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The Tim
The Tim
God-Machinist
Validated User
Nov 15, 2010
#1
There are greater secrets than mere knowledge and personality that a Solar shard
retains. The entire legacy of improved power, the paths of greater enlightenment
themselves, are etched faintly into the Exaltation. Deeply enough that a Green Sun
Prince may trace them and integrate them with the knowledge of their own condition.
Upon learning this Charm, the GSP loses all dots in Past Life and Savant. These are
turned into a pool of experience with which to make immediate purchases of Essence
or Infernal Charms. These may be purchased immediately, ignoring training times
beyond that needed for this Charm. All traces of the former life are annihilated by
this process.
For every dot of Past Life that the Infernal had, one requirement may be ignored
for Essence or a Charm. For Essence, this is the age cap. For Charms this may be a
single minimum or a prerequisite Charm. The Charm can be used even without this
prerequisite being met, though it cannot serve as a prerequisite Charm until the
Infernal actually meets the requirements.
With the patterns that a Past Life makes in the Exaltation well understood, and
fully exploited, the Green Sun Prince can begin to lay the foundations of their own
mind's continuance.
This Charm provides a Past Life rating of 5 to a future incarnation of the Green
Sun Prince. The Past Life is the character's own, though filtered as they like. The
character's Motivation is encoded in the first purchase, as well 5 Intimacies of
their choice.
Despite lacking the extensive experience of a First Age Solar, the Infernal with
this Charm provides the full benefits (and risks) of Past Life as they lay in
suitable uses of the power of the Yozis as expressed through Exaltation.
The Blasphemy effect is triggered when the Exaltation finds a host.
Spoiler: Hide
Originally I had it 1 level of Past Life per purchase (Stackable Keyword was
there), with a 6th purchase being a path to immortality through perfect
redeployment. Then I decided that wasn't as interesting, really. Maybe something
like that sprouts out of this, but I think that continuity of consciousness and
self is ambiguous enough in Exalted for plenty of GSPs to consider this to be a
near terminal immortality effect that is a solid back-up on the way to actual
immortality.
A final meta-Heretical Charm before some ones that are direct effects.
While the ascending Infernal can craft new daevas from scratch, expressing her
spiritual truth in new beings, she may also expand her nature through the
introduction of souls from elsewhere.
This Charm works much like its prerequisite, except that it requires an existing
being that willingly (or through broken Motivation) accepts the offer to become a
third circle daeva of the Infernal. The being gains Charms and unique powers
reflecting its previous existence (a Fair Folk will have a panoply based on its
Graces, a ghost will have Charms that influence the underworld, a God will retain
much of its previous form, etc.) and starts with its current Essence as a base.
Essence can be improved from there as per the cost per dot of Essence in the Path
of a Thousand Whispers.
In addition to adding a new third Circle daevas with some experience, along with
granting it 7 second circle souls, adding such a being opens up thematic avenues of
Charm development for the Infernal. Areas of expertise and power for the adopted
being become appropriate for Charms, either new root Charms or expansions of
existing ones. For instance, adopting one of the Fair Folk will allow deep
influence and understanding of the Wyld, a ghost will allow the development of a
custom Necromancy initiation, and a God will give its former divine purview as an
area to build Charms in. Should the Infernal have experience to spend upon the
emergence of the new daeva, she may instantly do so in order to gain some of those
newly appropriate Charms in a burst of insight.
This Charm can be used whenever the Infernal could conceive a child with another
being. The conception automatically occurs and is protected from being disrupted so
long as the Charm's effect holds. The child thus conceived is destined to become a
nemesis of their father, a potential equal bent on destroying all that his father
cares for and loves.
The being thus conceived will, by age of maturity (as per what sort of being the
father is) have traits as a Black Mirror Shintai double. This may violate age
restrictions on abilities. Additionally, the son can be distinguished form father
in terms of Fate, but other mystical effects have difficulties (including cults).
Upon reaching age of maturity, the character gains an Urge to ruin the father and a
limit track (if not already possessed). The son must seek to fulfill the damned
destiny of destroying his father. If he does so, any Exaltation or other unique but
duplicated quality of the father passes into the son. In any case, the defeat of
the father by the son may not actually liberate the son. The son must endure a
social attack from his mother (essentially made ahead of time, but not rolled until
the moment it comes up). If he does not resist this social attack, the Urge and
limit remain. The son must scour the father's memory from Creation. If he does
resist the attack, he is free to pursue a new destiny without Urge or limit (unless
those are qualities of his true nature now that he has subsumed his father).
Counter magic does not destroy the child, but does break the link between him and
his father (allowing normal Motivation and Intimacies to develop). Any duplicated
quality that should not normally be duplicated is also removed.
Spoiler: Show
Jeremy Kopczynski
Registered User
RPGnet Member
Validated User
Nov 15, 2010
#2
I like the fluff but my mechanical skills are not the best.
Questions though: Does Hatching Wisdoms Egg really allow an Essence Five Infernal
with Past Life 5 and enough banked XP to shoot up to Essence Ten? Wow. Can an
Infernal past life possession provided by incubating the future self force an
Essence 10 non Heretical Infernal to purchse (self) Cosmic Principle? Can
Invitation to the Whispering Choir be used on Unshaped, Incarnae, Deathlords, or
entities like Loras? Can it be used to steal demons or other Devas? How about on
Elementals?
Brian888
Brian888
Registered User
Validated User
Nov 15, 2010
#3
This is my attempt at a "fix" for Demonic Primacy of Essence:
The law of Cecelyne may bind all things, but a king of his own soul is serene in
his infinite authority. A Green Sun Prince who learns this Charm melds the
supremacy of the Demon Emperor with the inherent perfection of her underlying Solar
Exaltation in order to benefit from the law of Cecelyne without being subject to
those same laws. For the purposes of Demonic Primacy of Essence only, the Green Sun
Prince is never considered to have a lower Essence than any native of Malfeas who
is making a social attack against her.
#4
Yes, the point of Hatching is to allow insane skippage. I'm trying to imagine
someone with enough banked XP, but, sure, jumping to Essence 10 and blowing all
that XP (320 XP off the top of my head) is OK. I mean, unless you've also got XP to
spend on Charms, that Essence 10 isn't super impressive.
I'm not sure if Past Life possession lasts long enough to force Charm purchase. I
don't think so, even in the worst case scenario. Though certainly you could
probably lay traps along the way towards that (especially if you've got a free
shard with a custom Caste and all that).
Anything that can give consent in some meaningful way (which I guess I would define
as could be forced to give consent by having its Motivation or equivalent broken)
is valid. So, I'd say yes to pretty much the whole list. Except, maybe Deathlords,
I forget how tight their leash is.
But, yeah, anything you can get to consent can be targeted. Taking a third circle
demon would steal the second circles as well and transform them a bit (fitting
better with you, being daevas not demons, all that). Taking a whole Primordial/Yozi
would force the third circles into second circles, and destroy the existing second
circles. Again though, that is pretty unlikely, but it would make me laugh.
The Tim
The Tim
God-Machinist
Validated User
Nov 16, 2010
#5
Random aside, when I'm stressed at work, I write RPG stuff in the moments I can
cobble together. Expert Charms here pretty much until Christmas...
There are many ways for Infernals to create demons, and through such methods they
can draw together new magics. Understanding the method of demonic generation of
Cecelyne and the Ebon Dragon's principles of spiritual decay that make mortal
creatures monsters, the Infernal can create a cursed place.
Anywhere untouched by the sun can become a cursed place. All mortal creatures
entering a cursed place are subjected to a social attack left by the Infernal. If
it exceeds the MDV of the creature, they become a demon appropriate to their
actions/responses to the cursed place.
While the social attack only triggers once per visit, upon entering, any
suppression of Virtue within the cursed place counts as submitting to the effect
and results in becoming a demon based on the situation of suppressed Virtue. Humans
understand this vaguely, and can always choose to submit to the powers there. Doing
so allows them to potentially choose their new, demonic species. Treat this as
power questing in the Wyld, with success allowing choice of demon species plus
acquisition of exceptional mutations. Members of the Green Sun Prince's cult may
add the GSP's Cult rating in automatic successes to this roll, and priests of the
GSP may pray for additional benefits--if the GSP hears the prayer they may add
automatic successes at a cost of 1 mote per success, up to Essence automatic
successes.
The long term results of this Charm are generally an assortment of common demons,
mostly humanoid. For mortal characters play out the attack and response as the
character confronts their own monstrosity and determine the species of demon from
that.
The transformation into a demon that results from cursed places is irreversible.
While the individual is still themselves in many ways (continued experience,
memories, etc.), they have died in sufficiently meaningful ways to make reverse the
process without a method of turning a demon into a mortal impossible (in which case
they are not restored exactly as they once were).
In addition to being vulnerable to counter magic, the cursed places created by this
Charm collapse if exposed to Holy Effects or sunlight.
Yaijinden
i found some pills here!
Validated User
Nov 16, 2010
#6
Children learn best from their own mistakes, but children do not always know what
is best for them. Sometimes, their teachers must intervene for their own good. When
a character with this Charm successfully makes a social attack against a target
loved through the enchanted Intimacy of Tragic Love Amusement that both fits the
criterion of Crowned With Fury and teaches/hurts/expresses affection for that
target, the target is affected with a simultaneous Compulsion effect that resonates
with the nature of the social attack. This Compulsion effect may be resisted for
one day by spending one Willpower, and the effect lasts for either one month or
until the target has not interacted with or seen the Infernal for (Infernal's
Essence) days. Away from the watchful eyes of their caregivers, children often go
back to their wicked ways.
Alratan
Registered User
Nov 16, 2010
#7
Yaijinden said:
Lover Knows Best Meditation
Cost: --; Mins: Essence 3; Type: Permanent
Keywords: Obvious, Compulsion
Duration: Permanent
Prerequisite Charms: Tragic Love Amusement, Crowned With Fury
Children learn best from their own mistakes, but children do not always know
what is best for them. Sometimes, their teachers must intervene for their own good.
When a character with this Charm successfully makes a social attack against a
target loved through the enchanted Intimacy of Tragic Love Amusement that both fits
the criterion of Crowned With Fury and teaches/hurts/expresses affection for that
target, the target is affected with a simultaneous Compulsion effect that resonates
with the nature of the social attack. This Compulsion effect may be resisted for
one day by spending one Willpower, and the effect lasts for either one month or
until the target has not interacted with or seen the Infernal for (Infernal's
Essence) days. Away from the watchful eyes of their caregivers, children often go
back to their wicked ways.
Click to expand...
This seems like it would work better as something developing from A Kimbery charm,
rather than from Crowned with Fury.
Inspired by what Ligier can do, I've added another couple of charms to help you in
building a better Malfeas.
Within as Without
Cost: -; Mins: Essence 8
Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: The Spirit of the Living World, The Path of a Thousand
Whispers
Taking this charm upgrades The Spirit of the Living World and 3rd Circle Souls
created by The Path of a Thousand Whispers, allowing these souls to exist
simultaneously inside the Infernal's created world and outside it. Each iteration
of the soul has its own Health track, but share Willpower and Essence pools, and
may act independently. No more than one iteration of the same soul may exist either
outside or inside the Infernal. Conventional destruction of the outside iteration
does not effect the internal one, instead it is considered banished, and it may not
reappear outside the Infernal for a year and a day. Permanent destruction of the
outside iteration destroys both version.
#8
Nice additions.
I like the layered inner soul thing. I had been noodling with an idea of giving
souls to your inner world's inhabitants, ones that are fully independent of
yourself, but like the jotun Charm I wanted to write, I don't have the relevant
material in front of me to line it up with.
The inner layer thing, however, seems like it would be a good way to create cycles
of reincarnation and afterlives and whatnot.
Swallowing Forever
Cost: --; Mins: Essence 7; Type: Permanent; Keywords: Heretical; Duration:
Permanent; Prerequisite Charms: Spirit of the Living World
At the conclusion of the 7 weeks it takes to learn this Charm, the Infernal bodily
enters their spiritual world and vanishes from existence as it is known to others.
As she is now within her own soul she holds herself holding herself holding
herself, etcetera, etcetera, etcetera.
It is impossible to follow the Infernal, they are cut off from everything. They may
access Elsewhere to store things, should they have Charms that let them do this. It
is theoretically possible for them to build on those Charms to connect to Elsewhere
more directly, but by default they are not even Elsewhere after the use of this
Charm.
Theoretically, sufficient journeys through Pure Chaos may allow for access to such
a sequestered realm--after all, if a place that exists within itself were to also
be somewhere else, it would probably be in Pure Chaos.
Disgorging Eternity
Cost: --; Mins: Essence 8; Type: Permanent; Keywords: Heretical; Duration:
Permanent; Prerequisite Charms: Swallowing Forever
This is not a Charm only of return from retreat, but instead serves as the reverse
of its prerequisite. The Infernal expels the Spirit of the Living World, fully
externalizing it.
A vast swath of Pure Chaos, as distant as possible from Creation, is shoved aside
as the Spirit of the Living World that once occupied the Infernal's soul is
expelled into the wider universe.
The boundaries between Wyld and the new world are by default intact and have a
perfect shaping defense against entities of the Wyld, unless the Infernal has
chosen to make them porous in someways. However, the connection to raw flows of
Essence that aren't the Infernal's allows the inhabitants of the world to develop
their own souls and for the world to develop demesnes and from there manses.
That world is no longer the Infernal's. The Infernal exists within it still, and
may begin build another world from scratch within her soul. Another method of
bodily entry and externalization would be required for the second inner world, as
these Charms do not have the Stacking keyword nor do they inherently allow for
repurchase.
Alratan
Registered User
Nov 16, 2010
#9
Thanks
That was exactly what I was thinking of for this charm. That, and something like
the Deathgate Cycle set of books,
Theoretically, sufficient journeys through Pure Chaos may allow for access to
such a sequestered realm--after all, if a place that exists within itself were to
also be somewhere else, it would probably be in Pure Chaos.
I would probably change Pure Chaos to the Beyond, as I don't think the Unshaped
should be able to crash your party.
This is not a Charm only of return from retreat, but instead serves as the
reverse of its prerequisite. The Infernal expels the Spirit of the Living World,
fully externalizing it.
I like the concept of this, but have some disagreements about the method.
Given the known relationship between the Titans and Wyld, I'd probably change it to
forcibly reformatting a set of Waypoints, expelling or encysting (with upgrades),
any Unshaped found within and engulfing any Shaped creatures.
The Tim said:
The boundaries between Wyld and the new world are by default intact and have a
perfect shaping defense against entities of the Wyld, unless the Infernal has
chosen to make them porous in someways. However, the connection to raw flows of
Essence that aren't the Infernal's allows the inhabitants of the world to develop
their own souls and for the world to develop demesnes and from there manses.
Remember, even Creation needs Lethe for soul recycling/creation and Gaia's
attunement to make dragon lines and demesnes.
I' unsure about this. I'd be tempted to make the unfolded world remain attached t
the Infernal at first, and then have an upgrade that allows him to separate it from
him. By default, I'd then have the new world erode over time, unless artifacts or
other equivalents of the loom, Lethe, the Elemental poles, etc. are added on
separately.
The Tim
The Tim
God-Machinist
Validated User
Nov 16, 2010
#10
Beyond is probably better than Pure Chaos, I just couldn't think of the place that
I wanted while writing it.
As for the disgorging the world, I think fully severing it in one Charm is the way
to go. It is a sort of "OK, that was my first try at making a world" thing. It
should stand against chaos, but I do think your point of not having manses and
demesnes without something else makes sense. I would probably say it can be shaped
by the Infernal through other means than Spirit of the Living World to add such
things, drawing in the Essence supply of the Wyld. I may even require shaping souls
separately.
The Pure Chaos shoving aside thing was to put it explicitly as far from Creation as
possible without it going in an odd direction like Autochthon. Screwing with
Waypoints and whatnot in the location may be better, but I'd probably add it as a
note that the disruption to the Wyld is huge. As it can't explicitly be weaponized
against the Unshaped, it is mostly plot device weirdness as opposed to something
you'd need to standardize in the mechanics.
Now back to Heretical Charms that aren't about being a post human, post world-
creating monster thing.
This Charm permanently alters how the Infernal may use Eloquence in Unspoken Words.
It no longer provides telepathy while the character's voice is swallowed, instead
it allows the Infernal's dancing to convey meaning as detailed as any through
language without a stunt.
Additionally, the Infernal and all those who can see the Infernal dancing during
this time treat orders to speak or stop dancing as unacceptable orders. They may
willingly speak or stop dancing, but cannot be forced to.
A second purchase of this Charm requiring the second purchase of Running to Forever
(so it can include Dancing), allows the Infernal to collect all Willpower spent to
resist dance based social attacks. This Willpower may be added to the Infernal's
own Willpower pool, used to restore spent Virtue channels (1 to 1), or if there is
no Willpower or Virtue channels to regain these can be converted into motes of
Essence, 2 motes per point of Willpower.
This Charm immunizes the Infernal to all environments, extending the benefits of
both prerequisite Charms to any environment. Note that this does mean that in all
areas her hunger and thirst cannot penalize her more than -3 and she gains a
benefit to obtaining food in all environments, likewise is not fatigued by survival
activities and can increase her speed through any terrain.
Additionally all Survival dice and dice from relevant Specialties are considered
automatic successes when applied to interacting with the environment.
Extensions to the prerequisite Charms are likewise expand the capabilities of this
Charm.
Spoiler: Hide
I had originally thought of this on my walk home last night and conceptualized it
at first as instantly adapting to the environment in question, and then a Charm
building off it to force an environment to conform to what the Infernal was
currently adapted to. Then I decided that really, the intersection here was mastery
over terrain, not accommodation of it. The Infernal invested this heavily in not
giving a shit about where she is should be able to just not give a shit.
#13
Thanks.
It is a Charm that I'd love to see people try to use in game, simply to see the
situations that players try to engineer to get their hated, seemingly unbeatable
rivals to serve as the template/victim for this.
Yeah, you could totally go that route to ignore unfortunate prerequisites, though
you can't use Charms you've jumped to as prerequisite Charms until you meet the
hastily gained Charms' actual requirements (I figured this would serve to
sufficiently dampen the most absurd abuses).
One thing about it is that while it doesn't say you can't take upgrade style
Charms, it would be pretty suboptimal to do so as it wouldn't do much (as it can't
enhance its prerequisite because you don't have it). Likewise, second purchases of
a Charm for added effect doesn't count as a separate Charm, so no skipping to just
that function. Again though, I doubt there are many cases where that is really an
optimal way to go. Other than that, it works exactly as it says on the tin.
Anyway, tonight after I do my proper writing, I'm planning a whole bunch of Ebon
Dragon/Malfeas crossovers based on At the Gate lyrics (yes, yes, Luke Crane already
based an RPG supplement on At the Gate lyrics, whatever, you know that there needs
to be an Infernal charm called Terminal Spirit Disease).
#14
So... I could jump over Life-Blighting Emptiness Attack, but I couldn't pick up
Life-Denying Hate until I learned Witness to Darkness?
The Tim
The Tim
God-Machinist
Validated User
Nov 17, 2010
#15
Yes. If you skip to Life-Blight Emptiness you can't go to Life-Denying Hate until
you have Witness to Darkness.
Anyway, I present Malfeas/Ebon Dragon crossover Charms named for At the Gates
songs.
Drawing upon the opposing principles encompassed by Malfeas and the Ebon Dragon,
the Infernal comes to understand that light can be turned towards their own ends.
Upon invoking this Charm, the area 10 * Essence yards away from the Infernal
instantly goes pitch black as all light, mundane and magical, is sucked into the
Infernal's body. Only light from Holy effects is immune. The light does not just
vanish, however, instead it is transformed into terrible heat that radiates back
out of the Infernal's body into the darkened area. Attempts to create more light
without a Holy effect only worsen the effect.
The darkened area counts as an environmental hazard due to extreme heat, with
Trauma equal to the number of digits of clear sight range previously available
(normal days are Trauma 3); new light sources that would provide greater
illumination increase the Trauma to the new value, while every 10 full light
creating attempts increases the Trauma by 1 (max of 5). Damage is 5B/minute. At
Essence 5+ this Charm may be repurchased to upgrade this damage to lethal and again
at Essence 8+ to upgrade it to aggravated.
This Charm may be used after any social attack against a target's Motivation
reduces them to zero Willpower. It instantly breaks the target's Motivation as if
the required time without Willpower recovery had passed. The combined force and
corruption of the Yozis whose Charms contribute to this one is applied to the
spirit of the victim in the moment of weakness.
A further purchase of this Charm allows an actual murder of the spirit. If the
enhanced option is exercised the Charm gains the Shaping keyword and victims of the
Charm lose their Motivation permanently. Even a trip through Lethe will not restore
the soul's capacity to carry a Motivation.
The Demon City and the Shadow of All Things do not agree on much, but one thing
they can agree upon is that life is agonizing. An Infernal who learns the lessons
of physical destruction from Malfeas and spiritual destruction form the Ebon Dragon
can create the Terminal Spirit Disease.
Invoking this Charm, the Infernal rolls Manipulation + Investigation against the
target's MDV. If the Infernal succeeds, the victim is afflicted with the Terminal
Spirit Disease.
Every night, an individual with the Terminal Spirit Disease dreams of the awfulness
of themselves and their life. Dreaming counts as an action to erode all their
positive Intimacies. Once all positive Intimacies are eroded, dreams begin to count
as developing a negative Intimacy towards one's Motivation and after that, toward's
one's self. Once the character bears a negative Intimacy towards themselves, self
harm--no matter how extreme--is no longer an unacceptable order to them;
additionally at this point, sleep in which they dream robs them of Willpower (roll
Conviction as normal upon awakening, but instead remove that much Willpower--their
spirit has turned against them). Eventually they will sleep with no temporary
Willpower and they will dream of what they must do. If they awaken and score any
successes on the Conviction roll, they will commit suicide.
Those with the Terminal Spirit Disease can work to erode these negative Intimacies
or to bolster positive ones, but inevitably the disease will tear them down.
Magically bolstered Intimacies are not particularly immune unless the nature of
that magic makes the Intimacy unbreakable.
I stopped trying to make Under a Serpent Sun as the obvious Shintai culmination of
this. I think that would really require starting to transcend the limits. Again,
the above Charms are sort of in the space between "Neat trick servant" and "Uh,
this is a problem" for Heretical Charms. They're growing into a theme that doesn't
really need to be rooted in the source Yozis. Someone developing them could use
them as part of their new Charm tree, reorganizing things so they descend from
other principles/tweaked versions of the prerequisite (which I think is kosher via
Devil Tiger).
The Tim
The Tim
God-Machinist
Validated User
Nov 29, 2010
#16
This Charm enhances its prerequisite Charms so that Desecrations generated by use
of Sea Dissolves Itself may instead of manifesting instantly be put into the
library of mutations for By Rage Recast, only manifesting upon sufficient anima
activation and as selected by the Infernal.
A second purchase of this Charm allows the Infernal to reflexively spend 1 mote per
mutation manifest via By Rage Recast to release a mutation and reassign its points
to other mutations from the library. This rearrangement occurs instantly and does
not count as invoking a Charm. This can be used to swap between contradictory
mutations while using Devil Tyrant Shintai.
=================
Xefas
Xefas is offline
Troll in the Playground
Join Date
Jan 2007
The Principle of Hierarchy stores, within her, potentials and concepts so vast
and complex that, to most, they would seem impossible. The Demon City has, since
time immemorial, forged the impossible from the green inferno of his mighty heart.
By combining the essence of both Yozi, an Infernal may create an automated assembly
line of thought and energy within his own secondary soul.
The Infernal need not put forth any physical effort to crafting the Artifact.
The process is completely automated in his own tiny soul-world. Upon finishing the
Artifact in this way, the Infernal's motes are uncommitted, and the Artifact lays
dormant within him. To draw it forth, he need only direct a miscellaneous action
towards a pile of raw materials of the appropriate type within (Essence) yards, and
the materials congeal into the finished Artifact.
By keeping the idea of the Artifact in his soul, he may use the Repeat Business
rules as normal (see Oadenol's Codex pg 29). An Infernal may only craft a single
artifact in his soul factory at a time. His soul is the equivalent of a Master's
Workshop.
It is the Endless Desert's nature to bind the weak to her will, and it is in
the nature of the weak to worship her. To the Demon City, the dying howls and
strewn gore of his victims are as the sweetest reverences and platitudes. By
combining the essence of both Yozi, an Infernal may construct a house of torment
within his own secondary soul and populate it with those he has damned.
When the Infernal deals the killing blow to a mortal, God-blood, or Exalt with
an Essence less than their own, they may choose to draw in and trap the Hun of
their soul in the Infernal's Abattoir-Shrine. The slain will, consequently, never
rise as a ghost.
An Infernal who has just taken this charm has an Abattoir-Shrine large enough
to hold 100 damned souls. For 2 additional experience points, they may increase the
size to 1,000 souls. For 2 more experience points on top of that, they increase the
size to 10,000 souls.
The motes respired by a Cult formed this way may recharge the reservoir granted
by Sun-Heart Furnace Soul, but does not stack with the normal Cult background.
The Great Mother's womb is eternally swollen with all manner of unspeakable
horrors, ready to be birthed upon an unwitting populace. The Demon City is a haven
that harbors innumerable legions of demonic soldiers ready to march upon Creation
and bring it to a bloody end. By combining the essence of both Yozi, an Infernal
can become a mobile launching point for those monsters of the deep that wish harm
upon the land but lack the necessary faculties to bring forth their wrath.
By committing the required motes, an Infernal may store a creature summoned via
What Lurks Beneath in the spooky aquarium within his soul. At any point afterward,
as a miscellaneous action, he may unleash the stored beast. As long as his motes
remain committed, the beast may swim through the air as easily as it would water
(as well as breathe it if it could not already), but may not willingly move farther
than (Infernal's Essence + Willpower) yards from its master. If it is brought
outside this range forcefully, the motes are uncommitted and it loses the benefits
this charm grants it.
The Infernal may only commit motes to storing one monster at a time. However,
with an additional purchase at Essence 4+, they may increase this number to three.
A third purchase at Essence 5+ increases this number to (Essence). Additional
monsters after the first only cost 1 committed mote.
While Malfeas hides himself away in layer upon layer of thick armor, Cecelyne
lays herself bare, that all may see her boundless glory. With these concepts
merged, a prophet may armor himself in the righteous panoply of the fallen while
refraining from denying his flock the privilege of reveling in his beauty.
The Infernal's armor is no longer brass, but clear glass that remains
immaculately clean at all times (preventing penalties for filth or similar),
allowing all to glimpse his naked body beneath it. While his anima banner flares at
the 8+ mote level, the light of his essence refracts through the glass armor,
shining brilliantly as a beacon visible for miles. As he shines, he adds his
permanent Essence rating to his Appearance as those that glimpse him are
overwhelmed with awe.
This charm does not stack with Crystal Engineer Exoskeleton or Obsidian
Assassin Exoskeleton. One of these three charms must be chosen when Viridian Legend
Exoskeleton is first activated, and that is the charm that takes effect until the
Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Malfeas is always eager to bulldoze sections of his own city-body to make room
for new improvements, utilizing his own form as a canvas for creation. The
Principle of Hierarchy is her own perfect tool, practicing her universal art across
venues both mundane and incomprehensible. Merged, an enterprising technician may
use these concepts to use his own body to speed his work.
Incidentally, the Infernal may also transform his limbs into the equivalent of
any perfect-quality mundane weapon or shield, though he is restricted to a maximum
of one razor harness and either one two-handed weapon or two one-handed weapons at
a time (a shield is considered a one-handed weapon for this).
This charm does not stack with Glass Messiah Exoskeleton or Obsidian Assassin
Exoskeleton. One of these three charms must be chosen when Viridian Legend
Exoskeleton is first activated, and that is the charm that takes effect until the
Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Obsidian Assassin Exoskeleton
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Bloodless Murk Evasion
Malfeas lacks finesse - not that he does not understand it. He simply is too
vastly powerful for the cardboard universe that he exists in. However, his faithful
chum, the Ebon Dragon, is always there to provide him with helpful insights on
subtlety, and even act as his hands in situation that require a more delicate
touch.
The Infernal's armor is no longer brass, but a swirling mass of shadows more
visible as an inverted blot in the concept of vision than as a distinct presence.
While in an area with less than bright sunlight, the Infernal adds their Essence in
dice to all Stealth rolls while Viridian Legend Exoskeleton is active.
Furthermore, the Infernal's body is much more malleable while he armors himself
in shadow. While Viridian Legend Exoskeleton is active, the Infernal may use
Bloodless Murk Evasion to move through space regardless of the intervening physical
objects, allowing him to bypass walls and other obstacles. He may now use Bloodless
Murk Evasion anytime he wishes, and not simply to dodge attacks.
This charm does not stack with Crystal Engineer Exoskeleton or Glass Messiah
Exoskeleton. One of these three charms must be chosen when Viridian Legend
Exoskeleton is first activated, and that is the charm that takes effect until the
Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
With a sweep of his scepter, the Infernal may reflexively spend one mote to
activate one Demand he has imbued with Verdant Emptiness Endowment in every
creature within (Essence x 10) yards. That Demand is expended, and they are given
the task "Defend me at all costs". Those that refuse are inflicted as usual. Those
that do not refuse are branded with the Old Realm symbol for "Martyr" in silver
light upon their forehead.
Until the Demand's duration elapses, all health levels of damage that the
Infernal takes are instead spread among her Martyrs, assuming they are within at
least (Essence x 100 yards). If the Martyr is still alive at his Demand's
conclusion, the silver brand fades. However, if a Martyr dies, the brand is seared
inexorably into his flesh and bone, marking his corpse as a faithful servant to the
Yozi.
With their staff in hand, the Infernal finds it easier to focus and hone their
mind into a weapon of deadly precision or overwhelming force. When they activate
the Telekinetic Blow or Telekinetic Blade uses of Mind-Hand Manipulation, and only
make a single attack, the base damage is doubled to (Essence x 2). If he makes
multiple telekinetic attacks, two of those attacks do not contribute multiple
action penalties (so a flurry of three telekinetic blows would confer no penalty).
The purposeful gestures that must be made with the amplifier make the fact that
they are making telekinetic attacks Obvious, even while using Unseen Force
Application. The DV penalty invoked by that charm is still applicable, as there are
still no clear sensory tells of where and when an attack will land, but anyone who
sees the Infernal will be able to tell they're the one attacking.
At Essence 5, if the Infernal also knows the Malfeas charm "Kissed By Hellish
Noon", he may extend his staff's ability to inflict aggravated damage to Gods, and
to innately use Green Sun Nimbus Flare, to his Mind-Hand Manipulation attacks while
his staff is active.
Double Heresy!
Spoiler
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The Infernal's flesh and soul have been transfigured into tools of creation,
and now it is time for this transformation to reach its logical conclusion.
With an explosion of essence, the Infernal's body undulates and morphs, growing
crystalline protrusions that sink into the ground and lift him high into the air,
where his limbs crack and expand into new architectural forms. Over the next
minute, his body becomes a massive building of flesh, bone, brass, and crystal.
After an hour has elapsed, the Infernal becomes active once again, as his insides
have all been properly formed and configured.
While a building, the Infernal cannot dodge, though he may still parry by
growing crystalline limbs that function as perfect mundane weapons. He has no
movement or jump speed while a building, and he need not eat, drink, or breathe
while in this form. Though, he must still "power down" as a form of sleep, if sleep
was already necessary for him.
Inside the Infernal exists four sections, all but the first of which are
optional, at the Infernal's discretion. The first section is a room with no doors
or openings (unless the Infernal specifically wishes there to be) that houses the
Infernal's heart and souls. Any damage done to his body elsewhere will simply
create an opening in that section of his body. To actually deal damage to his
health levels, one must cut their way into this room and stab his heart, which may
not block or dodge, and has no soak or hardness. His soul, in this room, continues
to function as Abeyant Factory Soul Construction, but instead of it requiring raw
materials to manifest the artifact, the Infernal may simply pay 5 motes to
materialize the finished artifact within himself.
The second is a set of living quarters with enough space and bunk-beds to
comfortably fit 20 people, as well as functioning showers, and a fully stocked
kitchen, refrigerator, and pantry with enough food to feed 20 people for (Essence)
days, which the Infernal may restock by spending a single mote. If the Infernal
does not spend at least a single mote per day maintaining his indoor plumbing, it
ceases to work.
The third is a workshop section that functions as an ideal workshop for all
forms of craft that the Infernal has rated 6 or higher. Here, the Infernal may use
his crystal limbs to craft as if he were physically present, accepting help from
aids or other benefits he could make use of were he physically present. By spending
5 motes, he may create all the materials he needs for any one artifact.
An intercom system allows the Infernal to transmit his voice into any room
within himself, or over a loud-speaker to project his voice outside. Other people
may also use this intercom to communicate into other rooms or into the outside.
By spending a single mote to calibrate himself, the Infernal may alter the
temperature in his body anywhere from 40 degrees to 140 degrees Fahrenheit. Any
higher or lower, and he risks damaging the delicate instruments that compose his
Abeyant Factory, Workshop, or Library areas. The temperature will stay this way
until he spends additional motes.
Doors from the outside and to each section of the Infernal's body are chosen
when the Infernal first activates this charm. He may choose to supply them with
some independent mechanism for the occupants to open and close them on their own,
or he may leave any or all of them at his function alone, possibly converting an
area into a prison or vault.
When the Infernal releases the committed motes, it takes a full hour for his
body to properly reconfigure back into human form. He may reduce this time, but
doing so inflicts one level of unsoakable aggravated damage per 10 minutes the time
is sped up, as his flesh is transfigured incorrectly.
With a second purchase of this charm, an Infernal may tap into a demesne under
his manufactorum, causing his heart room to double as a hearthstone room. While
tapped into the demesne, his heart will grow an appropriately aspected hearthstone.
The Infernal may choose to attune any occupants inside of him to his hearthstone,
and may break such an attunement at any time, regardless of distance. When this
charm ends, the hearthstone dissolves.
If an Infernal stays tapped into a demesne for one month per dot of the
demesne, he may corrupt it into a Vitriol Aspect, or an aspect fitting either his
caste or favored Yozi (if he has Triumphant Howl of the Devil-Tiger, he may make
Him-Aspected demesnes). The hearthstone produced spontaneously morphs into a
hearthstone of the new aspect.
The Infernal produces a single tentacle from his body and strikes a mundane
object that he could craft with his crafting abilities and would not be considered
large enough to be a "larger work" (i.e. one in which Dexterity does not come into
play). By Malfeas' command, the Small God of the object awakens and obeys. By
Kimbery's blessing, the Small God is formed into a metaphysical womb. And by She
Who Lives In Her Name's dominion, it is instilled with the materials and processes
it will need in the coming period.
Once the object has given birth once, this charm ends, and its god-womb reverts
back into an insensate Small God, though it may be subsequently impregnated again.
The duration of this charm specifically refers to the time between this charm's
activation and when the object gives birth. The "gestation period" will be
different depending on the Infernal's craft rolls.
Since time before time, the Gods have been the humble servants of their
Primordial masters. Therefore, they must truly be pitied, for their primary purpose
for existence has been subverted by some flaw in the Primordials' own design;
unthinkable as it may be. However, their traitorous malfunction is only a single
rusted cog in an otherwise salvageable machine - with a little work, they may be
made to function properly once more.
This charm may be used to recreate a dead god from a pile of starmetal. This is
not a form of resurrection; that would be against the laws of Creation, and thus
anathema to Cecelyne and She Who Lives In Her Name. The creature that is pulled
forth is not the dead god, but rather tattered remains sewn together with shadows
and hatred in a marionette mockery of the dead god. It retains all the memories of
its life, though they are hazy and always far more grim and disturbing than the
true account. Parts of its personality remain, though its Motivation becomes
twisted with elements of the Infernal's Urge (for example, an Infernal with the
Malfean Urge "Slay the Unconquered Sun" animating a God with the Motivation
"Protect the North from the threat of the Fair Folk" might alter it into "Protect
the North from the threat of the Unconquered Sun" and its memories would reflect a
dire need to slay the Unconquered Sun, as he is clearly the largest threat to the
Northern Direction), and it gains an unbreakable intimacy for obeying the will of
the fallen Primordials, who it instinctively recognizes as its unquestionable
masters. The vast majority of risen gods have no other positive intimacies, as they
spill out of their roughly hewn and desecrated spirit-bodies.
The statistics of the god after it has been raised is determined by the size of
the chunk of starmetal from which it is created. If only a portion of the whole of
the remains of the god is used, the restrictions still apply, as the piece brought
to life is simply that - an incomplete fragment. Using starmetal in this way
consumes it utterly. Note that only raw starmetal may be used, as after it is
refined and constructed into an artifact, too much of the structural integrity is
compromised to pull a functioning god out of it.
A chunk of starmetal worth only Resources 1 can create only Essence 1 gods.
This progression is linear up to a piece of starmetal worth Resources 5 creating an
Essence 5 god. Afterwards, the increase is more dramatic. Two Resource 5 pieces
create an Essence 6 God, Four Resource 5 pieces create an Essence 7 God, Eight for
Essence 8, Sixteen for Essence 9, and Thirty-Two Resource 5 pieces for creating an
Essence 10 simulacrum of a fallen Incarna. Multiple pieces from different gods may
not be used - they must all come from the same god. An Infernal cannot raise a god
with a higher Essence rating than their own.
Gods being generated without pre-existing statistics should use the Roll of
Glorious Divinities Vol 1 description of Divine Mechanics as a guideline for
creating their stats. Charm sets will remain mostly intact, though the specific
conditions under which a charm may be used may take a particularly sinister turn (a
God that may use Sheathing the Material Form only while immersed in water, that is
then raised, might have this condition changed to only while in complete darkness).
The same can be said of the lesser fragments of greater deities. Using their
full statistics, they can be scaled down, removing dots or charms ancillary to
their primary purpose, while keeping as much of their core (twisted) being intact.
Additionally, this charm holds no sway over starmetal produced from non-
Creation-born gods. The gods of Autochthonia, the hypothetical living worlds of
heretical Infernals, or possible alternate worlds hidden in the depths of the Wyld
are beyond it's capacity to manipulate.
Kung Fu Demons
Spoiler
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Vassal-Enlightening Malediction
Cost: 15m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Heretical, Enlightenment, Obvious, Touch
Duration: Instant
Prerequisite Charms: Two of: Tarnish Flash Technique, Verdant Emptiness
Endowment, Lease the Flame, Tragic Love Amusement, Inner Devils Unchained, Great
Mother's Tears
An Infernal may purchase this charm a second time at Essence 6+ if they already
know Sowing the Emerald Lotus. Once they do so, they may use this charm on
Terrestrial Exalted, with the same procedure as usual, inflicting 'Creature of
Darkness' status on the Terrestrial in the process. However, in lieu of the normal
benefits, the Terrestrial's limitations in climbing the Lotus are instantly blasted
apart, granting him the ability to learn and use Celestial Martial Arts. The
lingering effects are, however, very different from those of the Immaculate
procedure.
Among the fallen Yozi, Malfeas, Adorjan, and Szoreny number among those that
have felt the humiliation of having their form torn asunder and reconfigured wholly
and completely. While Szoreny stands as a shattered reflection of his former self,
and Malfeas weeps in pity and shame, Adorjan is unique in that she has embraced her
new form. Not only that, but she can remember her former self with gleeful
nostalgia, and within this behavior, she may draw strength from that long-dead
Primordial.
Infernals have been mutilated in much the same way, and coupling the principle
of Adorjan's remembrance with a force powerful enough to peel away the layers of
Yozi influence upon their Exaltation may afford them some small echoes of their
past selves.
By taking this charm, the Infernal gains the Past Life background at 1 dot or,
if they already possessed the Past Life background, their rating in the background
increases by 1 dot. The simple act of possessing this charm also allows an Infernal
to reach "Legendary" Past Life status, by having an effective Past Life rating of
6.
If, even with this boost, an Infernal has less than an effective 6 in their
Past Life background, they feel an instinctive pull towards things of consequence
to their ancient persona. Examples might include their Lunar Mate, a daiklaive
buried in a First Age tomb, or the place in Creation where their past self was
finally chased down and butchered by agents of the Usurpation. These errands should
be non-trivial, but not necessarily an epic quest in and of themselves.
Successfully fulfilling one of these conditions raises the Infernal's Past Life
rating by 1 at no cost.
An Infernal must have a Legendary Past Life rating to purchase this charm. This
charm may only be used to supplement a Melee attack that is also augmented by a use
of the Infernal's Past Life background.
The Infernal's weapon blazes with flames the color of molten gold as his fury
and madness becomes transparent with the malice that has boiled for millennia in
the memories of a warrior betrayed by his most trusted advisers and confidants. He
instantly gains a point of Limit from the strain on his Exaltation. If he modifies
the roll with a use of a First [Yozi] Excellency, he gains an additional point of
Limit from mixing the fundamental concepts of those murdered with the power of the
murderer, which inflicts additional strain. If he also possesses a [Yozi] Mythos
Exultant and has stunted this roll, he gains an additional point of Limit from
forcibly crashing through the legend imprinted upon his Exaltation with the legend
of memories long sealed into its depths. If the Infernal would suffer Torment from
these increases, he instead postpones the Torment until the beginning of his next
action.
The Infernal multiplies additional successes on their attack roll by the amount
of Limit they currently possess for the purposes of calculating additional raw
damage.
Heart-Impelling Method
Cost: 6m; Mins: Essence 3; Type: Supplemental
Keywords: Heretical, Combo-OK, Emotion, Social, Obvious
Duration: One Scene
Prerequisite Charms: Shadow Remembers the Sun
An Infernal must have a Legendary Past Life rating to purchase this charm. This
charm may only be used to supplement a Performance roll to address an audience that
is also augmented by a use of the Infernal's Past Life background.
The Infernal's mouth and eyes explode with arcs of golden lightning that begin
to snake around their form as their caged Solar persona reaches outward in a
desperate effort to feel something; anything but the cold darkness of the Jade
Prison or the stifling morass of their postmortem imprisonment.
If the Infernal's Past Life did not take hold of him as a result of this
Performance roll, he too is automatically inflicted with the chosen over-emotional
state. He is not allowed to pay the two Willpower cost to resist, but he may
instead choose to gain three Limit by voluntarily straining his Exaltation to
contain the emotions bleeding out from it.
Cosmic Losers
Spoiler
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Cast-From-Heaven Epiphany
Cost: -; Mins: Essence 3; Type: -
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Victory in Defeat, By Pain Reforged
Every time the Infernal "loses" to another Exalt - defined as any instance of
being forced to retreat due to overwhelming physical injury, failing at social
combat in a way that would qualify for activating Victory in Defeat (though the
purposefulness of activating Victory in Defeat obviates also using this charm on
that instance of defeat), having a Background eliminated (such as a Manse being
destroyed, or a Cult eradicated), a Motivation or Urge rendered impossible, or some
appropriate long-term goal thwarted at great expense to the Infernal - they are
effected in some small way depending on the Exalt's type. If multiple Exalts
collaborated in defeating the Infernal, the one most responsible is the one used by
this charm. While the Infernal need not even know what an Exalt is, much less which
kinds exist, he must still have knowledge linking the Exalt to his defeat in the
case of non-obvious losses (such as an Exalt anonymously wiping out a Cult), and
have some idea that their enemy is a supernatural being that bears some difference
from regular gods and demons.
The more heroic the hero, the more horrible the world has to be to oppose him.
Losing to an Abyssal inspires fear. The next charm the Infernal learns that
either directly aids a Crafting action, or directly improves the Infernal's
defenses (typically something that increases Soak, improved DVs, or provides a
Perfect Defense or Shaping Defense) has its training time reduced to a single hour,
as the Infernal's primal fear drives it to stave off Oblivion and the Death Essence
that is so antithetical to his power.
Losing to a Sidereal inspires defiance and paranoia. The next time he sleeps
after his moment of defeat, he may unconsciously cast off one instance of unnatural
mental influence effecting him that was placed there by a Sidereal. With a flash of
insight, he awakes in a cold sweat with hateful knowledge of what has been done to
him.
Losing to an Infernal, whether Green Sun Prince or Akuma, does nothing. Just as
the Yozi may thrash against each other, much in the same way the Primordials of old
did, they may do nothing to change their brothers and sisters.
The Devil-Tiger has proclaimed his legend for all to hear. The Primordials of
old are lesser; weaker than he. They are the worthless vestiges of a failed
prototype species whose sole purpose was the manufacturing of a new, perfect form
of life. As that perfect being, all others are unnecessary beneath your gaze. They
are not fit to live in this world - in your world.
Spirits slain by the Infernal do not disperse and reform. They merely lay as a
carcass at the Infernal's feet. They cannot speak nor take actions, though they can
see and hear. As a miscellaneous action, the Infernal may gesture over the corpse,
and give mercy to the fallen, allowing the spirit to reform as it normally would -
although they gain an intimacy of fear towards the Infernal as they know all too
well what might have happened.
Alternatively, and more likely, the Infernal may feast upon the spirit-flesh of
the creature, killing it utterly, and robbing it of its ability to return to life
while also restoring (Infernal's Essence x 2) of the Infernal's motes. Spirits so
killed become intertwined with the Devil-Tiger's legend; not an important passage
by any means, but rather a footnote proclaiming his savage glory, and the assertion
of his dominance over so pitiful a being. Those that view the Infernal with Essence
Sight see, trailing behind him, a list of his victims, their last words, and the
demises they suffered.
A second purchase allows the Infernal to attain even further sustenance from
his spiritual meals. When he devours a spirit carcass, he may roll his (Essence +
Willpower), gleaning one piece of useful information per success rolled that the
spirit would have known in the form of memories and experiences integrated into the
Infernal's own mind and soul. The Infernal may choose specific memories he would
like to go for (such as "The happiest moment in the spirit's life."), or simply
general guidelines ("Stuff involving martial arts."). If no guidelines are given,
then particularly vivid memories involving the spirit's intimacies appear first and
foremost.
For example, a manse designed to read the Essence signature of "Nara-O" and
open only for them, would recognize the Infernal as Nara-O after they have feasted
on that spirit. A binding spiritual oath to "Serve Ahlat" would be just as binding
to an Infernal that has integrated Ahlat with himself.
The Infernal can always choose to just not be considered a particular spirit if
he does not wish to be.
The perfection that is the Devil-Tiger was birthed from the union of two
Primordials. Low and pathetic as they are, they served a valuable purpose,
providing the building blocks to something greater. Still, that does not afford
them mercy - just as a feeble twin is devoured in the womb to feed the stronger
child in his preparation for life, so too is it the place of the fallen titans to
be food for the Tiger.
When the Infernal devours the carcass of a Primordial's fetich or jouten via
Tiger Devours Impotent Cubs, for which he utilized a charm of as a prerequisite for
Triumphant Howl of the Devil-Tiger, he consumes so much more than a fleeting name.
As the vast motonic substrata of the Primordial explodes and swirls around the
Infernal, formless in the purest expression of itself, it is denied both a
reconstitution into a new form, and the eternal nightmare of the Neverborn.
Instead, it is consumed wholesale by the Heretical Exaltation.
Firstly, the Infernal's mind, soul, and very being are warped and twisted by
the influx of power. They attain the full knowledge of the consumed Primordial's
likely eon-spanning memory as it mixes with their own. Their Excellency, Devil-
Tiger Charm Set, Caste, physical appearance, and personality incorporate at least
one aspect of the fallen titan if they did not sufficiently already. The tale of
the Primordial is overlaid with the Devil-Tiger, and though the Infernal likely
appears as a mere man, the universe has trouble distinguishing the two in the same
way as spirits that have been integrated perfectly with the second purchase of
"Tiger Devours Impotent Cubs".
Were a fellow Yozi to lay eyes upon a Devil-Tiger that has consumed Malfeas,
for instance, they would not only see the Infernal, but their king as well - and
not just their bleeding, wretched, shattered king, but a new king; an ascended,
glorious being all wrath and wonder and worship. Oaths made to that king would
still bind, should the Tiger choose it.
Secondly, the Devil-Tiger loses all charms that he knew from the consumed
Primordial's charm tree, converting them into experience which he may only use to
purchase charms from his own unique charm tree - preferably charms that incorporate
aspects and themes from the Primordial in question. If that Primordial was Favored
for him, it loses that distinction, and a new Favored Primordial may be reflexively
chosen at a later date.
While the final, perfect product of the Devil Tiger is undeniably existent for
all the world to see, as one unified work of magnificence, it may amuse him to look
back upon the words and volumes that compose the whole.
Upon taking this charm, a Memetic Simulacrum appears in the Infernal's inner
world; one for each spirit he has consumed with Tiger Devours Impotent Cubs. It has
no statistics, nor charms - it is a mere consciousness, with an illusory body
appearing identical to the one which they had in life, composed of what information
the Devil Tiger knew about them, as well as what memories of their own that he
integrated with himself. So, too, does there exist a memory-construct of the
Infernal's mortal self, prior to their Second Breath - the foundation of what would
come.
The constructs may be spoken to, and will respond in kind, as closely as they
are able, given the information contained within them. It is possible that such
beings retain the solipsistic string of consciousness that inhabited their old
form, as if their journey from the outside world into the Infernal's stomach were a
nightly slumber from which they emerged with incomplete memories. It is, however,
unlikely.
Duration: Instant
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.
Keywords: None
Duration: Permanent
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.
Keywords: None
Duration: Permanent
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.
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.
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.
Keywords: Blasphemy
Duration: Permanent
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.
Keywords: None
Duration: Permanent
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.