapons only last for a single action - when the
Infernal’s DV next refreshes, they dissipate into wind and are destroyed. If the Infernal killed at least
one enemy with the weapon and has an overdrive pool, she gains 2 overdrive motes when this occurs.
She may only gain this benefit once per refresh of her DV.
If the Infernal uses this Charm to enhance mundane weapons stored within her Dread Panoply of the
Silent Wind, the weapon is not destroyed, but returns to Elsewhere and may not be re-summoned until
her DV refreshes yet again.
With a second purchase, this charm may enhance pre-existing ranged weapons or thrown objects. The
warlock does not gain the capacity to create mundane ranged weapons from her anima. The maximum
range of any enhanced weapon is the Infernal’s Dash speed, the projectile disintegrating beyond that
distance into red and white ribbons. In the case of weapons like bows or firewands, the weapon as well
as the projectile is destroyed when the Infernal’s DV refreshes.

Offcast Mad Whimsy


Cost: 20m, 1 lhl; Mins: Enlightenment 7; Type: Simple (10 ticks, DV-3)
Keywords: Combo-OK, Obvious, Compulsion, Sorcerous, Shaping, Illusion, Touch
Duration: Four days
Prerequisites: Freedom Lets Go
When Adorjan discards her transient passions, sometimes they escape and lodge in the minds of others.
Men were not meant to be the vessels of the such desires and so they are twisted and warped around the
whim.
This Charm may be used on any character with Enlightenment 2 or lower. The Infernal breathes out
one of her Principles rated at 3 or lower in a red wind, losing it as if she had used Freedom Lets Go on
it. She then rolls Persuasion + Expression against the target’s Dodge MDV.
On a success, as a Shaping effect the target gains the discarded Principle which takes up residence in
their soul as an Urge. This restructures their nature, rendering them an akuma of the Infernal and a
Creature of Darkness. They gain a number of spirit Charms equal to the original level of the Principle,
with themes associated with Adorjan and the nature of the Principle. As a Compulsion effect, they must
act to further their Urge and must spend one willpower to ignore it for a scene. Their Enlightenment is
raised to the original level of the Principle, if it was not already higher. They gain a mote pool
calculated as if they were a first circle demon if it would be lower. They retain all their usual
Attributes, Abilities, Principles and memories. At the end of the Charm’s Duration, or if it is
counterspelled, the Principle burns itself out of their mind and soul, taking everything they did while
they were an akuma as an Illusion effect. If used as one of the Infernal’s own clones made via
Splintered Gale Shintai, the Duration is Instant and permanently alters the clone.
When an Infernal with Enlightenment 9+ uses this Charm, demons of the first circle and gods are
always valid targets for this Charm regardless of their Enlightenment. At Enlightenment 10, use of this
effect on a character of Enlightenment 0 character has a Duration of Instant and permanently subsumes
them into the Infernal’s Mythos, rebuilding their nature around the transitory delusion of a titan. This
is equivalent to death and cannot be undone.

Untouched Whisperer Revelation


Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Hateful Wretched Noise
Perhaps if Adorjan had come into being before the Incarnate Rebellion, she would have heard them
plotting and scheming to take their leisure at the Games. Certainly, every least mumble of unseen gods
is as audible to her as any other sound.
The Infernal’s sensory capabilities are modified in the following way; he can hear dematerialised
creatures. This cannot be deactivated. As an Action-only reflexive action, he can choose to make
himself so sensitive to the subtle resonances of essence that he can hear the dance of even the least
gods who make up the head of a pin, and thus can make hearing-based awareness rolls to detect
immaterial creatures even if they otherwise would be an invalid target for hearing; however, if he does
this, the environment is counted as if the background noise is one step louder for the purposes of
Hateful Wretched Noise.

Deafening Devotion Abhorrence


Cost: - (3m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Untouched Whisperer Revelation
There are no temples to Adorjan in Malfeas. To seek to draw her attention bears a great risk - and that
risk is that one succeeds.
This Charm allows the Exalt to hear individual prayers as though she were a spirit. This capability
cannot be turned off and so counts towards the noise level for Hateful Wretched Noise - as a base
guideline, if the Infernal has Cult rated at 3-4 her surrounding noise never falls below a whisper and if
it is rated at 5+ it never falls below shouting. She must choose focus on individual prayers to hear their
contents - otherwise their words are lost in the affront to her hush. Should she focus on a prayer, she
knows exactly where it was made from so that she might extract her revenge.
The prayer opens a conduit down which sends a retaliatory slash of red wind howling down the threads
of prayer at anyone who would pain them with noise. This thin gust erodes stone and bruises flesh,
causing superficial cosmetic damage to the area. If the warlock pays attention to the prayer, she may
spend 3m to intensify the wind. This inflicts one level of unsoakable lethal damage which ignores
Hardness at everyone who participated in the prayer, and against any tools used in the course of the
ceremony, including the temple.
If the Infernal has Eloquence in Unspoken Words active and the prayer was carried out in a place where
she would not suffer a penalty from Hateful Wretched Noise, she may instead choose to warn them for
their affront, allowing her to send one social attack or informative response to be on the red wind. This
is conveyed as it would be through Eloquence in Unspoken Words.

Gleeful Unseen Discovery


Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Tick
Prerequisites: Joy In Violence Approach
Adorjan finds the attempts of beings to hide from her in immateriality to be tedious. Their education in
how futile such concealment is amuses her.
On the tick this Charm is activated, immaterial beings are valid targets for the Infernal’s close combat
attacks. The standard penalty for attacks against a target the character cannot see applies as normal.

Existence-Liberating Caress
Cost: 1m; Mins: Essence 3; Type: Supplemental;
Keywords: Combo-OK, Obvious, Crippling, Illusion
Duration: Instant
Prerequisite: Freedom Lets Go
All the demons of the Prison of the Exiles, from the lowest sesselja in the gutters to Unquestionable
Ligier, know that there is no silence without death. So do they fail to comprehend the freedom from
life unending that the Silent Wind grants.
As a Crippling effect, spirits that take damage from an attack supplemented by this Charm bleed from
the attack as if they were mortals, the blood born on Obvious red gusts of wind. Whenever the target
loses a health level from bleeding, an Intimacy also escapes, eroding to nothingness as an Illusion. This
effect lasts until the wound is staunched, as per the rules on p151 of the Exalted core. Once the injury
has been treated, it is at no risk of reopening. This charm costs 0m to activate against a target the
Infernal has an Intimacy towards.
Should a spirit die from the raw damage of the attack, or the bleeding induced by this Charm, they are
torn apart as their immortal essence is scattered to the winds, leaving only a shredded corpus behind.
This death is permanent for spirits. Only the Yozis and the Neverborn are proof against such a fate,
though Adorjan longs to teach her siblings this freedom such that they will accept it and be enlightened.

Bound by Blood-Red Strings


(Originally by Jon Chung)
Cost: -(+1w); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite: Tragic Love Amusement
Lovers in Creation whisper of the blue strings of Fate, with which the Maiden of Serenity lovingly
binds the fate of those destined to be. This is a comforting lie. While the binding cords of love exist,
they are the deep crimson of heart's blood, and it is not Venus who wields them.
This Charm upgrades Tragic Love Amusement. The Infernal may commit the cost of Tragic Love
Amusement in order to make the Intimacy it creates inviolate against any external influence while the
commitment lasts, and grant her the ability to track her beloved wherever he may go, so long as he is
on the same plane of existence. This knowledge manifests as a bloody red ribbon which only the
Infernal can see.
While the commitment lasts, the Infernal receives her Compassion in bonus successes to track her love
at all times, may always make a tracking roll even if no tracks exist to follow, and if she desires, she
may spend 1 Willpower in order to automatically succeed at any tracking roll targeting her love with
Compassion threshold successes. Should other magic contest this effect, add the Infernal's Essence in
automatic successes to the rolloff.
If the Infernal knows Wind-Carried Passion, the Infernal may choose to bestow this ability upon those
she targets with it by committing the cost of Tragic Love Amusement in the same way.
While Adorjan could not leave the Demon City save in dreams, the surrender oaths that protected the
Solar Marus do not apply to the beloved of the Infernal Exalted. At Essence 4, this Charm may be
repurchased. Doing so allows the Infernal to track their Intimacy across realms of existence, and if they
choose to spend 1 Willpower to automatically succeed, they also know the method the target used to
enter that realm of existence and how to follow them there.

Other Woman Identification


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite: Bound By Blood Red Strings
The breezes of Adorjan tie her heart to others with blood-red strings, and those breezes wordlessly
whisper many things to her. They tell her of the infidelities of attachment committed by those she
loves, and how she can free them from those ties.
This charm permanently enhances its prerequisite. Whenever the Infernal makes a roll to read the
emotions and displayed Intimacies of a target who she has a Tragic Love Amusement intimacy towards,
she automatically succeeds as if she had rolled twice the required number of successes. She learns all
Intimacies the character has displayed in the current scene, and their context as they relate to characters
who are present. In addition, she now gains the capacity to channel her Compassion towards any
attempt to hurt any of those Intimacies; after all, she is doing it out of the maelstrom of her bountiful
love.

Love-Born Sweet Fancies


Cost: 4m, 1wp, 1 comp c; Mins: Essence 3; Type: Simple (5 ticks, DV-2)
Keywords: Combo-OK, Sorcerous, Pantheon
Duration: Instant
Prerequisites: Tragic Love Amusement
Imre the jade-winged Archer Upon the Clouds releases his arrows which fall like rain upon the layers
of Malfeas. They seek out those who manage to flee the instruction of the Silent Wind, bearing her
affectionate teachings, bringing heartbreak and enlightenment together. Such is love.
Upon learning this Charm, the Infernal stirs a new soul to life within them that exists to carry the
messages of their heart. When she uses this charm, she weaves a dream or flight of fancy from her
boundless compassion which lasts no longer than 444 seconds, targeting a character the Infernal has an
intimacy towards. The contents of the dream can be used to make a social attack with a speed no
longer than seven long ticks which may be enhanced with charms as normal.

This vision travels down the blood-red ties of love, travelling at forty thousand miles an hour. Once the
dream has found the target character, they experience it the next time they sleep and will recall it upon
waking. The context of the Intimacy the Infernal used to channel this message is made Obvious to the
target, because it flavours every part of the fancy. The Infernal may not reuse this charm against a
character until they have experienced the previous dream. Should the target character be within an area
warded against scrying, the dream will not find them until the next time they leave a protected area.
This charm may be repurchased at Essence 4. Once the character experience the dream, a Sorcerous
blessing is applied to the target. The dream recurs whenever the character sleeps, any social attack
likewise repeating. Men have been driven mad, knowing that no matter how far they run they cannot
escape the visions that come at night. Only one sorcerous dream may affect a character at once, and
should this charm be reused the new dream will overwrite the old.

Seven Nights Shintai


Cost: 12m, 1 lhl, 1 comp c; Mins: Essence 4; Type: Simple (15 ticks, DV-2)
Keywords: Combo-Basic, Form-Type
Duration: One dream
Prerequisites: Love-Born Sweet Fancies, Bound by Blood Red Strings
Closing her eyes, a happy smile appears on the warlock’s face. She smiles because she knows she will
dream of her love. Her body tears apart into a cloud of blood-soaked threads which disperse on a
sudden gale, leaving her empty skin behind.
Upon activating this charm, the character selects one of her Tragic Love Amusement intimacies
currently in the same plane of existence. The next time the target sleeps, they find themselves in a
dreamscape made up of the Infernal’s dream body. The Infernal builds the dreamscape as if she had
accumulated (Essence + Compassion) successes for Adorjan World-Shaping Cosmogenesis. Whenever
she channels Compassion on an action within the dreamscape, she may reassign these successes.
The Infernal is both world and avatar, and possesses a body with her normal Attributes. In addition, her
senses simultaneously observe from all points within the dreamscape as though using All-
Encompassing Sorcerer’s Sight, though she does not pay attention to all points equally, thus permitting
stealth.
To the target, the dreamscape is unreal. Though mote expenditures and health levels should be tracked,
they are just the product of their imagination and return to their original values when they wake.
Willpower and virtue channels lost in the dream are really gone, however. By contrast, the Infernal is
physically in the dream and any motes they spend and damage they take are real. When the Charm
ends, the Infernal reforms within her empty skin. If her skin has been destroyed, she reforms where she
left it and takes 3ahl from her presently skinless condition.
The target character does not automatically realise that there is anything unnatural about the dream,
though with 4 successes on a Wits + Occult roll they can realise the hellish note to the landscape.
Should the character ‘die’ by the hand of another in the dream, they wake having lost 1wp from psychic
shock and are shaken but otherwise fine. Attempted suicide, however, is not the way out - they ‘wake’
into another dreamscape, allowing the Infernal to reallocate the points and extending the duration of the
charm. They may escape otherwise by finding a symbolic exit within the dreamscape and spending
one willpower. At least one such exit must be included, though the Infernal may hide it. The charm
terminates after a dream-scene or - obviously - if the character kills the Infernal.
At Essence 5, this charm may be repurchased allowing it to target characters currently in different
realms of existence to the Infernal. Should the Endless Desert separate the two of them, the blood
soaked ribbons of the warlock form must travel across Cecelyne before it can reach their beloved. It is
as yet unknown how the Silent Wind managed to slip into the dreams of the father of the Four Winds.

EBON DRAGON

:: SIDEBAR - Embrace the darkness, Yakai::


For the purposes of all Ebon Dragon Charms whose functionality changes in direct illumination, other
characters unable to perceive light or who are blind treat themselves and the Infernal as being in a state
of no visibility. This specifically refers to light; characters who can act as if they are not blind through
superhuman hearing or some other mechanism are still treated as being blind. The Infernal does not
take account of their own capacity to see, as their Essence recoils from the light whether or not they can
perceive it. However, their own anima does not count as illumination for the purposes of Ebon Dragon
Charms, unless specified otherwise.
:: END SIDEBAR::

::SIDEBAR - The Doomed and the Damned::


It is written in the most ancient of texts which talk of the Shadow of All Things that he loves the
doomed and dying, especially those who in their death will change the world. Perhaps that is the
reason that he invented the concept of Fate - to fill Creation, as he sees it, with beauty. For the
purposes of Ebon Dragon Charms, the following categories of being count as Doomed;
• Those whose purpose in life is steadily slipping into shadow, dreams and wishes accented by
ignorance and ash; this describes characters whose Motivations have been rendered impossible,
but have yet to acquire a new one, or whose Motivations are opposed by their Destiny, or who
have negative Intimacies towards themselves. Those who have a majority of their Intimacies
directed toward doomed or destroyed things also count, as do those who are in a mental state
such that they would accept Unacceptable Orders.
• Those whose own vitality is ebbing away, their life made rarer and more valuable by the
moment; characters suffering from terminal Sickness qualify, as do those who have been
reduced to -4 health levels. Characters suffering from Poison that deals enough damage to
potentially kill them with the current dosage are also considered doomed, as are those under the
effects of any of the Ebon Dragon's nocturnal venoms. Ghosts and other creatures of death are
automatically considered doomed.
• Those who are frustrated in their efforts, desperation that is beautiful only as long as it remains
futile; this covers characters suffering from any kind of long-term penalty (i.e. one expected to
last at least a scene) that reduces her dice pools or rolled successes by at least -4. If this penalty
is internal, it qualifies the character even if they manage to ignore it through magic or other
methods.
The condition which puts a doomed character in that state is referred to as their doom; alleviating a
doom involves removing the root condition rather than the symptoms. For example if a character is at
a -4 wound penalty and has an open wound, healing the character or preventing them from bleeding to
death would be alleviating the doom, but providing pain relief would not be.
Storytellers may, at their discretion, declare that other beings may count as doomed despite not
technically falling into one of these groups; for example, a young Solar Exalt who labours to acquire
the love of a great musician, unaware that his heart has gone to another, and who - when she discovers
this - will try to throw her life away in battle may be judged to be doomed.
::END SIDEBAR::

Doomed To Die
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisites: Cracked Cell Circumvention
The Ebon Dragon is a creature of forbidden knowledge and dark secrets, a lover of those whose passing
will change the world. He cares for those who fall under his domain with the same tender care with
which his shadow protects the natives of Malfeas from the light of Ligier. This Charm permanently
modifies the Infernal in the following ways;
• The Infernal adds their Essence in automatic successes to rolls to the following ends; to
determine the nature of a Sickness or Poison affecting a character, to diagnose injury, and to
understand the cause of heartbreak or distress. Explicitly, this bonus may not be used to
alleviate any of the above. In addition, it also applies to astrology rolls and to Awareness rolls
against doomed characters.
• Positive Intimacies towards doomed characters do not count towards the character’s limit of
(Willpower + Compassion). The Infernal may maintain such Intimacies even if other Charms
would forbid them from possessing Intimacies.
• The Infernal only requires a scene of interaction or persuasion to build a positive Intimacy
towards doomed characters.
• The sight of those whom Fate has condemned is beautiful in the eyes of the Infernal, and they
are reluctant to avert it. They treat doomed characters as having a minimum Appearance of
three in social combat. The Infernal is also under a Compulsion not to help alleviate the doom
of any doomed character. This can be resisted for a day with the expenditure of two willpower.

Hidden Springs Sips


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Doomed to Die
Even before his captivity, the Shadow of All Things ventured deep into the lightless heart of Creation,
and drank from darkened lakes which no being should sup from. He could tell many things of the
origin of the Well of Udr, though those are secrets he keeps in his hollow heart.
A successful Awareness-based roll against a doomed character while this Charm is active makes their
doom Obvious to the Infernal, and in addition, if they are a ghost, each degree of success on the roll
reveals one Passion. When this Charm is active, the Infernal is capable of seeing, hearing, smelling and
feeling - but not touching - immaterial doomed characters, rendering them valid targets for Awareness
actions. They are perceived as tenebral, colourless figures, wan and yet fair.

Painless Passing Caress


Cost: 6m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Sorcerous, Obvious, Touch, Emotion
Duration: Lesser of (Until next sunrise) or (Essence + Compassion hours)
Prerequisites: Doomed to Die
A passing where pain does not obstruct the change one’s final actions will have on the world; this is the
mercy of the Ebon Dragon. In the place of agony is left emptiness, shadows seeping into flesh and
hollowing out agony and distress.

This Charm cancels up to (Essence) points of the target’s internal penalties from Sickness, Poison,
deprivation, exposure to environmental conditions, or injuries, and in addition grants them (Essence)
temporary -0 health levels. Each scene spent with this Charm active counts as a scene towards building
an Intimacy of “My Death (Calm Acceptance)” in the target. This Emotion can be resisted at a cost of
one willpower a scene.
At Essence 3, this Charm can be repurchased to affect social units with a Magnitude no greater than
(Essence) with a surcharge of +3m, 1wp. Activating the Charm in this way requires the Infernal to be
leading the unit, or to touch the leader.

Last Days’ Bequest


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sorcerous, Compulsion
Duration: Indefinite
Prerequisites: Doomed to Die
There are those is this world who are doomed, and yet do not fight their doom; accepting it and so
choosing to use their ending to change the world. The Ebon Dragon looks upon them with great
affection, and from within his jail will sometimes send his benefaction out to sit in the dark places
behind their eyes.

The Infernal may activate this Charm when they are within (Essence) yards of a living doomed
character, which may not be themselves. Doing so sends a tiny sliver of shadowy essence wriggling
out of the Infernal’s mouth, which brushes against the lips of the target.
While under the effects of this Charm, the target does not need to sleep, and does not get fatigued.
Their pains are numbed, halving all internal penalties due to wound penalties, sickness or poison. They
receive an automatic success on all rolls, or a number equal to half the Infernal’s Essence if the roll
would bring them closer to death or further their Motivation. This counts as dice granted by Charms.
However, they are also under a Compulsion to not attempt to avert their doom. This costs one
willpower to resist for a scene (which suppresses the benefits of this Charm), or five willpower to
throw off entirely, which must be paid all at once and which ends the Charm. The effects of this Charm
automatically end if the target ceases to be doomed.
It is possible for the target to unconsciously reject the gift for a cost of one Willpower, thereby avoiding
the blessing and its associated drawbacks. This effect is not Obvious, however, so
the target’s player only knows the positive things this Charm grants, without learning anything about
the source of the effect or the costs.

Existence Escaping Sinuation


Cost: 5m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Obvious
Duration: One scene
Prerequisites: Cracked Cell Circumvention
The Ultimate Darkness does not exist, but he tells Nirguna he does, and the shinma is fooled.
Sometimes he squirms free from his own lies, escaping from the petty confines of logic and reality.
The Infernal rolls (Manipulation + Socialise) coaxing a horrified acknowledgement of her unreality
from Nirguna. She counts as having Essence in automatic successes when she is not directly
illuminated.. All colour fades from her form, and those who look closely can see the smoke-like
effervescence of her translucent silhouette. Characters whose DMDV is exceeded by the Infernal’s roll
cannot overcome their instinctive refusal to acknowledge what they perceive. This Charm exerts an
unnatural Illusion on anyone who sees the Infernal, removing all perception of her or her actions from
the minds of those affected. Resisting this for a scene costs four willpower, or one if someone points
the Infernal out to the target or she is directly illuminated. The Illusion also automatically passes into
abeyance for a target if the Infernal interacts with them in any way, which lasts until they can no longer
perceive the Infernal.
Characters who perceived the Infernal while this Charm was active remain under the effects of the
Illusion. The mind flees from the horror of unbeing, and they will not remember what they truly saw
without external prompting; even then, it costs four willpower to shed the comforting shadows the
Dragon leaves behind.

All-Things Shadow
Cost: - (1wp); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Loom Snarling Deception

The Ebon Dragon is the Shadow of All Things. Why would he be constrained to a single false face?
This Charm permanently improves Loom Snarling Deception. With the expenditure of one willpower,
the Infernal may reflexively change their appearance as if he had just reactivated that Charm. Any
upgrades which apply to Loom Snarling Deception also apply to reactivations of this Charm.
Alternatively, when activating Loom Snarling Deception the warlock may escape the concept of
identity. His features, gender, Fate and every other feature which Loom Snarling Deception could
affect shift constantly. This is Obviously supernatural and renders any attempts to mundanely draw
conclusions about the true identity or nature of the Infernal invalid. The Infernal adds their (Essence +
Socialise) in automatic successes to contest any roll off.

Skulking Shadow Shintai


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 7, DV-2)
Keywords: Combo-OK, Form-Type
Duration: One scene
Prerequisites: Bloodless Murk Evasion
In the dark places of the catacombs of Malfeas lurks the Ultimate Darkness, hidden away from the
prideful gaze of Ligier. Those who think that they need only watch for the Ebon Dragon do not think
to see what might be hidden right behind them.

Upon activating this Charm, the Infernal and her possessions become a shadow of what they once were,
flesh and matter shedding the temporary falsehood of solidity. She is rendered a featureless, tar-like
mass of faintly translucent darkness; amorphous and somehow not quite of this world.
• Within his uttermost darkness, the Dragon is safe. Only harmful effects enhanced or created by
Essence, or which are sources of light, have enough metaphysical potency to affect her,
inflicting wounds in the form of disintegrated oozing sections of living shadow. Mundane
weapons pass harmlessly through the shadows of the Infernal's form, mundane acid may not
burn her, mundane poison or disease have no effect, she does not suffer from lack of food or
water or air and so on. Her own anima does not count as light for the purposes of this Charm.
• This tenebral form is spun of Essence, and not subject to the limitations of solid form. She has
no weight, and may freely move through any obstacle or barrier Bloodless Murk Evasion could
be used to bypass. She may dodge freely without regard for having physical room to do so, may
not physically clinch or be clinched, and may not be subjected to Blockade Movement, except
by sources of light.
• She is mutable, and may lie flat against the ground to crawl in someone’s shadow or stretch to
cover a ceiling. She may still act normally despite this ephemeral form, as in the exact instant
that the Infernal chooses to act, her shadow body takes on rough humanoid semblance to
perform that action and exerts force as though solid.
• The shadow is left by all things and none. The Infernal's identity is impossible to determine.
Should this effect be contested by other magic, the Infernal receives [Essence] bonus successes
to contest it. In addition, she may always attempt to enter Stealth, regardless of any cover or
lack thereof. If she is killed while in the form of the Skulking Shadow, she melts away in even
the least light, leaving no corpse.
• The mind rebels to see a shadow without a light. While the Infernal is under the effects of this
Charm, she enjoys the benefits of the Solar Stealth Charm Easily Overlooked Presence Method.
This effect fails if fully illuminated, though stunting can allow the character to find dark places -
such as the shadow of a target, or under the bed.
• The Skulking Shadow is a thing of the dark places of the world, and cannot bear to be
illuminated; indeed, the world rejects it. The Infernal suffers a -2 internal penalty to all actions
when fully illuminated, the painful light wracking her tenebral flesh. She is under a
Compulsion to avoid direct illumination and retreat away from it. This Compulsion can be
ignored for a scene by spending two willpower.
At Essence 4 this Charm automatically upgrades, its duration becoming Indefinite.
My Dark Lady
Cost: - ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Cracked Cell Circumvention
To those whose eyes are opened under the Shadow of All Things, he is a thing of wonderful beauty.
Erembour is said to be as fair as the Argent Madonna, and she comes by her looks as honestly as any
soul of the Ebon Dragon can.

The Infernal doubles the maximum MDV bonus or penalty he can inflict or benefit from based on
difference in Appearance. In addition, when not in direct illumination his unwholesome beauty leads
men and women to revel and indulge. All social attacks he makes designed to form Intimacies of love
or infatuation (whether towards himself or another), or to prompt another to suppress Temperance, are
unnatural mental influence. If both conditions apply, the social attack costs an additional willpower to
resist.

Darkling Grace Complete


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Obvious, Pantheon
Duration: Permanent
Prerequisites: My Dark Lady
The melancholy waltzes of the Ebon Dragon are accompanied by a clamour of instruments, played by
ten thousand thousand soul-born shade-beasts spawned from his sun-obscuring majesty.
As long as there are shadows in her surroundings, the Infernal counts as having the required tools for
any performance where she dances, sings, or plays music. The Things Which Lurk in Corners born
from her shadow play them for her, using her characteristics, and may be enhanced with Charms as
usual. For any performance which might need a certain number of assistants, she counts the darkling-
beasts of her shadow as (Essence) magnitude. The flickering creatures also obey her will to create
tenebral images, Essence flares and other strange sensory effects within (Essence x 10) yards of her -
the creativity of the Shadow of All Things allows these to be used to deceive or confuse others, with an
appropriate stunt.
At Essence 4+, the Infernal may, when not directly illuminated, freely stunt the appearance of her
iconic anima banner, and may also make use of the spectrum of black colours invented by the Shadow
of All Things, shifting its colour to darker shades (which does not change its mechanical effects).

Radiance Devouring Elegance


Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Sorcerous, Obvious
Duration: Until the performance ceases
Prerequisites: My Dark Lady
When the Ebon Dragon raises his voice in broken-hearted lament, even the light of Ligier dims to hear
such woeful beauty. Lesser flames are less hard-hearted, and join him in his song, partaking of his
nature.
This charm supplements an action to make music, dance, sing or otherwise perform in any of the ways
beloved of the Yozis. The character rolls her (Manipulation + Performance), adding her Essence in
automatic successes. Any non-magical light source within (Appearance x 10) yards joins in the
performance, invalidating its Stealth as if it was a 7-9 anima banner, and inverts its nature, consuming
light where once it shed it. The visibility conditions of affected light sources (Exalted, p135) are
inverted - for example, a bonfire permits no visibility within ten yards, murky vision from ten to twenty
yards, and clear vision (if there would have been sufficient light beforehand) at greater distances.
If the Infernal knows Darkling Grace Complete, the Things Which Lurk In Corners which dwell in her
shadow may continue the performance for her. When activating this Charm, she may choose to instead
make the Duration “Until next sunrise” for a surcharge of four motes and one willpower.
At Essence 3, the range automatically increases to (Appearance + Essence) times ten yards. At Essence
5, the multiplier is fifty, rather than ten.

Womb Darkness Retention


Cost: 7m, 1wp; Mins: Essence 3; Type: Simple (Speed 5)
Keywords: Shaping, Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Corrosive Pattern Infliction
The Immaculate Order says "Give me a child for the first seven years, and you may do what you like
with him afterwards." The Ebon Dragon needs far less time.
To use this Charm, the Infernal must make skin contact with a pregnant being. The Charm targets the
unborn child, though they are still protected by any defence the mother may have. The child will be
born with the Creature of Darkness mutation and up to 8 points of Ebon Dragon themed mutations. The
touch of the Ebon Dragon flays away the restraining bonds of kinship; the child will not metaphysically
descend from their parents, but will instead count as being descended from the Infernal, but only in
circumstances which benefit the Infernal. When it does not benefit them, the child is left alone in the
darkness unbonded to anything.
In addition, the Shadow of All Things is a creature of antagonistic anti-Virtue, and so are the children
who have seen his darkness while still unformed. The Infernal chooses one Virtue of the child, which
may never be raised above 1. This grants the child a free dot of Willpower, and increases the cap on
Willpower by 1.

The Little Beast


Cost: - (+2m); Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Womb Darkness Retention, Inner Devils Unchained
The Ebon Dragon would corrupt all life until they are like him. This Charm permanently enhances
Womb Darkness Retention for an extra 2 motes. Instead of altering the child as described, the Infernal
may instead transmute the child into a demon that they could create using Inner Devils Unchained.
The demon-child is not a normal example of their species. Although they are born with the traits,
virtues and mindset of a typical demon of that kind, they appear to be a demon-blooded of their parent
species, despite their inhumanity. They physically grow as a normal child would until they reach an
age chosen by the Infernal, whereupon they no longer age. They are a First Circle demon of their
species in all other aspects, and so can be summoned, bound, banished and so on.
A mother pregnant with a demon is wracked by nightmares, suffering a -1 to their roll to regain
Conviction after sleep. Each time they fail this roll counts as a scene of building an Intimacy of
Paranoia towards an aspect of their life that they blame for the nightmares, which can be anything save
their unborn child.

Fleeing the Scene


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: Cracked Cell Circumvention
The Ebon Dragon has never been a fan of facing the consequences for his actions. Better to run from
them and leave his pursuers stewing in the knowledge that he has escaped.
This Charm functions as the Solar Dodge Charm Leaping Dodge Method, but must move the character
away from the source of danger or remove the character from the line of sight of the danger.
This Charm may be repurchased. The character may now activate this Charm immediately after
committing an act of depravity. If used in a murder or an assault, this allows it to be activated in Step
10. The leap must be away from the location of the act of depravity.

Passing Off Blame


Cost: 6m, 1wp; Mins: Essence 2; Type: Simple (Speed 7, -2DV)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Fleeing the Scene
The Ebon Dragon spares the world the harshness of unwanted truth, telling it much more pleasant lies.
That the untruths divert ire is only an added benefit.
The Infernal activates this Charm in the same location where they previously committed an act of
depravity, taking an action to meddle with the crime scene and rolling his (Intelligence + Larceny).
Success on this roll obfuscates the Infernal’s involvement, and allows him to describe an alternate
sequence of events that the evidence seems to suggest. When a character attempts to investigate the
crime scene, failure on the roll means that the investigator instead finds that the evidence supports the
Infernal’s fictional sequence of events - for example, that Ledaal Kes slipped on a discarded Gateway
piece and fell onto his own daiklaive, rather than being stabbed by an assassin. Additional successes
impose an external penalty on rolls to investigate the act of depravity, up to a limit of the Infernal’s
(Larceny).
This roll is Difficulty 1 for events that logically flow from the evidence, for example if the character
murdered someone with a knife belonging to someone who was a known rival of the victim.
Implausible or more unlikely scenarios increase the difficulty of this roll and implying that the Scarlet
Empress returned and murdered a random farmer in the Scavenger Lands may be Difficulty 10 or
more.
Use of this Charm counts as an act of depravity for the purposes of Fleeing the Scene.

Spring-Heeled Shade
Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisites: Fleeing the Scene
The Ebon Dragon flits from place to place, never resting when there is mischief to be done.
This works as the Solar Athletics Charm Monkey Leap Technique.

Flitting Elusive Ink


Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One action
Prerequisites: Spring-Heeled Shade
One’s own shadow is a door that Ebon Dragon may walk through, for he is the Shadow of All Things.
Until the Infernal’s next action, he may take a special Jump action in place of a move action as long as
he is not directly illuminated. This Jump may be to any location that is not directly illuminated within
his sensory distance, as long as it is within (max unenhanced jumping distance x 5) yards. This may
allow him to jump to places he could not physically fit if he moved conventionally, such as jumping
through a keyhole. Areas warded against scrying force a Charm roll off. The Infernal moves as an
unseen inky shape or collapses into the shadows rather than moving through the intervening space, and
if the Infernal jumps to a location with no visibility he may reflexively roll to re-establish surprise.

KIMBERY
Price-of-Everything Undercurrents
Cost: 1m; Mins: Essence 2; Type: Supplemental;
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Mother Sea Mastery
Kimbery is the ultimate trafficker, and extracts a price from those who beseech her based on what her
aid is worth to them. This Charm supplements a normal or dramatic action to estimate the value of a
good or service and the quality of it. Examples include the condition and value to the owner of an
allegedly "priceless" pearl, or much "not flooding a district of Malfeas" is worth to her supplicants.
This Charm gives the Infernal a perfect awareness of the target quality's condition, and how much
ownership of it is worth to its prospective or current owner. This awareness grants her two bonus
successes on any price haggling which ensues.

Hidden Depths Temptress


Cost: 2-4m; Mins: Essence 2; Type: Supplemental;
Keywords: Combo-Basic, Social
Duration: Instant
Prerequisite Charms: Price-of-Everything Understanding
Always the mistress of dark and forbidden bargains, the Sea Who Marched Against The Flame plays
off the secret currents of the mind and brings them to the fore when she makes her offers. This works as
the Solar Charm Irresistible Salesman Technique, save that the Charm costs 2m if the Motivation or a
known-to-the-Infernal Intimacy of the target is in line with the social attack, and 4m otherwise.

Rising Tide Gratuity


Cost: 10m; Mins: Essence 2; Type: Simple (Dramatic Action);
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Price-of-Everything Undercurrents
The ocean carries flotsam and jetsam with it, depositing it upon the beaches of the ocean in
acknowledgement of how she erodes them. So too does Kimbery offer her gifts to those who aid her
passage.
This Charm functions as the Solar Charm Speed the Wheels, save that the Infernal must first offer and
have accepted a gift of an object or service with a Resources value equal to or greater than half the
Essence of the target. If the Infernal has previously used Price-of-Everything Undercurrents (or other
equivalent methods) on the target, they may choose to use what the gift is worth to the target instead.
The sorcerous nature of the Charm is centred in this gift, and any countermagic to dispel it must be
targeted at the gift - which may be literal in the case of a pearl necklace, or more conceptual such as
how the wife rescued by the Infernal may anchor it.
This Charm may be repurchased at Essence 4. Should the leader of the organisation be Beloved, the
requirement to give a gift is removed as the beloved ones of the Great Mother always aid her - at least
in her own mind. The sorcerous effect is instead anchored in the relevant Intimacy, either of the
Infernal or of the loyal descendent. If the leader of the project is Reviled, should they not contest its
completion the Infernal may, regardless of any other effects upon her, choose to lose the negative
Intimacy as a sign of their obvious and clear sorrow for their deeds.

Kindness Expects Repayment


Cost: 14m; Mins: Essence 3; Type: Simple (Speed 6 in long ticks);
Keywords: Combo-OK, Emotion, Servitude, Social, Sorcerous
Duration: Indefinite
Prerequisite Charms: Hidden Depths Temptress
Kimbery is the most benevolent and sweetest mother who has ever existed. Why else would those she
rewards be so willing to pay back her gratitude?
Using this Charm requires the Infernal to offer an object or service to the target. The recipient must
accept the gift or the Charm automatically fails, so prior persuasion may be needed to ensure
cooperation. Provided that the gift is accepted - and in the case of a service, the service is complete -
the Infernal's player rolls (Appearance + Socialise) as an undodgeable social attack, adding bonus
successes equal to the gift's Resources value. If the Infernal has previously used Price-of-Everything
Undercurrents (or other equivalent methods) on the target, they may choose to use what the gift is
worth to the target instead.
Should the social attack succeed, a fragment of indigo ice freezes within the heart of the target,
inflicting a Sorcerous curse of gratitude upon them. Each time they think of, use, or see the gift, it
counts as one scene of building an Intimacy of "Gratitude" towards the Infernal; this Emotion effect
may be resisted for 1wp, and spending (Infernal's Essence) to resist it immunises the target for one
month. When the target is suffering from an Intimacy of Gratitude towards the Infernal, should the
Infernal express a desire of them for a service or good with a Resources value equal to or less than the
gift they were given the target must as a Servitude effect spend at least ten hours a day working towards
obtaining it for the Infernal. They may spend 1wp to avoid doing so for a single day, or an Exalt may
take one Limit - and if it leads to madness... well, they were mad to try to weasel out of the kindness of
the Great Mother.
The only way to escape the grasp of Kimbery is to pay her back in kind. Should the target give the
Infernal a gift equal to or greater than the value of the gift they were given, they may roll (Appearance
+ Socialise) as an undodgeable social attack, adding bonus successes equal to the gift's Resources
value. Success on this roll breaks the sorcerous curse.

Rapturous Leech Rupture


Cost: 2m; Mins: Essence 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Great Mother’s Tears
The sacred essence of the Great Mother is much too potent for the endless parasites who would seek to
take advantage of her generosity. Their screams are some small penance.
The Infernal invokes this charm whenever her attack would kill a character. Vitriolic essence surges
into the target, dissolving and transmuting their mind, body and soul. They bloat and burst, spraying a
pool of liquefied acidic viscera over the area. This creates an environmental hazard with a radius of
(target’s Essence x 2), lethal piercing damage of (target’s Essence x 2), and trauma of (target’s
Essence), which screams with the voice of the deceased. Beloved characters are immune to this
hazard, and cannot hear the moans. Fire can be used to dissipate the hazard, which burns away with a
thick purple smoke if a single health level is done to it. It can also be drunk as if it was chalcanth, and
provides (target’s Essence) doses, though doing so inflicts a dose of the poison produced by Spiteful
Sea Tincture to non-Beloved characters.
If a spirit is killed by an attack supplemented by this Charm, the death is permanent. Infernals with
Essence 7+ can actually unravel the souls of beings with perfect reincarnation who normally resist
permanent destruction, such as Dragon Kings and Jadeborn. Only her siblings, whether living
Primordials and Yozis or dead Neverborn, are proof against the vengeance of Kimbery.
This Charm may be repurchased, so that this Charm’s effects may be applied to damaging Kimberyian
poisons when they are created for no surcharge. This only takes effect if the poison kills the target.

Great Mother's Blessed Waters


Cost: 15m, 1lhl; Mins: Essence 2; Type: Simple (One fifteen minute dramatic action)
Keywords: Combo-OK, Obvious, Desecration, Sorcerous
Duration: Indefinite
Prerequisite Charms: Tidal Renewal Discipline
Though Gaia may have included some water in her nature and been praised for her beauty, Kimbery
has first claim upon the depths and rivers alike and will not let them go.
This Charm allows a warlock to taint water, twisting anything which relies upon it. The Infernal sheds
his blood, singing hymns to his own generosity. This is a fifteen minute dramatic action, and affects all
bodies of water, including groundwater, within a radius of (Resistance x 100) yards around the Infernal.
Over the course of the next day, the affected waters turn bitter and cold, flooding the affected area. The
weather shifts, such that it rains frequently, even in the Deep South, and a residue of brightly coloured
salts can be seen left on things affected by the tainted waters.
The waters of the Great Mother twist those who consume them. Any living being which gains the
majority of their water in a given week from a tainted source rolls their (Resistance); failure means they
gain a single Cosmetic mutation with an aquatic theme. Unintelligent creatures who get the majority of
their food from mutated sources halve their Endurance for the purposes of this roll. Failures in later
weeks mean they gain a 1-point mutation, up to a limit of (Infernal’s Enlightenment/2). Characters with
at least one mutation from Kimberyian sources perceive the waters to be sweet and wholesome, and
reduce the difficulty to find food within the water by their number of mutation points. Once water has
been away from a tainted source for five days, or has been diluted down to being one-fifth tainted by
volume, it no longer counts as coming from such a source.
Kimbery is generous and rewards those who pay her tribute through her presence. The Blessed Waters
increase based on the value of the sacrifices made to Kimbery, the Infernal or any of their souls. At the
end of each week, the radius increases by 25 yards for each dot of Resources sacrificed to it. The sum
total of the sacrifices should be considered here - five Resources 1 sacrifices are not equivalent to a
Resources 5 sacrifice. Ownership of the sacrificed objects passes to the Infernal.

Ocean Washed Words


Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Sea
Duration: Indefinite
Prerequisites: Tidal Renewal Discipline
Kimbery’s waves have touched many shores and countless tongues have screamed desperate prayers to
her. Such knowledge lurks within her depths. T
he Infernal can activate this Charm after meditating for (8-Essence, minimum 1) hours while
submerged, allowing her to develop a basic understanding of a language commonly spoken within a
region. She can speak, write, understand and otherwise communicate in that language. She is clearly
not a native, and speaks with a notable Old Realm accent - specifically the dialect of the ancient Lintha.
The language slips from the cold darkness of her mind when she ends this effect – alternatively, she can
instantly acquire it as a Linguistics specialty, as a Training effect.
When the Sea keyword applies, the warlock may communicate in all and any languages spoken within
the region.

Surging Tidal Retreat


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisites: Intolerable Burning Truths
The Great Mother knows agony well. It was her companion in her earliest days, and it is her favoured
tool now. No wonder she flows away from promised pain, letting her foes exhaust themselves before
she comes crashing down upon their foolish heads.
The warlock invokes this Charm against an attack. With flowing, inhuman grace she retreats away
from the blow, moving up to ([Appearance + Athletics] x 4) yards away from them in any direction.
The multiplier increases to x8 if her assailant is Reviled, or the attack uses fire or fire-aspected
Essence. The Exalt chooses the direction and distance of her retreat, though it must be away from her
attacker. This Charm is treated as a counterattack and so reduces the Infernal’s DV by 1, cannot be
used with another counterattack, and is resolved in step 9 of attack resolution.

Attention-Holding Grace
Cost: 5m; Mins: Essence 2; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Emotion, Social
Duration: One scene
Prerequisites: Mother Sea Mastery
A creature of unquestionable poise and elegance, every flowing word and inhumanly beautiful gesture
from the Great Mother draws the eye and ear away from lesser beings.
The Infernal rolls her (Appearance + Performance). All targets who can perceive her with a Dodge
MDV lower than the successes on this roll are affected by an unnatural mental influence which
compels them to stay in her company. They are obliged to ignore any other character who has a lower
Appearance than the Infernal, unless they are competing for her attention or both obeying a direct
command from her. Resisting this Compulsion for up to five minutes costs one willpower, and once
they have spent three willpower they are immune for a scene.

Passion-Driven Malestrom
Cost: - (+4m, 1wp); Mins: Essence 3; Type: Permanent
Keywords: Compulsion, Emotion, Social
Duration: Permanent
Prerequisites: Attention-Holding Grace
When one of the lesser forms of the Demon Sea takes human shape and walks among the hordes of
Malfeas, flattering wars break out over her.
This charm upgrades its prerequisite. By spending an additional four motes and one willpower when
activating it, the warlock modifies the effects of Attention-Holding Grace. Characters under the effects
of Attention-Holding Grace may now engage with other characters they perceive as rivals for the
attention of the Infernal, if they are seeking to remove them as a threat.
If they have a positive Intimacy towards the Infernal, they treat it as a negative Intimacy towards any
other character who competes for her affections. Additionally, if they already have an Intimacy of any
kind towards the competitor, they treat it as a negative Intimacy. Characters affected by one of these
modified Intimacies pay an extra willpower point to resist Attention-Holding Grace. If a character is
under both of these effects the Intimacies stack and the cost is raised by two willpower, likely leading
to bitter bloodshed.

Heart-Rending Loveliness
Cost: 4m; Mins: Essence 3; Type: Simple (Speed 4)
Keywords: Combo-OK, Emotion
Duration: One Scene
Prerequisites: Attention-Holding Grace
In the Demon City beautiful things are made to break the mortal heart with exquisite pain - and
Kimbery is the fairest of all of them.
This Charm is a form of unnatural mental influence. For the rest of the scene, any character who
perceives the Infernal and who has a lower MDV than the warlock’s Appearance suffers an unnatural
Emotion effect. The emotion felt is grief at the sight of something so beautiful, and the spiritual pain
this inflicts is so agonising that they suffer a -2 wound penalty from it for the rest of the scene.
Beloved characters are immune to this. A character can harden their heart by spending two Willpower
to resist the Emotion, and as an exception to the usual rules for mental influence this does not grant
Limit. In addition, the Infernal doubles the maximum MDV bonus or penalty she can inflict or benefit
from based on difference in Appearance against targets while this Charm is active.
At Essence 4, this Charm becomes Indefinite in Duration and the wound penalty increases to the
difference in Appearance ratings, if it would be greater.

Martyr’s Open Endearment


Cost: 7m; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Obvious, Compulsion
Duration: One scene
Prerequisites: Attention-Holding Grace
Wrapped in a mantle of victimhood, the Great Mother seeps into the impulsive and lonely hearts of
those who would oppose her, and makes them hers and hers alone.
This Charm surrounds the Infernal in an exquisite wide-eyed aura of supernatural vulnerability which
seeps into the minds of those empty-hearted souls who do not love others, or those with weak minds
who are controlled by their lusts. This negates any physical or social attack made against her unless the
attacker succeeds on a reflexive resistance roll. The Infernal chooses when purchasing this Charm
whether a Compassion roll or a Temperance roll is the appropriate means of resistance. These rolls are
difficulty 1, and need only succeed once per action, regardless of the number of attacks made. This is
unnatural mental influence which costs 3 willpower to resist for a scene.
This Charm may be repurchased for half the cost. The attacker must now roll the lower of Compassion
and Temperance to attack the Infernal.

Beauty-Over-Truth
Cost: 5m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: One Scene
Prerequisites: Attention-Holding Grace
It wasn’t his fault! They’d always hated him! It was self defence!
Upon activating this Charm, the Infernal rolls (Appearance + Performance), adding a number of
automatic successes equal to his Essence. Observers with a Dodge MDV less than the number of rolled
successes automatically rationalise anything they see the Infernal doing as being provoked or otherwise
justified, as an Illusion effect which automatically affects the character too. If he cuts down a man in
the middle of the street, well - they were an assassin going for a weapon. If he takes a sweet delicacy
from an infant, he was just doing it to protect the child’s health. Resisting the Illusion for the
remainder of the scene costs two willpower points, or one willpower point if the Infernal threatens or
harms the character or their possessions. The Illusion does not prevent targets from defending
themselves, although they do so reluctantly, sure that this is all a misunderstanding.
Even after the Charm has ended, witnesses accept the justifications their mind produces and do not
attempt to correct their recollection without external prompting and a personally compelling reason.
The human mind is all-too-fallible and creates further justifications, meshing their recollections into a
web of rationalisations. They must spend four Willpower points to accept the spite of a world which
would deny such a beautiful creature just cause.

Carmine Mantled Emissary


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Pantheon
Duration: Indefinite
Prerequisites: Beauty-Over-Truth
Within the dark hidden places of his body, the Infernal coats the accumulated malice and hate of a
world which unfairly persecutes him in a protective scarlet nacre, birthing a nascent hungry soul.
When he nudges this newborn into wakefulness, it grows strong on the wrongful cruelties of harsh
reality.
The Infernal’s player rolls ([Manipulation or Appearance] + Socialise), adding a number of automatic
successes equal to the Exalt’s Essence. An almost imperceptible halo of crimson light briefly forms
around her head, before fading into intangibility. The first time in any day another character attempts
to remember any way which they have been wronged or offended by the Infernal, or anything which
would negatively affect her judgement of the character, she must reflexively roll (Intelligence +
Socialise) and achieve more successes than the Infernal. If she fails, she can only remember the
positive - in her memories, she rationalises them as being someone else’s fault, brushes them over, or
simply fails to remember them. Characters who have a negative Intimacy towards the Infernal and
channel Conviction on this roll add successes rather than dice.

Organ-Pulping Reprimand
Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Crippling
Duration: One action
Prerequisites: Intolerable Burning Truths
No harbour wall or jade-steel breastplate can guard against the vengeance of the Demon Sea, and her
foes’ flesh is left liquified and bloody within their armoured shell.
This Charm enhances a physical attack, adding one to its minimum damage, giving it the piercing tag,
and ignoring Hardness. In addition, as a Crippling effect damage from an attack enhanced by this
Charm causes bleeding and heals as it would for a mortal, organs bursting and rupturing even while the
armour remains untouched.

Lurking Indigo Haar


Cost: 10m, 1lhl; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: One scene
Prerequisites: Sea-Within-Veins Prana
Toxic and cloying, the Great Mother seeps into dark places within the Demon City and spreads her
rising waters until they drown entire districts of the Demon City. Such does she spread her love to
places which have never known her touch.
While this Charm is active, the warlock's sea-blood hisses and steams out of pores and tear ducts,
creating a thick multi-coloured miasma around her with a radius of (Essence) yards. Characters within
this Sorcerous zone of cloying mist are considered to be underwater (Exalted, pp. 155) and so suffer the
usual -2 external penalty to most movement, the need to hold their breath, and so on. Ranged attacks
made into the zone from the outside also suffer the penalty to "movement", as twirling tendrils of fog
twitch them off-course. Fire-based attacks (such as flaming arrows) ignore this penalty.
This briny smog impairs visibility to the same degree as fog at night (Exalted, pp. 135), and can only be
pierced by fire-based light sources. Other light sources such as sunlight simply refract into oily rainbow
halos, causing the smog to invalidate stealth as though it were an anima flaring at the 4-7 mote level.
Visibility penalties apply to attacks made into the fog, as those within seem indistinct and shapeless.
Additionally, the alien acidity of the smog tarnishes metal with a multicoloured patina and leaves
indigo ice-rime on plants, adding the Infernal's (Essence) in bonus dice to any attempt to track her
passage through an area she had this Charm active.

Demon Sea Shintai


Cost: 40m, 3lhl; Mins: Essence 5; Type: Simple
Keywords: Blasphemy, Form-Type, Obvious, Shaping, Sorcerous
Duration: Indefinite
Prerequisites: Lurking Indigo Haar, Great Mother’s Blessed Waters, First Kimbery Excellency
Upon the outer layer of Malfeas, a tributary of the Great Mother lies exposed to the eyes of all.
Sometimes this Creation-sized body of water moves, and where it passes it drowns entire domains,
serfs and citizens alike dying in agony. Such is the whimsy of the Demon Sea.
Upon activation of this Charm, the Infernal bursts - the terrible pressure of her ocean-blood tearing her
flimsy human form apart. From this is born her true tsunami form, which rushes forth across the land
with terrible fury.
• The Infernal’s flesh exists as a great surging body of indigo fluid, stained with bright colours,
measuring a full mile in diameter. Her immense size makes attacks by smaller beings
undodgeable (without Charms). However, she can’t suffer more than one damage level per
attack in step 10, unless the attack encompasses at least a tenth of her size. Similarly gargantuan
beings ignore these modifiers.
• Exposure to her flesh is an environmental hazard with the statistics of a vitriol bath. In addition,
at each damage increment the victim is affected by a dose of Spiteful Sea Tincture poison, or
any of the variants thereof that the Infernal knows. This affects inanimate terrain the Infernal
passes over, so vast depressions are sunk into the land by her corrosive bulk. As a Shaping
effect polluted water is called into existence to fill these recesses.
• All bodies of liquid within a mile of where she passes are affected as by Great Mother’s Blessed
Waters, as a Sorcerous effect which lasts a month. If she is injured, then the duration on bodies
of liquid in range at that point is Indefinite.
• She can take whatever actions she normally could do anywhere within her body with her normal
traits, paying 3m per action to physically interact with anything corporeal (social attacks cost
nothing). Her waters freeze into icy renditions of her human form, carrying the now ice-
encrusted equipment she had when she activated this Charm.
• The warlock is immune to Poison, Crippling, and non-magical Sickness. She can’t starve or
suffocate.
• She may move at her normal movement rate (Dashing and Jumping are impossible), and is
immune to Blockade Movement actions.
• She may communicate via Performance out to (Essence) miles, her terrifying choral voice the
song of ten-thousand creatures of the ocean depths.
• Targeting the centre of her being with appropriate countermagic (or Adamant Circle Banishing)
terminates this Charm. Despite being Sorcerous, it can be voluntarily deactivated.

Haar-Hidden Dealings
Cost: 3m; Mins: Essence 2; Type: Supplemental (Dramatic Action)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Intolerable Burning Truths
Outsiders should not be allowed to know what goes on inside the family. It’s none of their concern.
This Charm enhances a dramatic organisation-scale action taken by the Infernal or a beloved character.
It imposes a +2 external penalty on all Awareness or Bureaucracy rolls to notice anything suspicious
about the dramatic action, or +3 if every member of the organisation involved in the action is either
beloved or a descendent of the Infernal. This benefit requires the characters involved in the dramatic
action to uphold a degree of subtlety - oaths of secrecy to not speak of a conspiracy, sailing under false
flags when raiding or disguising demonic icons as gods during a mass summoning would be sufficient.

Pain-as-Witness Oath
Cost: 8m, 1hl; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Stackable
Duration: Instant
Prerequisites: Haar-Hidden Dealings
Cheap novels in the Realm whisper of foul vows sworn by the cultists of the demon empress Kimbery,
who demands her servants desecrate their bodies prove their fidelity.
This Charm enhances a dramatic action where another character swears an oath and spends one
willpower, witnessed by the Infernal. As part of the ritual, the swearer receives a Crippling mark on his
body - this may take the form of a cult tattoo, ritual scarification, the self-amputation of the topmost
joint of his little finger, or other forms of bodily alteration compliant with the themes and aesthetics of
Kimbery. The Infernal seals the oath with her toxic, burning essence, which seeps into the mark. A
character may swear up to (Infernal’s Stamina) separate oaths.
If the character is about to break his oath, deliberately or otherwise, the mark twinges with agonising
pain. This serves as a warning, making it Obvious that the action will betray his vow. If he does betray
his oath, the character suffers a -2 wound penalty as a Crippling effect, the pain emanating from his
Crippling mark. This penalty stacks per broken oath. Mundane medicine has no cure for the chronic
pain, beyond amputation of the body part that bears the mark (or equivalent, such as burning out a cult
tattoo with a hot iron). Supernatural medicine requires a charm roll off against the Infernal.
Additionally, if the Infernal, demons who descend from her, or her priests see the mark of a traitor, the
broken oath becomes Obvious to them.
This Charm can be repurchased at Essence 3. Any priests of the warlock who are loyal descendents
gain this Charm, ignoring the Essence requirement, though they must pay the cost of the activation. For
each 4m an unenlightened priest cannot pay, he may substitute it for one willpower or one lethal health
level. These priests may only witness oaths which further the interests of the Infernal or an organisation
she leads.
::Sidebar - PACTED::
For the purposes of Kimbery Charms, a pacted character is one who has sworn an oath of loyalty or
servitude to the Infernal, or an organisation she leads, and the oath has been consecrated by Pain-as-
Witness Oath
::End Sidebar::

Esoteric Inundation Investment


Cost: 15m, 1lhl; Mins: Essence 3; Type: Simple
Keywords: Desecration, Combo-OK, Obvious, Touch
Duration: Instant
Prerequisites: Pain-as-Witness Oath
Those who pledge themselves to Kimbery are lost. There is no escape from her depths - and the
baubles she tosses your way cannot be worth damnation.
This Charm may only target pacted humans or spirits. The character must have reaffirmed his oath in
some way in the current scene, whether by deed or word. Laying her hand upon his mark, the warlock
floods him with malign essence, twisting her target down to the very core of his being and burning his
oath into his souls. Not even the removal of the mark will now free him from its constraints; only a
complete reconstruction of his body, or Exaltation, will do that.
The marked character becomes a native of Malfeas and a creature of darkness, a twisting that also
grants 1-3 points of Kimbery-themed mutations of the Infernal’s choice. With access to an appropriate
tutor, he may now learn Spirit Charms for 10XP each that belong to First Circle demons that descend
from the Infernal, or which she has internalised within her demonic library. Should a Crippling effect
destroy the mark, he loses all access to these Charms immediately. If he lacks a mote pool, the
character gains an initially empty 10m personal mote pool, which only regains motes through sacrifice
to the Infernal (two motes per Resources value of the sacrifice). Upon learning this charm, the Infernal
adds one First Circle Demon breed to her library, and may buy additional ones for 1XP each.
If the Infernal has the capacity to hear prayers, she may activate this charm as a Reflexive Charm in
response to a successful prayer from a pacted character where he sacrificed a minimum of Resources 4
to her.

Benthic Sibling Vow


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Illusion
Duration: Permanent
Prerequisites: Pain-as-Witness Oath
They say the vile cultists of the Demon Sea exist as a great writhing incestous family, flaunting the
acid-burns on their soul given by their bitter demon-queen.
This Charm permanently improves its prerequisite. Pacted characters are modified in the following
ways:
• The character dreams of the deep sea and the warlock, its pelagic queen. Any horror he feels
soon become adoration. As an Illusion, each time he regain willpower from rest, it counts as a
scene towards building a positive Intimacy towards the Infernal, with an emotional context of
his choice.
• If the Infernal is beloved, the character finds himself drawn to his fellows. They receive one
bonus success on actions to identify or locate other pacted characters. If he sees the mark of
another pacted character, their nature as a devotee of the Infernal becomes Obvious to him. The
Infernal enjoys the same benefits.
• Pacted characters treat all characters they know to be pacted as companions for the purposes of
Conviction, unless following orders to the contrary from the Infernal.

Red Tributary Envelopment


Cost: 1lhl ; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Pain-as-Witness Oath
Demonologists know of the terrifying secret oaths of the cultists of the Demon Sea. Better to die than
swear them and become one of Kimbery’s brood, they say.
This Charm supplements a dramatic action to legally adopt a willing character. This can include
adoption into organisations run as a family, such as the Lintha or many organised crime syndicates in
Creation. As part of the process, the Infernal feeds them some of her body fluids. This is most
commonly blood, though warlocks with a landscape body may have rivers or lakes that someone may
sup from. From thereon in, this fluid flows in their veins, making them a descendent of the Infernal as a
Crippling effect. This does not affect any children conceived before the adoption, but any future
children will be the Infernal’s descendents. These children ‘naturally’ descend from her rather than
from a Crippling effect.
This Charm may be repurchased at Essence 4. Any priests of the warlock who are loyal descendents
gain this Charm, though they must pay the cost of the activation. Individuals adopted by proxy are both
the priest and the Infernal’s descendents.

Instruction from Mother


Cost: 14m, 1lhl; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Obvious, Touch, Training, Desecration
Duration: One Week
Prerequisites: Haar-Hidden Dealings
Through love and pain, Kimbery teaches her children the same lessons she learned before time began.
This Charm involves training or instructing a group of non-reviled characters with Magnitude no
greater than (Essence), using methods compatible with the themes of the Great Mother. This Charm
requires at least an hour of tuition per day. At the end of the teaching, the students gain one of the
Intolerable Burning Truths known by the warlock as an Abomination, and the Creature of Darkness
mutation.
If the student already knows one of the Intolerable Burning Truths, the warlock may instead train them
in a Style she knows, increasing its rating by one. She may not increase others’ traits past her own
rating in the Style.

Hidden Family Secrets


Cost: - ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Instructions from Mother
The Demon Sea whispers hidden secrets to her favoured children. Only the most loved receive such a
blessing.
This Charm upgrades its prerequisite and consists of four variants. When one of her students knows at
least one Intolerable Burning Truth and has three dots in a Style, she may choose to teach them an
Attribute or Ability which could be used with that Style. The Attributes and Abilities she can instruct
them on depend on the variants she knows:
• Whispers from the Deep - Cognition, Occult, Lore, Command, Subterfuge
• Ways of the Water - Reaction, Travel, Bureaucracy, Survival, Athletics
• Ocean’s Rage - Physique, Endurance, Melee, Ranged, Awareness
• Beauty Above All - Persuasion, Expression, Presence, Politics, Investigation

She cannot increase others’ traits past her own, and may not raise character’s traits past 4 dots with this
Charm. When she purchases this Charm, she selects two variants to learn. Additional variants may be
purchased for 5XP each.

Grasping Ocean Hag


Cost: 8m ; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Haar-Hidden Dealings
Ah, fear the hungry ocean, but fear the monstrous mother and her rapacious cult-family more.
This charm enhances an Organisational Action in the Creation-Ruling Mandate system. It can be
purchased multiple times, with each purchase providing a different effect.
• Creation-Encircling Tendril: This enhances a Reallocate Asset action, setting the Reach of the
organisation for the purposes of Cumulative Difficulty to zero. In addition, if moving Assets
mostly by water, the Difficulty is reduced to 1 and no planning phase is required.
• Remora Finance Practice: This enhances an Attack Asset action. Instead of reducing the value
of the other organisation’s Asset, the Infernal’s organisation may treat up to (Essence) points of
currently-unused Capital of the other organisation as “temporary Capital” which may be
allocated to projects her organisation is engaged in. These points of capital remain committed
until her projects end.
• Ocean-Laundered Dinars: This enhances a Transfer Capital action. If used to transfer Capital to
an affiliated organisation, the obscuring passage of resources means that for each three points of
Capital invested, Attack Asset and Attack Project actions suffer a -1 external penalty to target
either organisation - as if both were defended by a Protect Organisation.

Well-Reputed Grotto
Cost: 10m, 1lhl ; Mins: Essence 2; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisites: Haar-Hidden Dealings
Taking a dramatic action lasting a minimum of six hours, the Infernal constructs and sanctifies a shrine
to themselves, Kimbery, or demons who descend from either of them within a structure. As long as the
shrine remains intact and within the structure, the faintly pulsing altar protects the sacred place from
suspicion. It causes Awareness, Investigation and Bureaucracy actions to notice anything that would
rouse hostility or suspicion about the structure or activities carried out in it to automatically fail, unless
the observer has at least a two dice benefit from circumstances. Examples of relevant circumstances
include rumours of criminal activity in it from an informant (+1), suspicious individuals lurking within
(+1), the building being particularly extravagant or prominent such as a castle overlooking a town (+1),
and walking in on a ritual of human sacrifice to a demon (+3). Characters who would not consider the
activities within to be suspicious or induce their hostility are not obstructed, so drug-addicts looking for
a seaside opium den or cultists heading to their secret temple are permitted to find what they are
looking for.
This magical protection does not apply if the investigator can perceive the shrine, which pulses faintly
with the Infernal’s anima and warps to conform to Kimberyian aesthetics. Characters with at least Lore
1 can infer the demonic nature of the shrine with one success on a (Wits + Lore) roll. Destruction of the
shrine ends the Sorcerous effect.

Primordial Smuggler’s Trail


Cost: 15m, 1wp ; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Sorcerous, Stackable
Duration: Indefinite
Prerequisites: Well-Reputed Grotto
Taking a dramatic action to travel between two locations the Infernal has previously sanctified with
Well-Reputed Grotto, the Infernal maps out a smuggling trail with demonic skill as she leaves markers
and carries out Kimberyian rituals along her way. She may permit characters or organisations to make
use of the trail, though certain actions the Infernal specifies must be followed daily while on the trail to
enjoy the benefits - for example, they must fly a certain banner, or carry out evening prayers to her.
Failure to perform the actions means that the benefits of this charm cease to apply for the rest of the
journey. No more than (Essence) Magnitude characters may make use of a given trail at once. This
Charm terminates if either Well-Reputed Grotto at either end is destroyed.
This Charm has several variants and may be repurchased to unlock extra ones:
• Kindly Winds Way: Fortunate weather and demoniacally untiring animals ease the smugglers’
way. Travel by water via the smuggler’s trail moves at the speed of Tireless Rowing, while
travel by land moves at the speed of a Horse Relay (Simple). If the characters would move
faster anyway, they travel an extra five miles a hour.
• Bribed Watchers Practice: The power of Kimbery conceals the passage of those who would
rather not be noticed. Characters on the smuggler’s trail enjoy the benefits of the Solar Charm
Traceless Passage, except they do not add their Essence to any opposed roll that would contest
this effect.
• Nothing To Declare Statement: The Demon Sea’s toxic power corrodes the minds of suspicious
border officials and bandits. Onlookers who attempt to evaluate the worth of anything or anyone
using the smuggler’s trail see them as ‘not worth their time’, seeing only worthless trash and
scrawny merchants who wouldn’t even be good as slaves. This is an Illusion effect which costs
two willpower to resist.
Multiple versions may be used to enhance a single trail, though the Charm must be activated separately
for each variant as she refines her maps and hides idol-waystones along the way.

METAGAOS

Voice From the Woods


Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Palate Without Limit
"Help me!" calls out your missing friend. Don't follow their voice. It's coming from Metagaos' gullet.
This Charm supplements an action where the Infernal mimics the voice of another or another noise,
such as the roar of a wild animal or even the sound of a waterwheel. The Infernal may ignore any
physiological barriers or obstacles to her making the noise, allowing her to speak with strange
behemoths in their native tongue that no human mouth could speak or mimic the sounds of a whole
crowd. Additionally, characters are at +4 difficulty to notice that the sound is false. If the Infernal has
tasted the subject of her mimicry in the current scene, characters require inhuman sensory acuity to
recognise the deception. Note that this Charm only applies to hearing - obviously if another character
can see the Infernal when they speak in the voice of their missing friend, pointed questions may be
asked.
At Essence 3, this charm upgrades, allowing the Infernal to "throw" her voice, making it appear to
come from anywhere within (Essence x 4) yards of her in an act of voracious ventriloquism.

Chewing the Cognition


Cost: 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Stackable
Duration: One story
Prerequisite Charms: Mind-Eating Assimilation
Metagaos cares little for book learning. He prefers to scoop knowledge from the brains of those he
infects.
When the character is presented with a challenge or problem - however mild - he may activate this
Charm and gain one temporary dot of an Ability or Speciality that is known by a character he has
infected with Self-Seed Infestation and which would help him with his problem. The character must
have the Ability or Speciality rated at a higher level than he does. This dot lasts until the end of the
current story. Specialties granted by this Charm do not count toward the maximum number she can
possess, but the maximum dice that specialties can add remains +3. The Exalt may permanently
internalize any of these specialties or Abilities as a Training effect, ending this Charm early. This
Charm can be purchased up to (Essence) times, and can be stacked a number of times equal to (number
of purchases x 3). Abilities count as 3 specialities for the purposes of stacking.
In addition, upon learning this Charm the Infernal is permanently modified and treats any character he
has infected with Self-Seed Infestation as a trainer for any Ability, Speciality or spell that they know
that is rated at a higher level than he has. This psychic parasitism does not require the character to be
present, instead being conveyed as intuition and gut instinct. Metagaos spreads constantly without
compunction, and so characters infected with his Self-Seed also gain this benefit.

They Live
Cost: — (1wp); Mins: Essence 4; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Chimeric Corpus Cultivation, First Metagaos Excellency
Metagaos must be extracted root and seed from his infected - else he'll be back.
This Charm permanently upgrades characters the Infernal has infected with Self-Seed Infestation.
Infected heal as if they were Exalts, even if they are mortal. In addition, once per scene when reduced
to their -4 health levels or lower, the infected may spend one willpower and take a Miscellaneous
action and take up to (Infernal's Essence) points of negative mutations with a Metagoyin theme as a
Desecration, healing that number of levels of bashing or lethal damage as long as they were not caused
by fire or Holy damage. The XP from these negative mutations may be spent immediately on positive
mutations with a Metagoyin theme which manifest at the same time.
When purchasing this Charm, the Infernal should devise a "default" package of negative and positive
mutations that extras will manifest, which serves as a personal signature. Infected extras will manifest
this package, even if levels of healing are "wasted". Extras may not use this Charm to heal if they
already have the package. This default package may be changed when the Infernal raises his Essence.
This does not retroactively alter characters who have already made use of it.

Voluminous Gastric Larder


Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mutilation Feast Method, Hunger Without Satisfaction
Within Metagaos lie ten thousand bulging stomachs, filled with morsels for the lean times.
Upon purchasing this Charm, the warlock's digestive system rearranges itself to add many lesser
stomachs that are much bigger on the inside. When the Infernal would kill a character with Mutilation
Feast Method or consumes food when he has a -0 hunger penalty, he may instead choose to save the
meal for later. The character or food is swallowed whole and stored within the Elsewhere-gut, kept in
an Inactive state. The preservative chemicals within the stomach prevent the food from spoiling and
prevent injured characters from bleeding out. No more than (Essence) Magnitude characters or meals
(they're much the same thing) may be kept this way at once.
He may later regurgitate any characters or meals kept within his Elsewhere-gut to devour or release,
spending one willpower and taking an unflurryable Miscellaneous action to do so. Alternatively, he
may purge his gut in a bulimic display taking five long ticks, spending three willpower and releasing
everything trapped within. Characters released are reduced to their Incapacitated health box, and
characters that cannot heal as Exalts will perish without supernatural medical assistance.
Alas, the hunger of Metagaos longs for the tang of Exaltation. Any Exalts kept within the Elsewhere-
gut are automatically digested after a season, but the Exaltation itself is beyond even his gastric juices.
The Primordials could not use him as a jailer, for his greed prevented it.

HERESY
Readers looking for charmtech which expands on the use of the Coadjutor, along with the Unwoven
keyword, are directed to The Fourth Soul document.

An Usurpation Unnoticed
Cost: -; Mins: Essence 5; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisites: Titanic Heart Overweening
Some among the green sun princes may tire of the watcher imposed on them by jealous titans. Pity the
unwoven coadjutor who finds themselves caught in such a position.
This charm may only be learned by a warlock with the Unwoven Coadjutor background rated at 0 dots.
Upon learning this charm, a soul of the Infernal’s choice devours their hated coadjutor and takes its
place. Such an infusion of power elevates it to the position of a fetich. It becomes a Third Circle
Demon and spawns seven Second Circle demons that may be manifested using this Charm’s
prerequisite or summoned by the Infernal using sorcery. The fetich can no longer manifest in the
outside world, for men are more jealous than Primordials and hide their hearts within their chests.
The Infernal’s Unwoven Coadjutor background is replaced by a Fetich background, which is
mechanically identical and satisfies any requirements for Charms with the Unwoven keyword. The
level of the Fetich background should be determined by the Infernal's relationship with their new inner
heart. The Infernal’s Urge is permanently set to the Motivation of their fetich, and the player and the ST
should devise an appropriate Act of Villainy for the character. The Yozis and Unquestionable may no
longer control the Infernal’s Urge.
An alternate version of this Charm exists, which may only be learned by an Infernal with the Unwoven
Coadjutor background rated at 5. If this version of the Charm is learned, the warlock instead shatters
their beloved coadjutor’s bonds to the Yozis and lets it suckle deep upon the terrible power of their
Exaltation, elevating it to a fetich. The Charm is otherwise mechanically identical.

SORCERY
Terrestrial Circle

The Kiss of Mela


Cost: 10m
Target: Caster
The sorcerer exhales into cupped hands until her lungs empty, forcing her Essence into the breath. As
she does this, (Essence) actinic dots, which invalidate Stealth like a 4-7m level anima banner appear
along the forearm of her dominant hand, wreathing her in a corona of sparks. Each dot can be
reflexively converted into a javelin made of brilliant blue-white lightning. These javelins have the same
stats as a mundane javelin, except they add +(sorcerer's Essence) to Accuracy, inflict +(5+Occult)L
damage, and, on impact, inflict their base damage on every other target within 5 yards of them in a
thundercrack of arcing electricity as an attack with the same number of successes as the original attack,
which ignores cover penalties. Damage inflicted by The Kiss of Mela, whether from the original impact
or the blast, cannot be blocked by non-magical metal weapons, and cannot be soaked by armour
composed mostly or entirely of non-magical metal. This spell may not be recast until all the javelins
created by a previous casting are used up.
When cast with the Malfean Initiation as Searing Hate-Strike, the base damage from these irradiating
bursts of Yozi Essence, which leave behind flash-dried corpses, receives the damage bonus of the
initiation.

That Which Rises Must Fall


Cost: 15m
Target: Area (40 yards by 40 yards, centred on target location with 250 yards of the sorcerer)
With care, the sorcerer traces the Mudra of Attraction in the air. However, just before she finishes, she
corrupts the symbolism, inverting it, and causing the little gods of Creation to violently repel that which
she gestures at. Everything within the target (down to the top layer of soil) area rises, as if falling
upwards, to a height of twice the sorcerer's (Essence + Occult) yards, wreathed in trails of blue and
white ribbons. They remain there for five ticks, unable to move, though they may twist in mid-air or
block things, allowing them to retain their DVs. They may be moved horizontally by the sorcerer,
during this time, as a Reflexive Move action, using the sorcerer's own Move speed. At the end of those
five ticks, they plummet back down, taking normal falling damage. Heroic characters can avoid being
affected by this spell if they succeed on a (Wits + Athletics) roll, under the same rules and conditions as
the normal rules for Falling (Exalted, p126). Characters with a solid roof over them impact on it, taking
fall damage then, and also fall.
If the Malfean Initiation is in use, the normal damage bonus granted by the Initiation applies to the
falling damage from this Charm, the world warping so they fall faster than they should. After all, the
King of the Yozi reasons, why should his foes be permitted to fall, when they can be thrown instead.

Static Preservation Area


Cost: 20m
Target: Area (15 yard radius around the caster, or ritual area)
The fights of the Exalted cause so much damage to the surrounding area that it was inevitable that
attempts would be made to minimise it. Combining the Mudra of Earth with the Mudra of Hierarchy,
the sorcerer infuses all things with solidity and rigidity in a sphere around them. For the rest of the
scene, no inanimate object within the area may be damaged unless that was the specific function of the
attack. A blow which misses will bounce off a teacup; a barrage of arrows may be stopped by a paper
wall, thus saving the life of the person hiding behind it. This may be bypassed by stunting; for example,
a character who declares that they will stab the person behind them through the wall will be able to do
so, but the value of the cover provided by objects is increased by one. This does not provide cover
where none is to be found. The increased resilience adds the caster's Essence to the Lethal and Bashing
soak of all inanimate objects within the area, and gives them a Hardness equal to the caster's temporary
Willpower (which means the value changes as the character gains and spends Willpower). This spell
especially sees use by Dragonblooded, because it can render breakable environments proof against their
anima flux; something beloved of Fire Aspects in a paper mill that they own.
Alternatively, the character can choose to cast it over a single structure. Every window and entryway
must be traced with a paste composed of ground quartz, rosemary and mercury, which costs Resources
3 to make. This extends the effect to a month, or, if the spell is cast during Calibration, a year. Once this
has been cast once, it only costs the equivalent of Resources 2 to renew. Despite the convenience, many
are wary of living in a dwelling warded like this; things don't quite act like they should, and to trip and
fall into a paper wall, only to find it as hard as rock to an accident, is an unpleasant experience.
If cast using the Sorcerous Initiation of She Who Lives In Her Name, the caster may choose to make
every inanimate object within range not currently being used by a character appear to be made of solid,
clear crystal, weaving her version of hierarchy into the fabric of things. This makes objects nearby as
transparent as glass, invalidating their use for concealment by any individual.

Water Dragon's Arrow Cascade


Cost: 15m
Target: Conjured automaton
Just as the Elemental Dragon of Water does not rest solely in the oceans, so too may a sorcerer let
deadly water fall upon his foe. This spell requires that the sorcerer have a bow in hand, and, while
holding it, make the Sign of Liquidity Dismissed, the mudra made by the small gods who regulate
evaporation. Once this is done, they draw an arrow, which glows a midnight blue, and fire it into the
sky. Rather than rise forever, however, it lodges in the air 20 yards above the ground, and disintegrates,
forming a vaguely feminine, vaguely cephalopodian figure in the sky made of rainwater and blue light.
Rainbow bows in her many tentacle-like hands, she salutes the sorcerer once, then begins to pour
arrows made of rain down on the sorcerer's foes.
The Arrow Cascade Maiden understands complex instructions, and has an infinite supply of her rain
arrows for her rainbow bows. The dark blue light she emits invalidates her Stealth like a 8-10 mote
anima banner, unless it is raining, whereupon the light is quenched. She, as an innate property, applies
her Archery-based attacks against five separate targets (or one Mass Combat Unit five times), rolling
only once and comparing that to their DVs, but may not flurry them with any other action, for this takes
her full concentration. Her arrows of rain have the stats of Broadhead arrows, and her rainbow bows
are statted as composite bows (included in her stat-line below). She can fly, as if she had the Wings
Abomination, and if engaged up close, will attempt to grapple her foe with her tendril-like arms. The
Arrow Cascade Maiden disintegrates if she comes within two yards of the ground, the Essence of Earth
absorbing her. Otherwise, the spell ends after 7 hours.
This spell can only be countered during casting. Once the maiden appears, only killing her gets rid of
her. When the duration of the spell ends, or the maiden is killed, she disintegrates in a heavy, but brief
rainstorm with a 100 yard radius, which lasts one long tick, causing appropriate environmental
penalties. In times of drought, sorcerers who know this spell have been known to summon Arrow
Cascade Maidens just for this purpose.
The adepts of Kimbery would disagree that this spell has its roots in Immaculate Teachings, though;
this act of sorcery has older, and darker origins. To them, it is known as Loving Mother's Skysent Gifts.
This variant of the spell can only make three attacks per action, but the rain-arrows are vitriolic and
burning. Any targets which suffer damage from the attacks are affected by a Poison with the stats of
Arrow-Frog Venom.
Arrow Cascade Maiden
Motivation: To puncture the hearts of her sorcerer's foes with her arrows
Attributes: Strength 4, Dexterity 4, Stamina 2, Charisma 3, Manipulation 1, Appearance 3, Perception
5, Intelligence 2, Wits 4
Virtues: Automaton: Never fails Valour checks, never makes others
Abilities: Athletics 3, Awareness 4, Dodge 4, Archery 5 (Rainbow bows +1, Against People With
Unarmoured Torsos +2), Presence 4 (Striking Fear Into The Hearts Of Her Summoner's Foes +1),
Martial Arts 1 (Clinching +3), Stealth 0 (In The Rain +3), War 3 (Against Those Who Cannot Strike
Back Against Her +2)
Join Battle: 7
Attacks:
Rainbow Bow Cascade: Speed 6, Accuracy 10, Damage +6L, Rate 1, Range 300 yards, Tags B
Clinch: Speed 6, Accuracy 8, Damage +0B, Defence -, Rate 1, Tags C, N, P
Soak: 5L/5B (Rain-nature 4L/2B)
Health Levels: -0/-1/-1/-2/-2/-4/Incap
Dodge DV: 4 Willpower: 10 (0 against sorcerer)
Essence: 1
Other Notes: Unless given orders to the contrary, an Arrow Cascade Maiden will always aim to get the
maximum possible benefit, and will preferentially target anyone who wears armour which does not
cover the chest properly or who lacks armour there entirely, the better that her arrows seek out the
hearts of her master's foes. In a rainstorm, she will attempt to reestablish surprise, and conceal where
her arrows are coming from among the rain.

Celestial Circle

Butterflies to Chrysalides Bombardment


Cost: 35m
Target: Area (250 yard radius, centred on target point within 1 mile of sorcerer)
A Silurian innovation, this spell uses the motonic principles of Death of Obsidian Butterflies, but
expands them up to the Sapphire Circle. As the sorcerer shapes the spell, a collection of butterflies,
some in obsidian, others cast in a faintly fluorescent greenish-yellow glass begin to spiral the caster,
their flight spelling out the Word of Complexity, which represents sudden change in faraway places
from small alterations.
When the character releases the spell, they roll their Perception + Occult, adding their Essence in
automatic successes. On the completion of the spell, the butterflies arc up into the air, coming down a
tick later on the target location as a great swirling cyclone of enormous glass butterflies, each butterfly
anywhere from a foot to a yard across. Everything within 250 yards of that target is subject to the
attack. The attack descends from above, so any cover must be at least an inch of stone overhead to
protect; the butterflies are quite capable of cutting through the roofs – and upper floors – of most
Second Age structures to shatter on the inhabitants within.
Characters defend against Butterflies to Chrysalides Bombardment as if it was a hand-to-hand attack,
and each attack is independent, so magic which protects only one person will not protect others
subjected to the same attack. Treat the butterflies as rolling a number of attack successes equal to what
the sorcerer’s player rolled, -1 for each two dice of penalties that circumstances impose. In cases of
thick fog or a heavy low cloud level, characters may have to reflexively roll (Perception + Awareness),
Difficulty 1, to avoid it being a surprise attack. The attack inflicts 12L, plus any extra successes on the
attack roll as per usual.
However, this spell does not merely litter the ground with broken glass (though it does so, much like
Death of Obsidian Butterflies). The butterflies, in their brief flight, release small lumps of igneous rock,
around the size of a man’s fingernail, which litter the ground within the affected area. Compared to the
brightness of the glass, they are dull and mundane. However, moving or Dashing across the affected
area, for the next lunar month, risks life and limb. Each tick where the character moves or Dashes
requires a (Perception + Awareness) roll, at a difficulty of half the sorcerer’s Essence, and the roll may
only be made if the character is aware of the danger. Failure means that a character’s shadow has fallen
on one of the chrysalides. From it, grows a spear-like bush made of fused butterflies made of black and
green glass, directly pointed at the obstruction to the light, which then blossoms in a newly formed
canopy at head height. This is modelled as a hand-to-hand attack against everything within 3 yards,
which counts as having rolled the same number of successes as the original attack, and which inflicts
+6L damage. The spear-bush created are living creatures, but will wither and die, turning brittle, if not
fed on blood. The Imperial Legions have strict policies for what is to be done if it is found that a legion
has wandered in such a formation, often including the use of Earth Aspects to turn over the soil, safely
defusing the unhatched chrysalides. Sapphire Circle Countermagic safely defuses all the chrysalides in
the area; Emerald Circle Countermagic can disarm all the ones in an area equal to that produced by a
casting of Death of Obsidian Butterflies, allowing a formation to be moved through a so-covered area.
Once the lunar month has passed, the unhatched chrysalides turn inert, but any spear-bushes that have
grown remain.

The Word of Blood-to-Elements


Cost: 30m
Target: Area (50 yard radius) centred within 200 yards
There are many things carried within the blood. And one of those is the characteristic motonic traces of
the Elemental Poles, those subtle influences that would allow a wise man to pinpoint their place of
birth. The sorcerer barks the word of location, but twists it, so that those traces within their blood
become the element. Those affected have their blood transmuted into whatever element the nearest
Elemental Pole to their birthplace was. Those born on the Blessed Isle find granite shards filling their
veins, while those from the East have thorns tear them from within, flowers bursting forth from
wounds. Westerners turn ghost pale as seawater replaces blood, Northerners crackle with the cold fire
of lightning, and those from the South ignite. If used on Autocthonians, all but a few polar mutants will
end up with molten metal in place of their vital fluids. The less said about the poor unfortunates born in
Malfeas or the Underworld, the better. The sorcerer must know Old Realm to be able to cast this spell.
This spell affects ghosts as if they were the person they were before death, but all damage against them
is halved, for their necrotic plasm carries the traces poorly. Wildlife and vegetation is affected normally.
Fair Folk are affected based on the nearest Elemental Pole to where they took on Shape. Mountain Folk
are always affected as if by Earth. Dragonbloods are always affected by their own Aspect's element,
and halve the damage before soak as their own connection to their element bolsters them. It cannot
affect necrotech and other unliving things that were manufactured, rather than born.
When the caster speaks the word, the sorcerer rolls (Perception + Linguistics), adding a number of
automatic successes equal to her permanent Essence. Everyone within the attack area, a 50-yard radius
centred within 200 yards of the sorcerer, is subject to attack, as the Old Realm character flares on the
ground below them, burning itself into the terrain and trying to ensnare them with tendrils of
transmutive Essence. Characters defend against the grasping tendrils as if it were a hand to hand attack.
Each attack is independent, so magic and penalties which reduce the attack do not help others defend.
Treat the streams of Essence as rolling a number of attack successes equal to those which the sorcerer
rolled, minus one for each -2 dice of penalties that circumstances impose.
This spell does base damage of 15 dice of lethal damage plus any extra successes in raw damage, as a
Shaping effect, which may not be soaked by armour. Targets killed by this spell are consumed by their
birth-element; those born near the Pole of Earth leave statues frozen in agonised postures, while those
near the Pole of Fire merely burn like a bonfire for the rest of the scene. Individuals who are not killed
have their blood transform back, but suffer agonising deaths over the next day or so, unless they can
heal as Exalts, or receive supernatural magical treatment capable of healing the rapidly-lethal Crippling
effect to their internal Essence flows.
When Malfeas casts this spell, as Theion-To Exclamation, he rejects the elements of Traitor Gaia, and
brings his own masterpiece into the world. The spell always transmutes targets to vitriol, regardless of
which pole they were born near, bringing painful demise in hissing green acid. Theion-To Exclamation
may be learned as a separate spell by individuals who do not know the Malfean Initiation, and sees
notable use by those who do not mind the adverse affects of vitriol on the environment as it bypasses
the elemental protection of the Dragonblooded.

Narrative Shredding Bolt


Cost: 35m
Target: Self
Breathing in deeply, the sorcerer exhales a seven syllable name that is not one of the impossible names
of Oramus into his cupped hands, charging it with Essence. Five days in the past, the Dragon Beyond
the World did not hear the name that is not his, but there is just enough sympathetic resonance for a
trickle of blood from his broken wings to escape, hissing and drying as it crosses the barren wastes of
Cecelyne, to emerge in the hands of the sorcerer as the Narrative Shredding Bolt, a slender barb of
notched impossibility. To use the arrow, it may be fired from any bow, or alternatively thrown, by the
sorcerer and must be used within the scene. No more than one such arrow may exist at any one time per
sorcerer. It acts like a conventional frog crotch arrow, except it adds (Essence) to the raw damage of the
attack.
However, that is not by any means the true power of the arrow. As soon as the arrow comes to a stop,
whether by being parried, dodged, or hitting its target, it releases the impossibilities contained within as
a thunderous detonation of narrative-shredding chaos. Everything within (300 + {Target's Essence x
100, if it hit and injured}) yards, including terrain and inanimate objects suffers a hand-to-hand attack
of flying fragments of impossible blood, which rolls a number of successes equal to that of the Archery
or Thrown attack used by the sorcerer. The attack is resolved separately against each target, so powers
which protect one person will not affect others in the blast area. If the original target was injured by the
original attack, it is undodgable, unblockable, and unsoakable against that target. Against creatures of
static reality (Creation-born, inhabitants of Malfeas or the Underworld, and individuals on the Design
of Autocthon), it does base damage of 2B, and conveys to injured targets a single Oramus-themed Pox
as a Desecration effect. Against Creatures of the Wyld, on the other hand, it is far more dire, tearing
their inner narrative apart like rice paper, as the meaningless of a story in a universe where anything is
possible is revealed. The burst does a base damage of 16 levels - not dice - of Aggravated damage, and
reduces any Attributes they had rated at 6 or higher to 1 as a Crippling Effect, until they heal all the
damage inflicted by the Arrow and recover their grasp on their own narrative. All fantasies in the area
are torn asunder as a Shaping Effect. This attack perforates Creation with impossibilities too; for the
remainder of the scene, it counts as being Calibration in the area within the blast area, as the Loom
resets to cover the area. This is a Blasphemy Effect and for the next five Calibrations, the affected area
is contaminated with Yozi Essence. Not surprisingly, in the First Age, use of this spell was usually
restricted to Wyld pockets and on safaris.

Adamant Circle

Dragon Breaks Reality


Cost: 77m
Target: Area
Even the Incarna and the Exalted could not confine Oramus, the Dragon Beyond the World, fully.
Despite his broken wings, his dreams and thrashing still influence wyld pockets within Creation, and
give dreams and nightmares to savants, driving them mad with profound impossibilities. But the acts of
sorcerers of the Adamant Circle go beyond mere dreams and whispers, to tear some of the pain that the
eldest of the Primordial feels from his broken wings to channel it into productive use. Before this spell
can be cast, the sorcerer must, in a seven hour ritual, carve the fractal seven-winged sigil - which was
preferred way of the pre-human Aluan to refer to the Primordial - into their chest, an icon of such
complexity that their torso appears near flayed. This inflicts 4 aggravated health levels of damage,
which may not be healed without shattering the spell, as per Adamant Countermagic, and requires
seven successes on a (lower of Dexterity + Stamina) and (lower of Craft: Air and Occult) roll, made at
the end of the ritual to successfully inscribe. Failure in this is not evident without detailed scrutiny, and
should a miscarved sigil be used, the spell will shatter. The ritual to cast the spell, once this must be
done, must be begun within seven hours of the carving of the sigil, or the sigil inverts, killing them
instantly as a Shaping effect, and inflicting seven levels of unsoakable aggravated damage even if they
survive that.
Once this preparation is complete, the sorcerer can cast the spell. This is a Dramatic Action, lasting 77
minutes, and through the sigil, impossible lights burn, tainting the sorcerer's anima banner, which twists
and turns kaleidoscopically, lifting the sorcerer up into the air, and causing the sky above to ripple with
an aurora so bright it renders night into day, and rivals the Daystar during the hours of sunlight. If the
sorcerer is moved or distracted during this time, the spell shatters, spreading a haze of mutagenic
essence over the surrounding countryside, with temporary Bordermarch-like effects. Assuming that it is
not interrupted, slowly, a being comprised of unlight and their anima emerges slowly from their chest,
the birth of it mewling and shrieking, before taking off into flight, its seven wings bearing it aloft. It
flies vertically upwards, growing massively as it does so, before coming down anywhere within the
sorcerer's line of sight. The wings of the newborn monstrosity are seven miles in radius, from its central
body, and it spreads them wide.
And then it twists, inverting into the Beyond. This is a Blasphemy effect, and causes Pattern Spiders to
scream in agony as threads snap all across the Loom, cascading Fate errors propagating like wildfire.
Everything within the target area, which has a radius of 7 miles from the central point of where the
dragon-thing landed, is made impossible as a Shaping effect, being thrown into the Beyond, which
removes them from play as if killed (Celestial Exalts subject to this fate lose their Exaltations, which
flits away from its unreal host, while Primordials and entities which have a personal First (Primordial)
Excellency - like Infernal Exalts with Triumphant Howl of the Devil Tiger - are immune, as they have
carved their legend into the shinma and are beyond this doom). while impossibilities are dragged into
reality in equal measure. However, not to put it lightly, they are impossible, and so cannot exist,
detonating as Nigurna takes them back to join it in non-existence, leaving pure chaos in the voids
where they used to be. This creates a pocket of Pure Chaos in Creation, with all the normal effects of
that part of the Wyld, composed of seven waypoints.
This is, of course, an unstable state of affairs. After seven long ticks, six of the waypoints will have
decayed to Deep Wyld strength, and after seven hours, those six will have decayed to Middlemarches
strength, while the one remaining one will have decayed to Deep Wyld state. Their progression from
thereon in is dependent on the progression of the Loom and other affairs. In the First Age, this spell
saw notable use by members of the Cauldronist faction, for the way it could produce Wyld Zones
within Creation, but the necessary Oramus-thematics left it proof against alteration, and the pain and
bloodloss involved in the spell left many looking for a better way, which led to the invention of the
Hand of the Great Maker.

Rune of Singular Hate


Cost: All motes in the sorcerer's Personal and Peripheral pools + Special
Target: Dharma, and through it, one creature
Dharma, the Cup, is the pure, all-knowing, righteous, self-sacrificing, and wise fountain of all
corrosion, ignorance, and desire. Compared to such a being, everything is corrupt and flawed. And the
Exalted are more flawed than most, cursed, broken, by their inherited sin of murder. The mightiest of
them can take more sin, more flaw into themselves, lessening Dharma, and so influencing the pure and
righteous by snatching the shinmaic integrity of one hatred figure and binding it within themselves.
To cast this spell, the sorcerer must have an arcane link to the target, and render it down into a tattoo.
Then, over the course of forty days and forty nights (or over the length of an entire Calibration), where
the Exalt must meditate and may not sleep, they concentrate on flaw, on weakness, on hatred and on
their target, bringing new hatred and new ruin into the world and into themselves. Finally, at the end,
they tattoo themselves with an abstract glyph which forms to represent their target in some way, which
flares colours that are never seen again. And the world shakes, as a Essence 10 Blasphemy effect is felt
all over all realms of existence that Dharma affects. The effects on the sorcerer are immediate. Their
Permanent Limit is set to 9, unless it was already higher, as they are now binding fragments of the
Shinma of corrosion forced to become what it definitionally could never be within themselves. The
tattoo opens as a permanent level of aggravated damage which may not be healed as long as this spell
remains active, blood seeping from the wound.
However, the effects of the spell are much more widely felt than that. As a Shaping Effect constantly
affecting all of reality, everything gains the capacity to permanently kill the one target. This allows
targets with spirit-level immortality, Primordial-level immortality, Deathlord-level immortality, and
Behemoth-level immortality to be permanently killed if they take a fatal amount of damage. Only the
Neverborn are invalid targets for this spell, for it is through their Great Curse that it is cast and so it
binds them to their undying death. Primordials killed via this method produce Neverborn; all others are
completely and utterly totally destroyed. Gods killed by it have their Panoply Charms destroyed
irrevocable, and no replacement may take up the same charms; Incarnae killed via this may not be
replaced by The King Is Dead, although it is possible that a different Maiden may form if an attempt is
made. In addition, the target is under a Shaping Effect - by Dharma - that strips their capacity to
channel Virtues from them (counting them as permanently suppressed), for their removal from the
books of Dharma fills them with corrosion, ignorance, and desire. This is an alteration to reality itself,
so reasserts itself should it be removed or should any Shaping defences against it fall or cease to apply.
The only way to end this spell is to slay the sorcerer, or slay the target. Adamant Countermagic may
only counter this spell while it is being cast. If the sorcerer is slain, the effects of this spell persist until
the next Calibration. If the target is slain, the effects instantly end, as they cease to apply. The
Permanent Limit of the sorcerer is reduced to 5, unless it would normally be higher, and falls by 1 for
each decade which passes.
This spell can only be cast by targets suffering from the Great Curse, for only through the death-curse
of fallen Primordials may Dharma be altered in this way. It is beyond the reach of both the Primordials
and any Exalts who may have been able to remove the Great Curse.

NECROMANCY
Iron Circle Necromancy

Tree of the Butcher Birds


Cost: 18m
Target: Location
In the depths of the Labyrinth fly the Butcher Birds of the dead, skeleton owls of black-thorned iron,
whose eyes burn from within with cold blue flame. A skilled necromancer may evoke them, to cause
fear and death over a region. First, the necromancer must obtain or make a polished lump of iron, the
size of a chicken's egg. To cast this spell, the necromancer plants the egg at sunset. This is a dramatic
action taking 15 minutes. Once this has been done, the egg hatches, a twenty-three yard tall tree of
barbed iron growing from it, and like grotesque fruit, the Butcher Birds hang from the branches.
The Butcher Birds have the statistics of a strix from the Exalted corebook, except they are Creatures of
Death, and count as wearing reinforced breastplates, from their metal-thorn bones. There are initially
(Necromancer's Essence) Butcher Birds, and during the night, they will fly out, attacking anything
alive. The iron-thorned birds will roam up to seven miles from their tree during the night, but become
immobile and paralysed if exposed to sunlight, so will always try to return before sunrise. Animals they
will kill, but sapient beings and Wyld-creatures they will attempt to grapple, and take back to their tree,
whereupon they impale their victim and leave them to die. New Butcher Birds are produced in a square
number system; the first new Bird requires one victim, the second requires four new victims, the third
nine, and so on. The death of older birds does not reset the counter. The necromancer may also help by
impaling victims, and the Butcher Birds obey him as a bound demon would, but will not willingly
move than seven miles from their tree.

Tilting the Scales of Destruction


Cost: 18m
Target: Area (70 yard radius from caster, then 40 yards wide, 80 yards long, 20 yards high)
Tilting the Scales of Destruction draws upon the ambient Essence of the world, tainting it, fractionally,
towards death and removing the tainted Essence. From this wellspring, the necromancer releases a
destructive cascade of streams of multi-coloured Essence, the ambient mix of the local area viewed
through dark glass. When casting the spell, the necromancer's anima flashes dark, once, polluting
everything within 70 yards of the Necromancer as a Shaping effect. Raising one hand, she pulls in the
tainted Essence into an orb before her, extinguishing all fires. This kills all small plant life and insects
in the area, flowers wilting and bees dropping dead, and larger animals and mortals will be more prone
to sickness and sleep poorly, imposing a -2 internal penalty to resist Sickness for the next day as a
Crippling effect. Moreover, the ground itself loses rigidity, becoming dusty and dry and forming
sinkholes as its strength is sapped, providing a -2 external penalty to all Athletics checks that rely on
having solid ground, and penalising Dashing in the same way. Creatures of Death, and the caster, may
step safely on the ground without peril, for the dead earth knows its own.
When the caster releases the orb, the necromancer rolls (Perception + Occult), adding a number of
automatic successes equal to her permanent Essence. Everyone within the attack area, which is 40
yards wide, 80 yards long, and 20 yards high, not behind objects which can block immaterial beings is
subject to attack by streamers of Essence coloured appropriately for the mix of ambient Essence.
Characters defend against the oncoming streams as if it were a hand to hand attack. Each attack is
independent, so magic and penalties which reduce the attack do not help others defend. Treat the
streams of Essence as rolling a number of attack successes equal to those which the necromancer
rolled, minus one for each -2 dice of penalties that circumstances impose.
The base damage of this attack is 4L plus any extra successes in raw damage, which is Piercing.
However, this is highly variable based on the environment. In places which are rich in ambient Essence
and wildlife, such as a jungle, up to +3L may be assigned; likewise, in areas which lack easily
accessible and taintable Essence, such as the deep desert and the world-bodies of healthy Primordials,
up to -3L may be deducted. In the Underworld and Shadowlands, it is always assumed to be rich in
usable necrotic essence, and the full bonus is always enjoyed.

Architectural Remembrance Recovery


Cost: 25m
Target: One Structure
Devised a century ago by Elira Rjordsdottir, a now-estranged student of Raksi, this spell is a deliberate
application of Silurian principles to Necromancy, cross-referenced to sorcerous effects, in order to
maximise its effectiveness while minimising the collateral effects. To cast this spell, the necromancer
must be in the Underworld at night, and target a single structure with dimensions no greater than
(Intelligence + Craft (Earth) + Essence) x 10 yards in any direction. Structures linked into the stagnant
Essence flows of that place, such as Underworld Manses, may not be targeted. The necromancer must
leave a trail of salt precisely around the outer edge of the structure, marking every five yards in the line
of salt with a single drop of her own blood. The spell, which is a 15 minute dramatic action, must be
cast from within this enclosure, and as it comes into effect, the sky above the structure ripples, gauzy
veils of the sky of Creation breaking through the greyness of the Underworld. At the completion of the
spell, the structure is bought into Creation, becoming real and composed of non-grave-good materials,
although the spell cannot realify exotic materials such as the magical materials, and will instead replace
them with their nearest mundane equivalents (such as iron for soulsteel). Creation is shunted aside as a
Shaping Effect, warping so the newly real structure fits into the world, although it will likely not do so
smoothly (for example, it may be facing the wrong way, or push the street in an ugly half-loop around
it.)
The recovery of such things from the lands of the dead leaves its passage in the boundary between
Creation and the Underworld. The structure is a localised Shadowland co-located with its outer walls, a
halfway house between Creation and the dead, until the next full moon. If cast on the night of the full
moon, no Shadowland forms. Such places always carry their origins with them in a chill in stone and
dampness, and it will be easier to form a shadowland for years to come.

The Claws of Blood and Iron


Cost: 15m
Target: Self
In the mad glossolalia of the Neverborn, there is a concept of broken cycles, and the power that lies
within them. Speaking that unword, the necromancer cuts their palms, and the blood wells out cold and
dull, spreading over the palms and transmuting them into long, monstrous claws of iron frozen over
with bloody ice. The Claws of Blood and Iron enhance the character's natural Punch and Kick attacks,
allowing them to parry unarmed blows without a stunt and inflict lethal damage, adding (Essence +
Whispers) to their damage, and adding (Whispers + 1) to their Accuracy. This transformation lasts a
scene.
However, the true perversion of these vile weapons is revealed when they kill a target. The slain target
rises three ticks later as a shambling zombie, hemorrhaging freezing grey-red blood from all orifices,
their bones transmuted to iron post-mortem as a Shaping Effect. The zombie has Intelligence, Wits, and
Perception 1, and uses the same physical statistics as the deceased target, but reduces their Dexterity by
2, to a minimum of 1. However, the same transmutation armours them; the zombie counts as wearing a
reinforced breastplate from the iron bones and solidified blood. At the end of the scene, the zombies
collapse, dead again, although they will almost certainly produce a hungry ghost from this desecration.
Such corpses are very useful resources in necrotech, counting as a component valued at Resources 4.

Labyrinth Circle Necromancy


Frozen Mirror Depths
Cost: 35m
Target: Area (40 yard radius, within 220 yards)
Cold is the anti-reflection of heat, and mirrors show that which is not real. But if one were to twist the
hot so it became cold, one could bring the unreal from a mirror. Such is the mad logic of the Labyrinth.
The necromancer must have a reflective surface in hand to use this spell; a sword blade or a handful of
liquid is enough for it to work. Exhaling, the necromancer breaths upon their reflective surface, and it
freezes over. Then the ice-rimmed object is dashed against the ground, a crack resounding, and on the
other side of the battlefield, the ground becomes an slick mirror, drawing foes down into its depths,
those lost to it appearing again as slave-reflections.
When the caster breaks the ice, the necromancer rolls (Strength + Athletics), adding a number of
automatic successes equal to her permanent Essence. Everyone within the attack area, a 40-yard radius
centred within 220 yards of the sorcerer, is subject to attack, as the ground under their feet becomes
ice-slick mirror. Characters defend against this as if it was an unparryable hand-to-hand attack. Each
attack is independent, so magic and penalties which reduce the attack do not help others defend. Treat
the invisible ensnaring warping of the world as rolling a number of attack successes equal to those
which the sorcerer rolled, minus one for each -2 dice of penalties that circumstances impose. This only
affects characters within (necromancer's Essence) yards of the ground.
Against those who successfully defend against it, they merely face the problems of moving on an ice-
slick mirror, which imposes a -3 external penalty to all Athletics based rolls. Those who do not defend,
however, are drawn down into the depths of the mirror as a Shaping attack, and as reality is conserved,
a pallid simulacrum takes their place, crawling out of the reflection encrusted with ice. Heroic
characters may spend 2wp and a Valour channel to strike down their reflection before they are drawn
in, avoiding this fate. The simulacrum has all the same attributes and abilities and equipment as the
original, has the same number of health levels and has taken the same amount of damage, except
artifacts are replaced by an identical-looking perfect-quality version of their mundane equivalent.
However, as soulless replacements, they have virtues like an automaton, automatically passing all
Valour checks and automatically failing all others, and cannot spend Willpower. These replacements are
bound to the necromancer in the same manner as a bound demon, and will obey him without questions,
but will not obey Unacceptable Orders, such as to fall upon their swords, or attack each other. They do
not suffer the external penalty for moving on the ice.
At the end of the scene, the mirrored ground turns into clear, flawless ice, to a depth of (necromancer's
Essence) yards. Characters take all the damage that their simulacrums took during the scene,
downgrading all damage by one step (so bashing is negated, lethal becomes bashing, and aggravated
lethal). The exception is that if the simulacrum perished, so did the affected character. Characters who
survive appear, lying prone on top of the flawless ice. Ones who do not survive appear in the ice,
frozen corpses staring up at the sky with terrified expressions. Incidentally, necrotech made from such
corpses only requires maintenance half as frequently if the average temperature is below freezing.

The Rune of the Broken Charge


Cost: 44m
Target: Area (Up to 1000 yards by 1000 yards)
Once, Mardukth was the lord of beasts and creatures and land and sky alike. The Holy Tyrant stole his
authority, and the Exalted stole his life. Now, he has no authority, but in the name he once had, there is
still the traces of his old power, which when charged with necrotic Essence are enough to snuff out
mindless beasts. Before this Charm is cast, the name once born by He Who Holds In Thrall must be
burnt into the ground or marked in ash, the design subtly warped by the addition of powdered rust. This
takes a successful (Perception + Occult) roll at Difficulty 4, taking 5 minutes per 200 by 200 yard
square that must be marked out.
Once that has been done, the Onyx Circle Necromancy spell may be cast, as usual, the anima banner of
the necromancer warping momentarily to convey impossible height and mass, before snapping back to
normal. Once it has been done, the rune begins to glow a terrible eye-sucking black, and continues to
glow for a scene. While it is active, any non-sapient being that enters the area marked out dies as an
unblockable, undodgeable Shaping Effect, 3 ticks after entering the area. The method of death is
Obvious and horrific; flesh sloughs from bones, eyeballs boil, insects explode in freeze clouds,
vegetation ignites in pyre-flame. This even extends down to least gods, breaking attunement and
ownership as a Shaping Effect which breaks the least gods utterly and imposes an internal penalty of
the Necromancer's Essence to any attempt to use anything that has been taken into the area. This
penalty lasts until the next Calibration, when new gods are assigned to replace the broken necrotic
husks bound in thrall of He Who Was Once Mardukth. Appropriate prayers to Heaven or magic can get
new least gods assigned faster, or the odd ways of the vitriol alchemists can infuse chacalaths to replace
the ruined gods which removes the penalty at the cost of tainting the object with vitriol.
Plague Blossom Dispersal
Cost: 40m
Target: Area (Radius of (Essence of victim) miles)
A flower for the dead, a blessing for those gone. All these things were not given to the Sister of
Beauteous Blossoms, the Expressive soul of Sextes Jylis who did not agree with the path taken by her
greater self, but kept her quiet until the death of the first Primordial, when she began to leak
information to the other Primordials. She was caught by the vigilance of the Sidereal Exalted, and she
was scourged from the soul-hierarchy of the Wood Dragon. Cast out, the castrated kami was, into
Elsewhere, and it was not long before it was decided that she would be better to be... removed... and so
she was called back into Creation, only to be executed. Something of her survives in the Labyrinth,
though, in the corridors where the flowers bloom in a place without sun, and a necromancer may call
upon her remnants to bring her blessings to this treacherous world. A victim must be acquired, who
suffers from one or more diseases. Over the course of six hours timed so the spell ends at midnight, the
necromancer must inflict cut upon cut on their victim, spreading their blood over the area while
keeping them alive. At midnight, when the spell ends, their throat is finally cut, and they bleed their last
out onto the ground. And then, for a number of miles around, every flowering plant blooms with bone-
white, pus-yellow, and blood-red flowers which have a peculiarly strong, sickly scent. These flowers
are an airborn vector for every disease that the victim was suffering from the start of the ritual, and
soon these diseases will be spread across the area; this spell can convey supernatural diseases just as
well as it can mundane ones. These flowers blossom until they are killed (which can be done as easily
as any other plant), or until the next new moon when they wither and die.
The scent of the blossoms is specifically the vector for the disease; if one can avoid smelling them, one
is saved. Generally speaking, moving within ten yards of a flowering plant is enough to risk infection,
although this can depend on weather conditions and temperatures. Shogunate-era textbooks
recommended the use of specialist thaumaturgical compounds to temporarily remove the sense of
smell, but where not available, stoppering the nostrils with wax and smearing animal dung on the upper
lip proved sometimes effective. Wood Aspects count these diseases as a plant-based poisons for the
immunity granted by their anima power, for the remnants of the Sister of Beauteous Blossoms cannot
touch the children of her once-oversoul. The diseases inflicted by this spell are not contagious, unless
the necromancer also knows Void Circle Necromancy and casts using that Initiation, playing an extra
20m when doing so, whereupon they spread normally. This spell, and its upgrade, are Blasphemy
Effects, at the rating of the highest Morbidity of the diseases spread by this manner; after the Great
Contagion, Heaven set up certain protocols to flag mass-scale necrotic Essence diseases, and this -
perhaps unintentionally - trips those warnings.

Void Circle Necromancy

Neoplasmic Tomb Cyst


Cost: 80m
Target: Area
Around the Well of Oblivion, the tomb worlds of the Neverborn orbit, monolithic structure-bodies of
tortured stone and petrified flesh and ten thousand other such things. Quiescent, they dream undying
pain, save for those who the Black Nadir Concordat awoke, and those ones do not merely dream. But
what has once has been done can be done again, and the principles of what those tomb-desecrators did
was public knowledge among certain types of occult experimenter in the First Age. From that
monstrous act was born this spell, which infuses a single focus with a fraction of the infinite pain of the
Neverborn. And a fraction of an infinity is still infinite, save in the un-numbers of the Labyrinth.
The ritual is a thirteen hour process, which affects a thirteen mile radius, which must be begun
precisely half an hour before sunset, and requires that a single human child, below the age of thirteen,
be systematically broken of every single last hope, every last light in their life, every reason to live,
while remaining untouched and perfect, without even a single scratch on their body. For that reason, it
is usually necessary to immobilise them through magic, to prevent self-inflicted wounds from making
them an unsuitable ritual candidate. In addition, ritual components aspected towards one of the
Neverborn, and the Primordial that they once were must be acquired; for He Who Holds In Thrall, for
example, symbols of slavery would be appropriate, and the ritual may be carried out on top of a great
mountain.
During the night when this is cast, one by one, the stars overhead disappear, the Maidens being the last
to go, and to all eyes, Luna begins to turn red, fading and dimming on the stroke of midnight. All is
darkness, for at that moment, all non-magical fires in the area are extinguished. And then the spectres
start to appear. They are not ghosts, not even nephwracks; instead, they are memories of First Circle
species descended from the Primordial-that-Was, warped into their new aesthetics. They circle
overhead, and creep along the ground, spectral figures in a phantasmal parade or carnival. They are not
real, and cannot interact with the world in any ways, but in this uttermost darkness, they are the only
light. This darkness continues, as the spectres grow more and more real. And as the sky lightens as
dawn comes, the sky of Creation is not what it shows. Instead, above there is a dead sky of horrors,
imagery flashing above of the moment of death of the Neverborn. The sacrificial child begins to babble
at that moment, combining Old Realm inflections and catechisms with shapeless glossolalia, and
slowly their eyes begin to darken, like miniature voids which suck in all light.
And when the spell is cast, at the moment that the sun should have risen over this blackened realm,
everything changes. The child shifts and warps, becoming an unbound hekatonkhire-avatar of the target
Neverborn, the aesthetics of the dead god merging with their basic personality and nature to create a
warped monstrous being with the approximate power level of a Third Circle Demon. A phantasmal
hybrid of a monstrous fish-being and an armoured human waltzing eternally to a mad silent tune, a
figure of pyre flame and bones that weeps eternally, a giant of limbs that spans the area; all are possible
shapes. This is the harbinger of the greater change as, instantly, the entire area, at the moment of this
transformation, is interposed with the metaphysical weight of the tomb-body of the Neverborn, and
collapses through Creation and the Underworld alike, to form what is known as a Tomb Cyst in the
Labyrinth, taking the necromancer with it. From the point of view outside the 13-mile radius target
area, the area disappears, to be overwritten by the terrain in the Underworld, which forms a
shadowland. Unlike in normal cases, the Underworld version is dominant, for the Creation-side has
apparently ceased to exist. This shadowland is metaphysically deeper than normal ones; the Labyrinth
lies very close to it indeed. There are paths that can lead into the Labyrinth hidden there, even during
the day, behind the shadow of a door and within the gaps between rays of sunbeams, and they lead
directly into the Tomb Cyst.
The interior of the Tomb Cyst resembles a sick hybrid between the tomb body of the Neverborn in
question, and the landscape that was subsumed by it. It is within the Labyrinth, and the usual rules for
navigating that fell place must be used to get to points within it, including to find the centre, where the
hekatonkhire-avatar dwells. Everything within is recast, as a Shaping effect, to fit this new monstrous
paradigm. This is represented as if the target character was exposed to Pure Chaos, except mutations
acquired are themed towards the targeted Neverborn, and at the point where they would normally
become non-viable for life in Creation, they die and form monstrous ghosts. All ghosts within a Tomb
Cyst are targeted with a Total Control effect which costs 1wp a tick to resist, and forces them to take up
roles in the passion play façade which happens within the Tomb Cyst, a manifest form of the thoughts
of a Neverborn, incidentally granting them Whispers 5 as a Training effect. This bleeds up into the
shadowland above, although ghosts need only spend the point of willpower once a day during daylight
hours, and once an hour at night, to resist the effect. Once a ghost succumbs, they may not resist
further.
The hekatonkhire-avatar within is the focal point for the Tomb Cyst, and its destruction collapses the
Cyst, returning it to normal Labyrinth. It may not be bound by Summon Hekatonkhire, for it is already
anchored to the Tomb Cyst and may not leave. It may harbour a fragment of the consciousness of a
Neverborn, just as a living Third Circle may be possessed by a Primordial, although in its mad
thrashing it is already hard to distinguish between the two. If any attempt is made to close the
shadowland, the hekatonkhire-avatar has the capacity, as a generic Panoply Charm, to tear wider holes
into the Shadowland and bring them directly into the Labyrinth, where it will attempt to kill anyone
who has the presumption to do such a thing. Beyond that, though, it will act with the madness of a dead
titan and a broken child alike within this world, which it may reshape within the permissible themes as
if using Wyld Shaping Technique.
If cast inside the world-body of a Primordial, the timing restrictions do not apply, and the blasphemous
power of the void allows the necromancer to reach beyond time and probability, and aspect the created
hekatonkhire towards the Neverborn that a not-yet-dead Primordial could create. The Engine of
Extinction, when cast within Autocthon, is the most obvious possibility, but the Broken-Mirror
Deadwood, within Szoreny, or the Ocean Evaporated by Aeons of Pain, within Kimbery, are also
possible, but to name two examples – and, perversely, two castings of the same spell will not always
produce the same future-Neverborn. However, an awake Primordial will certainly be alerted to such a
casting beginning, and so retaliation will most likely be swift. If it is successfully cast, the Tomb Cyst
manifests directly within the body of the Primordial, rather than falling into the Labyrinth.
Almost without exception, the Deathlords will not use this spell willingly, without an imminent threat
to their unlives or a direct compulsion from their masters – which are infrequent indeed. They, too, are
vulnerable to the loss of self that comes to any ghost from this spell, and though they can defend
against it, being this close to an avatar of one of their masters means that they risk being ordered to
drop those defences, and losing all self. The Eye and Seven Despairs is the only one to have used it
multiple times; it is believed that he modified the ritual which enabled the construction of Cold House
from this spell, and there are several such places in the Bayou of Endless Regret. The Dowager is also
believed to have created one, although some nephracks say that she threw it into the Well of Udr to
unknown effect; either way, she has not created another. Abyssals will not be so limited in their use of
the blackest circle of necromancy.

The Nemesis Conundrum


Cost: 71m
Area: Up to a circle of radius 2 miles
Within the depths of the Labyrinth are hidden fragments of the fell anti-mathematics of the Void, which
defy rational understanding with their tainted-yet-alluring simplicity. The necromancer declares to
Creation one of the more simple proofs, charging the words with Essence to scar Nirguna and
Nirupadhika alike with the concrete reality of That-Which-Cannot-Be. Before this spell can be cast, the
necromancer must surround the target area with the oroborus-variant of the proof, forming an unbroken
circle around the target area. This takes ten minutes per hundred yards of the circumference, and also
requires a successful (Dexterity + Craft: Air) roll at Difficulty 7 to ensure the calligraphic blasphemies
of the anti-mathematics are correctly defined. This roll should be made in secret. If the roll was failed,
or the line of symbols was broken, the spell instead backlashes on a one-yard radius centred on the
necromancer. For that reason, many who use it choose to carve the symbols into the ground and form a
secondary overlapping layer, rather than relying on more malleable substances.
Once the ritual is prepared, the spell takes one hour to cast as horrific words and un-numbers spill from
the necromancer's mouth. The necromancer stands just outside the target area, on the Old Realm word
for "instruction" marked into the ground. Once the ritual has begun, the anti-mathematical symbols
begin to radiate black light, twisting and writhing at the edge of vision, and are as hard to destroy as an
unattuned artifact. Anything which crosses the perimeter takes one level of unsoakable aggravated
damage as a Shaping effect, their flesh and soul unmade by the anti-mathematical proofs.
Once cast, everything within the target area, to a height and depth of six-and-a-half miles, ceases to
have the concepts of existence, space and location apply to them. Mechanically, this is resolved as a
Shaping effect which instantly destroys anything within the area. The damage is more comprehensive
than that, however. This is not mere destruction; this is inapplicability. The target area does not exist
and does not have location, and hence the perimeter of the area now touches as a point. Creation itself
warps to allow this to happen. One cannot walk into the affected area, for it no longer exists. Characters
immune to Shaping are - as the concept of distance still applies to them - instantly moved outside the
once-area.
This spell is a Blasphemy 7 effect, leaving the Loom screaming from undefined errors as its very fabric
twists and warps. The spell remains active until the Loom is manually adjusted to prove the
impossibility of the anti-proof, a (Wits + Craft: Fate) extended action at Difficulty 5, with a roll interval
of five long ticks and a total number of successes needed of 13. Even once this is done, cascading Fate
errors and rolling failures of destinies will plague the Bureau of Destiny for years after the event.
Perhaps the worst consequence of this spell is that more fragments of the anti-proofs of Oblivion worm
their way into the Labyrinth each time it is cast. Who knows what horrors may come to be because of
its use?

[Earth Scorpion's Oramus]


“Into the lands of civilisation came Nyarlathotep, swarthy, slender, and sinister, always buying strange instruments of
glass and metal and combining them into instruments yet stranger. He spoke much of the sciences—of electricity and
psychology—and gave exhibitions of power which sent his spectators away speechless, yet which swelled his fame to
exceeding magnitude. Men advised one another to see Nyarlathotep, and shuddered. And where Nyarlathotep went,
rest vanished; for the small hours were rent with the screams of nightmare. Never before had the screams of
nightmare been such a public problem; now the wise men almost wished they could forbid sleep in the small hours,
that the shrieks of cities might less horribly disturb the pale, pitying moon as it glimmered on green waters gliding
under bridges, and old steeples crumbling against a sickly sky.”

- HP Lovecraft

This set of Charms for the Yozi Oramus is intended to work alongside the Charm sets for other Yozis already
presented in Manual of Exalted Power: Infernals (and other sources, such as the Broken-Winged Crane and Ink
Monkey supplements), and includes an Urge and Act of Villainy. All the usual rules for Green Sun Princes apply,
as given in those books. I strongly recommend using Revlid’s rewritten Charmset for She Who Lives In Her
Name (and the Infernal version of Wyld-Shaping Technique contained therein), found here.

The following additional fan-written Yozi Charmsets are compatible with these rules:
• Metagaos, the All-Hunger Blossom (Yozi Charmset)
• Elloge, the Sphere of Speech (Yozi Charmset)
• Isidoros, the Black Boar that Twists the Skies (Yozi Charmset)
• Szoreny, the Silver Forest (Yozi Charmset)

ORAMUS, THE DRAGON BEYOND THE WORLD

Ancient and abhorrent, the greater mass of Oramus' self lies chained within a temple wrought from his own
wings upon the seventh layer of Malfeas. Reality has scabbed in grey granite scales around him, to veil his
paradoxical flesh. When he shifts, the singular impossibility beneath is revealed and the Demon City moans
amidst scourging gouts of omen weather. Around him, the brass and basalt of Malfeas has broken down to form
a blasted heath where stony grey gorse and heather grows wild. There, the Dragon’s dreams spill out into the
world and lunatics gather to dance and play piping tunes to accompany his greater chorus. Comets and celestial
phenomena are called from stranger realms to slam into the landscape, subjecting it to a constant drumbeat of
impacts, and Adorjan flees the shrill winds.

But this is not the only manifestation of the Entelechial Chorister within the Demon City. His body, or else a
series of perfect facsimiles, can be found throughout Malfeas. Distance and size mean even less to Oramus than
the other Yozis, and he hangs like a terrible bat-like temple from the spires which jut from the side of Qaf, and
sits within a lead-lined music box swallowed in the mire of Metagaos.

Some say Oramus is elder brother to the Shadow of All Things. They are certainly kin, for both are creatures of
transgression, but the Ebon Dragon seeks to escape his bonds, and questions even his own nature. Oramus only
accepts those restraints he imposes on himself, but he would be nothing without them, beyond hope or
definition, so they hold him fast. His confinement is an enforced tedium, and he ever wishes to slip from Hell
and escape the Surrender Oaths. Alas, the Exalted Host knew that his seven wings formed a boundary between
the possible and impossible. Origami-knotted and trussed around him, they keep Oramus trapped in the border
between those states, unable to say for certainty what he is, or redefine himself.

The princes of chaos still curse the Ancient and Ever-Young Dragon, for it was Oramus that allowed such
concepts as Time, Shape and Death to enter the cosmos, foreshadowing the rise of Creation. His name lingers in
Creation as part of sorceries that terrorise the fae and scourge the very Wyld, for while he dreams, these are not
the mortal fantasies that raksha so desire. Oramus is a horror beyond glamour, whose sleeping mind perceives
cold truths from outside this universe, things that can never be. The bleak reality of his dreams draws others in,
scarring them with unwanted enlightenment that leads others to call them mad. Indeed, the mad are more easily
drawn into the orbit of Oramus’ visions. His knowledge fits more easily into minds already broken open.

Ennui consumed him long before he was chained, and his jaded nature makes him seem self-restrained compared
to the excesses of the other Yozis. Perhaps that is so, for he only takes joy in music and dance. He has tasted all
other vices ten thousand times and more and found them wanting. Broken and bound, Oramus cannot dance as
he once did. To alleviate his pain, therefore, the Entelechial Chorister plays the chords of the cosmos. He was
always one of the most skilled musicians among the Primordials, and now in his crippling only Malfeas may
equal his skill.

Sometimes the other Yozis will gather around the Dragon Beyond the World and dance to his otherworldly
piping, revelling in the visions he brings and forgetting their torment. Such songs were not meant for lesser
beings, and the astral melodies of Oramus blasts minds with unwanted revelations or strikes them dead with
cosmic truth. There is no malice in Oramus when ten thousand serfs convulse from a lesser aria of his drifting
through the Demon City. It is his nature, nothing more.

Demesne associations: Heaths, cratered terrain, auroras, comets, omen weather, choirs, gnarled plants, eroded
landscapes, symphonies, shattered granite, crippled birds, pipes and flutes, the number seven, the first letter of
alphabets, madmen, broken limbs, transgression, Temperance, ennui, extreme age and the elderly, unreal
creatures, fallen stars

Manse characteristics: high vaulted ceilings, granite, multi-coloured gemstones, monoliths, occult formulas,
hidden truths, good acoustics, observatories, empty ballrooms, divining pools, mad servants, aged servants, rains
of bloods and frogs

ORAMESQUE URGE (THE URGE TO ENLIGHTEN)


The Dragon Beyond the World cannot be explained - and yet he is driven to spread his transgressive knowledge,
though it brings only madness. This is the paradox of Oramus for Oramus is paradox. Before he was chained
this wisdom brought many wonderful things into existence, but the Yozis are sick and twisted and now he sings
his alien songs with reckless abandon. This Urge causes the Green Sun Princes to share knowledge better left
hidden, discover secrets long forgotten and lead men to shed their morality - and if the usurpers of Creation
cannot bear to know such truths, then Oramus may laugh.

Oramus came into the world when all was ruled by the Virtues and he was the first to declare that there were
now things of more importance than them. Still, they still have a claim on him. Temperance is the Virtue he
holds in highest esteem, for he has seen too much for rashness and through it he defines himself. His Valour is
the bravery of the aged, ennui guarding him from fear. His Compassion teaches him that there is no purpose to
pointless cruelty, while his Conviction lets him endure the agony of his own broken wings.

Examples include:
• Spread knowledge of the Sidereal Exalted and their role in the Usurpation among the returning Solars
• Share forbidden demonic lore with the students of the Heptagram and lead them into infernalism.
• Found the greatest academy in all of Creation where no researcher need fear the censor
• Teach mankind to speak in Old Realm once more, so men may commune with their makers.
• Aid the Perfect of Paragon in transcending his humanity.

The Torment of Oramus: When an Infernal with an Oramesque Urge accumulates 10 points of Limit, she
experiences the Torment of Oramus. For a scene, she is overcome with the impulse to share fell secrets and
cursed rumours with all that can hear her. She will answer any question put to her truthfully, and will attempt to
spread her hard-earned knowledge far and wide. She responds violently to attempts to silence her, and will not
moderate her behaviour to conform to social standards.

ANTAGONIST-MOULDING CONTRIVANCE (ACT OF VILLAINY)


Lesser beings presume to lecture Oramus. But when he has shared even a fraction of his knowledge with them,
then they change their tune. In order to perform this act of villainy, the Infernal Exalt must first develop an
Intimacy towards another being who can provide meaningful opposition. Through persuasion, demonstration
and any other methods, she must attempt to change their minds about a major facet of their personality so that
they hold the opposite opinion about it that they once did. For example, she might try to turn a devout monk into
an apostate who rejects the Immaculate Faith, or drive a guildsman into taking a vow of poverty. For each
successful action that takes a meaningful step towards the character towards inverting their views, the Infernal
rolls their Conviction and reduces their Limit by one point of success (to a minimum of zero).


COMMON CHARMS
FIRST ORAMUS EXCELLENCY - ESSENCE OVERWHELMING
ORAMUS’ TRANSGRESSION - ESSENCE IMPOSSIBLE
ORAMUS MYTHOS EXULTANT
SORCEROUS ENLIGHTENMENT OF ORAMUS
ASCENDANCY MANTLE OF ORAMUS

BODY ROOT CHARM


ANCIENT AND FIRSTBORN

CHAOS-KILLER CHARMS
HORROR BEYOND WHIMSY
YOU MEAN NOTHING

ENDLESS DREAMS CHARMS


ENNUI BEYOND JOY
INCHOATE DREAM SNATCHER
TREASURES BEYOND POSSIBILITY
SLEEP-FORGE GULLET
INESCAPABLE VISIONS
DREAMLANDS HEATH EXHALATION

WANDERING DRAGON CHARMS


PATHS OUTSIDE WISDOM
DISEASE: Nosognosia
BOUNDARY OF THE POSSIBLE
IMPERFECTION OF THE DRAGON BEYOND THE WORLD
SCALES OF STRANGER STARS
SOUP OF THE PROFOUND
GRANITE DRAKE’S HIDE
MONSTROUS PENNONS FLUTTERING
WRAPPED IN TATTERED WINGS

NUCLEAR CHAOS CHARMS


WREATHED BY PORTENTS
METEORIC SHOWER BOMBARDMENT
OMEN CLOUDBURST
HARBINGER OF DESOLATION
WYRM OF THE FAR REACHES SHINTAI

MUSIC ROOT CHARM


MADDENING ASTRAL PIPING
CONCEPT: the Mad

VOICES OF INSIGHT CHARMS


MADMAN’S INSIGHT
GLORIOUS COSMIC MELODIES
KEYWORD: Symphonic
ECHOES OF ENLIGHTENMENT
WHISPERS IN DARK MINDS
THAT DAMNED INSPIRATION
THAT HORRIFIC WISDOM
SANITY-SHATTERING INSTRUCTION
KEYWORD: Revelation
ASCENSION’S LULLABY

MUSIC OF THE COSMIC SPHERES CHARMS


ENDLESSLY WAILING FLUTIST
THOSE TWIRLING FIGURES
COMPOSER OF THE NUMINOUS
FEARFULLY REVEALING WALTZ
SONOROUS FORBIDDING CHANT
WAIL OF THE FAR COSMOS

MAD PREACHER CHARMS


ACTION BEYOND THOUGHT
PREACHERBORNE DELUSIONS
SOCIETY-BREAKING TRUTHS
THAT CRAZED KING
LORD OF ASYLUMS
FACELESS PROPHET SHINTAI

Changelog
COMMON CHARMS

FIRST ORAMUS EXCELLENCY - ESSENCE OVERWHELMING


Cost: 1m per dice; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None

Oramus is a timeless horror who wrought terror upon the hordes of chaos with his mere presence. Even

shackled he warps the world seemingly without effort, a harbinger of change who twists others and incites

tumult with his disturbing wisdom. This chaos leaves him unmoved, for the same ancient knowledge that allows

Oramus to achieve the impossible has left him cold and uncaring. The Entelechial Chorister has seen

everything, and delves into forbidden lore and shocking blasphemy from within his prison in a futile effort to

relieve his apathy. When this nihilistic despair overwhelms him, he sings otherworldly melodies that are echoed
by his lessers, transforming the Demon City as they break down the order of things. Those of his avatars that

can wander freely do so as unknown outsiders, clad in foreign garb. They share uncanny insight and unwanted

truths to advance their plans, and leave only insanity in their wake.

This Charm enhances actions to transgress against boundaries, explore novel creations and knowledge, or
demonstrate futility to another character. The Dragon Beyond the World may always enhance actions to bring
horror and despair to the creatures of the Wyld, or counter and unmake their works. This Excellency cannot be
used to enhance actions that require an understanding of the Exalt’s motives or goals, for Oramus is beyond full
comprehension. The best others can manage are half-truths and metaphors. It may also not be used to enhance
actions that would break his own vows for only Oramus constrains himself.

ORAMUS’ TRANSGRESSION - ESSENCE IMPOSSIBLE


Cost: 4m, 1 Temperance Channel; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: First Oramus Excellency

The impossible is trivial for the Dragon Beyond the World. Oramus lacks a Second Excellency, much like his
ophidian brother, and instead possesses this Charm. For a roll that could be enhanced by the First Oramus
Excellency, the warlock may activate this Charm. If she would otherwise have failed this roll, she succeeds. The
roll is treated as if she achieved 0 net successes over the difficulty for purposes of any effects which track this,
such as attack rolls and extended project rolls.

This Charm does not change the usual rules for a valid action. One cannot leap over the sun with the legs of a
mortal. It is said that Oramus himself can ignore such constraints, but such nuclear chaos is only within the
prowess of a Primordial.

ORAMUS MYTHOS EXULTANT


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: First Oramus Excellency

The first act of the Dragon Beyond the World was to permit the other Primordials into the Real - and so change it
forever.

Oramus: In addition to the standard rewards from stunting, the warlock may create an inanimate object within
(Essence) yards. He may do so before the action is actually resolved, allowing him to (for example) swing from
a rope that did not exist a moment ago. One-dot stunts may create an object with a Resources value no greater
than 1, while two and three-dot stunts may create objects worth up to Resources 3 and Resources 5, respectively.
Alternatively, the warlock may alter an existing object within range, provided no other character is currently
using it. In this case, neither the original or altered object can greater than the relevant Resources cost. Either
way, these changes must have an Oramesque theme, and return to normal after (Essence) hours.

SORCEROUS ENLIGHTENMENT OF ORAMUS


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: First Oramus Excellency

Oramus is the gate to stranger places, and he opens and closes such a door at his whim. Any spell which has the
purpose of barring or enabling access to a location is reduced in cost by 10m and 1 willpower, to a minimum of
5m and 1 willpower. Example spells that would benefit include The Private Plaza of Downcast Eyes, The
Violent Opening of Closed Portals, and Pressed Beyond the Veil of Time. This does not include travel spells,
unless the travel is between realms of existence. However, the base and material does not hold his interest, and
so the cost of any spell that eases discomfort or produces food is increased by one willpower (such as Mists of
Eventide or Food from the Aerial Table).

ASCENDANCY MANTLE OF ORAMUS


Cost: --; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: First Oramus Excellency

If Oramus were to break that which defines him, all would be chaos. An Infernal who engages in behaviour that
would require her to suppress Temperance loses the benefits of this Charm until the end of the scene.

BODY ROOT CHARM

ANCIENT AND FIRSTBORN


Cost: 0m (1-5wp, 1ahl); Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK, Compulsion, Obvious
Duration: Indefinite
Prerequisites: None

Oramus was self-birthed into a shapeless world. Only he could confine himself to form, and so it has been ever
since.

The warlock may use this Charm whenever he makes a promise or oath. His words carve into the world, binding
him along with it. While the Charm is active, anyone who hears the oath spoken automatically understands that
the Infernal is absolutely and undeniably sincere. The Infernal is unable to willingly break the oath while he
maintains this Charm, and treats all mental influence that would make him do so as an unacceptable order.

Alternatively, the Infernal may use this Charm to sanctify an absolute statement he believes to be true. Rather
than breaking the oath, this use of the Charm guards against any behaviour that treats the statement as false.
Either way, this Charm only cares for the letter of the Infernal's words, not any perceived "spirit".

Ending this Charm before an oath is fulfilled is far more painful than activating it, and requires that the warlock
pay (Essence) Willpower (maximum 5) and suffer one unsoakable aggravated health level of damage as he
cracks the self-made cage of his ego.
The warlock may purchase this Charm up to (Essence) times, each further purchase allowing him to maintain
one additional oath or truth.

CHAOS-KILLER CHARMS

HORROR BEYOND WHIMSY


Cost: --; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Ancient and Firstborn

The Dragon Beyond the World defines himself. None may contradict this. This Charm upgrades its prerequisite.
Whenever the Infernal would be altered by a Shaping effect that would qualify as an attack (see Exalted, p179),
she may reject it if it would violate, cause the Infernal to violate, or render her unable to fulfil any of her oaths or
truths locked into her by Ancient and Firstborn. This definitionally includes any effect that would kill her or
render her Inactive. In addition, the Infernal may freely resist all Shaping from the Wyld and Creatures of the
Wyld - her legend trumps such stories utterly.

YOU MEAN NOTHING


Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Compulsion
Duration: Indefinite
Prerequisites: Horror Beyond Whimsy

The princes of chaos and their whimsical solipsism cannot bear to behold the unfathomable certainties of the
cosmos that is Oramus. While this Charm is active, the Infernal enjoys the benefits of the Cecelyne Charm
Unquestionable Yozi Authority, save that it applies to Creatures of the Wyld rather than demons.

ENDLESS DREAMS CHARMS

ENNUI BEYOND JOY


Cost: --; Mins: Essence 2; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisites: Ancient and Firstborn
The infinite dreams of the Entelechial Symphony have inured him to the pleasures of all that Is and Is Not.
Upon learning this Charm, the character changes in the following permanent ways:

• Her dreams are filled with uncannily vivid flashes of the Beyond and so it is only her self-restraint which
allows her to rest. The Infernal rolls Temperance rather than Conviction to regain willpower from sleep.
While her Willpower pool is full, she may regain a single Temperance channel whenever she would
normally regain willpower from sleeping.

• The Infernal does not need to suppress Temperance to indulge in vices. However, any scene in which
she indulges in a non-musical or non-dancing vice counts as a scene towards building an Intimacy of
“Jaded Detachment” towards that vice or eroding an Intimacy towards that vice. Intimacies of “Jaded
Detachment” do not count towards the maximum number of Intimacies she may maintain.

• The Infernal may not willingly engage in vices she has an Intimacy of “Jaded Detachment” towards, for
they bore her beyond belief. It costs (Infernal’s Essence, maximum 5) to resist this unnatural
Compulsion for a scene. Any social influence to induce the Infernal to engage in such a vice is an
unacceptable order.

• Any social stunt that expresses world-weariness, jadedness, or apathy adds one to its rating as though it
resonated with the the Exalt’s motivation. If this stunt is defending against an Emotion or Illusion effect,
she adds her Temperance to her MDV.

INCHOATE DREAM SNATCHER


Cost: 1m (1+ wp); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisites: Ennui Beyond Joy

Oramus devours dreams and whimsies. After all, they are a barrier to enlightenment. Use of this Charm renders
all Illusions and Emotions currently affecting a character Obvious to the warlock. She may devour a single
Illusion or Emotion and therefore end it by spending a number of willpower points equal to the Essence rating of
the source of the influence or five, whichever is lower. This may explicitly target Illusions and Emotions
imparted by mundane mental influence. The warlock regains one Temperence channel as she digests the
falsehood.
The next time the target sleeps, his rest is disturbed by visions of the Beyond and he may not roll Conviction to
regain willpower. Dreaming is considered to be an Illusion from an Essence 0 source.

The warlock may target herself with this effect, and any mental influence preventing her from using it on herself
is an Unacceptable Order.

At Essence 4, this Charm automatically upgrades. If the Infernal uses this Charm on one of the Fair Folk, she
may pay a surcharge of +14m and willpower equal to the fae’s Essence to destroy the target. The raksha dream
themselves into being, and so Oramus may snuff them out.

TREASURES BEYOND POSSIBILITY


Cost: 1m (1m); Mins: Essence 2; Type: Simple (Speed 5, DV-2)
Keywords: Combo-OK, Stackable, Touch, Obvious, Illusion
Duration: Indefinite
Prerequisites: Ennui Beyond Joy

Some things the Primordials created were so beautiful and so wonderful that Oramus returned them to the
Beyond, so that no other could see them. In this way, he thought to ward off his growing weariness with their
great endeavour. Touching an item she owns, the Infernal activates this Charm whereupon it disintegrates like a
dream in the morning. She inhales the resulting sleep vapours and from thereon the object exists within her
nightmares of the Beyond, in her sleep-hoard. Up to (Essence) items can be stored in this way.

While she has an item internalised in this manner, she may reflexively spend 1m on her action tick to switch out
an item she owns and is touching for one that is in her sleep-hoard. The exchange is nonsensical and illogical,
obeying only dream-logic. This creates an Illusion in onlookers that the stashed item had never been present and
the one retrieved from the character’s sleep-hoard had been here all along.

SLEEP-FORGE GULLET
Cost: --; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Treasures Beyond Possibility

Within the forge of his nightmares, Oramus dreamed up many moon gods and moon goddesses and watched as
all save one were slain. It is telling that the Dragon Beyond the World never tried to raise his hand against his
child, even in the Primordial War. This Charm enhances its prerequisite. When the Infernal sleeps, she may
carry out whatever actions she can manage using the contents of her sleep-hoard within the unreal vistas of her
dreams. She may continue her research using books in her sleep-hoard, continue to train her skills using a sword,
or work on raw materials with her crafting tools. Any items crafted within her dreams is added to the sleep-
hoard, or appears next to her when she wakes if this would exceed the cap on the contents.

This Charm may be repurchased at Essence 4. Rolls within the sleep-forge are enhanced as if the Infernal knew
the Solar Charm Words-as-Workshop Method, as she snatches impossible and unreal tools that flitter through the
frontiers of her nightmares.

INESCAPABLE VISIONS
Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisites: Ennui Beyond Joy

Demons who must venture onto the blasted heath of Oramus take strong stimulants and do not linger, for to sleep
in that place is to share in the dreams of the Dragon. This Charm permanently modifies the Infernal. The
Infernal is a lucid dreamer who can influence the contents of her Beyond-given dreams. Whenever she sleeps,
her dreams seep out of her head and into the minds of others. She makes a Performance-based social attack,
which may be enhanced by applicable Charms as usual, representing the contents of her dreams.

Any character within (Infernal’s Integrity x 100) yards who rolls to regains willpower from sleep while the
warlock dreams is hit by the Infernal’s social attack. Characters may forgo the roll to avoid the social attack,
experiencing instead shallow, nightmare-haunted rest.

DREAMLANDS HEATH EXHALATION


Cost: 14m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Indefinite
Prerequisites: Inescapable Visions

Whenever the Infernal would regain at least one point of willpower from sleep, she may waive this and instead
activate this Charm, breathing her dreams out to gnaw at the barrier between the Real and Unreal. The world
scabs over in dull grey stone as Creation tries desperately to fend off stranger things, but the effort is futile.
By the end of the day, the damage has spread to a radius of (Integrity x 100 yards) and otherworlds intrude on
the space. Soil blows away on the breeze and plants die off, being replaced by scrubby grey gorse and heather.
Omen weather and auroras frequently fill the skies overhead. Any Wyld-tainted land within the area
immediately becomes part of Creation. The entire area is Outside of Fate.

Any character who sleeps within the heath is affected by the same Performance-based attack the Infernal
dreamed up when she activated this Charm.

The Mad understand a fraction of Oramus and spread his dreams further. The dreamlands heath expands by ten
yards per day per dot of Magnitude of Mad characters that spend at least five hours a day in it. Each Mad
character counts for two if they spend the majority of the time making music or studying blasphemous lore, or
praying to Oramus or the Infernal or their demons. The heath becomes a persistent Blasphemy upon exceeding
five miles in radius.

Countermagic fortifies the structure of reality and banishes the altered rules by which the world works, although
the land will still be a blasted barren heath. Emerald countermagic cleanses an area with a radius of up to 250
yards, while Sapphire and Adamant cleanse a radius of up to 500 and 1000 yards, respectively.

WANDERING DRAGON CHARMS

PATHS OUTSIDE WISDOM


Cost: 5m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Blasphemy
Duration: One journey
Prerequisites: Ancient and Firstborn

Space meant little to Oramus when he wandered through every realm that Is and Is Not. The twisted vistas he
sees seldom catch his attention, though lesser minds would shudder to perceive them. This Charm enhances
dramatic movement, multiplying the warlock’s long-term speed by (Essence + Temperance) and negating
reductions in travel speed applied by the environment through which he passes. When enhancing a journey in
realms where the Loom of Fate does not hold sway (including the bordermarches and deeper Wyld), the modifier
increases to ([Essence + Temperance] x 5). These trips take the form of strange shortcuts through impossible
spaces and down roads which only exist for the warlock, rather than moving any faster.

A second purchase allows the warlock to lead others down his maddening paths. He may accelerate the journey
of those accompanying her by spending a further three motes per dot of additional Magnitude, maximum
(Essence - 1). The unnerving sights on these alien roads means all characters who accompany him are exposed to
Nosognosia as a Sickness effect.

A purchase at Essence 3 allows the Infernal to pay a surcharge of one willpower when activating this Charm.
The Infernal and their party enjoy the benefits of the Solar Charm Traceless Passage (Exalted core, p211) for
their journey as their paths lead them through stranger spaces a hair’s width from reality.

DISEASE: Nosognosia
Those who listen to the music of Oramus and dwell upon it find that their humours become disturbed. Their
dreams are filled with vistas that escape their minds on waking. It is not truly a sickness - instead, it is the
reaction of a mind ill-adapted to the cosmic melodies that describe the impossibilities of the Dragon Beyond the
World.

Nosognosia has the stats, traits and symptoms of Hysteria (Exalted corebook, p352) except where otherwise
stated in Charm text. In addition, it infects spirits as if they were mortal.

Those exposed to the highest truths suffer a more terrible reaction. The more acute form of Nosognosia, Cosmic
Insight, affects Exalts as if they were mortal. Fortunately, such knowledge can only be experienced directly.
Characters suffering from Cosmic Insight spread Nosgnosia rather than Cosmic Insight.

BOUNDARY OF THE POSSIBLE


Cost: 4m; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Paths Outside Wisdom

Oramus coils through impossible spaces, so he Is Not in harm’s way. This Charm is a perfect dodge against any
physical attack that is not unexpected, even if that attack can’t be dodged. Twisting through other realms, the
Infernal re-appears somewhere between one and (Temperance x 2) yards away, although he may not use this
Charm if he would be forced to re-appear in a solid object. The Charm suffers the Imperfection of the Dragon
Beyond the World.

If the game is using the 2.5e rules, this Charm’s cost is increased to 8m.
IMPERFECTION OF THE DRAGON BEYOND THE WORLD
Oramus is the crawling wyrm who cannot cross his own path. After invoking a Charm with this Imperfection,
the Infernal cannot move closer to the point where he used the Charm until his DV refreshes twice.

SCALES OF STRANGER STARS


Cost: (10 - Lore)m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisites: Paths Outside Wisdom

Every realm rejects Oramus, the eternal outsider. The dust of reality coalesces around the Infernal as the world
tries to expel him, forming a protective coat of stony scales. This is not to protect her, but to protect the world
which fears to touch the Dragon. Her armour contorts as necessary to contain her altered form. The character
becomes immune to all environmental hazards and environmental effects. She can walk upon the surface of the
sun or venture into the depths of Kimbery without fear.

At E5+, this Charm has a base cost of 0m.

SOUP OF THE PROFOUND


Cost: 3m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Desecration
Duration: Instant
Prerequisites: Scales of Stranger Stars

Oramus has supped on the nectar of infinite worlds, and his tongue has long since grown jaded. All repasts are
much the same to him. This Charm supplements an action to prepare food, drink or drugs for up to (Essence)
magnitude. The warlock ignores all penalties for inadequate tools or missing ingredients, as long as he can
improvise a substitute. A single meal provides a day’s worth of nutrition and hydration, and is safe to consume
regardless of the ingredients. Food enhanced by this Charm tastes strangely unfamiliar and while it is not strictly
unpleasant, only the strong-stomached are likely to enquire what is in it.

Those who pick food from the Dragon’s teeth become his creatures. Once a character eats food enhanced by this
Charm for seven days straight, they gain the Creature of Darkness mutation as a Desecration effect. Meals
enhanced by this Charm are a vector of Nosognosia for Creatures of Darkness. Characters suffering from
Nosognosia who consume an enhanced meal gain a point of mutations with an Oramesque theme, up to a limit
of (Infernal’s Essence).

GRANITE DRAKE’S HIDE


Cost: -- (6m, 1+wp). c; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Scales of Stranger Stars

No blade nor bow nor sunlight fist could shatter the scales of the Dragon Beyond the World. The heroes of the
dawn had to break his wings, for even they lacked the strength to sever them. This same impregnability now
works against him. When activating Scales of Stranger Stars, the warlock may pay a surcharge of 6m and one
willpower. The scales which grow are thicker and more prominent, and negate all Crippling effects the Infernal
would suffer for as long as the Charm remains active.

She may optionally spend one willpower per Crippling effect she is currently suffering from and ignore them
while this Charm is active, though the scaled replacements are encrusted with many-coloured gem-scars.

MONSTROUS PENNONS FLUTTERING


Cost: 3m; Mins: Essence 4; Type: Simple (Speed 5, DV-4)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisites: Scales of Stranger Stars

The pinions of the Dragon Beyond the World beat against Nirguna. The warlock’s primordial chaos leaks from
his body as the tail does from a comet, forming many monstrous wings. He may move without regard for
gravity, with no flight ceiling.

While this Charm is active, the character may take a Speed 10, DV -4 action and spend one Temperance channel
to vanish into the Beyond the next time his DV refreshes. He re-appears (12-Temperance) long ticks later
anywhere he can perceive within (Temperance) miles. At this level of development the Infernal’s wings are still
immature, and this automatically fails if he attempts to enter or exit areas warded against scrying.

WRAPPED IN TATTERED WINGS


Cost: 7m; Mins: Essence 2; Type: Simple (Speed 7)
Keywords: Combo-OK, Sorcerous
Duration: Until disguise seen through
Prerequisites: Paths Outside Wisdom

The Entelechial Chorister would sometimes veil himself in the cloth of the Beyond and walk among the princes
of chaos. All they saw was a stranger in their midst. This Charm aids the Infernal in creating a generic disguise
which can be described as an adjective-noun combination (ie “unwashed beggar”, “drunk Southerner”, “hot-
blooded Tya”). He rolls (Perception + Larceny) to determine the quality of the disguise. His seeming must
follow the same basic body plan. Gender does not matter. The disguise is perfectly immune to mundane scrutiny.

Familiarity breeds recognition. Characters who either the adjective or the noun is applicable to may roll to see
through the disguise, at + (Infernal’s Essence) difficulty. In the case of the “drunk Southerner”, both Southerners
and the inebriated may roll. Characters with All-Encompassing Sorcerer’s Sight or similar effects may also roll,
at the same increased difficulty. Characters who both adjective and noun are applicable to automatically see
through it. Should a character see through the disguise, this Charm automatically and Obviously terminates.

At Essence 3, this Charm may be repurchased to allow the Infernal to disguise his magical traits as part of his
pretence, including his anima banner, his apparent essence rating and the nature of his motes. Should a
“blasphemous Solar” come to a town and start butchering the population, the truth might never get out if there
are no Chosen of the Sun to recognise the deception for what it is.

NUCLEAR CHAOS CHARMS

WREATHED BY PORTENTS
Cost: --; Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Ancient and Firstborn

The very presence of the Entelechial Chorister is a calamity and a catastrophe. No wonder he robes himself in
signs and omens. An Infernal who learns this Charm modifies the manifestation of her anima. At the 4-7m level,
strange phenomena are felt - unseasonable frosts, hair standing on the back on onlookers necks, and the like.
These occur within a mile of the Infernal. Close to the character, the signs are are more intense: all other
characters within (Essence + Temperance) yards suffer an instability penalty of 1. This increases to 2 at the 8-
10m level as the omens grow more severe; frogs fall from the sky, blood seeps from statues and localised
earthquakes are felt. Finally, at the 11-15m level and above, apocalyptic signs, calamitous storms and bright
auroras are seen, increasing the instability penalty to 3.
In addition, the character’s very presence is a sign of calamity. When flaring at the 4-7m level or higher, all
thaumaturgical divination methods (such as astrology) used within a mile automatically fail, only returning
results which convey that the universe is vast, uncaring and inherently unpredictable.

METEORIC SHOWER BOMBARDMENT


Cost: 6m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites: Wreathed By Portents

When Oramus descends upon a land, stone and ice falls from the clouds as the natural order inverts. This charm
enhances a ranged physical attack. The Infernal launches their projectile upwards where it vanishes into the
Beyond, only for countless impossible duplicates to descend wreathed in celestial phenomena. This is
mechanically identical to the Solar Charm Arrow Storm Technique, save that only one unit of ammunition is
used.

OMEN CLOUDBURST
Cost: 3m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisites: Wreathed By Portents

Sometimes portents of bad luck mark very swift misfortune indeed. This Charm supplements a physical attack.
Should the attack hit the target, omen weather surges from the blow in a localised cataclysm. This produces a
one-time environmental hazard with radius (Infernal’s Essence + Temperance) yards which does (the Infernal’s
Essence + Occult) lethal piercing damage and (Infernal’s Essence) trauma. The Infernal is immune to her own
omens. If a character takes any levels of damage from the environmental hazard, as a Shaping effect he is left
Outside of Fate until a day has passed as the Oramesque energy renders his destiny impossible to comprehend.
This also ends any astrological effects on him.

At Essence 4, this grows more potent. For the next seven minutes, the affected area is wracked by the omen,
which does damage as an environmental hazard with the statistics of a supernatural ice storm.
HARBINGER OF DESOLATION
Cost: 3m, 1wp or 5m, 1wp; Mins: Essence 3; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisites: Omen Cloudburst

The breath of Oramus is the substance of stars that never shine on Creation, and from his eyes come meteors and
asteroids made of strange matter. The character defines the form of the devastating celestial phenomenon she can
manifest upon purchasing this Charm. It may take the form of polychromatic breath, comets fired from her eyes,
or javelins of exotic light. Regardless of its precise form, though, statistically the weapon has the traits of a 2 or
3 dot ranged tainted moonsilver artefact weapon of the Infernals choice. 2-dot weapons cost 3m, while 3-dot
weapons cost 5m. The Infernal may use Archery or Thrown with the weapon, as appropriate for the precise
manifestation.

Attacks from these weapons have the effects of Omen Cloudburst applied upon them for free.

Characters wishing to have multiple options may purchase this Charm a number of times equal to their Occult
score, creating a different phenomenon each time.

WYRM OF THE FAR REACHES SHINTAI


Cost: 12m 1wp; Mins: Essence 4; Type: Reflexive (Step 1)
Keywords: Form-Type, Combo-Basic, Blasphemy, Obvious
Duration: One scene
Prerequisite Charms: Omen Cloudburst

When a comet burns in the skies of Creation, it is a sign of calamity and upheavals, of madness and the death of
princes. This is how the world recalls Oramus. Upon activating this Charm, the Infernal’s body expands into a
vaguely draconic shape of many-coloured flux and orbiting scaly asteroids, wrapped in a penumbra of cosmic
forces. As she moves, seven tails made of omen weather trail behind her. Fate snags and snaps around her, and
strange sights are seen in the land.

• Her portentous form is only half real. She may freely move through any obstacle or barrier an
immaterial being may move through. Her draconic body may dodge freely without regard for having
physical room to do so, may not physically clinch or be clinched, and may not be subjected to Blockade
Movement, unless by magic that could block an immaterial character. Half-real is still real enough to act
despite this altered form. She may also do lethal damage with unarmed attacks.
• The limited vistas of Creation pose no threat to her. Only harmful effects enhanced or created by Essence
have enough metaphysical potency to affect her. Mundane weapons bounce harmlessly off the asteroid-
scales of the Infernal's form, mundane fire extinguishes itself rather than burn her, mundane poison or
disease has no effect, and so on.

• Her seven tails stretch out far behind her. In her wake she leaves an environmental hazard made of
intense omen weather with the statistics of a supernatural icestorm. This hazard is (Essence x 2) yards
wide, follows her Move actions, and endures until her DV has refreshed twice. The Infernal is under a
Compulsion to not cross her own tail, which costs three willpower to resist for an action.

• To see such a portent is a dreadful sign that shows that the desires of the gods hold no sway. As a
Shaping effect, any character who sees the Infernal is rendered Outside of Fate for a night and a day.
This cancels any astrological effects that are currently targeting them.

MUSIC ROOT CHARM

MADDENING ASTRAL PIPING


Cost: -; Mins: Essence 1; Type: Permanent
Keywords: Sickness
Duration: Permanent
Prerequisites: None

The transcendental music of Oramus was never meant for lesser beings. Thus it brings madness to minds too
small to understand the ineffable. The warlock becomes a carrier for Cosmic Insight. Most of the time this lies
latent within him, and he is not contagious and does not display symptoms.

If the character chooses to share this knowledge, his social attacks become a vector for Nosgnosia, that feared
disease of the mind. If this social attack involves making music, the social attack becomes unnatural mental
influence. Observers with Occult or Performance 2+ can recognise the uncanny hellish notes with a reflexive
(Wits + [Occult or Performance]) roll at Difficulty 5.

If he ever is left with no remaining Temperance channels, he loses control over his Cosmic Insight. He
immediately displays the symptoms of the disease and may spread it via its normal vectors.
CONCEPT: the Mad
The Dragon Beyond the World calls the delusional and crazed to him. Their skulls are split open by truth, and
their eyes stare out at his forbidding cosmos. His music drifts into their fractured minds and fills up their empty
vessels. For the purposes of Oramus Charms, the following categories of being count as Mad:

• Those cracked and warped in mind. This includes characters with derangements, characters currently
suffering from Illusions or Emotions imposed by Unnatural Mental Influence, and any character with an
Intimacy of “Fearful Fascination” towards the Infernal.
• Those who have glimpsed the terrible unconstrained nature of the impossible reaches of the cosmos.
This category includes any character suffering from Nosognosia or who knows any Oramus Charms.
Also included are Oramus’ misbegotten progeny, Luna, and any of her Chosen who have learned Lunar
Charms that invoke the Beyond.
• Those consumed by their conflicting passions. This includes characters with at least two Virtues rated at
5, characters whose Motivation opposes a Virtue they have rated at 5, and Exalts experiencing Limit
Break.
• Those whose very natures are turned on themselves, spurring them to endless writhing futility. Such
characters include all raksha and other Creatures of the Wyld. Also included is Oramus’ tenebral younger
brother and his souls.

VOICES OF INSIGHT CHARMS

MADMAN’S INSIGHT
Cost: --; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Maddening Astral Piping

The Dragon Beyond the World is not crazed. He simply hears the piping of the creatures of the Beyond. Upon
learning this Charm, the character changes in the following permanent ways:

• The Infernal can hear immaterial creatures as if they were material. This does not grant the capacity to
detect them with any other sense or interact with them, though.

• The chittering of unseen and unreal things is a perpetual distraction, only silenced by melodies. The
Infernal suffers a -1 external penalty to all Awareness rolls when he cannot hear music.
• Characters who are Mad are Obvious to the warlock. The nature of their insanity is not Obvious,
however.

• Such insight makes his motives strange and his behaviour peculiar. The warlock has an external penalty
of (Essence) to explain his motives or reasoning behind his actions to characters who are not Mad. Non-
Mad characters suffer an external penalty of (Essence) to Read Motivation actions directed at him.

GLORIOUS COSMIC MELODIES


Cost: (10-Performance motes); Mins: Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Indefinite
Prerequisites: Madman’s Insight

The Dragon Beyond the World can hear the dance of a least god upon the head of a pin - and the universal
melodies the god unknowingly waltzes to. This Charm function as the Solar Charm All-Encompassing
Sorcerer’s Sight, save that it works with the Infernal’s hearing rather than sight.

This Charm may be repurchased at Essence 3. While this Charm is active, Mad characters who hear his music
gain the benefits of Glorious Cosmic Melodies as a Symphonic effect.

KEYWORD: Symphonic
Symphonic effects only affect target characters as long as they can hear the Infernal play an instrument, sing, or
otherwise produce music. Their effects terminate if the character moves out of audible range or otherwise blocks
their sense of hearing (for example, blocking their ears with wax). In addition, the Charm terminates if the
Infernal ceases to play.

ECHOES OF ENLIGHTENMENT
Cost: 4m, 1wp; Mins: Essence 3; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisites: Madman’s Insight

The cracked voices of those scrabbling for wisdom are a harmonious choir to Oramus. This Charm allows the
Exalt to hear individual prayers directed at them by the Mad as if they were a spirit. Actually listening to all
prayers imposes a -3 internal penalty to all non reflexive actions; if the Infernal does not care to pay attention,
the Storyteller only relays the most widely repeated or urgently spoken prayers.

Characters with an Intimacy of Fearful Fascination towards the Infernal reduce the difficulty of prayer rolls to
the Infernal by (Occult), to a minimum of 1.

Supplicants in the same realm of existence who pray while the Infernal is currently making music hears his
melodies, which reverberate down the strings of prayer which connect them. Any social attacks made via the
medium of music therefore affect such devotees as if they were there in person.

WHISPERS IN DARK MINDS


Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Madman’s Insight

Is it truly insanity to see what others do not? This charm supplements an attempted Investigation dramatic action
to study observable evidence that would otherwise take up to 15 minutes. The character ignores all external
penalties on the roll, and takes no longer than seven short ticks to complete her investigation.

If the Infernal would have failed the roll if the external penalties had been in play, she automatically botches any
attempt to explain her conclusions to non-Mad characters. It may seem obvious to her that the killer garotted the
victim with the curtains, but nothing she says will convince others - and they may even suspect that she did it
herself from her uncannily clear knowledge of the case.

THAT DAMNED INSPIRATION


Cost: 7m, 1 Temperance channel; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Blasphemy, Compulsion, Pantheon
Duration: One week
Prerequisites: Whispers in Dark Minds

Malra, the Scribe Insensate, takes the form of a rail-thin madwoman. Every day she blinds and deafens herself,
so that she may record the inaudible mutterings and unseeable visions of her greater self. The character retreats
from the world, driven insane by the melodies of the unreal. With everything she has, she scribbles down what
she hears, trying to conceptualise that which cannot exist. She fails, of course, but her ravings provide useful
inspiration.

She suffers an irresistible self-targeted Compulsion to sleep and eat only what is required and devote all her time
to her work, and automatically botches any attempt to explain to others what she is doing. If she spends more
than four hours away from her work, this Charm prematurely terminates.

At the end of the week, she rolls her (Intelligence + Occult), at difficulty (6 - Temperance). Success means that
her scribblings and ravings have produced a blueprint for an artefact, musical composition or sorcerous spell
which is entirely novel and has never existed before, which is worth a number of successes equal to her
threshold towards the project to reify it. The Storyteller and player should design the precise functionality and
required exotic ingredients her blueprint describes - the character has no control over this. Her ravings may not
be combined with any other blueprint. For artefacts and spells it may provide no more than half the necessary
successes for a project. If she fails the roll, what her ravings describe cannot physically exist, and any project
which tries to use her blueprints automatically botches.

The ravings describe maddening things no man should know, and are a vector for Cosmic Insight if read or used
in a project. Any artefact or spell produced from such a blueprint obviously draws upon strange, otherworldly
principles. Anyone with Occult 3+ can recognise the Oramesque nature of the project with 4 successes on a
(Wits + Occult) roll.

THAT HORRIFIC WISDOM


Cost: 2-4m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Social, Revelation
Duration: Instant
Prerequisites: Madman’s Insight

If men and demons were wiser, none would ever venture near the Dragon Beyond the World and his twisted
tongue. Because men are not wise, though, they seek knowledge from the ineffable. This Charm supplements a
social attack which attempts to instruct, educate or reveal truths to a character. This doubles the Infernal’s
successes on the roll before comparing them to the target’s MDV. This costs 2m against Mad characters and 4m
against others.

SANITY-SHATTERING INSTRUCTION
Cost: 21m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Desecration, Sorcerous, Servitude, Training, Revelation
Duration: Indefinite
Prerequisites: That Horrific Wisdom
Sidereal demon-hunters know to keep keen ears. Otherwise, they might miss the songs that come from within
the skulls of those fools who worship the Dragon Beyond the World. The character may activate this charm after
spending seven hours total instructing a group with magnitude up to (Essence) over the course of a lunar month.
Upon activation, this Charm blasts their minds with sudden acceptance of all the Infernal has spoke of.
Characters who are not Mad must spend one willpower to accept this tuition. Mad characters, however, must
spend one willpower to reject it.

If the character accepts it, the Charm grants Sorcerous mouths to their brain so that it may sing sweet wisdom to
them. As a Desecration, they gain the Creature of Darkness mutation and Madman’s Insight as as an
Abomination, which functions as the Charm of the same name. The student gains an Intimacy of “Fearful
Fascination” towards the warlock as a Servitude effect.

While they possess this mutation, the melodies of unseen things fill their days and the twisted vistas of the
Beyond fill their nights. If they have spent at least seven hours in the previous month considering the things the
Infernal taught them, studying forbidden lore, or obeying his will, on the night of the new moon the character
may choose whether to ascend their flesh or their brains.

• If they choose their brains, as a Training effect they gain one of the following: a dot in Lore, Occult,
Performance, or Resistance, a dot in Intelligence or Perception, or a Speciality in line with the themes of
Oramus. Abilities and Attributes may not be raised above four dots. This option may not be taken by
characters who are currently in XP debt.

• If they choose their flesh, as a Desecration they suffer a mutation with an Oramus theme (which always
includes Enlightened Essence as a valid option) or a derangement. If the character chooses a negative
mutation, they are refunded the XP cost of the negative mutation.

Should the character lose the Intimacy of “Fearful Fascination”, the Madman’s Insight Abomination goes into
remission. The mouths on their grey matter close their pallid lips, remaining silent until they regain the
Intimacy.

KEYWORD: Revelation
An unfractured mind is proof against Oramus’ more terrible truths, which cannot fit into their skulls. Charms
with this keyword have a different effect on Mad characters.
ASCENSION’S LULLABY
Cost: - (1 wp); Mins: Essence 4; Type: Permanent
Keywords: Desecration, Sorcerous
Duration: Permanent
Prerequisites: Sanity-Shattering Instruction, Echoes of Enlightenment

Men have long prayed to Oramus for aid in becoming what they are not. Sometimes he feels sympathetic to
such limited beings. This charm upgrades Echoes of Enlightenment. Should a character pray to the Infernal for
immortality, transformation or other things of a similar nature, the Infernal may choose to grant such a request by
spending one willpower, unless the character has already been marked by Sanity-Shattering Instruction in which
case the willpower is waived.

The supplicant hears music swell from between their ears, instructing them on the path to transcendence. They
must pay one willpower to set their feet on this road and accept a Sorcerous mouth on their brain similar to that
produced by Sanity-Shattering Instruction. The mouth sings them of the beautiful butterfly they will become
when they shed their chrysalis. It is Obvious to the character that this transformation is a fundamental change
equivalent to death that will transform them into a new order of being.

The supplicant must offer cumulative sacrifices consisting of a total of seven Resources dots and/or health levels
to the Infernal as part of successful prayer rolls before their transformation can begin. One they have done that,
on the night of the next new moon, the character is twisted into becoming a first circle demon as a Desecration
effect. This is equivalent to character death and may not be undone. Their species is one of the Infernal’s choice
that descends from them, or which they can create. The character gains the Strength, Dexterity, Stamina,
Appearance and Charms of their demonic breed, but retains all their other Attributes and Abilities, their Virtues
and their Willpower. Their Essence is raised to meet the default Essence of their breed if it was not already
higher.

By learning this Charm the warlock gains a demon species, and may purchase additional ones for 1xp each.

MUSIC OF THE COSMIC SPHERES CHARMS

ENDLESSLY WAILING FLUTIST


Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Symphonic
Duration: Indefinite
Prerequisites: Maddening Astral Piping
The souls of Oramus play pipes and flutes and countless other instruments to accompany the ceaseless music of
their progenitor. While this Charm is active, the Infernal enjoys the following effects.

• Actions to make music are reflexive and have a -0DV penalty. Note that this does not allow social
attacks to be made reflexively; the Infernal may simply continue to make music while doing other
things.

• The Infernal ignores all penalties from using improvised or inferior musical instruments, for he can sense
the music in all things.

• The warlock uses his Performance in place of his Appearance for comparing Appearances in social
combat. What use is beauty of form compared to the celestial notes he plays?

THOSE TWIRLING FIGURES


Cost: 6m; Mins: Essence: 2; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Symphonic, Compulsion, Social
Duration: One scene
Prerequisites: Endlessly Wailing Flutist

Those caught by the melodies of the Entelechial Chorister will dance until they lose all sense and sanity. This
Charm involves the warlock making music in a performance, and the Infernal’s player rolls (Attribute +
Performance) when using this Charm. Her successes are compared to the MDVs of all listeners and if she beats
their MDV the target is compelled to stay and dance or join in the music, throwing all abandon to the wind.
Spending one willpower allows this Compulsion to be resisted for five minutes, during which period the
character can avoid dancing or even raise a hand against the piping warlock. A maximum of three willpower
need be spent to resist this effect per scene.

The Infernal is the musician and guides the dance. Characters under the Compulsion have their Move actions
controlled by the Infernal’s player. She may lead them on a waltz out of town or scatter a lynch mob. However,
characters automatically resist the Compulsion to move if they believe it would put them in immediate physical
harm, though they will continue to dance unless they spend willpower (which they may well do when they
realise their dance nearly led them over a cliff).
COMPOSER OF THE NUMINOUS
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Endlessly Wailing Flutist

The music of the cosmos has sunk so deep into the Infernal’s brain that her many-coloured cerebral fluid now
resonates with her orchestral symphonies. It keeps her company during the long nights she spends trying to
express her impossible thoughts. This Charm acts as an additional 10 mote Peripheral Essence pool, which gains
one mote for each hour the Infernal spends making or writing music.

In addition, the Infernal’s transformed brain now treats time spent writing music as sleep for the purposes of rest
and willpower recovery. She even dreams during such times, impossible visions taunting her with waking
nightmares her pen cannot fully describe.

FEARFULLY REVEALING WALTZ


Cost: 5m; Mins: Essence 3; Type: Reflexive
Keywords: Symphonic, Obvious, Combo-OK
Duration: Indefinite
Prerequisites: Endlessly Wailing Flutist

The music of Oramus opens all doors of perception. For all who can hear his music, there is no difference
between immaterial and material states of being. Affected characters exist in the material and the immaterial at
the same time, and so may see, hear and interact with both states at once, and so on. Additionally, this music
forcefully opens the doors to any spirit sanctums within audible range of the Infernal’s music, and he adds twice
his Essence in automatic successes against any effect that would contest this.

SONOROUS FORBIDDING CHANT


Cost: 5m; Mins: Essence 3; Type: Simple (Speed 5, DV -2)
Keywords: Combo-OK, Compulsion, Symphonic
Duration: Indefinite
Prerequisites: Fearfully Revealing Waltz

Before the Primordial War, the stars would be driven from the sky by the terrible melodies of Oramus. Oh, how
the Maidens seethed as they had to herd them back into their rightful places. The Infernal makes music that
drives characters away from him. He rolls his (Charisma + Performance) when invoking this Charm. This
Charm exerts unnatural mental influence on any character who hears it whose DMDV is lower than the
successes rolled, compelling them to flee his presence.

Through different melodies, the Infernal may exclude specific types of being from her banishment. She may
choose to exempt a broad class of being, such as gods, humans or demons, or be more specific and only exclude
blood apes, demons descended from Metagaos, or terrestrial gods.

This Charm costs one willpower to resist for a scene, or three willpower if the character is Mad or a spirit.

The Solar Exalted have a similar Performance Charm, called Demon-Banishing Hymn. It has Respect-
Commanding Attitude as a prerequisite, and has minima of Performance 4 and Essence 3. Rather than the Mad
paying a surcharge, instead Creatures of Darkness are repulsed.

Infernals may repurchase this Charm at E4. Mad spirits affected by this Charm who do not spend willpower to
resist it flee down stranger roads which they cannot turn back on, and five days later find themselves at the gates
to Malfeas.

WAIL OF THE FAR COSMOS


Cost: 30m, 1wp, 1 Temperance channel; Mins: Essence 4; Type: Simple (Speed 10, DV-5)
Keywords: Blasphemy, Obvious, Sorcerous, Symphonic
Duration: One scene
Prerequisites: Fearfully Revealing Waltz

Oramus’ songs are not for lesser beings. When he sings laments from within his Malfean jail, all who hear his
melodies shudder and die and even the other Yozis retreat. Alas that his greater songs required his unbroken
wings for orchestration.

Opening his mind, the Infernal lets the least chords of the melodies of the Beyond flow through him and plays or
sings like a man possessed. His music is audible from at least (Performance x 100) yards away, even if he
merely whistles or hums. Any character who hears this music takes environmental damage from it, their brains
liquefying within their skulls from celestial revelations. The damage begins on the Infernal’s next action and he
must continue playing music to sustain the environmental hazard.
Characters suffering from Nosognosia take 2B/5 ticks, Trauma 3; other characters take 2L/5 ticks, Trauma 3.
Characters who know Maddening Astral Piping or who suffer from Cosmic Insight take no damage since they
already know those melodies well. Both immaterial and material characters are affected by this Charm. All
characters, whether they take damage or not, additionally suffer from a -2 external penalty to all actions as the
world becomes strangely inconstant and physical laws become unreliable - this includes the Infernal and
characters who cannot hear the music. Characters slain by this effect lose all colour from their bodies, becoming
as grey and lifeless as Oramus’ heath.

MAD PREACHER CHARMS

ACTION BEYOND THOUGHT


Cost: 14m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Social, Stackable, Sorcerous, Revelation
Duration: Infernal’s Performance days
Prerequisites: Maddening Astral Piping

The pliable minds of madmen are influenced by Oramus, even chained as he is. How dreadful would his
dominion be if he were free? This Charm functions as the Solar Charm Hypnotic Tongue Technique. It does not
have the Touch keyword, but as a Revelation effect characters who are not Mad increase their MDV by their
highest Virtue.

PREACHERBORNE DELUSIONS
Cost: 10m, 1wp; Mins: Essence 2; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Illusion, Social, Revelation
Duration: Instant
Prerequisites: Action Beyond Thought

He walked into the town, he did, and within a few days the strangest hysteria took hold of the whole place. This
Charm functions as the Solar Charm Memory-Reweaving Discipline, but additionally creates an Intimacy of
‘Fearful Fascination’ towards the Infernal in affected characters. As a Revelation effect, this Charm costs 0wp
for characters who are not Mad to resist.

SOCIETY-BREAKING TRUTHS
Cost: 7m; Mins: Essence 3; Type: Simple (7 Long ticks)
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisites: Action Beyond Thought

Only a sickly kingdom relies on lies to survive. Tearing away those falsehoods, Oramus exposes nations to the
ineffable truth. This Charm functions as the Solar Charm Taboo Inflicting Diatribe, save that the Infernal must
share some truth or reveal a falsehood to the population. This must either support the behaviour she wishes to
condone or oppose the behaviour she wishes to condemn. For example, she might turn people against the
Immaculate Faith by revealing the role played by the Sidereals, but she could not lead people to disrespect their
rulers if she believed them to be worthy of respect despite their opposition to her.

THAT CRAZED KING


Cost: 4m; Mins: Essence 2; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Social, Illusion, Revelation
Duration: Indefinite
Prerequisites: Action Beyond Thought

Those whose minds Oramus has touched recognise his frightful power. Those who consider themselves sane
ignore him. Who is madder? This Charm is a natural mental influence which affects the minds of onlookers with
an Illusion. Mad characters believe that the Infernal is a figure both wise and terrifying, who must be appeased.
Other characters believe that the Infernal is cracked but harmless and he can be safely dismissed as an eccentric
or a vagabond. Recognising this as an Illusion costs two willpower, and as an exception to the normal rules does
not give Exalts Limit.

This Charm may be repurchased at Essence 3. While this Charm is active, it also affects any representation of
the Infernal or description of him. Graven idols are dismissed as poorly-made junk or amusing trinkets to be
kept in an art collection by the sane, while the Mad fear them and yet try to placate the terrifying icons.

LORD OF ASYLUMS
Cost: --; Mins: Essence 2; Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisites: That Crazed King

When Erenabius, Fourteenth Soul of Oramus, descends upon a land - why, the madmen turn their stone-walled
sanitariums into fortresses and raise his banner high. The Infernal gains an Overdrive pool with a capacity of
10m. Initially empty, it fills at a rate of one mote per action per Magnitude of Mad characters fighting on the
same side as the Infernal in the current battle. This Overdrive pool is a shared delusion borne by the warlock’s
new soul, and so she may permit any Mad character on her side to draw from it.

FACELESS PROPHET SHINTAI


Cost: 15m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Combo-OK, Blasphemy, Form-Type, Obvious, Sickness
Duration: One scene
Prerequisites: Glorious Cosmic Melodies x2, Endlessly Wailing Flutist

Tearing off his face, the Infernal reveals the dizzying cosmos contained beneath his skin. Monstrosity unfolds as
truth is revealed. The paper-thin world screams paeans to the priest of paradox who perceives all; possible and
impossible.

• The music of the unknown spheres emanates from the hole where the Infernal’s face should be. He
always counts as playing music while this Charm is active. In addition, every character within (Essence
x 100) yards can hear this music, even through mundane obstacles and deafness. The Infernal adds
(Essence x 2) automatic successes to contest any magical effect which would contest this. This
invalidates stealth as a 16+ mote anima banner.

• Those who gaze into the Beyond go mad. Looking at the warlock automatically inflicts Cosmic Insight
(targeting the Infernal without looking at him imposes the penalty for blindness).

• Nothing can possibly be concealed to the Faceless Prophet. Glorious Cosmic Melodies activates for no
additional cost. In addition, the Infernal enjoys all the benefits of the Solar Charm Eye of the
Unconquered Sun, save that it works with hearing as well as vision.
Changelog

2016-SEPT-07
• Modified Ancient and Firstborn so Charm naturally terminates on conclusion of the oath
• Corrected phrasing to "oppose the creatures of the Wyld" in Excellency.
• Replaced second bullet point of Ennui Beyond Joy with following:

The Infernal does not need to suppress Temperance to indulge in vices. However, any scene in which
she indulges in a non-musical or non-dancing vice counts as a scene towards building an Intimacy of
“Jaded Detachment” towards that vice. Intimacies of “Jaded Detachment” do not count towards the
maximum number of Intimacies she may maintain.
• Modified Inescapable Dreams to clarify that the Infernal is a lucid dreamer.
• Corrected typo in prereqs of Faceless Prophet Shintai
• Clarified that willpower must still be spent for Inchoate Dream Snatcher to kill fae
• Incorporated Revlid’s suggestions for changes to the description of Oramus.
• At Revlid’s suggestion, general changes to First Oramus Excellency, Oramus Mythos Exultant,
Sorcerous Enlightenment of Oramus, Ascendancy Mantle of Oramus, Ancient and Firstborn
• Reduced cost of You Mean Nothing to 5m.

2016-SEPT-20
• Rephrased Excellency on Revlid’s suggestions.
• Simplified Oramus Mythos Exultant

2017-JULY-21
• Removed Choir of the Far Chorus as it was superfluous with Demon of the First Circle and poorly
mechanised on top of that. Replaced in its full with Wail of the Far Chorus, a wide-area AoE.

2019-FEB-04
• THAT CRAZED KING is now a natural mental influence, rather than unnatural. Previously there was
the unfortunate side effect of the UMI which meant that any target hit with it was automatically treated
as being Mad, which meant the non-Revelation effect never triggered.
• FACELESS PROPHET SHINTAI is now a Form-Type charm, like it always should have been.
[Earth Scorpion's Szoreny]

“After all, what is more enviable than happiness? And if I can cure myself of envy I can acquire happiness and
become enviable. The man who has double my salary is doubtless tortured by the thought that someone else in turn
has twice as much as he has, and so it goes on. If you desire glory, you may envy Napoleon. But Napoleon envied
Caesar, Caesar envied Alexander, and Alexander, I daresay, envied Hercules, who never existed. You cannot,
therefore, get away from envy by means of success alone, for there will always be in history or legend some person
even more successful than you are.”

- Bertrand Russell

This set of Charms for the Yozi Szoreny is intended to work alongside the Charm sets for other Yozis already
presented in Manual of Exalted Power: Infernals (and other sources, such as the Broken-Winged Crane and Ink
Monkey supplements), and includes an Urge. All the usual rules for Green Sun Princes apply, as given in those
books. I strongly recommend using Revlid’s rewritten Charmset for She Who Lives In Her Name (and the
Infernal version of Wyld-Shaping Technique contained therein), found here.

The following additional fan-written Yozi Charmsets are compatible with these rules:
• Oramus, the Dragon Beyond the World (Yozi Charmset)
• Metagaos, the All-Hunger Blossom (Yozi Charmset)
• Elloge, the Sphere of Speech (Yozi Charmset)
• Isidoros, the Black Boar that Twists the Skies (Yozi Charmset)

SZORENY, THE SILVER FOREST


Version 1.03

SZORENIC URGE, THE URGE TO EXCEED


Szoreny defines himself by his opponents, and yet it is in his nature to prove himself their superior. He is
eternally driven to grow, for if he is left to stagnate his own invidious nature poisons him. That was why the
Exalted inverted him, for trapped upside down he cannot seek fresh challenges. He must be better than anyone
else, and does not care if it means he must rise or they must fall. Doping a rival’s food is just as legitimate as
training harder. His cold spite oozes down his exposed roots, polluting the rivers of Hell - and if it were not for
Kimbery’s own toxic nature, his quicksilver would have left the Demon Sea lifeless. There are tomes in the
libraries of Orabilis that imply a kinship of some kind between Szoreny and Autochthon, and that their sick
obsession with self-transformation is much alike. But perhaps that is mere slander from a soul of bitter Cecelyne.
Szoreny brags about his Virtues, though in truth he discards Conviction and Valour as useless to him. Why stick
to a useless path when it bears no fruit? Why risk your own life in open confrontation? The Thousand Recursion
Prince has more time for Temperance, for his spiteful patience would let him wait an age to have his revenge on
someone. Compassion, though, is something he prizes above all else. It is Compassion that drives him to be the
best, because the world deserves his glory, and it is Compassion that leads him to take everything from a man.
His loved ones deserve better, and Szoreny provides.

Examples include:
• Slay the best swordsman in Creation in a formal duel
• Defeat Ledaal Kes at a high-stakes game of Gateway
• Ruin the Guild Council such that even the beggars of Nexus scorn them
• Conquer the Unconquered Sun

The Torment of Szoreny: When an Infernal with a Szorenic Urge accumulates 10 points of Limit, he suffers the
Torment of Szoreny. His toxic essence and spite turns in on itself, wracking him with agonised doubt. He
believes himself worthless and unable to accomplish anything on his own, and will take no actions unless
prompted by others. If put in a situation where he has to make a decision, he will prevaricate endlessly and seek
to put it off. Moreover, his entire body shakes and quivers as if afflicted with erethism, inflicting a -2 internal
penalty on any physical action and a -5 internal penalty on any actions which require fine motor skills, such as
lock picking or calligraphy.

Szoreny’s act of villainy is included in Manual of Exalted Power: Infernals and so is not reprinted here.


SZORENIC URGE, THE URGE TO EXCEED


GENERAL CHARMS
FIRST SZORENY EXCELLENCY - ESSENCE OVERWHELMING
SZORENY MYTHOS EXULTANT
SORCEROUS ENLIGHTENMENT OF SZORENY
ASCENDANCY MANTLE OF SZORENY
::SIDEBAR - Charm Concept: Envious Intimacies and Motivations::
MERCURIAL SAP EMBRACE
:: SIDEBAR Quicksilver Sap and Heavy Metal Poisoning::
REFLECTION UPON INSIGHT
SILVER TONGUE STATEMENT
ROUGE-DAUBED CHARMER
FAIREST EMPRESS COMPLIMENT
MIRRORED DESIRE REVELATION
BRANCH-AND-ROOT PROTRUSION
WORLD-CLAIMING ROOTS
BACK-BREAKING BOUGHS
New Keyword: Accumulation
CINNABAR BLOSSOM INHALATION
NO-SLEEP NOOTROPIC
INSENSATE BARK TINCTURE
ENDLESS PHARMACEUTICAL SOLUTIONS
PRIME ELEMENT WONDER
OUTER SELF ALCHEMY
IMMORTAL EMPEROR BENEDICTION
::SIDEBAR Reflective Surfaces::
THOUSAND SHATTERED SELVES
THIS IS NOT ME
TREE AND BRANCHES PARABLE
SQUIRMING ROOT MIMICRY
HERMETIC SUBSTITUTION TECHNIQUE
MIRROR WORLD EVOCATION
SOUL-EATING MIRROR
DOPPELGANGER GENESIS EVOCATION
ENVIOUS HEART
BENDING LIKE LIGHT
UNTOUCHABLE SPLENDOUR
:: SIDEBAR Imperfection of the Silver Forest::
BEST OF FRIENDS FIRE
QUICK-AND-SILVERY TOUCH
PSEUDOBULBAR AFFECTIONS
DEMON TREE EMBRITTLEMENT
COLOSSAL FALSEHOOD PRANA
FOX TONGUE RUMOUR
SLIPPERY GENTLEMAN SUSURRATION
SLANDEROUS WHISPERS TECHNIQUE
WAN WASHED-OUT FACES
PINPRICK PUPILS PERCEPTION
TECHNIQUE-STEALING TECHNIQUE
ETERNAL RIVAL REFLECTION
PRIMORDIAL MIRROR
SPITEFUL SABOTAGE BLOSSOMING
ETERNAL FRIEND DEMEANOUR
HISTORY REWRITING TRIUMPH
SILVER EYED MONSTER
HEARTWOOD’S PATRONAGE
ADORING FANS BIOMAGNIFICATION
INVIDIOUS FOREST SHINTAI
Changelog

GENERAL CHARMS

FIRST SZORENY EXCELLENCY - ESSENCE OVERWHELMING


Cost: 1m per dice; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites: None

The Silver Forest is a poisoner, both literally and figuratively. His gifts and relationships are toxic. Szoreny is a
false friend who conceals his obsessive and self-destructive ways. He changes himself to meet expectations,
sacrificing his own identity along the way. He can abide no superiors in his envy, but revels in the attention of
others. As a result, he gathers adoring fans and rivals in equal measure, and cherishes them both, for he is vain
and insecure. The Thousand Recursions Prince masks his feelings, hiding his true sentiments under a smiling
face. In truth he prefers his vengeance cold, slowly weakening his foes until he can defeat them in a flashy and
melodramatic showdown which he has already rigged in his favour. When something does break his smiling
mask he snaps, throwing everything he has into a violent outburst which leaves nothing in reserve.

This Excellency aids actions to cheat, gain the respect of others, and steal. This Charm can always enhance
actions which have the goal of defeating or exceeding a rival. The Mirror Tree discards those he defeats,
keeping them only as trophies of old glories. This Excellency cannot be used to enhance actions that credit other
characters with positive actions. The Infernal may pin the blame on others, but only to make himself look better
by contrast - not to advantage anyone else.

SZORENY MYTHOS EXULTANT


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisites: First Szoreny Excellency

Szoreny: In addition to the standard rewards from stunting, the warlock may select a character who observed the
action. He compares the successes he got on the action to their DMDV. If he beats their defence, as an Emotion
the onlooker gains an Intimacy of the Infernal’s choice, costing (stunt rating) willpower to resist. The Intimacy
must be thematically appropriate to the stunt and directly pertain to it. A given onlooker may only be targeted by
this effect once a scene.

SORCEROUS ENLIGHTENMENT OF SZORENY


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: First Szoreny Excellency

The Thousand Recursion Prince is a spiteful being, and in his many reflections he watches the world for threats
to his magnificence.
Any spell which curses or leaves long-term negative effects on a character is reduced in cost by 10m and 1
willpower, to a minimum of 5m and 1 willpower. Example spells that would benefit include Curse of Slavish
Humilty, Hideous Confusion of Tongues, and Enemy of Nature. However, his vanity does not let him be ignored,
and so the cost of any spell that conceals or obscures his presence is increased by one willpower (such as the
Private Plaza of Downcast Eyes, or Disguise of the New Face).

ASCENDANCY MANTLE OF SZORENY


Cost: --; Mins: Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: First Szoreny Excellency

If the Mirror Tree was not driven on by his eternal envy, his branches would crack and shatter. The warlock only
receives the benefits of this charm while he has an envious Motivation.

::SIDEBAR - Charm Concept: Envious Intimacies and Motivations::


An intimacy or Motivation is envious if it desires to outdo or undo the advantages of another. These can be be
status-based, prowess, relationships or material possessions. Examples include:
• An ambition to usurp your brother and take his crown
• The goal of being the most skilled assassin in your hidden village
• A desire for the love of the husband of a duke
• The wish to drive a Guild factor into penury

Envy is not abstract and must have a target (even if it is is implicit - like how there can only be one “best
swordsman in Creation”. A simple desire to be wealthy is not envious, but the desire to be richer than a Dynast
is.

If a character has an envious Intimacy or Motivation towards a character, they are said to envy them.

MERCURIAL SAP EMBRACE


Cost: - ; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Lesser beings consider Szoreny’s blood to be a toxin. No; that is simply his nature made manifest.

• Szoreny’s flowing flexibility takes root in him. He becomes ambidextrous (ignoring the penalty for off-
hand weapons, see Exalted p148). He also becomes inhumanly double-jointed and flexible, adding one
automatic success to any attempt to escape direct physical constraint (such as being tied up or a grapple)
and allowing him to fit through gaps or into spaces up to (Essence + 1) times smaller than himself with a
successful (Dexterity + Athletics) roll.
• Quicksilver sap infuses the Infernal’s flesh and leaves silvery streaks in his blood. For each health level
worth of his flesh or blood that a character ingests, they take a dose of quicksilver sap.
• He adds (Essence)/week to the Tolerance of heartsap and any Poison that affects him. Poison cannot
reduce the Infernal below his -1 health levels while heartsap cannot reduce him below his -2 health
levels. Any other damage he would take is ignored.
• In any scene when he takes a dose of heartsap, the Infernal ignores all Penalties from Poison. This
includes heartsap as well as mundane and magical Poisons.

:: SIDEBAR Quicksilver Sap and Heavy Metal Poisoning::

The mercury of Creation was made in the image of Szoreny, who much adored its smooth-flowing nature. Those
who inhale the vapours that waft from him, drink from the polluted streams that run through the woods, or -
most foolishly - drink his sap find themselves afflicted with uncontrollable shakes and vicissitudes of the mind.

The rules below replace the rules for Quicksilver Sap and other Szorenic poisons as listed in the Compass of
Celestial Directions: Malfeas.

The Penalty for quicksilver sap - and other lesser forms of heavy metal poisoning, such as the mercury of
Creation - works differently from most venoms. Rather than start off as a flat value, the Penalty builds over
time. For each level of damage that quicksilver sap inflicts, the Penalty increases by 1. This Penalty represents
permanent damage to the flesh and mind, and is retained as a Crippling effect even once the character has purged
all doses of the sap. This Penalty only gains the Crippling keyword when the Infernal has no doses of
quicksilver sap in their system. Characters who heal as Exalts reduce this penalty by one a day once they are free
of the poison. Mortals and other characters cannot reduce this penalty without medical treatment with
sophisticated alchemical potions nearly lost to modern Creation (Resources 5 required for the ingredients,
Difficulty 4 to treat).

Should the character be re-exposed to quicksilver sap before the penalty has faded, the Penalty ceases to
diminish, and increases if they take any more damage.

Quicksilver Sap: Damage 2L / 1 Day, Toxicity 3, Tolerance None, Penalty: Special

Some Szoreny Charms additionally refer to heartsap, most notably in the Accumulation keyword. Heartsap has
the same statline as quicksilver sap, but it has the special property that it is not mechanically a Poison. As a
result, even though it uses the poison mechanics, Charms that can cure Poison or prevent it have no effect on it.
Heartsap is a physical form of Szoreny’s self-destructive envy, serving as a cost for his Charms just like mote or
willpower expenditures. Heartsap can only be self-inflicted; no magical or mundane effect can poison other
characters in this way.

:: END SIDEBAR::

REFLECTION UPON INSIGHT


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Mercurial Sap Embrace

Those who gaze upon Szoreny open up their hearts to him, so he can be what they want him to be.

This Charm functions as the Solar Linguistics Charm Sagacious Reading of Intent, except it also informs the
Infernal of the way that the target expects the Infernal to behave in this scene, and inflicts a Compulsion to act in
that way, provided this behaviour is not fundamentally hostile to himself or his Motivation. It costs one
willpower to ignore all Compulsions from this Charm for a scene.

SILVER TONGUE STATEMENT


Cost: 4m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion, Social
Duration: Instant
Prerequisite Charms: Reflection Upon Insight

Never commit to anything, and others will read what they want into your words.

This Charm supplements a social attack. The Infernal’s words come out as mirror-bright nothings that form a
blank canvas for the desires of others. Targets of the social attack feel at a gut level that the Infernal wants what
they want, and his goals will lead them to getting what they desire. It costs two willpower for a target or an
onlooker to resist the Illusion and realise that the Infernal is spewing incoherent mercury-befuddled thoughts.

ROUGE-DAUBED CHARMER
Cost: 5m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Silver Tongue Statement

Before the Primordial War, even the gods were fooled by the innocent facade of Szoreny’s cinnabar blossoms.
After it, too many Exalts came to believe that the Silver Forest was less of a threat than the other Yozis.

This Charm enhances an action that might offend watchers, or a social attack which seeks to justify the Infernal’s
past or future deeds. He rolls his (Charisma + Socialise) and compares his successes to the MDVs of onlookers.
If he beats their MDVs, they are afflicted by an unnatural Illusion which leads them to believe that the Infernal’s
actions are justified under the circumstances. They consider it acceptable for the Infernal to commit deeds of
that kind, now and in the future, even if they would consider them completely unacceptable for anyone else.

It costs one willpower to resist this Illusion. This increases to two willpower if they possess a positive Intimacy
toward the warlock or an Intimacy that would support his actions (for example, hatred of the Realm when
watching the Infernal murder a legionary), and three willpower if their motivation supports it.

This exception claws its way into their psyche if they do not spend willpower to resist it. The onlookers will not
willingly re-examine the Infernal’s behaviour on their own, and should someone else prompt an examination,
they must spend four willpower to accept their own culpability in letting the warlock flaunt conventions in this
way.
FAIREST EMPRESS COMPLIMENT
Cost: 12m, 1wp; Mins: Essence 3; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Obvious, Servitude, Social
Duration: Instant
Prerequisite Charms: Silver Tongue Statement

How many vain princes and queens have fallen for the blandishments of the Silver Forest and become a warped
reflection of who they once were?

The Infernal’s breath smells of Szoreny’s lost cinnabar blossoms as he directs his words at a single target within
(Essence) yards of him. He makes a social attack which plays off an Intimacy of hers that he knows, rolling
(Manipulation + Presence). This attack is undodgeable if the Intimacy is envious. If the attack succeeds, that
Intimacy is elevated to the level of a Motivation (adjusting the wording where appropriate), while her Motivation
is relegated to an Intimacy. Immediately and at any point thereafter, she may spend four willpower to reassert
her old values. The willpower may be paid in installments. Though this is Obvious, the character does not
experience anything strange about her modified priorities. After all, such feelings were already part of her.

If the former Motivation is lost or modified as an Intimacy, the effects of this Charm become permanent as she
internalises her new priorities. She may also willingly accept her new Motivation. This rush of certainty refills
all her willpower points the first time it happens in a scene.

MIRRORED DESIRE REVELATION


Cost: 15m, 1wp; Mins: Essence 4; Type: Simple (Speed 5, DV-2)
Keywords: Combo-OK, Servitude
Duration: Indefinite
Prerequisite Charms: Fairest Empress Compliment

Szoreny shows you your every desires within his depths. No wonder demons gather beneath his roots and starve
away in adoring worship.

The Infernal selects a character for whom he knows one of the Intimacies or Motivation and who is within
sensory distance. He rolls his (Appearance + Socialise). The Infernal’s skin and clothing ripples, and subtly
shifts, his form, body language and even accent adjusting so he becomes the perfect compatriot to lead or direct
them in the fulfilment of their Intimacy. A target looking for love and with a thing for tall, dark and handsome
strangers will make the Infernal grow, darken his hair, and give him an air of exotic mystery while a character
driven by their desire for revenge against the Realm will make the Infernal into someone who’s suffered at the
hands of Dynasts.

All characters who share the Motivation or Intimacy who perceive him compare their MDVs to his successes. If
he beats their MDVs, this perfect match for their wants leads them to believe they’ve found the perfect ally
who’ll lead them to the fulfillment of their goals. This unnatural Servitude effect attaches parasitically onto their
existing Intimacy, such that the two become synonymous, and compels them to serve the Infernal loyally. The
woman looking for revenge on the Realm cannot think of getting revenge without the Infernal being involved.

This effect costs one willpower a day to resist, and once the character has spent five willpower resisting it they
are immune to its effects for a month. Should they lose the Intimacy or their Motivation shifts, the Servitude
effect terminates. Should they knowingly interact with the Infernal when he does not have this Charm activated
and directed at one of their Intimacies, they may spend two willpower to break the Servitude instantly in a
welling-up of disappointment, becoming immune to it for a month.

This Charm can be repurchased at Essence 5, gaining the Stackable keyword. When the Charm is already active,
the warlock may re-activate it for the reduced cost of five motes, to add another Intimacy to the effect, his form
becoming a hybrid of the changes from both Intimacies. His motepool is the only limit on his capacity to be all
things to all men.

BRANCH-AND-ROOT PROTRUSION
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Mercurial Sap Embrace

The bones in the Infernal’s limbs become kin to the root of the Silver Forest, reaching out every which way in
writhing futility.

While this Charm is active, the character may reflexively sprout up to (Dexterity) extra quicksilver limbs, which
resemble gnarled roots or sprightly branches in form. This allows him to hold or manipulate up to (Dexterity)
extra objects at once. He may extend his limbs up to (Essence x 3) yards, and all attacks made gain the R tag.
Any close combat counterattacks that lack a similar reach must target his outreached arms, at a -2 external
penalty. He may do lethal damage with unarmed Punch and Kick attacks, stabbing with silver-bladed fingers
and toes, and increases their Rate by (Dexterity), up to a maximum of 5. His capacity to sprout extra limbs
negates any Crippling effects that would affect his limbs, even amputation; like the hydra of old, he simply
grows new ones.
This Charm may be repurchased at Essence 3. If activated for a surcharge of +3m the Infernal negates all
Crippling effects which currently affect him, as surging quicksilver coats the damaged organ or the severed body
part dissolves into mercury and flows back to the stump to reform. This includes any new Crippling effects he
receives, but does not prevent him from suffering the effect unless it would incapacitate him, render him
incapable of completing his Motivation, or kill him.

WORLD-CLAIMING ROOTS
Cost: 3m (+2m); Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Branch-and-Root-Protrusion

Since first he emerged from the primordial chaos, Szoreny has sought to climb to the top. Even now his roots
scale the buildings of Malfeas to surpass the Demon King.

While it is active, the Infernal enjoys the benefits of Graceful Crane Stance as his root-like limbs sink silver
threads into the slightest handhold.

If Branch-and-Root Protrusion is active, he additionally enjoys (Essence) bonus successes for any climbing
action, and should this beat the Difficulty of the climb he may freely Move and Dash on the surface, even if it is
vertical or inverted.

This Charm may be repurchased at Essence 3. While this Charm is active he may reflexively spend two motes
to reduce any Knockback he experiences to maximum of (6-Essence) yards, minimum 0.

BACK-BREAKING BOUGHS
Cost: (+2m); Mins: Essence 3; Type: Permanent
Keywords: Accumulation, Crippling, Obvious
Duration: Permanent
Prerequisite Charms: Branch-and-Root-Protrusion

Those who would look at the beauty of the Silver Forest should not step too close, for fear that they will be
snatched up by many hand-like roots and wrung like a washcloth.
This Charm enhances Branch-and-Root Protrusion. If the Infernal commits two motes and takes a dose of
heartsap as per the Accumulation keyword, his tree-like limbs become fuelled with terrible force for the
remainder of the scene. Damage from clinches becomes lethal, he adds (Essence) dice to all pools to inflict,
maintain and control a clinch, and he adds (Essence) to the damage of clinches. Should a single clinch inflict
more damage than the target’s Stamina, he may inflict a single Crippling injury listed on p152 of the Exalted
corebook.

New Keyword: Accumulation


Perhaps the reason Szoreny seeks to become like others is that some glimmer of self-awareness means he knows
how his nature sickens him. Charms with the Accumulation keyword inflict a dose of heartsap on the user as
part of their activation cost.

Charms with the Accumulation keyword may not be used if the Infernal’s has more than (Stamina + Resistance)
doses of heartsap in their system.

CINNABAR BLOSSOM INHALATION


Cost: 7m, 0-1hl; Mins: Essence 2; Type: Simple (Speed 7, DV -1)
Keywords: Combo-OK, Poison, Touch
Duration: Instant
Prerequisite Charms: Mercurial Sap Embrace

The precious red flowers of Szoreny once cured all ills. They could not cure the inversion the Exalted inflicted
upon him, however, and now they languish underground.

This Charm functions as the Solar Charm Instant Treatment Methodology, save that the Infernal can optionally
bypass the requirement for any required drugs or medicines by taking one bashing health level, releasing
quicksilver vapour which has a faint floral smell. This inflicts one dose of quicksilver sap on the patient. The
Infernal can treat himself with this Charm.

NO-SLEEP NOOTROPIC
Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Accumulation, Combo-OK
Duration: One week
Prerequisite Charms: Cinnabar Blossom Inhalation
Who knows what chances for glory might escape when lesser beings waste their time with sleep?

While this Charm is active, the Infernal does not have to sleep (and indeed, cannot), and takes no fatigue
penalties to purely mental actions. All mental actions that are feats of puzzle-solving, memory or awareness
(including Join Battle and Join War rolls) receive one bonus success. In addition, he automatically passes all
Temperance checks to avoid distractions while engaged in a dramatic action.

Once this Charm’s duration ends, he collapses from exhaustion and sleeps for a whole day. He may reflexively
activate the charm to avoid this, but suffers a -1 internal penalty to all mental actions until he sleeps, which is
cumulative. Additionally, each additional reactivation increases the number of days he sleeps by one.

INSENSATE BARK TINCTURE


Cost: 1m; Mins: Essence 2; Type: Reflexive
Keywords: Accumulation, Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: Cinnabar Blossom Inhalation

If it were not for the numbing brews that swirl in his trunk, the screams of the inverted Silver Forest would be
audible on every layer of the Demon City.

While this Charm is active, the Infernal negates (Appearance) points of penalties from Disease, Crippling, or
Wound Penalties. Additionally, on activation he heals one point of aggravated damage or lethal damage, or three
points of bashing damage. Aggravated or lethal injuries healed in this way leave obviously unnatural silvery
scars as a Crippling effect.

ENDLESS PHARMACEUTICAL SOLUTIONS


Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Insensate Bark Tincture

When the Thousand Recursion Prince finally reaches the end of his patience, he bursts into alchemically-fuelled
motion.

This Charm permanently improves the Infernal’s capabilities. Whenever he takes a dose of heartsap (including
making use of Charms with the Accumulation keyword), he may choose to enjoy the following benefits for the
rest of the scene:
• He adds (Appearance + Essence) to his Strength + Athletics total when calculating feats of strength
• He adds (Essence) in yards to his base movement and dash distances
• He adds (Essence) in yards to his vertical jump distance, and (Essence x 2) to his horizontal jump
distance.
While the effects of this Charm are active, his veins and arteries bulge with thick, dark metallic blood and his
heart beats as fast as a hummingbird’s wings.

PRIME ELEMENT WONDER


Cost: 6m, 1lhl; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Cinnabar Blossom Inhalation

When the Primordials wrought Creation, they took Szoreny’s sap and made many strange and glorious things
from it.

The Infernal’s blood transmutes fully to quicksilver, becoming the first material itself. Strange capillaries and
hollows open up inside him, and his body becomes a fully equipped master’s workshop for alchemy. His blood
can become acids or transmute lead to gold; branches of his metal blood can reach out of his flesh to form
distillate towers or draw out wire. This is primarily of use for Craft (Water) and Craft (Vitriol), but can also be
used for applicable elements of other Crafts as part of a larger project (for example, etching a blade).

If the Infernal knows Thousand Shattered Selves, additionally his blood can form humanoid branches who can
assist with any Craft project. These count as up to (Essence) assistants, with the same Attributes, Abilities and
Specialities as he has.

OUTER SELF ALCHEMY


Cost: 10m, 1hl; Mins: Essence 3; Type: Dramatic Action (20 minutes, DV -2)
Keywords: Combo-OK, Desecration, Poison, Sorcerous, Training
Duration: Indefinite
Prerequisite Charms: Cinnabar Blossom Inhalation

Beauty in a bottle; who wouldn’t desire that?


This Charm is a fifteen minute dramatic action where the Infernal prepares a miraculous brew from ingredients
which includes his own blood or flesh in it (inflicting one bashing health level on himself in the preparation
process), then makes an (Intelligence + Craft (Water)) roll at a difficulty specified below. On a success, the brew
is successfully prepared; on a failure, it is only a dose of quicksilver sap.

At creation, the Infernal must choose one of the following benefits that the brew gives the drinker, as a Poison-
keyworded effect. The precise effects must be specified ahead of time. When ingested by a patient, they take a
dose of quicksilver sap. The benefits of the brew takes effect instantly in a euphoric rush of blissful agony.
• (Difficulty 4): Gain a single dot in a specified Attribute as a Training effect, up to a cap of four dots.
• (Difficulty 3): Removes a single specified mutation as a Desecration effect (this can include mutations
innate to the character, like the short height of the djala). This cannot remove Creature of Darkness.
• (Difficulty 2): Suppress the Penalty from quicksilver sap poisoning for a month. This brew cannot affect
a Penalty from heartsap. This brew does not inflict a dose of quicksilver sap, unlike the others.

If this Charm puts a character into XP debt, this Charm remains active even once the brew is consumed. If the
character is targeted by countermagic, the bonus traits granted by this Charm deactivate for the remainder of the
scene, and the character takes an additional dose of quicksilver sap. Once the character has paid off the XP debt
from the Training in full, the effects become permanent and are no longer vulnerable to Countermagic.

IMMORTAL EMPEROR BENEDICTION


Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Desecration, Poison, Touch
Duration: Permanent
Prerequisite Charms: Outer Self Alchemy

The taste of the vermillion petals of the Silver Forest could give a man immortality. His roots whisper to cultists
that this is why the Exalted inverted him; they wished to hide the secrets of longevity from lesser men.

This Charm upgrades its prerequisite. Each purchase of it adds one of the following options to the list of brews
that can be made with Outer Self Alchemy:
• (Difficulty (Treated Mortality)): Cure a specified Disease. This can even treat the Great Contagion,
Green Sun Wasting, and other supernatural diseases. The drinker is also rendered immune to the disease
for a year and a day.
• (Difficulty 2 for mundane Poisons, Difficulty 4 for supernatural poisons): Cure a specified Poison. This
cannot cure quicksilver sap poisoning or heartsap, but can cure other supernatural poisons like Yozi
venom.
• (Difficulty 3 for normal Crippling, Difficulty 5 for usually untreatable Crippling): Cure a specified
Crippling effect. Untreatable Crippling injuries healed with this method display Szorenic cosmetic
alteration like silver nails on a regrown arm, which can be noticed with a successful (Wits + Occult) roll
at Difficulty 5. This cannot cure the Crippling Penalty from quicksilver sap or heartsap. “Aging” is
treated as an untreatable Crippling effect for the purposes of this Charm, although this merely reverts
them to the prime of their youth and only increases their lifespan by a year. If the Infernal wishes, he
can only grant a limited period of renewed youth, in which case they revert to their original age over the
course of a week once the time has passed.

::SIDEBAR Reflective Surfaces::

For the purposes of Szoreny Charms, a reflective surface is one which reflects light, and does so with regular-
enough reflection that details of the face could be made out. Polished brass and bronze, spilled water, the
shining orichalcum armour of one’s foe and - of course - Szorenic quicksilver are all examples of things that are
valid reflective surfaces that can be found in modern Creation. To be used with a Charm, the surface must be at
least palm-sized if not otherwise specified.

THOUSAND SHATTERED SELVES


Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Action-Only, Combo-OK, Obvious, Stackable, Sorcerous
Duration: One scene
Prerequisite Charms: Mercurial Sap Embrace

If one would entreat with Szoreny, one must be sure that they do not just speak to one of his endless reflections.

The Infernal may activate this charm on his action tick to create a mirror clone of himself within (Essence)
yards. On activation he may switch places with the newly created mirror clone, to conceal which one is genuine.
The construct appears physically identical to the Infernal and is dressed the same, but any artefacts the Infernal
has are replaced with duplicates with the traits of the nearest non-magical equivalent. This mirror-clone has
identical non-magical traits and mutations to the Infernal, but has Essence 1 and cannot use essence or Charms.
Its appearance mirrors the Infernal’s - should he take any injuries they cosmetically appear on the clone too.
Should the Infernal flare their anima banner, the anima banner is reflected on the mirror clone though it enjoys
no mechanical benefits from this. It cannot attack, and dies if it takes a single point of damage or successfully
uses its PDV.
It obeys the Infernal as if it was a bound demon, and the Infernal may give it unacceptable orders (such as
ordering it to jump off a cliff so it looks like the Infernal committed suicide). At the end of this Charm’s
duration, it and all its possessions liquefy, leaving behind a person-shaped pool of mercury and broken glass.

THIS IS NOT ME
Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Thousand Shattered Selves

In the Silver Forest, there is scant difference between the reflection and the self.

While the Infernal has a mirror-clone from the prerequisite extant, he may activate this Charm as a Counterattack
in Step 9 to exchange locations with it. This is a Counterattack and so reduces his DV by 1 and cannot be used
with another Counterattack.

Alternatively, he may activate this Charm reflexively when he takes a Move or Dash Action to swap places with
his mirror-clone.

TREE AND BRANCHES PARABLE


Cost: 4m, 1wp; Mins: Essence 2; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Thousand Shattered Selves

Those who dismiss Szoreny’s reflections as tricks of the light soon find that the branch is no less the tree.

This Charm is a magical flurry consisting of a number of physical attacks equal to (number of existing mirror-
clones + 1, maximum 7). These attacks bypass rate and suffer no multiple action penalties, while the flurry as a
whole imposes a DV penalty equal to the highest penalty for any attack. The Infernal and each of his mirror
clones make one identical attack each, and therefore the character makes one attack roll and separately compares
the attack to a separate defender with each attack in the flurry. Use of excellencies to enhance this Charm apply
the same benefits to all attacks in the flurry at no additional cost. Each attack must be against a target within
range for the given clone or the Infernal.
At Essence 3, this Charm automatically upgrades - the character and his clones may direct the attacks against a
single target, as long as the Infernal envies them.

SQUIRMING ROOT MIMICRY


Cost: 2-10m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Mercurial Sap Embrace

There are many pretty things in the depths of the Silver Forest. Do not be fooled. They are all Szoreny.

Reaching into a reflective surface, the Infernal pulls out a reflection of an inanimate object within visual range
(and within (Essence) miles). This charm costs two motes per dot of Resources that the object costs, plus one
willpower. The reflective surface must be large enough to permit the mirror-object to pass through, and the
object must be something the Infernal can carry. The object is a mirror image of its original, though strangely
that causes no problems; a mirror-key still works in a lock and the shift-manager doesn’t notice that the identity
documents are back to front (an Illusion which costs one willpower to ignore). Duplicated artefacts lack all
mystical potency and have the traits of their closest mundane equivalent (for example, a reaper daiklave has the
traits of a slashing sword)

If the Infernal wishes to permanently retain a signature garment or always have a pack of cigarettes to hand or
some other quirk of that ilk, the Storyteller may permit them to spend 1xp to retain the form and always be able
to create it. The Storyteller retains an absolute veto over permissible quirks, which must be within Szoreny’s
themes. Keen-eyed onlookers may sometimes notice it in the Infernal’s reflection when this Charm is not active.
At the end of a story, the character may convert a quirk back into XP.

Although the Duration of this Charm is Indefinite, if the object goes a scene without skin contact with the
Infernal it dissolved into mercury and squirms its way back to him, sinking into his flesh. The same occurs if the
object is destroyed. The trail it leaves behind is a valid target for tracking rolls.

At Essence 3, this Charm automatically upgrades. Rather than requiring a reflective surface, the Infernal can
instead force quicksilver from his pores which takes shape as the mirror-object.
HERMETIC SUBSTITUTION TECHNIQUE
Cost: 6m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Squirming Root Mimicry

Too many heroes died in the Primordial War when it was revealed that in the night someone had replaced their
weapons with quicksilver branches.

This Charm is an attempt to steal something in plain sight within (Essence) yards. The Infernal must be able to
see the object in a reflective surface. He must be able to carry the item and cannot steal objects in active use
(including attuned artefacts) unless stealing from an extra. The Infernal automatically succeeds at stealing the
object, leaving a mirror-copy in its place. Should another Charm contest this effect, the Infernal adds his
(Essence) in automatic successes to the roll-off. Characters with ordinary senses cannot spot the replacement.
Characters with inhuman sensory acuity are at +4 difficulty to notice the substitution.

Although casual inspection reveals nothing unusual about the mirror-object, trained savants can recognize subtle
optical errors in the mirror-object with a difficulty 5 (Perception + Craft) roll, if given reason to inspect it
closely. At the end of the Charm, the mirror-object disintegrates into a pool of mercury vapour, which
sublimates and makes its way back to the Infernal.

The mirror-item is fragile, has only one health level, and disintegrates into a pool of mercury if it takes any
damage. As with its prerequisite, duplicated artefacts lack all mystical potency and have the traits of their
closest mundane equivalent. Should the stolen item be a weapon, the mirror-weapon has an accuracy of (-
Infernal’s Essence) and a damage of 0B when making attacks against him. Likewise, if the stolen item is armour
the mirror-armour provides no soak against the Infernal’s attacks.

This Charm may be repurchased at Essence 3. This increases its duration to (Essence) weeks. In addition, for a
surcharge of one willpower the Infernal can steal attuned artefacts as a Shaping effect. This forcefully de-attunes
them.

MIRROR WORLD EVOCATION


Cost: 6m, 1wp; Mins: Essence 3; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Obvious, Sorcerous, Touch
Duration: One scene
Prerequisite Charms: Hermetic Substitution Technique
The Silver Forest has ten thousand thousand worlds a hair’s breadth from reality.

To activate this Charm, the Infernal must be touching a reflective surface large enough for him to pass through.
He steps into the mirror, finding himself in a mirror world which resembles a funhouse reflection of the real
world. The mirror world extends around the reflective surface he used for (Appearance x 100 yards), with an
impermeable silvery wall surrounding this perimeter. The mirror world is a warped reflection and can differ
significantly from that which it reflects, as the Storyteller wishes, though the locations of reflective surfaces
always match up. The Charm terminates if the original reflective surface used to activate it is broken.

All reflective surfaces that exist in the real world are gateways to the mirror world, and vice versa. Characters in
one world can see into the other world as if looking through glass. A successful (Perception + Occult) roll at
Difficulty 5 is enough for a character to intuit the strangeness of their reflection, though this difficulty should be
appropriately reduced should a character observe actions in the mirror world that are not happening in reality.
Reflections of living beings in the mirror world are always mortal extras lacking the memories of the original,
who have a Motivation of “copy what my original does” and no self-preservation instinct. They normally perish
swiftly if taken from the mirror world, though stranger things can happen.

The Infernal may freely pass between the two worlds using any reflective surface large enough for him to pass
through, including leading willing characters he is touching or carrying characters he has grappled. He may
attack through reflective surfaces. Other characters must spend one willpower to pass into the mirror world or
attack through reflective surfaces for one scene. Mirrors in areas warded against teleportation require a roll-off to
use as a gate, which may result into the Infernal running into an unseen wall if he does not realise that the area is
protected. When this Charm terminates, all characters who remain within the mirror world are restored to the
nearest equivalent location in the real world.

This Charm may be repurchased. If the Infernal activates it as a dramatic action lasting fifteen minutes for a ten
mote surcharge, its duration increases to Indefinite. Such mirror worlds can grow if they steal physicality from
the original world. Its radius increases by 25 yards per week for every Magnitude of individuals from the real
world who reside full time in the mirror world. The mirror world becomes a persistent Blasphemy upon
exceeding five miles in radius. Countermagic cuts the ties the mirror world relies on, sealing off affected areas
with the same impermeable wall that marks its threshold. Emerald countermagic cleanses an area with a radius
of up to 250 yards, while Sapphire and Adamant cleanse a radius of up to 500 and 1000 yards, respectively. Any
form of countermagic directed at the original reflective surface ends this Charm, as does the destruction of the
reflective surface.
SOUL-EATING MIRROR
Cost: 3m; Mins: Essence 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Squirming Root Mimicry

Many cultures across Creation fear mirrors, even if they have forgotten why. The Infernal Exalted will remind
them.

When a character loses her last health level to the Infernal, his murderous hands gleam like mirrors. She is
sucked into the reflective surface, like mercury poured down a drain. No trace of her body is left, including shed
blood. Her souls are torn asunder, smeared across a million million reflections of reflections. Sometimes a
fragment of her wanders into a mirror containing an image of the Infernal, for a heartbeat or two. Spirits cannot
reform from this demise, while Infernals with Essence 7+ can actually unravel the souls of beings with perfect
reincarnation who normally resist permanent destruction, such as Dragon Kings and Jadeborn. However, not
even Szoreny can confine a Celestial Exaltation, which tears loose from its lost host, or permanently slay beings
with Yozi-level immortality. The Infernal gains metaphysical ownership of all possessions left behind.

If used to kill a character with equal or higher Essence, the Infernal removes a dose of heartsap from his system.
If used to kill a character he envies, he also removes a dose of heartsap from his system. These benefits stack.

DOPPELGANGER GENESIS EVOCATION


Cost: (Special), 1lhl; Mins: Essence 4; Type: Simple (Speed 10, DV -4)
Keywords: Accumulation, Combo-OK, Obvious, Sorcerous
Duration: Indefinite
Prerequisite Charms: Soul-Eating Mirror, Hermetic Substitution Technique x 2

Who looks back from the mirror? Is it really you?

Within a day of the Infernal using Soul-Eating Mirror to kill a character with lower Essence than him, he may
activate this Charm for a cost of (five motes and one willpower) per dot of permanent Essence of his victim, plus
one lethal health level. He forces a fragment of the destroyed character’s soul from his body in a globule of
quicksilver, reforming it into a naked doppelganger. This is a demon with all the same traits, intimacies, and
Charms as the original character, though it is a creature of darkness and native of Malfeas, and cannot use non-
Excellency Exalted Charms. Physically, a doppelganger appears to be a mirror reflection of the original, with
mercury blood and cinnabar flesh, and shares the Fate of the deceased victim. Doppelgangers begin life with no
motes, no Virtue channels, and no willpower, exhausted by their violent birth.

Doppelgangers knows they are not the original, which fills them with seething resentment. They require only
one scene to gain an envious Intimacy, no matter their Conviction, and their Motivation is replaced with “Exceed
my original in every way”. Doppelganger memories are warped funhouse reflections. If a doppelganger tries to
recall something the original knew, it succeeds only if it is a widely known fact, such as the layout of their home
town or their public devotion to the Immaculate Cult. Private knowledge requires that the Storyteller secretly roll
a d10: the higher the roll, the more warped the information, from “accurate” (1) to “plainly absurd” (10).

Doppelgangers must obey their creator like bound demons, but are otherwise independent characters controlled
by the Storyteller with their own wants and desires. As an exception to the usual rules for Countermagic against
Sorcerous Charms, the sphere of Sorcery required to countermagic a doppelganger is based on her permanent
Essence, not the Essence required for the Charm. Appropriate countermagic causes her to scream and suffer the
symptoms of lethal mercury poisoning for a minute, which is usually spent vainly begging for help. When the
doppelganger’s last minute passes or she dies by other means, her body melts into a human-shaped splatter of
quicksilver sap.

ENVIOUS HEART
Cost: 0m; Mins: Essence 1; Type: Simple
Keywords: Accumulation, Combo-OK, Emotion
Duration: Instant
Prerequisite Charms: None

When you travel to Malfeas, do not gaze too long at the inverted Silver Forest lest you draw his invidious
attention.

The warlock can only activate this charm upon observing some way that another character exceeds them. He
gains an enchanted envious intimacy of his choice towards that character or the trait or relationship that he
observed (such as their skill with the blade or the fact that they have many friends). The Infernal may have no
more than (Wits) enchanted intimacies at once.

Any stunt which furthers such an Intimacy adds one to its rating as though it resonated with the Exalt’s
Motivation. He adds his (Essence) in automatic successes to observe, study, or Join Battle against the subject of
his envy. This also applies to actions taken against traits and relationships within the context of the envy - for
example, it would apply to rolls against the many friends of the envied character, as long as the Infernal intends
to deprive their rival of the friendship or use them against him.
At the end of any scene when the Infernal has defeated or exceeded the target of their envy in a meaningful way,
they remove one dose of heartsap from their system and gain one willpower as their silvery heart transmutes
mercury to glory. Should they fulfil the Intimacy against meaningful opposition - for example, by killing the
once-superior swordsman in a duel or alienating the gregarious socialite from all their friends - they remove all
doses of heartsap from their system and gain points of willpower equal to the doses purged. Should this take
them above their Permanent Willpower, excess points instead remove points of Limit.

BENDING LIKE LIGHT


Cost: 1-2m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Envious Heart

Amidst a flurry of blows the Infernal twists and turns with such skill that his foes might swear that he was never
really there.

When used in response to a physical attack, the Infernal ignores all penalties to his Dodge DV. Undodgeable
attacks still set his Dodge DV to 0. This charm costs one mote as long as the Infernal can see a reflective surface,
and two motes otherwise.

UNTOUCHABLE SPLENDOUR
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bending Like Light

What man can strike his own reflection?

This Charm is a perfect dodge against any physical attack that is not unexpected, even if that attack can’t be
dodged. The Charm remains vulnerable to the Imperfection of the Silver Forest.

If using the 2.5 errata, the cost of this Charm is increased to 8m.
:: SIDEBAR Imperfection of the Silver Forest::
Only the gnawing inferiority of others can sate Szoreny’s own doubts. Charms noted as vulnerable to this flaw
suffer a five mote surcharge when no character who envies the Infernal is present. The envy can either be
directed at the Infernal’s true identity, or the identity of a disguise he is currently using - for Szoreny wears his
false faces to steal things that others have and he does not.

BEST OF FRIENDS FIRE


Cost: 1-3m, 0-1wp; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Bending Like Light

In the refractive depths of the Silver Forest, one might aim for a monster and accidentally cut off the head of the
friend you sought to defend.

This Charm is activated in Step 9 of combat, after the Infernal has successfully dodged an enemy attack through
application of his dodge DV. The attack is redirected into another character or object within (Appearance) yards
of the Infernal. This is mechanically resolved as a Counterattack, but the new target is treated as if he had been
the original target all along, with Steps 1 and 3 identical to the original attack. Szoreny’s trickery is such that
one might even take one’s own head off with an ill-aimed axe blow, and so the attacker is a valid target.

This Charm costs one mote if the attack is redirected into an inanimate object (for example, to demolish a door
blocking the Infernal’s escape), three motes if it is redirected at a character who envies the Infernal, and three
motes and one willpower to redirect it at any other character.

QUICK-AND-SILVERY TOUCH
Cost: 3m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Poison, Sorcerous, Touch
Duration: One week
Prerequisite Charms: Envious Heart

Brushing his hand against an object, the Infernal infuses it with the jealous essence of the Silver Forest.

If the object is eaten or drunk, anyone who partakes receives a dose of quicksilver sap. This poison cannot be
detected by characters who lack supernatural senses. Inedible objects instead release a dose of quicksilver sap
after any scene when the object has been in active, extensive use - if he poisoned a warrior’s sword, it would do
nothing when it is just sitting in its sheath, but would release poison over the course of a scene of practice.

PSEUDOBULBAR AFFECTIONS
Cost: (10-Essence)m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Poison
Duration: One scene
Prerequisite Charms: Quick-and-Silvery Touch

Listen to Szoreny’s words that speak to the heart. Pay no heed to the sickly sweet scent of his breath.

The Infernal cloaks himself in a sickly sweet aura of Szorenic essence. Characters who spend more than (their
Stamina + Resistance) minutes within (Essence + Appearance) yards of the Infernal take a dose of quicksilver
sap. This Charm is not Obvious and is invisible to mundane senses, but all forms of Essence perception can
detect the silvery haze of the quicksilver sap vapour.

At Essence 6, this Charm reduces its cost to (0m) and becomes Indefinite in Duration. At Essence 8, it becomes
a Permanent Charm.

DEMON TREE EMBRITTLEMENT


Cost: (+4m); Mins: Essence 3; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Quick-and-Silvery Touch

Gold; silver; iron - the Mirror Tree adores the strength of such things, and so takes it for himself

This Charm improves its prerequisite. For a surcharge of four motes, the character lets the quicksilver
amalgamate with the target object, seeping into it. This reduces its soak by three points. Armour damaged in this
way also reduces the soak it grants to the wearer. The degradation inflicted is subtle and requires three successes
on a (Perception + appropriate Craft) roll to notice. An object reduces to 0 soak is treated as having only one
health level, and breaks if it is used to attack or parry.

Magical objects such as artefacts and things made from fine First Age alloys may be repaired even if broken by
this Charm, and automatically regain one point of soak per day once Quick-and-Silvery Touch wears off.
Attuned artefacts may repair one point of soak for each mote reflexively spent by the attuned user. Mundane
objects are permanently damaged by this Charm unless repaired, and are ruined beyond the point of non-magical
intervention if they are destroyed.

COLOSSAL FALSEHOOD PRANA


Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Envious Heart

The lies of the Primordials are too big to fit into the minds of mortal men. For that reason, they are accepted as
the truth.

This Charm enhances an action where the Infernal tells a major falsehood, seeks refuge in audacity or otherwise
is willfully and overtly mendacious. It explicitly does not work for minor deceptions or technical truths. If the
Infernal is accused of murder, he couldn’t use it to try to argue it was just manslaughter, but could enhance a
bald-faced accusation that the prosecutor was the actual killer. If his roll succeeds, characters cannot take
mundane Reading Motivation (Exalted p131) actions to see if he is lying, and even characters with supernatural
senses or a magical sense for truth (such as an Investigation Excellency) suffer a -4 external penalty. Unrolled
truth detecting effects must roll-off against the effects of this Charm. Moreover, onlookers will not consider if he
might have been telling falsehoods or deceived until their MDV has refreshed a number of time equal to the
degrees of success by which the Infernal beat their MDV.

The Solar Exalted have a similar Charm called Transcendental Honesty Technique, which permits the Lawgivers
to tell truths which are more fundamental than the petty so-called ‘facts’ of reality. It has prerequisites of (Any
Linguistics Charm), requires Linguistics 1, Essence 2, and may explicitly enhance rolls based on Abilities other
than Linguistics.

FOX TONGUE RUMOUR


Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Colossal Falsehood Prana

From every mirror in the Demon City Szoreny whispers his falsehoods, and demons believe him because they
reflect a world that they want to be true.

This Charm supplements a social action where the Infernal lies or performs a misleading action, wrapping it in
silvery strands of feels-right. This includes both social attacks and more indirect falsehoods, like deliberately
pretending to be a worse swordsman to coax a foe into lowering their guard. If the action is successful, the
Charm creates a natural Illusion in the target or targets of the social action that the Infernal believes himself to be
telling the truth. The Illusion is perfectly immune to mundane scrutiny and may not be resisted with Willpower
expenditure if the lie is in-line with an Intimacy or the Motivation of the observer. An example of this would be
if the Infernal tells a Solar who has an Intimacy of “The Realm (Hatred)” that legionaries were behind the
massacre of a village. Otherwise, the Illusion may be resisted for two willpower.

Appropriate non-Excellency Charms may pierce the ruse using standard roll-off rules. However, if the lie is in-
line with an Intimacy or the Motivation of the observer, the Infernal’s player adds (Essence) bonus successes to
his roll.

SLIPPERY GENTLEMAN SUSURRATION


Cost: 7m; Mins: Essence 2; Type: Simple (Speed 6, -2DV)
Keywords: Combo-OK, Illusion, Sorcerous, Touch
Duration: One week
Prerequisite Charms: Fox Tongue Rumour

Lies, slander and calumny; these are the coins of the Mirror Tree in the market of ideas.

With a touch of mercury that seeps through all barriers, the Infernal lays a curse on his target. He describes a
rumour, which can be true or false, and rolls (Manipulation + Socialise). From that point on, characters will
interpret their interactions with the target through the vein of the rumour if their Dodge MDV is lower than the
successes he rolled. For example, if he lays a curse on Ledaal Kes that he is seeking to seize the Imperial
Throne, weak-minded characters will assume that everything he does is part of his plan to further his ambitions -
even if they agree with him seeking to be emperor. Intimacies pertinent to the rumour double their effect on their
MDV; it’s easier to slander someone already hated than one loved.

It costs one willpower to resist this Illusion for a scene. Once a character has spent (Infernal’s Essence,
maximum five) willpower resisting the curse, they become immune to its effects for a month.

At Essence 4, this Charm automatically upgrades to Indefinite duration.


At Essence 3, he may repurchase this Charm to affect organisations with Magnitude lower than (Essence). To
make use of this Charm on an organisation, he either activates it against the leader of the organisation
conventionally, or spends at least a fortnight as a Dramatic Action actively spreading that rumour so at least half
the organisation has heard it.

SLANDEROUS WHISPERS TECHNIQUE


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (6 long ticks)
Keywords: Combo-OK, Compulsion, Touch
Duration: Instant
Prerequisite Charms: Colossal Falsehood Prana

The Mirror Tree respects the Eclipse caste, in his own special way. After all, does he not curse their names daily
for how they dare rival him?

This Charm functions identically to the Solar Charm Venomous Whispers Technique.

WAN WASHED-OUT FACES


Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Envious Heart

To the Infernal, the world is but a pale reflection, with only envy brightening his day.

While this Charm is active, any successful standard (Perception + Awareness) roll to notice sensory details about
a targeted being reveals if they envy the Infernal. In addition, the Infernal is also informed of the personal trait
(Ability, Attribute, Background, Virtue or supernatural status) they take the most pride in, and its rating or type
relative to his own. For example, if a Solar takes most pride in his fabulous wealth, then the Infernal discovers
his Resources 5, but if he exults in being an Exalt then he discovers he is a Solar Exalt. The Storyteller should
convey this information numerically, even though the Infernal himself sees it reflected abstractly in their visage.

PINPRICK PUPILS PERCEPTION


Cost: 5-(Essence)m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Wan Washed-Out Faces

Mercury-laden blood surges to the Infernal’s eyes, showing the world as Szoreny understands it.

The warlock enjoys the benefits of Keen Sight Technique and Unsurpassed Sight Discipline. While this Charm is
active, he treats characters he envies as having an Appearance rating two dots higher and only requires one scene
to form an envious Intimacy regardless of his Conviction.

At Essence 5, this Charm upgrades, becoming Permanent.

TECHNIQUE-STEALING TECHNIQUE
Cost: 1-2m; Mins: Essence 2; Type: Simple (Speed 4, DV -1)
Keywords: Combo-OK, Obvious, Stackable, Training
Duration: One scene
Prerequisite Charms: Pinprick Pupils Perception

Szoreny’s swirling bark discerns the forms of others, and so becomes them.

The character may activate this charm upon observing a character he envies display superior skill to him. The
Infernal’s eyes display swirling patterns of mercury radiating from his pupils. He gains a temporary dot in an
Ability or a temporary speciality. This must pertain to the field that the envied character displayed superior skill
in. Specialities cost one mote and Abilities cost two motes. These temporary dots count as real dots for the
purposes of dice caps and static traits. These may not raise the Infernal’s rating in the Ability or Specialty above
that of the envied character. At the end of the scene, the Infernal may spend XP to convert any temporary traits
gained from this Charm to real ones as a Training effect. This may not be used if the Infernal is currently in XP
debt and this Charm may not leave the Infernal in XP debt.

This Charm does not have the Accumulation keyword, but the first time the Infernal uses it in a scene he takes a
dose of heartsap. Further activations in the same scene do not inflict additional doses.

The Charm automatically upgrades at Essence 3. Rather than gain a dot in a trait, he may activate this Charm for
four motes as an Instant Training Charm with the Accumulation keyword to learn an Infernal Charm which
would aid him in exceeding or defeating the envied character in the field. For example, if he observes an Earth
Aspect demolishing a building with a single punch, he could learn World-Weathering Incandescence.
Alternatively, he can use this to learn a Martial Arts Charms that the envied character makes use of. He must
meet all the prerequisites for a Charm he learns with Technique-Stealing Technique.

A repurchase may be made at Essence 5. Rather than gaining a single dot in a trait, he may instead pay the
appropriate mote cost per dot gained. This may still not raise the Infernal’s rating in any of the traits above that
of the envied character.

ETERNAL RIVAL REFLECTION


Cost: 1m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Wan Washed-Out Faces

Everything you want, the Silver Forest wants. And he wants it more than you do.

The Infernal chooses a character he has an envious intimacy towards. His motivation changes to something that
leads him to exceed the target in their own Motivation, (so the target’s “Become the greatest swordsman in
Creation” produces “Become the greatest swordsman in Creation” in the Infernal since that automatically means
he’s better than the target, but “Love my husband” becomes “Prove I Love his Husband More than Him” or
“Steal His Husband” or “Acquire a Better Husband Than Him”). The envious Intimacy the Infernal possesses
becomes inviolate while this Charm is active. This Motivation always counts as an envious Motivation.

The warlock knows the Motivation of the target. If the Motivation changes while the Charm remains active, the
Infernal’s Motivation automatically shifts to match it. When this Charm ends, the Exalt’s Motivation reverts to
what it was previously. The death of the enemy automatically ends the Charm. Completing the new Motivation
also ends the Charm but doesn’t afford a chance to bypass training time for raising Essence unless the target has
an Essence rating greater than or equal to that of the Infernal. However, it does purge all doses of heartsap from
the Infernal’s body, if the envied target was meaningful opposition.

Whenever the Infernal witnesses a social attack against the Charm’s target that is aided or inhibited by one of the
target’s Intimacies, he recognizes this fact but does not know any details about the Intimacy. By reflexively
spending one mote (which is not a Charm activation), the Infernal knows the Intimacy and instantly gains either
the same Intimacy, or one altered to exceed the target in their eyes or the eyes of others (so “Money (Love)” may
produce “Money (Love)”, or something like “Showing Off My Wealth”).
PRIMORDIAL MIRROR
Cost: 6m, 1wp; Mins: Essence 3; Type: Simple (Speed 6 in long ticks)
Keywords: Accumulation, Combo-OK
Duration: Indefinite
Prerequisite Charms: Eternal Rival Reflection

Szoreny claims that the Night Caste stole their own arts of disguise from him in prehistory. Perhaps it is true,
but he is a vainglorious braggart.

Meditating upon the object of his envy, the Infernal lets his mercurial features shift like liquid metal until he
becomes the person he longs to be. Upon activating this Charm, the Infernal becomes a mirror duplicate of an
envied character. He enjoys the benefits of the Solar Charm Perfect Mirror while disguised this way, and
additionally gains any appropriate natural traits of the form (for example, if an envied god can fly, so can the
character). Szoreny’s nature betrays him, however, and characters who notice the fact that he is a mirror image
may attempt to see through the disguise as if they had inhuman sensory acuity.

SPITEFUL SABOTAGE BLOSSOMING


Cost: 7m; Mins: Essence 2; Type: Supplemental
Keywords: Accumulation, Combo-OK
Duration: Instant
Prerequisite Charms: Eternal Rival Reflection

The gnawing hatred in Szoreny’s trunk does not let others succeed where he cannot. Even the Ebon Dragon
knows to hide his escape plans from the Silver Forest.

This Charm may enhance any action to ruin the reputation of an envied character, sabotage a dramatic or
extended action they are currently engaged in, or deprive them of their possessions or allies. Any attempt to
detect the action or connect it to the Infernal suffer an external penalty of the Infernal’s Appearance.

As a secondary effect, the first time this Charm causes the envied character to fail in their endeavours, all
characters who witnessed the failure experience an Illusion effect which forms an instant commitment to the
belief that the envied character is a failure unworthy of respect. Shaking the Illusion costs one willpower a
scene, and lasts until the commitment to the belief is broken.
ETERNAL FRIEND DEMEANOUR
Cost: 10m, 1wp; Mins: Essence 2; Type: Simple (5 long ticks)
Keywords: Combo-OK, Illusion, Social
Duration: Instant
Prerequisite Charms: Spiteful Sabotage Blossoming

Who’s that? Oh, it’s just Szoreny. You remember Szoreny, right? He was the one who first taught me Fire
Dragon Style.

This functions as the Solar Charm Memory Reweaving Discipline.

HISTORY REWRITING TRIUMPH


Cost: (Special); Mins: Essence 5; Type: Permanent
Keywords: Blasphemy, Shaping
Duration: Permanent
Prerequisite Charms: Spiteful Sabotage Blossoming, Eternal Friend Demeanour

Take from them everything; leave nothing behind.

When Szoreny kills an envied foe, he may choose to activate this Charm for the cost of filling up his Limit track
and spending all his temporary willpower. With a triumphant scream he subsumes the existence of his defeated
foe in full, scrawling his victory into the shinma, rolling (Appearance + Socialise), and adding a number of
automatic successes equal to his Essence. The first time in each day that a character tries to remember a given
event involving the defeated foe, that person’s player must reflexively roll (Wits + Lore) and achieve more
successes than did the Infernal’s player. If he fails, the character remembers that it was the Infernal who did the
deeds. The world is more easily fooled - as a Shaping effect paintings change to show the Infernal leading the
icewalkers, history books describe how the Infernal defeated the Tepet Legions, or other such appropriate
changes to supplant the existence of the character he slew.

Upon the death of the Infernal, this effect ends and the Shaping changes undo themselves.

SILVER EYED MONSTER


Cost: - (10m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Wan Washed-Out Faces

When the tomescu scream Yuula, the Weeping Handmaiden, gathers up the offerings from Szoreny’s shrines and
bathes his pained roots in them.

This Charm functions as an additional Peripheral Essence pool capable of holding 10 motes. It refills at a rate of
one mote an hour the Infernal spends in the presence of characters who envy him. When he spends his time
lounging around and nothing but receiving the adulations and pampering of others, he regains motes equal to the
Magnitude of the individuals attending to his needs. These gains are mutually exclusive.

Additionally, adulation soothes Szoreny’s insecurities. The Infernal may spend 10m from this pool to reduce the
number of doses of heartsap in his system by one.

HEARTWOOD’S PATRONAGE
Cost: 5m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Servitude
Duration: Instant
Prerequisite Charms: Wan Washed-Out Faces

Those who wander in the depths of Szoreny find their heart’s desire in reflections. Such men are doomed to the
path of infernalism.

This Charm functions as the Solar Charm Knowing the Soul’s Price, except the Infernal’s pool is (Charisma +
Socialise).

ADORING FANS BIOMAGNIFICATION


Cost: 7m; Mins: Essence 3; Type: Simple
Keywords: Accumulation, Combo-OK, Emotion, Touch
Duration: Instant
Prerequisite Charms: Wan Washed-Out Faces

An image of Szoreny is, in some sense, still Szoreny - and one should not gaze upon a Yozi unprepared.

This Charm is used in the process of the creation of an image of the Infernal, which the Infernal must handle
during its manufacture, and imbues it with unnatural attraction. The Infernal rolls (Appearance + Socialise)
when imprinting his mercurial self into the image. If the successes exceed the MDV of an onlooker, the target is
overcome with adoration, love or envy for him - based on the nature of the work and how it depicts the Infernal.
This is an unnatural Emotion, and the target must spend three willpower or become committed to the Emotion
this Charm instills. If the character does not resist the unnatural mental influence, then the emotion remains until
the target breaks the commitment, and it costs one willpower a scene to resist. Once affected, a character cannot
be affected by this Charm again until the next Calibration has passed.

With a repurchase at Essence 4, this Charm gains an additional Sorcerous effect. Characters committed to the
Emotion find their words flow like liquid metal when trying to share the Emotion with others, making such
attempts unnatural mental influence. Emerald Circle countermagic can remove this effect from a character, but
does not break the commitment.

INVIDIOUS FOREST SHINTAI


Cost: 20m, 1lhl; Mins: Essence 5; Type: Simple
Keywords: Accumulation, Blasphemy, Compulsion, Illusion, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Adoring Fans Biomagnification, Heartwood’s Patronage, Squirming Root Mimicry

Opening his veins, the Infernal lets his envious heart pump out silvery envy into the world and cloaks himself in
ten thousand thousand nearly real worlds. Ghost-pale and draped in cosmic finery, he walks among the sum of
Creation’s desires.

This Charm flares the Infernal’s anima to its full iconic state, encompassing an area (Essence x 50) yards in
radius. Onlookers perceive their greatest wants and desires, flickering in among the tree-like plumes of anima-
light. He rolls his (Appearance + Socialise).
• All the Infernal’s social attacks are unnatural mental influence. He does not need to speak to make
himself understood as the images in the light display make his intent clear to all, ignoring all language
barriers. Likewise, he understands all spoken language from the emotional context associated with it.
His voice is audible up to (Essence) miles away.
• Within the anima banner, characters whose MDVs are lower than the Infernal’s successes become
Inactive as their minds become captivated by their heart’s desire. They are trapped within a full sensory
Illusion in one of Szoreny’s mirror worlds. They perceive any social attacks the Infernal makes,
translated within the reference frame of the other world, but all their actions are made within the mirror
reality. Characters can resist this for a single action by spending one willpower, or otherwise succeeding
on a Temperance roll. Once a character has spent (Infernal’s Essence, maximum five) points of
willpower to resist this Illusion, they are immune to it for the rest of the scene.
• The Infernal’s social attacks against characters whose minds are trapped in the mirror worlds are
undodgeable. The characters can argue against the hallucinated offers, but cannot ignore them.
• Characters gaze upon their heart’s desire within the endless reflections. Those who look upon the anima
banner are compelled to rush to it. This compulsion can be resisted for one willpower per action. Once
they have spent two willpower, they are immune to the Compulsion for the scene.
Changelog

2017-08-30
• Document created
• Document made accessible to web
• Added missing rules for Quicksilver Sap and heartsap. Oops.

2017-08-31
• Removed word duplication from Silver-Eyed Monster and Rouge-Daubed Charmer.
• Set cost of Envious Heart to 0m rather than -, to make it more clear that the Accumulation cost is the
only cost.
• Adjusted Outer Self Alchemy so the Penalty suppressant does not poison them, to encourage players to
get people addicted to their supply of Penalty suppressants.
• Clarified cost of Squirming Roots Mimicry
• Clarified that Mirror World Evocation still ends if the mirror is broken in the upgraded version.
• Removed capacity of Technique-Stealing Technique to provide Attributes. Sorry, Szoreny - you’ll just
have to take magic drugs to boost your Attributes. Also, clarified its cost for learning Charms.
• Added Szorney’s missing Torment. Forgot to transfer it across. Whoops.

2017-09-12
• Incorporated a wide swathe of Revlid’s changes and suggestions, including:
• Textual modifications to Szoreny’s Urge
• Renamed “quicksilver heartsap” to “heartsap” to aid in preventing confusion.
• Outer Self Alchemy can now remove positive mutations too, so you can cure people of technically-
positive mutations that they don’t want anymore, or use it as a poison to do things like steal away a
tigerman’s sharp teeth.

2017-11-01
• Document up-issued to 1.01 version, after extensive revision with Revlid.
• Text of the Excellency modified to clean up and rephrase
• Rouge-Daubed Charmer clarified, autosuccesses removed. Cost to resist this Charm at the time
of activation reduced by 1wp in both cases.
• Typo corrected in Fairest Empress Compliment. Fluff text changed.
• Branch-and-Root Protrusion text corrected for typo. Functionality tweaked for balance and to
make clear the benefits of having the extra limbs.
• Back-Breaking Boughs rephrased to remove unnecessary words
• Fluff text for No-Sleep Nootropic tweaked to make it slightly less on-the-nose.
• Extensive changes to the rules text of Doppleganger Genesis Evocation, mostly for the purposes
of clarity and making it less loooooooong
• Text of Envious Heart clarified
• Text of Quick-and-Silvery Touch clarified
• Text of Fox Tongue Rumour tweaked for clarity (are you noticing a pattern here?)
• Rules for benefits of Mercurial Sap Embrace clarified. Proper mechanical benefits of the
flexibility added. Tweaked the Poison and heartsap benefits.
• Text of Soul-Eating Mirror rephrased for elegance.
• Pseudobulbar Affections extensively written. It’s now a poison aura around the Infernal, which
gets much of the same effects without messing around with the resolution of social attacks
• Cleaned up the resolution of Szoreny Mythos Exultant.
• Made it explicit that there is no way to produce heartsap without using Szoreny Charms and that
it can only be self-inflicted, to prevent any kind of meta-Charm weirdness from other Charmsets
that let you “copy poisons” or anything weird like that.
• Text of Mirrored Desire Revelation tweaked for clarity and to make design intent clear.
• NEW CHARM - World-Claiming Roots, to let you Doc Ock around with your silver metal
limbs and provide an alternative to scaling things to Adorjan.
• Fluff of Insensate Bark Tincture tweaked.
• REMOVED CHARM - Race-Winning Aid deleted after consultation with Revlid due to lack of
running themes in Szoreny and to avoid stacking synergies with Adorjan Charms.
• Endless Pharmaceutical Solutions prerequisites modified to remove Race-Winning Aid
(obviously).
• Fluff of Immortal Emperor Benediction tweaked. The disease-curing option now makes you
immune to the disease for a year and a day, to prevent immediate re-infection and to make the
alchemical cure feel superior to thaumaturgical equivalents.
• Reflections Upon Selfhood nearly completely rewritten to remove the teleport functionality
(save for a swapping thing). It’s now focussed on being a mirror-clone tool, with a higher cost,
longer duration, and the clones are better for faking your death.
• This Is Not Me tweaked to account for the changes to its prerequisite.
• Tree And Branches Parable clarified to explain how excellencies work with it.
• CHARM REPLACED - Other Deeds Plagiarism replaced with Spiteful Sabotage Blossoming.
ODP had the problem that it was literally just inferior in every way to Memory Reweaving
Discipline. As a result, it’s been replaced in the Charm trees by a tool that makes Szoreny better
at making other people fail and ruining their reputations.
• CHARM REPLACED - Eternal Friend Demeanor was also just plain inferior to Memory
Reweaving Discipline. As a result, now it’s a MRD clone with an E2 prereq. Sorry, but Solar
charmtech sets the precedent here.
• Small tweaks made to the text of History Rewriting Triumph to help clarify it.
• Clarified that the sidebar text “Quicksilver Sap and Heavy Metal Poisoning” replaces the rules
for Szorenic sap in COCD:Malfeas.

2017-12-09
• Added an additional clause to Envious Heart to lay out when the Infernal can use the bonus successes against
traits, backgrounds and relationships external to the envied character.
2018-04-04
• Document up-issued to v1.02.
• Structure of the charm tree which started with Eternal Rival Reflection has been tweaked, to adjust the flow
of the progression.
• Eternal Rival Reflection now follows Wan Washed-Out Faces.
• CHARM ADDED - Pinprick Pupils Perception is a sight enhancer (something Infernals lack)
following Wan Washed-Out Faces which also means the people you envy are so kawaii desu. And
becomes Permanent if you raise your Essence.
• Technique-Stealing Technique now follows Pinprick Pupils Perception, on the grounds that the
charm which lets you steal techniques due to your envious eyes is better off following the charm that
gives you envious eyes.
• Prerequisites for History Rewriting Triumph modified to account for the movement of the location
of Technique-Stealing Technique.
• Reflections Upon Selfhood has been renamed Thousand Shattered Selves, because I kept on mixing it up
with Reflection Upon Insight. Appropriate prerequisites and references have also been refactored.

2018-09-01
• Document up-issued to v1.03
• Structure of the Social tree that previously followed Quick-and-Silvery-Touch has been changed
• CHARM ADDED - Colossal Falsehood Prana, which directly follows on from Envious Heart. For
when you want to tell a big lie, a proper whopper.
• Fox Tongue Rumour now follows Colossal Falsehood Prana, so you can be truly fair and
balanced.
• Slippery Gentlemen Susurration now follows Fox Tongue Rumour, for increased fairness and
balance even above its previous charm.
• Slanderous Whispers Technique now follows Colossal Falsehood Prana, so it’s now only three
charms deep.
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