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Entourage: Charms with this keyword require the character to possess a minimum rating in the
Followers, Command or Cult Merits. Only the highest rating among the relevant Merits the
Infernal possesses is considered. When Entourage is used as a numerical value in a charm’s text,
use the value of the highest Entourage Merit the Infernal possesses.
Retinue: Charms with this keyword require a certain number of Entourage members to be in
the scene with the Infernal. When Retinue is referred to as a numerical value, that value is equal
to the Size of the battle group that the Entourage members in the scene would form.
● No effect can cause him to forget his own name, steal it away from him, or prevent him
from speaking it.
● If the Infernal writes his name in any manner, only directed efforts to remove it will have
any effect. If he scrawls his name in the sand, the waves will wash over it for aeons
without distorting a single line.
● He gains (Essence) additional dice on Read Intentions actions to discern whether the
target possesses an Intimacy regarding him and in what context.
● Anyone who knows of the Infernal who hears her name immediately knows to whom the
name refers.
Transforming Name Charms
HEART-COMPELLING NAME
Cost: --; Mins: Essence 1; Type: Permanent
Keywords: Oasis, Sandact
Duration: Permanent
Prerequisite Charms: Graven Upon Stone
The name of Mardukth echoes down the ages, living in the hearts of all those who know it.
Speaking the Infernal’s name in their presence counts as the speaker making a reflexive Instil
attempt against themselves, using (Charisma + Presence) with a minimum dice pool equal to
(Infernal’s Appearance). The precise nature of the Intimacy being instilled is 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. Spending 1 Willpower to resist this in
a Decision Point immunises the character for one scene.
ECHOING TO ETERNITY
Cost: 5m; Mins: Essence 1; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Graven Upon Stone
Long ago, the voice of Mardukth resounded across the vastness of Faraway: WHO AM I? This
charm allows the Infernal’s speech to be heard up to Medium range – even in a city riot, the
warlock’s voice can be clearly heard above the din. While her mighty voice reverberates, she is
only capable of voice-based Performance-based social actions, but ignores all penalties from the
environment, distance or group influence to do so. She may not choose to lower her voice and
speak normally while using this charm, and cannot use other forms of social influence while this
charm is active.
This charm automatically upgrades at Essence 2+, extending its range to Long. At Essence 3+ it
may be repurchased, extending its maximum range to Extreme, though the Infernal may limit it
to Long if she wishes. At Essence 4+ its range expands to (Essence) miles radius, and at Essence
5+ to (Essence x 10) miles radius, though using this full extent is considered a Blasphemy.
This Charm adds automatic successes to any Awareness roll regardinging characters the
Infernal has Ties to based on the intensity of those Ties - Minor Intimacies add 1 success, while
Major and Defining Intimacies add 2 and 3 respectively - allowing her to unerringly pick out her
beloved Nexan countrymen from amid a crowd of foreigners, identify her lover’s scent on the
breeze, or discern her arch-enemy’s facial expressions from across the battlefield. To the
warlock, those who are of import to her stand out starkly from their surroundings, seeming
more prominent, more vibrant, more real. The Infernal need not suspect that one of her Ties is
nearby; Marked by the Antler-Crown automatically lends itself to applicable rolls without the
Infernal knowing, though the player may always choose to not to use it.
However, those towards whom she has no particular affection or animosity become less
prominent to her senses, drab shades compared to the vivid majesty of her ego’s focus; while
this charm is active, she suffers a -1 penalty on all Awareness rolls to notice the actions of those
she lacks any Tie to.
This Charm affects other characters within (Essence x 10) miles of the Infernal. This upgrades to
(Essence x 100) miles at Essence 3, (Essence x 1000) at Essence 4 and anywhere in the same
realm of existence at Essence 5. 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 an Instil attempt building an Intimacy
towards the Infernal, with the context chosen by the character’s player as appropriate
for the character’s opinions regarding the information she possesses, with successes
equal to the number rolled to uncover the information. Such an intimacy need not be
positive. This effect also applies to any character that personally interacts with the
Infernal for a scene as well, in which case the Instil attempt has (Appearance) successes.
● All mortals reduce their Resolve versus Instil attempts building intimacies towards the
Infernal by 2. At Essence 4+, this applies to all characters with an Essence rating at least
two dots lower than the Infernal’s. At Essence 5, it applies to all characters.
● Any character within range of this charm who makes an Investigation roll to uncover
information about the Infernal or a social roll to relate information about him, true or
not (e.g. telling the tale of how he smashed the armies of the Bull of the North) benefits
from one automatic success, 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 Dwell in Corners will visibly react to his name.
TIME-GRAVEN MOMENT
Cost: 1m; Mins: Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Graven Upon Stone
The presence of Mardukth is that of a legend come to life; to forget it would be a heresy of the
highest order. This charm may be activated whenever the Infernal stunts. Anyone who witnesses
her finds that moment forever and indelibly burned into their memory, and becomes instantly
aware of her name.
At Essence 4, this charm automatically upgrades, reducing its cost to 0m and activating
automatically whenever the Infernal stunts. This is not optional.
LEGEND-CARVING IMPRESSIONS
Cost: 5m; Mins: Essence 1; Type:Simple
Keywords: Sandact, Psyche
Duration: One Scene
Prerequisite Charms: Graven Upon 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 Resolve is less than his ([Charisma + Presence + Essence]/2) suffers a Psyche
effect 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 they recall
the events later. The effect lasts until it is resisted for two points of Willpower, which may only
be done when presented with evidence that proves this fact. Any Intimacies a character gains
toward the Infernal while suffering from this Psyche effect 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 intimacy to be treated as one
step higher when being targeted with social influence actions, maximum of defining.
With Essence 3+, the Infernal may also use this Charm to enhance social influence attempts
made during the scene in which he exaggerates and embellishes his own past actions. If the
attack overcomes the target’s Resolve, she immediately gains the Psyche effect and accepts the
Infernal’s version of events. These narratives cannot be outright fabrications and must have at
least some small basis in truth.
It’s important to note that not every single person in the group will be affected, but the vast
majority will be. A diehard critic of the Infernal may still successfully resist any sort of positive
news about the Infernal easily and not have this intimacy.
If the Infernal employed Legend-Carving Impressions while interacting with the group, he adds
2 to his Essence for purposes of calculating the required Resolve to resist.
This charm may be purchased a second time, allowing the Infernal to channel the rousing spirit
of his subjects once per day, rolling ( Entourage) with double 9s, gaining that many motes. If this
takes him over his maximum, any extra motes may be spent on the Infernal’s next action. If not,
they dissipate to no effect.
EVER-RESOUNDING GLORY
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Reassuring Slave Chorus
Unlike the Whispering Pyre, the King in the Mountain does not live in his own name, but his
name and his being are inextricably linked. To acknowledge one is to acknowledge the other, and
acknowledgment is simply prayer by another name.
The Infernal becomes dimly aware of whenever his name is spoken, written, or otherwise
conveyed, allowing him to hear individual prayers made by members of his Entourage, and from
beings with a Major or Defining Tie to the Infernal (or vice-versa) as though she were a spirit.
Actually listening to all prayers imposes a -3 internal penalty to all non-reflexive actions; if the
Infernal tunes them out, the Storyteller only relays the most widely repeated or urgently spoken
prayers.
A secondary effect of this Charm provides a hazy, instinctive sense of all utterances of the
Infernal’s name; this perception is fairly imprecise, and cannot normally discern the location of a
speaker any more specifically than “in the West” or “in the blood-bayous of Elloge”. However,
beings with particularly potent Essence can resonate against the warlock’s network of
self-affirmation, imparting a sudden vision of the being responsible. When or if such resonations
occur is left entirely to the Storyteller’s discretion, and they never occur in a manner that would
distract the Infernal or leave them vulnerable to attack - often, they appear in dreams or visions
in deep meditation, or in times of ennui or calm. As a general rule of thumb, the vision itself
provides a cursory description of the speaker’s surroundings, the overall emotional “tone” of
their speech, and a sufficient understanding of the speaker’s appearance that the Infernal could
recognize them on sight, or infer their identity from a general description.
Similarly, if the Infernal’s name is spoken frequently in the majority of conversations among a
population of at least Size 3+, then the warlock may roll (Essence + Entourage) once per day as a
prayer roll on the part of those who speak his name to gain benefits from the discussion of him
as though the people responsible were actively praying to him. If he remains the primary topic of
conversation among a population for at least (Essence) days, then its members count as
members of his Cult for the purpose of calculating benefits from that Merit; this effect fades once
a full week passes without his name regularly gracing the tongues of a given group of unknowing
supplicants. Thus, news of his deeds and word of his approach can enrich the Questing Throne
just as effectively as intentional worship.
In the rare case that the follower has a defining intimacy against such an action, those
characters may spend one willpower to resist the dictates of such Charms, becoming
immune to them for the rest of the scene.
At Essence 3+, this charm may be repurchased to increase its range to Long. It may be purchased
a third time at Essence 4 to extend its range to Extreme, and a fifth at Essence 5 to extend its
range to (Essence) miles.
However, if the advisor has an Intimacy on at an equivalent or greater level to his most intense
intimacy towards the Infernal, they may be targeted with social influence to persuade them to
counsel the Infernal to go along with the influence. In this case, the Infernal adds a flat 2 to his
Resolve, but is incapable of spending Willpower to resist the social influence if it successfully
overcomes his Resolve.
This charm does not function if the Infernal or his followers are not aware of the target.
After successfully defending against a social influence action using this charm's prerequisite, the
Infernal may respond to any further social influence from that character by making a decisive
gambit using (Charisma or Presence) + Retinue, with a difficulty of 3. If successful, the warlock’s
irritated dismissal strikes the offender like a physical blow, blasting them back one range band,
knocking them down, and inflicting a single range band of falling damage. The force of the
Infernal’s reproach also acts as a Psyche effect, preventing the target from objecting further to
the Skald’s declarations for the rest of the scene unless they spend 2 Willpower.
If the Infernal has not gone against this intimacy for an entire day nor rolled to gain Limit, the
next time he rests he gains an additional point of Willpower.
A NAME THAT SHAKES THE HEAVENS
Cost: 5m, 1wp (+3m); Mins: Essence 2; Type: Simple
Keywords: Oasis, Entourage (1)
Duration: One Scene
Prerequisite Charms: Heart-Compelling Name
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. Activating this Charm and
demanding to know “Who am I?” the Infernal rolls a special (Charisma + Investigation) Persuade
action against all beings within Short range, adding his Essence in automatic successes. All
beings whose Resolve is overcome are compelled to answer in accordance to their beliefs about
the Infernal, unless they resist by spending two points of willpower.
Choosing an answer that appeals to him, the Infernal gains a Major Intimacy for the duration of
this charm which supports that concept of his character, and adds (Entourage) extra dice on all
actions which would adhere to or promote that concept of his character. He also suffers a
penalty of (Entourage) to all actions which would run counter to this concept. Additionally, he
may spend 3m while under the effect of this charm to reroll all dice in a single roll, though this
may only be done a maximum of (Essence or Entourage, whichever is greater) time. If he does
not choose an answer, either because none was given or because he found none acceptable, he
immediately loses a point of temporary willpower from the despair of anonymity.
At Essence 3, this charm automatically upgrades, allowing the Infernal to spend 3m to increase
the stunt rating of an action by 1. This gains him all the benefits of the new stunt level.
This charm’s effects may be thrown off for the cost of two points of Willpower, however as a
Psyche effect this Willpower may only be spent when the character is directly presented with
evidence which contradicts the Intimacy the character holds towards the Infernal - for example,
an intimacy that makes the Infernal out to be a merciful ruler can be undone by showing a
person a harsh work camp apparently owned by the Infernal. Mere tale-telling or second-hand
knowledge never counts as sufficient evidence for this, however.
A repurchase at Essence 3+ allows the Infernal to use this against a crowd, rolling Performance
in place of Investigation or Presence.
● 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 Resolve, she
regains one temporary willpower. The first time he fails an action with a difficulty less
than half her Resolve, she rolls her Willpower with a difficulty equal to his Essence.
Unless she succeeds, she loses (intensity of intimacy) willpower and gains a temporary
Major Intimacy of (despairing futility) regarding the task so long as the task remains. In
combat, this takes effect on tasks such as feats of strength or Gambits as normal, but
counts ‘dealing damage’ or ‘being dealt damage’ by decisive attacks as success or failure
respectively.
● 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 (intimacy rating +1) initiative or
one willpower when he succeeds, gaining the Intimacy of ‘Despairing Futility’ towards
opposing the Infernal.
● If the target is an Entourage member, 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 (Infernal’s Essence or three, whichever
is higher) threshold successes. This negates any Stealth the Follower might be
attempting, but allows the Infernal to gain (Followers) motes. Multiple uses of this
feature in the same scene are allowed, but the challenge must be harder than the first.
● 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.
This charm decreases in cost by 1m per successful use on a subject in the scene, to a minimum of
0m. If the targeted successfully resisted, the Infernal may repeat his question with additional
Persuade attempts. A subsequent attempt against the same target in a scene costs an additional
three motes (And set this as the new value to decrease the charm cost by). If the target manages
to resist this charm again, than a normal reset action must take place before the Infernal can
demand answers again. Additionally, if this charm reaches a cost of 0m or the opponent
possesses a Defining positive intimacy towards the Infernal, the willpower cost to resist
cumulatively increases by one, to a maximum of two.
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 a Tie of Awe toward the Infernal (or upgrades such an Intimacy thing if
need be). If this Charm is used on a mortal with 3 or less temporary Willpower, this effect may
occur after only the first application; the character must have an intimacy reflecting self-control
or adherence to a personal code to avoid being overcome by the Infernal’s majesty.
BOLE-AND-BOULDER ABATURE
Cost: --; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Asking the Stones
The least gods of Creation usually have short memories at best, and pay little attention to
anything outside their sphere of influence. In their terror of the Questing Throne returned, they
find that they know more than they thought. This charm allows the Infernal to ignore up to
(Essence) penalties to a roll supplemented by its prerequisite from lack of evidence or magic
such as Traceless Passage or Master Plan Meditation, as milestones and lumps of driftwood
recount what they know of the warlock’s quarry.
The only way to avoid the World-Revealing Paean Awarenes is to successfully roll (Wits +
Occult) versus the Infernal’s awareness roll. The Infernal’s Awareness roll is enhanced by
(Essence) dice, and any 1s rolled are rerolled until 1s fail to appear. The range of this Charm is
extended to extreme range by Universal Odeum Understanding, however, this Charm does not
depend on hearing and may be learned and employed by a deaf Exalt. Anyone revealed by this
charm automatically knows it; the screams of the little gods are as audible to them as they are to
the Infernal.
This charm may be repurchased at Essence 3, extending the duration of this charm to one scene.
WORLD-WRATH INCITEMENT
Cost: -- (+1wp); Mins: Essence 2; Type: Permanent
Keywords: Entourage (3)
Duration: Permanent
Prerequisite Charms: Land-Thrall Fealty Demand
At the behest of the Questing Throne, the world rises to bring down those who would mock its
master with their opposition. This charm enhances its prerequisite, allowing the Infernal to add
a point of Willpower to that charm’s cost to cause the initial eruption of grinding stone, lashing
trees or howling wind to count as a one-time environmental hazard dealing 3B/round and with
a difficulty of (Entourage) to resist. With Essence 3, this hazard persists within the area affected
by Land-Thrall Fealty Demand for as long as that charm’s effect persists. Characters who would
be immune to the knockdown effect of Land-Thrall Fealty Demand are likewise immune to this
environmental hazard.
AS-I-WISH PROCLAMATION
Cost: 7m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Psyche
Duration: One month
Prerequisite Charms: Land-Thrall Fealty Demand
The world is what Mardukth makes of it; it would not dare gainsay his will. This charm allows an
Infernal to try and introduce a fact which would contradict an existing fact, rolling (Appearance
+ Presence) instead of (Intelligence + Lore) to do so. The Infernal must have Presence 3+ and
some form of authority or ownership over the subject of this roll - to introduce a fact about a
social group, the Infernal must be a leader among them; to introduce a fact about a place the
Infernal must own it. The difficulty of this roll is commensurate to the degree of change created
The Storyteller may still veto proposed facts which they feel would derail the story, or which
contradict a canonical or personal fact of the setting upon which hangs future plot
developments. The Infernal asks the world its shape and purpose, and the world warps to obey
his solipsistic preconceptions.
The fact does not becomes retroactively true; however all beings with an Essence rating less
than the Infernal’s suffer a Psyche effect which convinces them that it was always so, smoothing
over any impossibilities, unless they spend 3 Willpower to resist. This cost is reduced by 1 if the
character in question has a Defining Intimacy which the proclamation invalidates or would
harm, and by a further one if the character is only one lower Essence than the Infernal. If it takes
effect, the psyche effect may be later resisted for a scene by spending 2 Willpower. When a
character ahs spent 10 Willpower in such a manner, they shake off the effect entirely.
Motes spent on this charm remain committed for one week, during which the charm’s effects
may be undone by forcing the Infernal to decommit the motes, or by a character with the
requisite Lore background(s) who has resisted the aforementioned Psyche effect successfully
challenging the fact; this roll has a Difficulty of (threshold successes the Infernal achieved +
[Infernal’s Essence - character’s Essence]). Once the month is over, however, the proclamations
of Mardukth become real in truth.
Two committed motes allows him to produce changes that conform to the normal expectations
for the region, season, and the current conditions, such as provoking rain on an overcast day.
Producing weather counter to the current conditions (but still in line with the region and
season) requires four committed motes, while ignoring either the region or season requires six
motes, and ten motes allows the Infernal to direct the climate without any regard for the context,
producing snowstorms in the deep South. He may reflexively commit further motes to the
Charm as necessary.
Depending on its severity, this weather can penalize inappropriate actions within its radius. Fog
reduces sight, heavy rain limits archery, snowstorms reduce scavenging opportunities, and so
on. Conversely, certain activities can benefit from appropriate weather, allowing certain
penalties to be bypassed. On a greater scale, projects can suffer from disasters of varying levels
at the hands of a malevolent climate, while helpful weather can offer a suitable advantage. The
Storyteller should exercise their judgement, but penalties applied by the Infernal weather
should not exceed –(Entourage) even in the most extreme cases, and the Infernal cannot
produce weather more hazardous than a severe sandstorm (Exalted, pp. 233).
If the Infernal knows Saga-Proclaiming Cordillera Choir and is controlling the weather within an
area claimed with Megalithic Orogeny memorial, he may cause his stones to continue to echo his
demands, making this charm indefinitely Stackable, though this adds a second point of
Willpower to the cost.
Example:
WORDS OF RUIN (FIRST KING’S WRATH)
Cost: 30m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Entourage (5), Retinue (4), Obvious
Duration: Instant
Prerequisite Charms: First King’s Pronouncement, As-I-Wish Proclamation, Megalithic
Orogeny Memorial, First Mardukth Excellency
The Infernal stands amidst his self-memorials and pronounces ruin upon his foes. The prophecy
of doom is taken up by his followers and echoed by the stones until it rings through the sky. Roll
the Infernal’s (Charisma + Essence) against difficulty 5. Results are as follows:
● Basic success: Natural disasters with relatively damning effects: flash floods ruin roads, a
drought destroys crops, an earthquake disables a vitally-important manse, etc.
● 2 - 4 successes: A devastating cataclysm: a tsunami wipes out a fleet of battleships; a
series of earthquakes devastate the infrastructures of several cities and roads; a volcano
detonates and wipes a city entirely off the map, etc.
● 5+ successes: A truly legendary cataclysm: an ancient behemoth rises from its slumber to
rampage through a number of cities, a horde of monsters and chaos-princes ride from
the Wyld, storms of burning hail descend upon a land and so on.
The Infernal decides what region to pronounce doom upon and an appointed time, but the
Storyteller decides the nature of the doom she divines based on the result of the roll. This charm
will never invoke the powers of the Underworld or of the heavens beyond the clouds - Marukth’s
realm was ever that of the living world. The Infernal may show mercy by repudiating his
pronouncement of devastation at any point before the cataclysm manifests itself, thereby
negating her dread prophecy. Even if the Infernal dies, the cataclysm will still take effect unless
he revokes it.
Though this Charm’s duration is instant, the motes spent activating it are committed for one
week if a pronouncement of doom is uttered and allowed to manifest. This Charm may only be
used once per year, though it can be reset as often as once per season by paying 12 experience
points. This restriction may be ignored at the Infernal’s death; if he has the motes and willpower
he may pronounce a final death-curse, doubling his Essence for the purposes of the roll.
Implement Charms
REINVENTING ANCIENT STONE
Cost: 2m (4m); Mins: Essence 1; Type:Simple
Keywords: Sandact
Duration: Instant
Prerequisite Charms: Graven Upon Stone
The Questing Throne seeks answers wherever he roams, and always receives the answer he
wishes. Sometimes he questions the sincerity of those replies, but he never doubts their utility.
While this Charm is active, the character may take a Miscellaneous Action to question any object
he is touching. 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 the Infernal attempts to identify an artifact this
way, he must succeed on a (Perception + Occult) roll against a difficulty of the artifact’s rating to
identify its purpose. This charm may not target N/A artifacts.
If a mundane object does not function in the 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.” Having gained this admission, the Infernal spends four motes and
reshapes the object according to his needs. It takes on a crudely-hewn appearance, that of an
implement a citizen of the Realm would expect a barbarian in the outermost Threshold to use,
but its effectiveness cannot be denied. This provides the Infernal with exceptional equipment for
a task, or a mundane weapon or armor of roughly equal mass to the object transformed. Knives,
bows, hatchets and spears are the most commonly available weapons, while leather and
interwoven bone are common choices for armor.
At Essence 2+, the Infernal may purchase this Charm a second time, allowing her to target up to
(Essence) objects simultaneously with this Charm. This increases to (Essence x 2) at Essence 4.
PANOPLY OF LEGEND
Cost: 10m, 1wp, 3xp; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Reinventing Ancient Stone
The weapons, armour and implements said to have been wielded by the Questing Throne or his
heralds are beyond number, each a legend in its own right. To use this Charm, the Exalt must
have an Artifact to work with, and the owner of the artifact must either be the Infernal, or hold a
Major or Defining Tie to the Infernal reflecting loyalty, subservience or similar, and must have
unlocked all of its Evocations. Typically this means the Artifact has a rating of three or four dots,
as Artifacts rated five or N/A usually have no known limit to their number of inactive Evocations.
With this Charm, the Exalt spends (10/ Essence) hours reforging the weapon in her workshop.
When she is finished, the weapon gains one Evocation, and its appearance is permanently
modified to be more fitting for an instrument of the Questing throne, generally becoming more
brutal, primitive or simple in appearance. This Evocation is inactive and must still be learned. If
the weapon does not belong to the Infernal, the experience points cost can be paid by the
weapon’s owner. This Charm may not be used twice on the same weapon until the added
Evocation has been mastered. The nature of added Evocations will reflect the wielder’s spirit,
the weapon’s attitude and character and the thematics of Mardukth.
HAND-AND-QUERN GRINDSTONES
Cost: 4m; Mins: Essence 1; Type:Simple
Keywords: Sandact
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. This charm may only target objects which are suitable to the aesthetics and
sensibilities of Mardukth, such as obsidian macuahuitls, leather armour or a whittled yoke. With
this Charm, the Infernal can strengthen an appropriate item, spending five minutes to an hour
treating an object no larger than (Essence) yards in radius, increasing the difficulty to damage it
by two or (Essence), whichever is greater. Durability conferred by this Charm is conferred
permanently.
With Essence 2+ the area encompassed by this charm greatly expands, allowing the Infernal to
target much larger objects, such as seagoing vessels or buildings, provided that they either
already fit Mardukth’s thematics or are modified over the course of the strengthening to be so.
All structural elements are treated as Stone Walls for the purposes of Feats of Strength, and
increasing the difficulty of any Feat of Demolition to destroy them by (Essence). A vessel or
vehicle so enhanced gains (Essence) -1 hull levels, but suffers -1 Maneuverability. Such a task
takes the normal amount of time a crafting action normally takes, and the cost of this charm
becomes (4 x Resources cost of target) motes.
Monument Charms
MEGALITHIC OROGENY MEMORIAL
Cost: 20m 1wp; Mins: Essence 2; Type:Simple
Keywords: Sandact, Geomancy
Duration: Permanent
Prerequisite Charms: Mythic Glory Wrought, Hand and Quern Grindstones
Standing near the center of an area of exposed earth or stone, the Infernal asks of the earth a
question: “What will remain when all else has fallen?” In reply, the ground trembles. Concentric
circles of vast megaliths rise from the bedrock within Medium range, in any configuration the
Infernal desires. 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. An 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 a
written Instill attempt to convince any reader of the Infernal’s glory, affecting anyone with a
Resolve less than the Infernal’s ([Charisma + Entourage + Essence]/2). The stele continuously
updates its account, marking all notable events in the Infernal’s life.
The land within (Charisma x 100) metres of the megaliths 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 (Entourage) automatic successes. While within this area, the Infernal
gains a +1 non-charm die on all actions in line with the First Mardukth Excellency 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 penalty to all non-reflexive actions
while in this land.
The land is attuned to the Infernal’s legend. Whenever he accomplishes a feat that would reward
him willpower for accomplishing a major story goal, he may reflexively reactivate this Charm
wherever he is. He demands to know the present state of his glory and, far away, a megalith of
his choice responds in a voice that thunders over the horizon. If he fulfilled some aspect of a
Defining Intimacy (e.g. defeated a hated rival), the affected territory surrounding the megalith
expands its radius by (Charisma x 100) meters and the original central region rises by
(Charisma x 25) meters; the area is now considered Difficult Terrain as it slopes and sheers to
accommodate the nascent mountain. The maximum radius of the area is (Entourage) miles; its
maximum height is (Essence) miles. If this expanding region contacts another like it, the two
growing mountains merge into the spine of newborn 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 a major story
goal, all structures not made of undecorated stone, wood or some other ‘primitive’ material such
as wattle and daub and with a Resource cost less than his Essence are automatically shaken
apart and destroyed, though manses are only damaged unless they are expected to Mardukth, in
which case they weather the tremors unscathed.
As a special modification of the Geomancy keyword, 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. Its radius does not matter for this purpose.
This charm may be repurchased at Essence 4. 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
third purchase at Entourage (4) allows the Infernal to pay an additional ten motes (for a total of
+20m) to expand all megaliths within five miles of the secondary megaliths affected. With
Entourage (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 ten motes.
A second purchase of this Charm causes the Infernal’s legend to permeate the entire area. 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 Instil attempt once per week.
While new megaliths gain this benefit immediately, older ones are only upgraded appropriately
when the Infernal reflexively expands that territory.
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 or riding through hilly or mountainous regions, the Infernal
ignores all difficult terrain and travels at half again his normal speed for the purposes of
dramatic travel (e.g. if he would normally travel at 10 miles per hour, he instead travelss
at 15).
● While in a hilly or mountainous region, the Infernal is considered to own all natural
terrain or simple buildings with a Resources cost of (Essence) or less within Medium
range for the purposes of any effects which care about such, such as Isidoros’ Remote
Satisfaction Demand. The land reverts to being without an owner once it is outside of
this radius. If another effect would contest this, or the area is owned by another
Essence-using being, the Infernal may roll (Charisma + Presence) against a difficulty of
the contesting being’s Essence, demanding that they forfeit their possessions to him.
● While in such terrain, the Infernal may commit 3 motes indefinitely to gain perfect
balance and the ability to stand, move or run on things which should not be able to
support her weight, provided that they are a part of the natural landscape or structures
which the Infernal owns. Additionally, he never risks unintentionally causing landslides
or breaking a handhold while climbing.
● The Infernal may communicate simple ideas with natural animals and may make social
influence attempts against them, and may understand them in turn. Such influence is
still limited by the animal’s cognitive abilities.
Pack Charms
MOUNTAIN SHELTERS MANY
Cost: — (+1wp); Mins: Essence 1; Type: Permanent
Keywords: Sandact, 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.
If the Infernal knows Precipice-Defying Attitude, he may add a point of Willpower to its cost to
invoke it on behalf of up to (Essence) Size of Entourage members within Long range (that is, he
may activate it to protect himself, and again to protect his Entourage). Once the Willpower is
paid, the Infernal may activate the charm on their behalf an indefinite number of times, until
they land or the climb is complete.
BEAST-MASTER’S MENAGERIE
Cost: -- (1wp); Mins: Essence 1; Type:Permanent
Keywords: Sandact
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 members of a Command of similar numbers for the purposes of
effects which refer to Entourage 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 any use of Breaking Wild Souls if the Exalt knows that Charm as well.
KINE-SUMMONING CLARION
Cost: 3m; Mins: Essence 1; Type: Supplemental
Keywords: Oasis, Obvious
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, doubling 9s. 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. If the roll gains at least one threshold success,
the Infernal gains enough food to feed a group of Size no greater than his Essence for a number
of days equal to his extra successes. This Charm may only be used once per week within the
same (Essence x 10) square mile area once per week.
This charm may be repurchased, allowing the Infernal to invoke it for an increased cost of five
motes. The Infernal names a need other than sustenance and demands that beasts attend him to
answer it. He also rolls (Survival + Essence) to summon animals to fulfil his demands, dividing
successes as he chooses with each animal requiring a number of successes equal to its base
Familiar rating, up to 2. Such beasts appear with preternatural speed — in that scene, unless the
Storyteller deems this implausible. If no beast which could fulfill such a requirement are present
- if the Infernal demands a steed in a tangled forest, for example - he summons only an echo.
This Charm may be invoked for an additional Willpower, allowing the Infernal to summon
animals that qualify as three-dot Familiars (Exalted, pp. 161), though this requires a successful
(Charisma + [Presence or Survival]) roll against their Resolve to master. Once the animals arrive,
the Infernal may instruct them to carry out one inconvenient or serious task (Exalted, pp. 216)
without needing an influence roll, though the Infernal may make influence rolls against them
with the aid of Mountain Beast Dominion. Animals that qualify as three-dot Familiars can only
be given an inconvenient task without rolling. Depending on how it’s treated, the animal may
remain with the Infernal or retreat into the wild after completing the task.
With a third purchase at Essence 2+, the Infernal may pay an additional point of willpower when
activating this Charm. This reduces the difficulty of the Survival 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. Animals are spontaneously generated to
meet the Infernal’s needs. He may spare some or all of the animals generated by this Charm, thus
populating the region with a number of animals totaling a Size of (Essence), were they to be
gathered in a unit. These animals are still subject to the normal pressures of survival, so creating
a herd of cattle in the desert will likely lead to death from thirst in short order.
If the Infernal knows Chattel Deva Bondage, instead of natural animals he may create breeds of
his own devising, similar to the Yozi-spawned beasts that haunt the Demon City, though at this
stage they may be no larger than a elk. At Essence 3+, created animals may be no larger than a
rhinoceros. At Essence 4+, they may be as large as yeddim or tyrant lizards. The Infernal may
never create spirits or god-blooded animals with this Charm, nor may any created beasts have
human-level sapience. Upon attaining this application of this charm, the Infernal learns a breed
of akuma-beast that they may create, and may learn more by spending 1xp each.
MOUNT-CONQUERING DICTATE
Cost: 5m; Mins: Essence 1; Type: Simple
Keywords: Lanaya
Duration: Instant
Prerequisite Charms: Beast-Master’s Menagerie
The Mountain and the Beast Upon It are of one mind. When the Infernal mounts an animal, she
can invoke this Charm to verbally demand its total loyalty. It will never again allow any other
rider, nor can it ever disobey the Infernal’s commands. Consequently, even the most terrifying of
situations will not make the mount flee while the Infernal rides it, though it may still suffer other
penalties due to its fear. At the Storyteller’s discretion, taming a particularly wild or mighty
steed might require a (Charisma + Ride) roll against the animal’s Resolve.
If the Infernal knows Breaking Wild Souls, when he joins battle all other mounted enemies must
immediately make a (Wits + Ride) roll with a difficulty equal to the Familiar rating of the
Infernal’s mount to keep their own from panicking. The Infernal gains an additional point of
initiative for each rider who fails to keep their mount under control.
With an Essence 3 repurchase, the Infernal experiences a rush of power when he joins battle
with his mount, gaining (Familiar) motes upon join battle that must be spent on Mardukth
charms, or on behalf of his mount.
Obedience Charms
BREAKING WILD SOULS
Cost: 3-5m; Mins: Essence 1; Type: Simple
Keywords: Oasis, Psyche
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) against a single target, which may be sapient or an animal. If the Infernal
overcomes the target’s Resolve, they are 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 to oppose, attack or otherwise act against the Infernal unless persuaded,
threatened or provoked to by the Infernal or another being - they will not do so out of their own
will. Resisting this Psyche effect costs two willpower, which may only be spent if the target has a
Major or Defining Intimacy which would compel them to oppose the Infernal.
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. Resisting this Psyche effect costs (Infernal’s Essence - provoker’s Essence,
minimum 1).
A second purchase at Essence 2+ allows the Infernal to use Performance with this Charm and
target all within ear-shot.
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.
SLAVERY IS FREEDOM
Cost: 4m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Oasis, Entourage (2), Psyche, Sorcerous (7)
Duration: Instant
Prerequisite Charms: Breaking Wild Souls
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 influence
attempt 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 a meal for him or ask the target why his plate is yet empty. If the attack is successful, the
target gains a Defining Principle towards completing the task, which is always treated as
opposing any social influence seeking to persuade her to take up another task that does not
directly benefit her main mission. While this Psyche 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.
The victim may resist this effect for a few minutes for the cost of a point of Willpower, or for a
scene for the cost of two. Once 5 points of willpower have been spent to resist the Psyche effect,
it ends entirely and target is rendered immune to further applications for (target’s Essence)
weeks. Members of the Infernal’s Entourage cannot resist at all.
● Primal Fealty: The familiar gains a Defining Tie of subservience to the Infernal, if it does
not already have one. No influence of any kind—other than that of the Infernal—can
make the familiar act against this Intimacy.
● Clouds Ascend the Mountain Stance: Mardukth was ever empowered by his lessers. The
Infernal may reflexively draw up to five motes from his bestial servant once per day,
causing the Familiar to call out his name, obviating stealth. The Exalt must be within
Medium range of the familiar she wishes to tap. If the Exalt taps more than five motes
from multiple pets in a scene, the motes she draws will only last until her next turn.
● Steadfast Loyalty Assurance: The Infernal draws strength from the knowledge that his .
Once per day, through interaction with his familiar, the Exalt may draw a single point of
Willpower as a simple action lasting at least a few seconds. This contact renews the
Infernal’s mental energies and can even negate a -1 crippling penalty to the Exalt’s social
influence actions. The Infernal may only use this power once per day, no matter how
many familiars she has.
● Beast and Mountain as One: The Exalt may borrow the senses of a familiar through a
moment of intense concentration. This simple action requires the Infernal to concentrate
on pushing her consciousness into the mind of her familiar, rendering her incapable of
taking any other actions until she has returned to her own mind. This power can be
invoked when the character is asleep or otherwise inactive, and has no known range
limitation. At Essence 3, the Exalt further extends her influence into the familiar’s motor
functions, merging seamlessly with her charge in order to control its actions.
● Prince of Wild Places: The familiar exudes bestial majesty. Treat all non-familiar animals
as having a Minor Tie of reverence towards it, or a Major Tie for animals of the same
species.
If the Infernal 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 corpses of any such creatures he kills remain materialized after their deaths, and if the
Infernal uses Wearing the Beast’s Skin to craft accoutrements from the corpse the spirit is
permanently killed - it would not do for Mardukth’s prey to return to contest his victory, after all.
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 Terrestrial gods with Essence
less than his own. Such elementals and gods include the Mercury Ants and the Dogs of the
Unbroken Earth. Using the Charm in this way is considered Blasphemous.
BEAST-HONING INVOCATION
Cost: 10m, 1wp; Mins: Essence 2; Type: Simple
Keywords: None
Duration: One week
Prerequisite Charms: Uncrowned Beast King
The creatures of the Questing Throne are mighty indeed, kings amongst their kinds. The Infernal
demands that her familiar better itself, allowing it to train itself for her. This is treated as a
normal interval of the extended roll to train an animal (Exalted, pp. 554), save that it takes only a
week, does not require the Infernal’s presence during the training, and ignores the usual
specialty requirements.
An Essence 3+ repurchase of this Charm lets the Infernal train her familiar to awaken magical
abilities (Exalted, p. 555) at a cost of two experience points each. This cost is refunded if her
familiar dies.
● The familiar’s Essence rating increases to equal the Infernal’s, rising again to match hers
whenever she gains a dot of Essence. It gains a pool of (Essence x 10) personal Essence
and the Charm Hurry Home, which brings it to the Infernal’s side.
● The Familiar may pay the costs of magical abilities it possesses from its own mote pool.
● It gains Exalted Healing and (Infernal’s Essence) points of mutations.
● The Infernal may choose to raise its Intelligence rating to two dots if it is lower. If its
intelligence is so increased, it gains the power of speech, though it only knows Old Realm
and may not learn other languages.
● 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. Characters who track Experience must pay for these increases as normal. If this
targets a Familiar of the Infernal’s, they must pay 2xp.
● Two points of permanent mutations fitting for the themes of Mardukth - of particular
note, the Small mutation never qualifies. For mutations costing more points, this Charm
may be activated multiple times, with the mutation gradually becoming visible as the
required dots are paid.
● One additional -1 health level, to a maximum of (Infernal’s Essence) times.
● One additional -2 health level, to a maximum of (Infernal’s Essence × 2) times.
● One additional point of soak, to a maximum of (Infernal’s Essence × 3) times.
● One additional point of Hardness, to a maximum of (Infernal’s Essence) times.
With a repurchase at Essence 3+, the Infernal may invoke this charm for an increased cost of
twenty motes, two willpower to target a group of Size equal to or less than (Essence). With a
second repurchase, the Infernal may add 2xp to the cost of an activation of this charm or its
prerequisite to cause that activation’s effects to become fully hereditary.
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 a 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 Willpower. So long as he retains Essence 4+, his soul slowly recuperates and expands
into another Familiar of his choose after one month of regular interaction. If it was the Infernal’s
animal body that survived, he may employ Breaking Wild Souls on a willing mortal, binding
himself to that mortal as a Familiar. After a month, Infernal overwhelms the mortal 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 the Infernal is slain before he has acquired a new secondary body, the Infernal dies as normal.
HERD-SCATTERING THUNDER
Cost: 3m (+1wp); Mins: Essence 2; Type: Reflexive
Keywords: Oasis, Psyche
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 (Appearance + Performance), adding the Appearance of his
mount in automatic successes. If this exceeds the Resolve of his opponent’s mount, the mount
rears in terror and gains the benefits of Flashing Thunderbolt Steed (Exalted, pp.380) for a day,
coming under a Psyche compulsion to travel as quickly as it can away from the Infernal. The
rider may suppress this compulsion if he makes a successful (Charisma + Ride) roll against
(Infernal’s Essence) to regain control of his mount for (Essence) turns or, if the targeted mount
is a Familiar, may spend two points of Willpower to banish the Psyche effect completely,
immunizing the mount for the remainder of the scene. The mount loses the benefits of Flashing
Thunderbolt Steed while the compulsion to flee is suppressed.
The Infernal may activate this charm individually this cost for each viable target 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 (Appearance + Performance) and affect all viable targets within
simultaneously.
Beast-King Charms
WEARING THE BEAST’S SKIN
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Oasis
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. While he wears any item
crafted from the remains of a 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
soak equal to the animal’s soak in life, to a limit of the Infernal’s (Charisma + Essence), and with
(Essence) Hardness. This is incompatible with other armor, but does not count as armor itself
for the purposes of magic that concerns such things. If the Infernal wears more than one such
article of clothing, only the greatest benefit applies.
Additionally, the Infernal adds (Survival) non-charm dice to and doubles 9s on any Craft roll to
create items from a creature he killed himself, or at least had a part in killing.
Unless it is resisted, this Psyche effect lasts until the Infernal is no longer in the target’s
presence, or indefinitely if the being possesses a Major or Defining towards the Infernal.
This charm may be repurchased at Essence 2+, adding the Stackable keyword to this charm,
allowing the Infernal to activate this charm up to three times to leap up to three range bands.
This makes the charm Obvious, as for a moment the Infernal takes on the silhouette of an
impossible monster and his landing echoes with the tread of a beast the likes of which Creation
has not seen for an age and more.
PRECIPICE-DEFYING ATTITUDE
Cost: 2m or 3m; Mins: Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Crevasse-Crossing Stride
The legend of Marukth is far too great to end with a mere fall upon hard ground. The Infernal
may spend two motes to drop down two range bands without taking damage. In order to survive
a very long fall with this Charm, the Infernal must use it at least once every three bands.
Alternatively, this charm may be activated for a cost of three motes, allowing the Infernal to use
her reflexive move action to climb a single range band up or down a stone or earthen surface
without needing to make an Athletics roll, and can even ascend sheer surfaces.
Giant Charms
TOWERING BARMANU BODY
Cost: 10m, 1wp; Mins: Essence 1; Type: Simple
Keywords: Oasis, Obvious, Sorcerous (10)
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 + 1) times, gaining (Essence) additional -0 health levels. He adds his
Essence to his Strength and Stamina for all purposes. Additionally, the Infernal gains (Essence)
automatic successes on any action to intimidate or cajole other beings. However, due to his
immense size the Infernal’s Evasion suffers a penalty of (Essence), as does any attempt at
stealth. This Charm does not stack with size-increasing mutations unless they are permanent;
where a temporary mutation and this charm overlap, only the greatest benefit applies.
A second purchase of this Charm at Essence 4+ adds the Retinue (1) keyword and adds the
Infernal’s Retinue rating to his Essence for all purposes related to this Charm, including
expansions to this Charm via later Charms.
If the Infernal goes more than (Essence) rounds without making moving this Charm
automatically deactivates. A second purchase at Essence 3+ allows the Infernal to extend this
Charm’s duration to Indefinite for the additional cost of a point of willpower, lasting until the
Infernal stops moving long enough to calm the earth. Additionally, the area affected by this
charm is expanded to Medium range, and causes the Infernal to automatically fail all Stealth
rolls. A third purchase at Essence 4+ expands this to Long range.
With a second purchase at Essence 2+, the Infernal may spend an additional point of willpower
to make the attack undodgeable.
WOUNDING-THE-GIANT FUTILITY
Cost: —; Mins: Essence 2; 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,
allowing the Infernal to increase his Hardness at a rate of one point per three motes. Up to
(Essence x 3) motes may be committed this way.
This charm may be repurchased, allowing the Infernal to spend five motes and a level of anima
to triple his Hardness against one Decisive attack. This may only be used once per combat,
unless reset by suffering no damage from a Decisive attack with 11+ Initiative.
With Essence 3+, the Infernal’s clash attacks gains a number of automatic successes equal to the
the total Onslaught penalty the prompting attack inflicted, even if those penalties are negated by
other effects. This charm may be repurchased at Essence 3, allowing the Infernal to make
decisive clash attacks. Should any of her counterattacks do damage, her Initiative will not return
to its base value until the next round begins.
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, or equal to the largest Size 3+ battle
group present. If the Infernal chooses to gain a point of Limit, for the remainder of the scene he
gains one mote in any of the following situations:
● The Infernal no longer needs to commit motes to Towering Barmanu Body, but can still
voluntarily deactivate it, though doing so deactivates this charm as well.
● For (Essence) rounds after activating this Charm, the landscape uplifts at the beginning
of each of the Infernal’s turns as though he had achieved a major story goal and activated
Megalithic Orogeny Memorial.
● He becomes the genius locus of the area under the influence of his Megalithic Orogeny
Memorial, permeating every stone, tree, shrub within the area. This allows him to
observe any point within Long range, but does not do so equally.
● Unless Footsteps Like Thunder is active, the Infernal is immobile, an enormous stone
statue. Even with that Charm active, he may not jump, or move more than one range
band per turn. While moving, the earthquakes caused by Footsteps Like Thunder extend
out to Extreme range. 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.
● The Infernal may not move beyond the boundaries of the area under the influence of his
Megalithic Orogeny Memorial, though he may move between conjoined regions.
● Wherever the Infernal moves, he leaves a trail of difficult terrain two range bands wide.
● The Infernal may make unarmed attacks against enemies within Long range which take
the form of falling branches, tumbling stones, and other natural hazards, using
appropriate weapon profiles, as decided by the Storyteller and rolling Survival or Martial
Arts to hit. Such attacks are subject to the normal rules for flurries, but he may employ
attacks against entities he would not normally be able to - ‘grappling’ battle groups with
rockfalls, for example.
● He may command all natural animals within the influence of his Megalithic Orogeny
Memorial region as a Psyche effect, and may use these as means of further interacting
with his environment. Even if they do not count as his Entourage, they gain the benefits
of Honing the Beast’s Talons, should the Infernal activate that charm.
● The Infernal is immune to poison, non-magical sicknesses, and cannot be starved or
suffocated.
● The Infernal cannot apply his Evasion against any attack.
● At the beginning of every scene, the Infernal must use A Name That Shakes the Heavens.
If the Infernal 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, has no remaining Temporary Willpower
or if the megalith at which he activated this charm is destroyed physically or its power is broken
by a sorcerous working as described in the Geomancy keyword, this Charm terminates
immediately. The landscape reverts to its prior elevation, and the Infernal appears at any point
within the landscape that he desires.