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Infernals3eHomebrewversion0 4
Infernals3eHomebrewversion0 4
Infernals3eHomebrewversion0 4
IS A BETA/PROOF OF CONCEPT. THIS
DOCUMENT MAY CHANGE. FOR THE LOVE OF GOD
KEEP THAT IN MIND.
DESIGN PHILOSOPHY ON 3E INFERNAL CHARMS FOR THIS CONVERSION
● The rules and charms should be able to handle most, or at least 95% of situations. I
tried to give them to the tools for the job, and while they may not be original my goal is
that they should at least be able to do the job.
● I am not attempting to reinvent the wheel here. I am just giving Infernals many charms
from the 2e Infernal books (and a few fan favorites I liked), attempting to make them as
rounded as possible. Do not expect the hundreds of charms like 3e Solars nor a radical
redesign that radically changes how Infernals work from 2.Xe (minus shintais), but
expect to have a fairly well rounded and fleshed out option.
● In 3e there are quite a few solar charms that do many things. Yozi charms are more
limited towards their purview and may start off weaker compared to solars normally, but
given time to catch up then they will RAPIDLY catch up.
● Charms will use distances in meters when referenced, not yards. I’m Canadian and I
find the Imperial system a pain in the ass. Miles are still used, it’s easier to say three
miles than 4.8 kilometers.
● My main worry about shintais is that I may be stealing the Lunar niche, but a point buy
shintai system is hopefully different. If my Infernals homebrew is too close to Lunars...
Well I’ll take that as a compliment that I was close.
● Yozi charms specialize in theme, thus specializations of those themes. Generally they
are as good or even better than a Solar for an area they specialize in. However this
comes at a cost, often radically changing how a character works or gaps in the charms.
A solar should be able to beat an Infernal of equal power, but unless the solar exploits
weakesses they’re going to have a bad time.
● You may see me asking questions in bold on certain charms, be it notes for charms or
things I’m concerned of. I’m leaving them anyways, as if anyone makes such things I’d
be really grateful as I’m a lazy prick.
● In terms of fluff I want to go with some of the ideas that people enjoyed most about
Infernals from 2.Xe and try to port it over into 3e into a specific way. A way to not only
let people play the Princes of Hell angle I believe people enjoyed in 2.Xe, but making
them so they still fall into place in 3e, having a proper role amongst all of the Exalted.
● I greatly appreciate any feedback, especially on whenever some charms seem vastly
overpowered compared to a Solar for far less XP or just generally snap the game in two.
Infernals may have more potent charms, but if Solar charms are a 10 I’d like Infernals to
be a 10.5 or 11, not a 20.
● Most importantly of all, I made all of this to entertain people. If I brightened the day of
even one person, then I consider this all worth it.
Primary/Secondary Attribute 4 per dot
Tertiary Attribute 3 per dot
Caste/Favored Ability 1 dot per dot
Noncaste/favored ability 2 dots per dot
Speciality 1 dot per speciality
Merits 1 dot per merit cost
Caste/Favored Charm 4 per charm
Nonfavored charm 5 per charm
Spell (Occult favored) 4
Spell (Occult not favored) 5
Evocation 4
Willpower 2 per dot
Note you may spend BP at any time during character creation.
Step Eight: Finishing Touches
Almost over. All Infernals begin with the following:
● Willpower at 5.
● Essence at 1.
● A personal mote pool of (10 + [Essence x3]) and a peripheral mote pool of ([Essence x7]
+ 26)
● Seven health levels of 1x 0, 2x 1, 2x 2, and 1x 4.
Step Nine: Character advancement
Congratulations! You didn’t die from a Wyld Hunt in the first session! You can now use
your hard earned XP to buy the following:
INSERT TABLE HERE EVENTUALLY.
Solar Experience
As with Solars, Infernals also gain access to Solar Experience just like Solars do, however aside
from a few castes, it’s generally the same thing.
Expression Bonus
Same as Exalted 3e page 177.
Role Bonus
Infernals have slightly different role bonuses than Solars do, in which you use the following to
determine if you earn Solar XP or not:
● Slayer Caste : Defeat a powerful enemy, force a noninsignificant person to swear fealty
to you, using martial prowess to directly advance a Major or Defining Principle, or using
martial prowess to directly protect a Major or Defining Tie, making hard choices as a
leader (Such as CEO or Prince) for the greater prosperity of your organization.
● Malefactor Caste : Inspiring others to uphold one of your Major or Defining Principles in
a significant way, enduring great hardship in the name of a Major or Defining Intimacy,
accomplishing a great deed that furthers a Major or Defining Principle, or by providing a
group of people something they need (Such as food in a drought or bolstering the
morale of a lifeless group to give them purpose to them once again).
● Defiler Caste : Same as Twilight caste
● Scourge Caste : Same as Night caste
● Fiend Caste : Solving a dispute with you somehow gaining a benefit out of it (the more
significant the dispute, the more gain you need to receive), exploiting a cultural tradition
or legal system in furtherance of a Major or Defining Intimacy ,
successfully hiding major
truths or information from someone by any means, or gaining a noteworthy advantage
for the party with diplomatic means.
Chapter 3: Traits
Infernals use a number of similar traits akin to Solars. Aside from some alterations to
their caste powers, Infernals also gain access to a few new backgrounds, limit track, and the
Shintai effects.
Torment
Infernal Torment works differently than Solar Limit does. One of the conditions the
Neverborn had with the Ebon Dragon in secret was that the Great Curse would be undone on
the Exaltations which were slated to be turned into Infernals. The Ebon Dragon does not know
how this process is done unfortunately, only the Neverborn do. Instead Infernals suffer another
Torment
dark fate called . Torment is the byproduct of an alien mind’s nature being thrust upon
a human being. The Exaltation itself may thrust its user to be heroic and risk daring as usual,
but forces them to do so through the alien principles of the Yozi themselves. Eventually this
reaches a fever pitch in which the alien and the human collide within the human itself, subjecting
its owner to a cruel, but temporary fate. The Yozis did not explicitly put such things inside of the
Exaltations themselves, but rather this is their best attempt at figuring out what makes up the
essence of a human being itself. Torment is basically a product born entirely out of ignorance,
though not for lack of trying. Yozi’s themselves may actually seem to like it more when their
chosen goes through such a Torment, as a rowdy Scourge caste suddenly become mute,
Adorjan will be pleased that one her chosen had a sudden burst of ‘insight’ into the base nature
of the cosmos according to her.
Example Urges are listed on page 82 onwards of Infernals 2e. Remember that Urges
are not locked to the caste however. A Slayer can pick a Pyrian Urge rather than the Malfean
one. Additionally since Urges are not hard coded, they can even match Yozis who have not
agreed with the Infernal plan or even on Primordials who somehow want an Infernal of their own
(Such as Gaia or Autochton [Provided he comes back to Creation]).
Acts of Villainy
I’m not changing the name of this. If this makes me like Saturday morning Infernals then
so be it.
Acts of Villainy are certain behaviors that when Infernals accomplish actually reduce limit
that an Infernal currently has. This isn’t done as an act of kindness according to the Yozi’s
themselves, but rather the Exaltation itself seeming to cut the Infernal some slack after he
adapts to his more alien mindset. Typically these acts are seen as villainy or just plain
strangeness to those in Creation.
Acts of Villainy work by first having a relevant intimacy related to the act. If an intimacy
aligns with the acts of Villainy listed in page 80 of 2e Infernals. For every intimacy that is
somehow involved with the act of villainy, you then take the highest intensity intimacy then roll
its resolve bonus in dice, each relevant intimacy adding an additional die. If you have no
intimacies to channel, than the dice count starts at one. This can be done a maximum of once
per session.
Example: Blazing Fallen Star is Scourge caste with Adorjan and Infernal Monster
favored yozi’s, and she is known to build up limit rather quickly. However recently she managed
to find out the bandit group that attacked her family’s caravan causing her to be the sole
survivor, so she’s not going to merely kill them, but ruin the life of their leader. First thing she
does is immediately stalk and kill some of the bandits in the street, picking them off one by one
in spectacularly gruesome ways and plainly leaving the bodies in broad daylight for the
authorities to find. The bandit leader quickly seems to get scared however, seeing some of his
best men getting ghosted night after night. Bit by bit the bandit leader becomes more and more
paranoid, until finally Blazing Fallen Star makes her move, by ending the bandit camp and
slaughtering each and every one of them in a laughing mocking whirlwind. While the bandit
leader hides in a corner of his own urine, Blazing Fallen Star finds him, her anima blazing in all
of its Infernal glory. In fear he lashes out at her, in which she crushes the sword with her onyx
arm and tells the bandit leader that she isn’t here to kill him tonight, but to actually thank him for
everything that has happened to her. She then warns him that if he ever makes an offensive
move on her again (even daring him to do so) his fate will be *far* worse than what has
happened to his men, and is letting him live simply to spread that tale, and she *really* hopes he
does. The bandit Leader’s mind snaps, immediately developing a paranoia complex as he’s
utterly convinced that the Laughing Cyclone will return.
In this example Kyouko triggered a few intimacies. The Bandits Who Killed my Family (Major,
tie) triggering Insane DeathDealing Provocation, Making an Example of the High and Mighty
(Defining, Principle) triggering Infernal Genius Declaration, and It’s Not Insanity, it’s Insightity!
(Minor, Principle) triggering Kindly Lunatic’s Blessing. All together, Blazing Fallen Star rolls 6
dice (4 + 1 + 1) to see if she gets rid of any limit.
Urge Archetypes
As mentioned before, Infernal limit and Torment are not due to a malicious aspect of the
Yozi’s themselves, nor are Urges in this sense. Urges are now just residue left over from the
demon that bonded with the Infernal. Their own, warped view of the world pressed upon the
Infernal. Whenever this intimacy is something he doesn’t know about or his Unwoven
Conjugator constantly bugging him about such a thing is up to the player themselves. The pure
exception is Infernal Monster, in which the Infernal’s mind has torn apart the demon and his
dreams while in his Chrysalis.
Urges are listed on page 83 of 2e Infernals, just toss out any mention of virtues and just
use them as a guideline.
THE URGE OF THE MONSTER (THE URGE TO TERRORIZE)
The Infernal Monster has no right to exist. It’s an unholy blasphemy upon the world,
originally combining the weapons of the gods and the twisted creators of the universe into one
vessel. Those who have wished for power and now have tasted power now become drunk off it,
using their power as they see fit to sow terror in their wake. The mere presence of the monster
is enough to force a forest full of birds to fly away and the most seasoned of veterans to break
out in a cold sweat, their heart skipping a beat as the inner voice in their head acknowledges
that their time is up upon hearing its unearthly roar. Even if the Infernal is known as a hero in
rumors, those who see the Prince in action against their opposers will they wonder who the real
monster is.
Monster Princes come from Infernals who are willing to do anything and everything for
the power to defeat their foes, even if it means abandoning any pretense of humanity they may
have had left, sowing fear into the hearts of enemies and allies alike, the latter glad that this...
thing is on their side (hopefully). This doesn’t meant splattering everyone have wronged you,
but at the very least making demonstrations of your power.
Possible Infernal Monster Urges may include:
● Always leave one alive during a fight in order to spread the tale.
● Make all of House Sesus whisper your name in hushed fear
● Bolster the might of your home nation, making it so only the most foolhardy will attempt
attacking you.
● Commit atrocities in your city in your city to deter would be criminals.
New and Altered Merits
ADD IN LATER
Anima Banner
Similar to the Solars, but only more green.
Anima Level Effect
Dim The Infernal’s anima is invisible to all
senses, masking her Exalted nature. This is
the default level at which an Infernal’s
anima resides when not spending Essence.
Glowing The character’s anima begins to simmer akin
to a growing flame, his caste mark appearing
on his head in a sickly green glow that shines
through anything placed over it. Attempts at
Stealth or Disguise suffer a 3 penalty.
Burning The Prince is surrounded by a baleful green
aura that is bright enough to read by, and his
caste mark is a burning brand of sickly green
energy. Stealth is impossible.
Bonfire/Iconic The Prince is engulfed in a bonfire of infernal
green Essence that burns from her feet to at
least a foot over her head. Mortals observing
the bonfire often feel nauseous and
uncomfortable, and small children are likely
to have nightmares for weeks afterward.
Mundane clothing that comes
into contact with the bonfire typically shows
signs of decay or mildew as if left outside to
rot for several days. The character is visible
for miles, and the light produced is bright
enough to read by up to 100 feet away.
Whenever the anima flares into Iconic glory,
the images that are produced by it are
strongly reminiscent of demons from hell, or
at least some unspeakable thing that comes
from its depths.
There some changes to some anima powers that the Infernals have.
CASTES
● Slayer
○ Same as Dawn caste
● Malefactor
○ Infernals of the Malefactor Caste may channel their anima through sweet words
and honeyed promises, beguiling the weak with their silvered tongues. By
spending five motes, a Malefactor gains +1 Appearance, and adds a single
automatic success on all social attacks against demons or characters of lower
Essence for one scene (Treat an Infernal’s Essence as three higher than the
demon’s for this purpose, maximum of 10). She also adds a single automatic
success on any roll to sorcerous summon and/or bind a demon. These effects
come into play automatically once the warlock spends 11+ motes of Peripheral
Essence.
○ The Zenith strike power against creatures of Darkness works the same, but now
against any sort of nondemonic spirit instead.
○ The forced materialization aspect also works, but rather than invoking an
intimacy to the Unconquered Sun, one invokes the laws of Cecelyne to obey her
scions.
● Defiler
○ Same as Twilight Caste
● Scourge
○ The first two powers are the same as the Night Caste, the third power however is
changed.
○ The Scourge is capable of tapping into some of the might of Adorjan in order
completely mute her movement. By spending 5 motes for a scene the Infernals
becomes incapable of making a sound, gaining +(Essence) bonus dice on any
stealth or larceny action where silence plays an important role. By spending 10
motes the Infernal can extend this shroud of silence out to a distance of short
range, in which those inside are only allowed to make a mundane sound if the
Infernal permits it. Any ally inside of this zone of silence will also benefit from
additional bonus dice like the Infernal wound so long as silence plays an
important part. Charms or sorcery that rely on sound still work within this field of
silence as per normal however. Upon achieving Bonfire, the zone of silence is
activated for free.
● Fiend
○ All of the powers of the Eclipse caste, minus that their diplomatic immunity in
heaven does not exist. A known Infernal in heaven will almost certainly be
attacked and expelled without a very good reason for being there.
○ Fiend castes have the ability to ignore any Eclipse caste oath power if they so
choose. This means that a seeming ‘fair’ deal they broken means that they can
ignore their side of the deal but the other party must acknowledge their end of the
deal or else face punishment that comes akin to the worst luck imaginable. This
power costs 5m 1WP per oath she decides to ignore, and must be done
BEFORE she violates the condition of the oath/binding (AKA: You cannot
activate this power reflexively).
Shintai
NOW! BEHOLD MY TRUE FORM!
A Shintai is the purest and innermost expression of the Infernal possible. Often his own
power and wishes expressed using alien thoughts and forms. See Chapter One for the majority
of the fluff details on them, I’ll just talk about the crunch here.
An Infernal may don his Shintai by paying 5m 1WP as a simple action in which these
motes are committed. At it’s base form, an Infernal in his Shintai will often appear to be an
anthropomorphized version of the demon he bonded with. A Neomah with hair, a Blood Ape
that can stand upright, Infernal Monsters appearing as hunched hungry humans with carnage
glimmering in their eye, the exact method is up to the player. This however does absolutely
nothing by itself other than a cosmetic change. The real change of power however comes from
Shintai keyworded charms.
Most Infernal charms will often have a shintai benefit attached to it. These benefits can
be anything to a potent buff to that charm while in Shintai mode to a radical transformation of
the Infernal himself, be it physical or mental. Each of these Shintai benefits will have a point
cost attached to them, and an Infernal gains (10 + [Essence x2]) points to build his shintai with.
An Infernal who uses Shintai bonuses from favored Yozi charms gets the price at the listed
value, those who use nonfavored Yozi Shintai bonuses increase the point cost by a point.
Additionally, each shintai bonus selected will have some obvious effect on the Infernal. Some
are minor and obvious, such as wrapping the Infernals limbs in fire or making them
supernaturally silent. Others can change and warp the very aspect of his being, radically
redefining him as he changes into a sentient puddle of acid, moving so fast that he literally
appears to be an army of one, or even a collection of sentient crystals. Shintai benefits without
descriptions are usually left up to the player to describe, as I’m the one writing all of these damn
things so you can at least do that much.
While the base appearance of the Shintai (usually) never changes, the Infernal can
change the point allotment of his Shintai. This requires meditation and concentration of (total
point cost of Shintai /2, round down) days where the Infernal reflects on his nature... though for
Infernals ‘meditation’ can usually mean performing experiments on restrained people or getting
into bar brawls literally all day. If an Infernal activates his shintai during this time span, he uses
his old shintai powers and resets the timer on the duration of time needed to change his shintai.
Upon gaining a new increase in Essence, an Infernal may instantly reassign his Shintai to
whatever he pleases.
A shintai has no minimum or maximum duration, and thus an Infernal can remain in it for
as long as they please. Some shintai powers will probably encourage staying in your shintai
form whenever possible, while some may give an incredible burst of power upon first
transforming into it. In the latter case, these may be powerful attacks that may be triggered
when you first go into shintai forms, or powerful effects that only last for the scene which you
transformed in. It’s up to the player to decide how involved they want to be with their shintai.
As the person who made this document, probably the best idea to use it when things get icky.
A shintai is not a tool of subtly. Those who look upon a shintai will immediately know
that this is a powerful supernatural being, likely a demon, although those who gain Ebon Dragon
effects may be able to meditate this a bit.
SHINTAI CREATION SAMPLE HERE
Chapter 4: Charms
ON INFERNAL CHARM STRUCTURE
As mentioned previously, Infernal charms do not flow from the ability based mastery that
the Solars strictly follow, but rather they channel the alien themes and powers that the Yozi’s
contain. Charms are not organized by ability or attribute, but by the themes of the Yozi’s
themselves. This can make some rather odd or queer charm paths, but one advantage to this is
that Infernal charms are both more broad and more narrow than their solar counterparts. You
can design a charm which roasts people alive after detecting their essence for example in
Malfeas, but you cannot make a charm that supports high volume or ranged attacks in Adorjan’s
own tree. To support this, Infernal charms only have one prerequisite: Essence. No ability or
Attribute minimum is needed to learn their charms, however since Infernal dice caps are still
based on attribute+Ability and many of their charms still call for Attribute+Ability rolls, Infernals
should not skim on those either.
Unlike 2.Xe however, Infernal charms are not
the same charms the Yozi’s use. I said
this time and time again but I want to make it clear. Infernal charms merely pay homage to the
mighty titans they’re derived from themselves. By default, an Infernal can learn all of the
charms in this document, plus any other Yozi in Hell as deemed fit by the ST. Primordial
themed charms (such as Gaia, Autochton, and Rathmus if he’s still alive) can be learned if the
Infernal comes across detailed notes of how they function. Storytellers are encouraged not to
give this at the start and make a player work towards such things, as such details are a miracle
to find even with the might of the chosen.
Infernals cannot learn charms from the Neverborn under any circumstances. We have
such beings already, they’re called Abyssals.
CHARM LIMITS
An Infernal can boost his dicepool by an amount equal to his (Attribute + Ability), just the
same as Solars can. In cases which an untyped attribute or straight ability roll is needed (Which
should be rare), Infernals can boost their dicepool up to a maximum of (Attribute OR Ability
asked for + Essence). Remember that Infernal excellencies need to be in theme however!
Also yes, Infernal Excellencies can be used to boost the raw damage of w ithering
attacks, which must be paid for up front. In this case, an Infernal may spend up to a maximum
to boost the damage equal to an untyped attribute roll.
In terms of power, Infernal charms tend to be more narrow than Solar charms, which
tends to lead to a small increase in power over Solars. However since Infernals are more
narrow this puts them on par with Solars. Infernals in shintai’s are terrors to behold however,
often they are very powerful depending on their charm loadout.
NEW KEYWORDS
● Desecration Charms with this keyword inflict shaping effects on their targets, blessing
or cursing them with either positive merits or flaws. These blessings are almost always
supernatural in appearance. Extra’s and NPC’s do not need to pay experience for these
merits, but any player characters do, cutting off any Solar Experience point gain until the
merit is completely paid off. No amount of charms or blessings can bestow more merit
dots than a target’s (Essence + Willpower), flaws in this case counting as two dots, but
possibly more depending on how crippling the flaw is.
● Shintai # This charm grants a Shintai bonus effect that may be accessed if you pay the
points cost of it.
● Lattice Charms with this keyword have additional or enhanced effects when used
against anomalies. Though magic exists to alter or expand this definition, anomalies are
by default defined as anything native to the Wyld, whether characters, objects, structures
or even phenomena. Such Charms often also have special effects on targets with Wyld
mutations.
● Modern This charm is mainly meant for Modern or Sci fi types of games. With Storyteller
permission it can be bought in default games, but be aware it’s usage may be limited.
● Messianic A Charm with this keyword requires the character to have a minimum rating
in the Cult Background (listed with the Charm’s Essence minimum) to use it. No Cult
rating is needed to learn the Charm, however. Permanent Charms are never Messianic.
● Sorcerous Some Infernal charms may fairly potent or long lasting magics in the world.
In order to counter such magics a working will be needed to undo the effects of the
magic, the exact amount needed to dispell it listed in the charm. The Finesse rating for
such acts however is the Infernal’s Essence *at the time of placing the charm*. Unless
otherwise noted, Sorcerer do not need to pay experience points for workings that undo
Sorcerous charms.
● Velocity Charms with this keyword only function when the Infernal has at least moved
one range brand since his last turn. Instant charms fail to function if the user hasn’t
moved while charms with durations longer automatically deactivate. Running in circles
in close range around the opponent doesn’t work, in this case the Infernal must move
back out to short range and back into close range once more. The small bit of leeway
with this keyword is that if the Infernal is stopped somehow, they may spend 3 speed
force per longerthaninstant charm to not have it automatically terminate, but the
Infernal MUST move on his next turn or else the charm(s)s will end. More on Speed
Force in Adorjan charms section. Actions such as stunting a distract gambit by stopping
in front of the opponent, beeping his nose, then running away again are encouraged and
do not spoil charms with the velocity keyword.
GENERAL
For Infernal Excellencies, they function the same way the did in 2.Xe in terms of being
activated with specific keywords. Please see Manual of Exalted Power: Infernals Pages
105107 for each specific Yozi activation. For Kimbery, please see Broken Winged Crane Page
34. For other Yozi’s, such as Markduth or “Infernal Monster”, they’ll be posted along with their
respect Yozi. Just like Solar Exalted, an Infernal may trade in two dice purchased with an
excellency into +1 static value.
(YOZI) MYTHOS EXULTANT
Cost
:
;
Mins
: Essence 2; Type:
Permanent
Keywords
: None
Duration
: Instant
Prerequisite charms
: Favored Yozi type
Yozis revel in the exercise of their purview, drawing power from the very strategies they use to
spread that power through Creation. This charm may be purchased thrice, one for each
character’s favored Yozi, though she can only enhance a given action with one of the versions.
Whenever the Infernal succeeds while stunting on an action that could benefit from the
appropriate Excellency, she may choose to receive the alternate rewards listed below instead.
Characters may partake of these awards even if they did not use the pertinent Excellency to
assist the action, just so long as doing so was an option.
● Malfeas : The Demon Emperor works his wrath through the sheer power of his terrible
will, calling boundless power out of hatred and fury. A stunt enhanced by this Charm
allows the Green Sun Prince to pay a point of Willpower in place of up to (Essence or 5,
whichever is higher) motes when activating an Excellency of Malfeas to enhance the
stunted action.
● Cecelyne : The Endless Desert is a creature of balance, forming the dividing line
between Creation and Malfeas, the finite and infinite. A successful two or three point
stunt also provides initiative in addition to the normal rewards. The amount of initiative
gained is equal to the stunt level of the stunt.
● She Who Lives In Her Name : The flamefilled spheres of the Transcendent Hierarchy
know their purpose, individually and especially jointly as part of a greater identity. The
Infernal doubles any Willpower points awarded by the stunt.
● Adorjan : The Silent Wind defines her path as a field of opposition over which she must
scour her legend. Her passage is death. One perceived target within close range suffers
dice of unsoakable withering damage equal to the stunt rating from flensing breezes
that swirl around him. Magical beings may reduce the raw damage by one die per three
motes spent, sheltering their souls within an ablative layer of Essence, up to a minimum
of zero. Against battlegroups, this damage is considered lethal.
● Ebon Dragon : The Shadow of All Things is an unstoppable force of antagonism. Unlike
the permutations of other Yozis, the Ebon Dragon’s version of this Charm may enhance
the stunt itself rather than its reward, converting the bonus dice into bonus successes. If
the stunt succeeds, the character has already reaped the rewards of his dark glory and
gains nothing further.
● Kimbery : Kimbery’s spite and bitterness are her very lifeblood. In lieu of usual stunt
rewards with a level 2 stunt or higher, an Infernal with this Charm may heal one bashing
or lethal health level. If the stunt is level 3, then the Infernal may decide to restore two
bashing or lethal health levels or even one Aggravated health level.
● Infernal Monster : The monster manages to break through both men and objects within
his path, none are safe from his wrath. When enhancing an action, the Infernal monster
reduces the soak of an opponent by an amount equal to his stunt rating or counts his
strength as (Stunt rating +1) higher for meeting Strength prerequisites for feats of
Strength.
● Mardukth : The world surrenders to the might of the Mardukth Who Holds In Thrall.
When the character successfully stunts an action which could benefit from the First
Mardukth Excellency, he may forfeit the usual rewards of the stunt (if at level 2 or
higher). Instead, he causes the least gods in the area to call out his name and recognize
his impossible grandeur. This imposes a (Stunt Dice) penalty on all actions which would
cause him harm until his next turn. Even if there are no least gods to cry out, this works
equally well in all realms of existence as imprisoned Yozis tremble at the prospects of
their comrade reborn or the nightmares of He Who Holds in Thrall quake at the memory
of his former glory. As for the Wyld, it has long known to fear the might of the
Primordials. Shoutouts to Reminiscent Oasis for this set
● Isidoros : The Black Boar That Twists the Sky reinforces his own ego with his awesome
might, such that whenever he receives Willpower from stunting, he may also select one
intimacy that best represents the act currently, gaining an amount of bonus dice equal to
the resolve bonus the intimacy would normally grant. Each intimacy selected in this way
may only be used once per scene. Shoutouts to Revlid for this set. Charm idea that
adds intimacy strength to damage?
(YOZI) WORLDSHAPING COSMOGONY
Cost
:
15m 1WP 2XP; Mins
: Essence 3; :
Type Simple
Keywords
: None
Duration
: Instant
Prerequisite charms
: Ten charms from a single Yozi type
Original Author : Revlid
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 WyldShaping Technique that starts at
phase 2 and a repurchase granting the benefits of Wyld Cauldron Mastery.
Anything created or altered by this Charm must conform to the Excellency of the Yozi in
question. When creating Land, the legendchisel 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 Yoziaspected demesnes, but the required
successes increase by one. 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.
The last things I wish to mention are twofold. 1) Please keep in mind that I’ll be
constantly adding things to all yozi’s until I decide to stop working on this. (2) If you
think there is a good charm idea then try telling me. I mainly want to hear about charm
ideas that help an Infernal accomplish something in the system (EX: “Hey what about
Yozi mass combat charms. You have any idea what Yozi could use those in neat ways?”)
Sidebar: How do I make Infernal charms work?
For me, usually when looking at a set and seeing that your charms have a hard time against a
challenge, it's mainly “Gee, I better come back with a different yozi set” and rather “Gee, I’m
failing, guess it's time to learn more charms of my favorite Yozi and brute force this problem all
the way to 11.” Or not even close, I’m probably rambling as I’m hungry.
SIDEBAR: Devil Tiger and heretical charms pls?
That is something I wish to talk about. The answer is No/Kinda, if you want more continue to
read on. If you don’t care, skip this sidebar.
I personally disliked Devil Tiger for some reasons, but the one I hated it most for absolutely was
the ESS 6+ lock out limit. This to be was extremely dumb because it basically made Essence
15 seem like a prequel for a game, when in reality it was the majority of the game! Even the
longest Exalted game I was a player in had our PC’s reach Essence 6!
However , while I won’t translate the Devil Tiger or heretical charms, I can give some advice on
how to port over the basic ideas of them in general.
● If your character wants to have a “Me” yozi charmset, let them at Essence 1 and make it
one of their favored Yozi picks. If a person wants to make a custom set that badly, let
them do so at level 1. Guidelines for making charms remain more or less the same
(ESS 12 are workhorse/bread and butter charms, ESS 34 are powerful things used
less often, ESS 5+ is often “Oh god why”). Those less experienced with making charms
may want to wait for the Exigent book... or my Storyteller companion if I ever get around
to that.
● Heretical charms can be learned and work as normal. Ideally the Shintai and
ShintaiLink keywords should make it that needing to make such charms to be a rarity,
but if you want to make them go ahead. If you want to make a Soul Pantheon of sorts,
I’d suggest EarthScorpian’s inner world charm, which addressed doing so in a more
balanced fashion. I don’t have the link, so you’re on your own.
MALFEAS
SIDEBAR: Theion?
Theion from Shards of the Exalted dreams can be translated, but I’ve gutted a lot of his charms
and put them in other yozi’s in various ways. If you want to play as Theion, then the ST will
decide whenever or not to allow that. Good luck translating his entire charm set which in 3e, will
probably be 50 charms at a minimum.
HARDENED DEVIL BODY
Cost
:
;
Mins
: Essence 1; :
Type Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: None
Though the Yozis are beyond awareness of most damage, let alone threatened by it, their
servants can only manage to embody a fraction of this durability. This charm may be purchased
a number times equal to the lesser of Stamina or Resistance. Each purchase grants the
Infernal a number of health levels depending on his Stamina:
● Stamina 12: 1x 2 health level and 2x 4 health level
● Stamina 34: 3x 2 health level and 1x 4 health level
● Stamina 5: 1x 1 health level, 2x 2 health levels, 1x 4 health level
Shintai (1) : The Infernal’s body is reinforced with the strength of demonic flesh many times
over, flesh more than durable enough to shift away any vital organ damage as it fails to break
through her supernatural flesh. This shintai benefit treats the Infernal’s stamina catagory as one
higher, meaning a Stamina 3 Infernal may take the Stamina 5 health level option. If damage
was suffered in a human form and then shintai form is activated, then shift any damage levels
up into any new health levels generated by this benefit. If the Infernal has Stamina 5 and uses
this as a shintai benefit, then each purchase of this charm gives 1x 0, 1x 1, 1x 2, and 1x 4
health level.
BY PAIN REFORGED
Cost
: 1 hl;
Mins
: Essence 1; Type: Reflexive
Keywords
: Shintai
Duration
: One Scene
Prerequisite charms
: Hardened Devil Body
Pain puts life in perspective, pushing aside all other distractions. This is the simplest truth
Malfeas has learned from his imprisonment within himself. Use of this Charm allows an Infernal
to ignore all negative effects associated with bashing damage she has suffered. Such injuries
do not cause wound penalties or slow her down in any way. If reduced to Incapacitated by
bashing wounds, she does not fall unconscious, but remains fully aware as further bashing
trauma converts to lethal. Aggravated and lethal injuries penalize characters protected by this
Charm normally. When this Charm ends, all suspended penalties resume immediately.
Shintai (2) : The Infernal’s flesh becomes resilient enough to resist the issues of minor pain.
Only true pain is enough to actually bring the King to his knees. This benefit reduces the wound
penalty the Infernal currently suffers by 1. At Essence 4, this increases automatically to resist
up to two points of penalties instead.
PURITY OF MADNESS DEFENSE
Cost
: (1 limit)
;
Mins
: Essence 1; Type : Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: By Pain Reforged
The Demon City is his own architect and does not abide the designs of other artists marring the
blueprints of his will. Whenever the Infernal would be altered by a Shaping effect that seeks to
effect his mind, body, or traits, that effect becomes obvious to his senses so he can make an
informed decision before permitting or rejecting the change. Resistance perfectly negates the
changes at the cost of gaining one point of Limit from the strain of asserting inviolability.
Infernals with Essence 2+ may also use this Charm to stop Shaping effects from altering any
owned inanimate object within close range, though each change to each separate object
requires another point of Limit to stop.
In the Wyld, this charm only needs to be activated once to protect the Infernal from its ravages
for the day. He’ll need to reactivate if some Wyld Denizen seeks to shape him, but for the entire
day he’s protect against mutations from just merely being in the Wyld.
Shintai (1) : The greatest terrors of the Wyld cannot even hold a candle to the brilliance of the
Yozi’s, and even those under him. This charm may also be used to protect a group the Infernal
leads, protecting a number of individuals equal to (3+Essence), members of the Infernal’s coven
do not count towards this limit. A repurchase of this charm at Essence 3 grants this ability to the
main charm, and for the size the Infernal leads into the Wyld can be expanded up to Infernal’s
(Essence) in Size, as in size for mass combat group.
BY HUNGER NOURISHED
Cost
: 2m;
Mins
: Essence 1; Type :
Simple
Keywords
: Shintai
Duration
: One Day
Prerequisite charms
: By Pain Reforged
The Infernal stokes the furnace of his stomach, igniting a corrosive Essence flame within his
guts. He may consume any matter he can fit in his mouth and it nourishes him as if it were the
finest repast. He can perfectly digest the most toxic or disease riddled substances without any
ill effects, though indestructible objects like most artifacts simply pass through his digestion
unharmed (and without harming him). Use of this Charm tends to skew the Infernal’s palate,
giving him all manner of alien cravings. Matter consumed while using this Charm is digested
immediately and doesn’t become dangerous again within the body. This Charm is equally
effective at addressing hunger and thirst.
In lieu of enchanting themselves, Infernals may use By Hunger Nourished to enchant another
being with a touch. If the target is not a native of Malfeas, she does not automatically acclimate
to the taste of anything normally inedible to her, requiring a Stamina + Resistance roll to avoid
vomiting immediately (difficulty 15 based on how vile the substance is). It is possible to provide
such acclimation as part of activating the Charm, however, in which case the substance
becomes the besttasting food the target can remember eating. The Infernal may alternately
impose a more limited “gift” that allows the target to eat one specific substance, but the target
must roll to resist vomiting at difficulty 6 whenever she eats anything else for the duration of the
Charm. When using this power against an unwanted subject, it is considered a shaping effect
and must be landed on the target with a difficulty 2 gambit.
Repeated use of this Charm to make a victim unable to eat anything at hand will eventually lead
to fatal starvation. It is possible to select matter that is utterly inaccessible, like the tears of
Saturn, though most Infernals stick with the old comic standby of making prisoners eat their own
excrement. Though they might wish otherwise, targets with modified diets intuitively understand
what they need to eat to survive.
Shintai (1) : This benefit permanently warps the Infernal’s digestive tract while in shintai form,
her stomach instead becoming a furnace that rips out essence from an object rather than
normal nutrients. The charm is now considered active all the time for the Infernal, but must still
pay 2 motes to use it on any other subject
BY SICKNESS RESTORED
Cost
: 1 lhl
;
Mins
: Essence 2; Type:
Simple
Keywords
: Shintai
Duration
: One scene
Prerequisite charms
: By Hunger Nourished
The Infernal’s body burns out any and all lesser illnesses from his body, flooding his veins in
emerald flame in an effort to burn out the disease from his body completely. When used, this
charm counts 6s as successes and doubles all 9s. If another person is aiding the Infernal in the
process, than this charm may be used as well to aid the effort.
Shintai (1) : No mere illness can hold a Green Sun Prince at bay or lay him low when matters of
greater importance are at hand. This charm allows the Infernal to ignore all penalties and
problems an illness may be giving him currently for the rest of the scene. Even if magic is used
to greatly alter aspects of an illness the Infernal is suffering, then it is put on hold until the end of
the scene.
BLIGHT INTERNALIZATION TRANSCENDANCE
Cost
: 1m; Mins
: Essence 3; :
Type Simple
Keywords
: Shintai
Duration
: One season
Prerequisite charms
: By Sickness Restored
When compared with the corrosive, cosmic power of Malfeas, most diseases bore Infernal
Exalted. Upon activating this Charm, the Infernal becomes infected with a variant of Final
Viridescence (see the “Green Sun Wasting” below) that resists all treatment, magical or
otherwise. This includes using By Sickness Restored’s Shintai effect. The character
automatically fails all checks to mitigate or end the malady’s effects. However, once the disease
fully runs its course and “kills” the Infernal, his fever breaks, and his disfigured flesh sloughs off
to reveal pristine healthy tissue underneath. Not only does the character make a full and
immediate recovery, he also becomes immune to any sicknesses that he has suffered once
before for the rest of the season, while resisting any other illness grants the Infernal one bonus
success that does not count towards dice caps. The breaking of a character’s fever does not
heal any actual injuries or aid the character apart from reversing the effects of his illness and
granting lasting immunity.
Alternatively, the Infernal may use this charm on incurable diseases, allowing the illness to run
its normal course except that the Infernal treats incurable illnesses as if they had a morbidity of
5 and the one per scene botch cannot ever be applied to any treatment roll or illness fighting roll
the Infernal makes. Secondly By Sickness Restored may be applied to the roll to fight off the
illness in a case of exception, the Infernal’s body relishing actual challenge for once.
Shintai (4) : The Infernal’s own bodily fluids becomes akin to literal fire, exploding with green
flame when exposed and making for amusing bathroom exercises. In addition to lowering the
morbidity of any illness by 1 and becomes resistant to flames and cold as if under the charm
effect Element Resisting Prana. Lastly, if a a strong enough decisive attack hits her (As in one
dealing at least five levels of damage) she may then launch a counterattack against a target that
must be at close range. The target immediately takes damage as if being exposed to a bonfire
hazard and remains on the target until they take single miscellaneous action to put it out which
cannot be flurried. If the target is rendered incapacitated by the attack, she immediately suffers
the Green Sun Wasting illness. (NOTE: Maybe flame based charm would be better for
counterattack?)
SIDEBAR: GREEN SUN WASTING
Green Sun Wasting (Virulence N/A, Morbidity [3 or Essence of Infernal, whichever is higher],
Interval: One Day): This disease, sometimes called ScalpShed Tonsure, is a supernatural
infection without a natural vector. Only Malfeas Charms may impose this deliberate and wholly
unnecessary form of suffering on the world. The first stages of infection appear like extreme
sunburn, itchy but hardly unbearable. Within an hour, hot sores appear around the wound, and
the victim’s hair begins to fall out in small clumps. The sores rapidly worsen into cancerous boils
and pulsating sarcomas that reduce the victim’s effective Appearance by one dot per stage until
cured (The character cannot go below Appearance 1, but instead gains the Hideous flaw). As
the infection progresses, organs necrotize and liquefy as a bloody slurry defecated along with
actual wastes. This illness is among the most painful and grotesque ways a person can die.
Natural animals will not attempt to scavenge the remains of any being killed by Green Sun
Wasting, though demons descended from Malfeas find such meat delectable.
Green Sun Wasting is also unique as far as illnesses go, as it can affect beings which cannot
normally have illnesses (such as Raksha and spirits). Each stage of the illness applies a 1
penalty in addition to the other effects illnesses normally have up to a maximum of 4, for
nonmagical beings this increases up to 8 (However, Stamina+Resistance rolls against
Morbidity are not penalized). Its at this point the vast majority of mortals will simply beg for
death. A far worse form of this illness called Final Viridescence exists, which is mainly the same
except the interval is per hour, the Appearance decrease continues until the victim gains
(Appearance 1, Hideous) Morbidity is 5, and nonmagical medicine roll to treat it are impossible.
This is quite often a death sentence for all but the most hardy of people.
KNEEL OR BE KNELT
Cost
: 3m ;
Mins
: Essence 1; Type : Reflexive
Keywords
: Uniform, Shintai
Duration
: Instant
Prerequisite charms
: By Pain Reforged
The onetime King of the Primordials will not tolerate those who would stride past without
stopping to show respect for his majesty, forcing them to kiss the ground if they will not do so of
their own accord. This charm can be activated whenever one attempts to disengage him,
allowing an immediate reflexive attack that can be either withering or
decisive
at the Warlock’s
leisure and is resolved before the disengage roll takes place. The warlock lashes out with a
sudden lightningfast attack in response; a favored method among Slayers is to slam an
ironhard arm into a target’s throat, while Malfeas himself buckles the surface of his streets and
slams the doors of his buildings into the faces of those who offend him. Regardless of the
attack type chosen, if a withering attack does more damage than the opponent’s stamina or a
decisive attack does any damage then the Infernal will immediately knock the opponent prone
once they travel a range brand, cancelling any automatic movement a successful disengage
action may bring. If the opponent fails the disengage roll and is hit, then they are instead
knocked prone beneath the Infernal’s feet for their insolence.
Shintai (1) : If this reflexive attack hits and knocks the opponent prone, than the disengage roll is
automatically aborted. The victim gains back any resources he spent on charms used for
disengaging however. This method can be used only once, but may be reset upon successfully
rushing an opponent.
BY RAGE RECAST
Cost
:
;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai, Desecration
Duration
: Permanent
Prerequisite charms
: None
Look ma! I’m a final boss now!
Once Malfeas was the Primordial King, his power and glory unconstrained by the crude limits of
a body. Now, mutilated and caged in the prison of form, his cosmic might and boundless fury
can only twist him toward more harmful expressions of his majesty. An Infernal who learns this
Charm selects a package of (10 or [Essence x5], whichever is greater) points of temporary
positive merits as a “library” of options. She must allocate all of these points at the time of
purchase, even if that means choosing mutations she doesn’t really want as filler. These merits
are normally supernatural ones such as Wings or Giant, but with storyteller permission things
such as Fleet of Foot may be purchased representing mutated feet that allow the Infernal to run
faster. Merits such as Allies or Resources cannot be used, as this does not conjure such things
out of thin air.
Once allocated, the library remains fixed. However, raising Essence allows the Infernal to
reallocate all merit points from scratch as though she just acquired the Charm. At Essence 10,
the warlock may reallocate her mutations by spending one full day in either isolated meditation
or a series of ancient, ecstatic dances.
Whenever the warlock’s anima banner reaches the Burning level, she reflexively gains five
points of merits selected from her library as a temporary Desecration. Horns may curl from the
warlock’s forehead, leathery wings unfold from her back, or fanged maws open upon her
body—whatever demonic features best express the Chosen’s fury. She may not gain
mutuallyexclusive mutations at the same time. This transformation is not optional. In the
unlikely event the Infernal cannot express a full five points without going over (such as by only
purchasing only really expensive merits), she must get as close as possible. Once her anima
subsides below the Burning level, the mutations fade back into her body.
If the character knows the Charm FealtyAcknowledging Audience, then she may pay a
surcharge of +5m when invoking that Charm to gift those who swear fealty to her with up to (5 +
Essence) points of merits she is capable of manifesting with By Rage Recast. This gift is a
permanent Desecration.
With Essence 2+, the Infernal may choose to retain her current mutations when her anima
banner recedes. She may dismiss these mutations at any time her anima is below the bonfire
mote level of display with a diceless miscellaneous action, but must flare her anima anew to
restore her mutations or change them out for a new suite of grotesqueries.
Shintai (6) all
: Instead of only five points, the Infernal activates merits selected with this charm
immediately upon entering Shintai form, but this only lasts for a single scene, in which after the
mutations fade away and the Infernal is left with his five points of mutations all over again. This
form is often known as the DevilTyrant Avatar.
SCARWRIT SAGA SHIELD
Cost
:
;
Mins
: Essence 1; Type : Permanent
Keywords
: Dual, Shintai
Duration
: Instant
Prerequisite charms
: By Pain Reforged
Malfeas does not quietly accept his tortured inversion, but builds up calloused layers and folds
them in a vain attempt to seal his wounds and inoculate against future injury. Such efforts
cannot achieve their goal, but incidentally toughen the Demon City further. Upon purchase of
this charm the Infernal’s flesh toughens up considerably, adding an amount of soak against
withering attacks equal to (2 or Essence, whichever is higher) and granting an amount of
hardness against decisive attacks equal to (3 or Essence, whichever is higher).
At Essence 3 this charm may be repurchased, making the post soak of any nonmagical
withering damage reduced to a minimum of zero and applying his hardness as soak against
nonmagical decisive attacks. As a reminder, magical attacks come from any attack that is
aided by a charm, artifact, or supernatural blessing. Battle groups count as magical attacks if
the commander has some way to magically alter their traits.
Shintai (1): The Infernal’s flesh morphs as if to show the scars of every battle she ever fought,
each one being a telling tale. The Infernal gains access to the repurchase bonus immediately. If
the Infernal repurchases the charm again, than the Infernal reduces any postsoak withering
damage by her (Essence/2) and decisive damage is lowered by an amount equal to
(Essence/2, round down). Consider making cost 2
I am leery of this charm. Permanent soak boosters kinda died out in 3e, but I think this
looks *sorta* fine so we’ll give it a shot unless someone can prove to me otherwise .
VIRIDIAN LEGEND EXOSKELETON
Cost
: 5m 1WP; Mins
: Essence 2; Type : Simple
Keywords
: Shintai
Duration
: Indefinite
Prerequisite charms
: ScarWrit Saga Shield
A fine patina of bluegreen tarnish rapidly spreads like mold over the character’s body, flaking
away to reveal a more durable layer of shining brass etched with maddening spiral patterns and
Old Realm characters that tell the stories of the Green Sun Prince and foretell the punishments
he would inflict upon his enemies. Players of observers literate in Old Realm receive a threedie
bonus on all Occult rolls to know such facts while they can see the Infernal. These characters
glow pale green, impairing their bearer’s stealth as per a glowing anima banner display.
Viridian Legend Exoskeleton is not studied for its luminous history lessons, however. This
charm is used as a fusion when applied to armour, immediately reducing any and all mobility
penalties and fatigue that may result in wearing such armour by 2 for the duration of the charm,
the armour he wears flowing around the Infernal before finally becoming akin to a second skin.
Such armour cannot be stolen or deattuned forcibly either. Lastly none of his limbs may be
broken or cut off while this charm is active.
At an Essence 3 repurchase, the Infernal may instead pay 10m 1WP to instead generate an
armoured chitinous shell around themselves, selecting either a light, medium, or heavy artifact
armour and gaining the traits for such. Any armour the Infernal has on when this form is
activated immediately has the Essence 2 version of the charm activated and releases any sort
of attunement for the armour while still gaining all of its benefits.
Shintai (3) : The Infernal may reflexively activate this charm when activating his shintai and
gains the Essence 3 repurchase effect immediately. If the Infernal owns the Essence 3
repurchase effect, than she reduces the point cost of this benefit to 1 point.
PATHETIC DISTRACTION REBUKE
Cost
: 3m;
Mins
: Essence 1; Type: Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: By Pain Reforged
Having been humbled once, Malfeas is not keen to repeat the experience. This charm
enhances a parry attempt, nullifying any and all penalties that may apply to her defense upon
making it (Regardless of the ability used while defending). If the Exalt has By Pain Reforged
active, than she also adds (Greatest Wound Penalty, maximum 2) to the value of her defense.
Infernals may purchase this Charm a second time, in which case, each use of Pathetic
Distraction Rebuke cumulatively reduces the cost to do so again by one mote until the Exalt’s
next action. For example, the cost to defend against a magical attack with four attacks would be
six motes (3m + 2m + 1m + 0m) and any 1s in the opponent’s attack roll adds a 1 penalty to
damage of the attack.
Shintai
(1): The Infernal gains one initiative for each attack successfully parried.
INVULNERABLE WOUNDING FUTILITY
Cost
: 3m;
Mins
: Essence 1; Type: Reflexive
Keywords
: Shintai, DecisiveOnly
Duration
: Instant
Prerequisite charms
: Pathetic Distraction Rebuke (x1)
The foolish and the mad sometimes beat their fists against the impregnable walls of the Demon
City as though they might crack anything but their own hands. The meaningless rhythms of their
blows soothe the Yozi’s raging heart to laughter. Invulnerable Wounding Futility momentarily
hardens the Infernal’s body into a passive weapon upon which attackers crash and break.
This counterattack destroys nonmagical projectiles, but is much more effective against close
range attacks. When used in response to a decisive attack and the opponent’s raw damage
less less than the Infernal’s (Soak + Hardness), in which makes an immediate decisive
counterattack that deals the Infernal’s (Stamina + Essence) in damage against an opponent as
their weapon painfully rebounds off of the Infernal, with their defense at a 2 penalty for doing
so. This charm may be used once per scene, but may be reset upon crashing an opponent.
Shintai (2) : This counterattack automatically destroys any mundane melee weapon so long as
one level of damage is inflicted against an opponent.
10000 BLADES SCORNED
Cost
:
3m; Mins
: Essence 1; Type: Reflexive
Keywords
: Dual, Shintai
Duration
: Instant
Prerequisite charms
: Pathetic Distraction Rebuke (1x)
Malfeas was once laid low by the blades of mere mortals. Never again will he suffer this
indignity, as his very flesh now scorns such weapons. This charm may be activated in response
to an attack, reducing the raw damage of a withering attack post soak by (2 + Armour tier) and
reduces decisive damage by (Armour tier) before it is compared to hardness. Each tier of
armour is considered more effective than the last. Light armour is 1, Medium 2, and heavy
armour 3. At Essence 6, the amount of withering damage reduced is now ([ESS/2]+armour
tier) and decisive damage is reduced by (2+Armour tier). Overpowered slightly, but ESS 6 so
really who gives a shit.
A repurchase allows the Infernal to use this charm unarmoured, reducing withering
damage by
(Stamina or Essence, whichever is higher) and decisive damage by ([Stamina or Essence,
whichever is higher]/2).
Shintai (1) : The duration of the charm is now one tick.
Maybe just give the repurchase effect as base?
ABLATION OF BRASS AND FIRE
Cost
: 1i per success +4m or 4m, 1wp ;
Mins
: Essence 2; Type:
Reflexive
Keywords
: DecisiveOnly, Perilous, Shintai
Duration
: Instant
Prerequisite charms
: Invulnerable Wounding Futility, 10000 Blades Scorned
In his torment, Malfeas sheds constant layers in a vain effort to expand past his oaths. The
wholesale destruction of a single layer and its inhabitants to push out unwanted injury is as
inconsequential as the natural shedding of dead skin. By use of this Charm, an Infernal
confidently steps into the path of an attack and chooses for it to hit him full on. The
deliberateness of his interposed self greatly decreases any harm the king may suffer so long as
he stands. This charm is functionally identical to Heavenly Guardian Defense on page 354 of
Exalted 3e.
Bite me, it was the same in 2e Infernals too.
Shintai (2) : The Infernal gains an amount of bonus initiative equal to the 1s shown in the
damage roll of the opponent. This additional initiative *must* be spent fueling the charm, cannot
be used for any other purpose, and immediately vanishes once the attack is resolved. At
Essence 5, it also uses the opponent’s 2s as well.
NIGHTMARE FUGUE VIGILANCE
Cost
:
;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: By Pain Reforged
The Infernal exists at the cusp between sleeping and waking, unable to shake the nagging
suspicion that everything she experiences is merely a dream. She truly slumbers only to
commune with her subconscious and then only to refresh her psyche in contemplation of terrible
things. This Charm permanently improves the character so that she ignores all penalties from
sleep deprivation and can always stay awake without a roll. However in order to actually gain
willpower from sleeping, the Infernal must select an intimacy from his list and roll an amount of
dice equal to the resolve bonus it’d normally grant (So a defining intimacy is 4 dice), a single
success means that the Infernal gains a point of willpower, however for each day the Infernal
has gone without a sleep a 1 penalty is added to the roll. A botched dream gives the Infernal
horrifically vivid nightmares and forces him to wake up in the middle of the night in a cold sweat.
Shintai (1) : The Infernal instead regains willpower from his very being, as once per day he
automatically regains a point of willpower.
BY AGONY EMPOWERED
Cost
:
;
Mins
: Essence 3; Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: By Pain Reforged
This Charm permanently improves By Pain Reforged, allowing that Charm to ignore deleterious
effects from lethal damage. In addition, if lethal damage would reduce the Infernal below his 4
health levels while he is using By Pain Reforged, the damage does not continue into his
Incapacitated level, instead upgrading existing lethal wounds into aggravated damage. Once
the Infernal has aggravated wounds in all health levels, further damage can mortally wound or
kill him normally.
When purchased, By Agony Empowered does not mitigate penalties imposed by aggravated
damage. Infernals with Essence 5+ may ignore even these penalties, fighting to the last breath
without any sign of slowing or acknowledging their wounds.
This charm has one downside however, in that any particularly strong ‘holy’ effects will blast
directly through the Infernal’s protection and make any sort of damage aggravated. Such
charms are usually decreed by the Storyteller, but in general mainly Solars have them, with
Dragonblooded, Lunars, and Sidereals having a few. Such charms include, but are not limited
to, Blazing Solar Bolt, Orichalcum Fists of Battle, Phantom Arrow Technique, Immaculate
Golden Bow, and EnemyCastigating Solar Judgement.
WARNING: This may be far too much health for 3e. In 2.Xe this was fine as lol lethality,
but now this multiplies the amount of health an Infernal can take by nearly three times.
Solars do have a charm that generates health levels, so I dunno. I’m interested in
hearing any opinions on this here.
THE KING STILL STANDS
Cost
:
;
Mins
: Essence 3; :
Type Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: By Agony Empowered
Malfeas is invincible, immortal, and incomparable. Those who would dare offer evidence to the
contrary will be ground to a paste between his layers as a lesson to others. This charm is
activated whenever the last 4 box of a damage type is checked off, in which after it is done so
the Infernal immediately gains 10 initiative. This may very well bring the Infernal out of an
initiative crash.
Shintai (2) : Malfeas wrath is swift and terrible, reaping revenge on those who have wronged
them as he crushes them like grapes. If the Infernal manages to crash the person who
managed to knock him down to his incapacitated level on the next action upon the charm
activates, he’ll also gain any and all the bonuses of initiative shift as well, meaning the Infernal is
allowed to roll join battle and add that to his initiative track. This ability can only be used once
per scene, but may be reset upon incapacitating the one who triggered this ability.
DRIVEN BEYOND DEATH
Cost
: (1m 1WP) ;
Mins
: Essence 5; Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: The King Still Stands
She’s talking tough but she’s just as worn out as we are. This is a last ditch effort to kill us.
Though it is true that, at one time, a being known as the Empyreal Chaos was forced to admit
defeat, none can say the same of the Yozi called Malfeas. It seems unthinkable that one should
ever vanquish the Demon City… yet the same was said of King of All Kings in the Time of Glory.
Should the Infernal fall in battle and he is not crashed (this includes the benefit from The King
Still Stands), he may decide to pay 1 mote and one willpower as his final health level is checked
off and becomes incapacitated. He falls, almost to a knee, or slouches to one side as if to
topple, but stops himself. Suddenly his anima roars to the Totemic level of display as a local
earthquake rips through the area for five miles. This tremor comes from within the warlock and
sends emerald and crimsontinged cracks racing across his skin to congregate around his
blazing caste mark, while his eyes shine with all the furies there ever were. The legend of the
Empyreal Chaos wreathes his chest, biceps and thighs and bounds his forehead like a crown.
Until his next action, the warlock is immune to all attacks and harm, but may not act, save to
activate any one shintai he knows. If no shintai is activated, the Infernal effectively remains
Inactive until his next turn as he recomposes himself. When this action ends, the blaze dies
down, and the Infernal’s final horrific onslaught can begin.
The Infernal immediately rolls join battle, adding an amount of initiative equal to his initiative
track. From that point forward, the Infernal will remain active, attacking, and unable to retreat
until he reaches initiative crash or if his motepool reaches 0. The Infernal’s initiative does not
reset upon making a decisive attack but rather only loses an amount of initiative equal to the
successful dice that appeared on the damage roll. However each turn he automatically loses 5
initiative which cannot be prevented. The Infernal however comes extraordinarily resistant to
harm. Her hardness is automatically set to 20, adds (Stamina + Essence) to her soak against
withering attacks and reduces the damage of all attacks before dice are rolled by (Stamina).
Finally, offensive charms used during this rampage (Such as excellencies or Green Sun Nimbus
Flare) have their mote cost reduced by 1, minimum 0.
When the frenzy ends, the Infernal rolls (Stamina + Essence) against difficulty 5. Failure leaves
the Infernal incapacitated; success restores the Infernal’s incapacitated health level, although he
may not activate Driven Beyond Death again within the scene. As a point of clarification, this
Charm may only be triggered when the Infernal is truly incapacitated—for instance, marking off
the Infernal’s final health box with lethal damage would not permit him to trigger Driven Beyond
Death if he had By Agony Empowered active.
TRIUMPH OF WILL
Cost
: 2m;
Mins
: Essence 2; Type :
Supplemental
Keywords
: Shintai, WitheringOnly
Duration
: Instant
Prerequisite charms
: Nightmare Fugue Vigilance
Malfeas will tolerate nothing which stands between him and the execution of his will. Those who
attempt to do so rarely survive to make the effort again. This Charm may enhance any attack
directed at a character being protected by a Defend Other action. If the Infernal successfully
strikes his original target, then up to (Strength) threshold successes are counted as twice for the
purposes of damage calculation on a withering attack. If the warlock decides to hit the
defender instead, then he adds his strength as raw withering damage against the attack, or
doubles all threshold successes if his target is crashed.
A repurchase at Essence 4 allows the Infernal to add an amount of postsoak damage in
addition to threshold successes on a target that is being defended, and if deciding to hit the
defender than adds her Strength to both presoak and post soak.
Shintai (2) : With the fires of revenge and rage, the Infernal can use this charm against a
crashed target with a decisive attack for a surcharge of one willpower. The defended suffers
an additional amount of damage equal to the threshold successes with no limit of the damage
while the defender takes up Strength additional damage. With the repurchase and for 1
willpower surcharge, the Infernal adds (Strength+Threshold successes) additional damage to
the defended, when electing to attack the defender than turns (Strength) dice into automatic
successes on the damage roll. This enhanced effect can only be used once per battle, but may
be reset by either incapacitating the defender or by beating the defended and using a
successful inspire action on the defender to inspire some emotion.
Just upgrade Green Sun Nimbus Flare to do crazy damage on crash. This is too specific
IMPERVIOUS PRIMACY MANTLE
Cost
: (4m per scene) ;
Mins
: Essence 2; Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Nightmare Fugue Vigilance
It is inconceivable that another could hold authority over Malfeas, no matter what oaths spilled
from his mouth in momentary forgetfulness of his omnipotence. Accordingly, he treats any social
action framed as a command as an unacceptable order. Social attacks framed as supplication
or humble suggestions bypass this defense, though any insincere displays necessitate the
attacker use Manipulation rather than Charisma. The Storyteller remains final arbiter over
whether a given attack bypasses this Charm or not.
The basic defense of this Charm presents more of an inconvenience to social adversaries, who
can easily stunt around it if they can swallow their pride or cultivate a taste for caustic irony.
Against these clever opponents, the Infernal may reflexively spend four motes to add +2 to his
Resolve for a scene.
SOLIPSISTIC REJECTION OF IMPOSSIBILITIES
Cost
: (1 limit);
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Nightmare Fugue Vigilance
When Infernals really stop to consider their power, it becomes obvious that no one else’s
perspective or opinion actually matters. Sadly, the world is mad without its king and insistently
dares otherwise. The nagging contradiction weighs on an Infernal’s mind, gradually twisting her
sanity inside out until it can once more recall the irrelevance of others. Whenever an Infernal
with this Charm would spend one or more Willpower points to resist any form of social influence,
she may reflexively gain one point of Limit instead. Limit is also gained as normal if the Infernal
goes against any of her intimacies. This Charm does not function during Limit Break. Only in
the grip of true madness can Malfeas consider the terrible possibility that the universe might
contain more perspectives than his own.
Shintai (1) : Upon activating his Shintai form, the Infernal may reflexively issue a Threaten or
Persuade social influence command to order all active combatants to step down, surrender, or
flee. This attempt gains (Essence) bonus dice to the roll and costs an amount of willpower to
resist equal to the (stunt rating). This does not stack with other effects that increase the
willpower cost to resist for victims.
CROWNED WITH FURY
Cost
:
;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Nightmare Fugue Vigilance
Malfeas is not a patient Yozi. He can certainly wait when he must, as his surrender and
imprisonment attest. However, the nature of the Demon City abhors the restraint implicit to
inaction in any form. Whenever an Infernal who knows this Charm makes any social action that
would be considered an unacceptable order if defended against with Impervious Primacy
Mantle, the Infernal then doubles 9s and adds +1 additional success with his action. Flickers of
hateful green fires emanate from the Infernal’s eyes and mouth while using this Charm, curling
up to hint at the outlines of a burning crown upon his brow ornamented with the central jewel of
his caste mark. This display fades as soon as the Infernal finishes speaking his attack. This
enhancement is not optional.
Shintai (2): The Infernal’s splendor when in his Shintai mode is too glorious for most eyes to
behold, let alone dare attacking him. Any action made to physically harm the Infernal means
the attack must pay one willpower to actually go through with the action (This only needs to be
paid once per scene) while any attempt to Threaten him is made with a penalty of (Essence).
INSIGNIFICANT EMBERS INTUITION
Cost
: 2m ;
Mins
: Essence 1;
Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: None
The heart of Malfeas burns jealously, invisible tongues grasping like talons at the lesser flames
smoldering in other souls. This Charm enhances any standard (Perception + Awareness) roll to
notice sensory details about a targeted being. In addition to whatever other information the
character notices with any threshold of success, the Infernal also discerns the strength of the
target and aspect of their Essence (Exalt, Demon, Elemental, God, Raksha, Ghost, Other). This
does not tell the Infernal the Essence rating of the target, but the Infernal does learn how strong
in comparison they are to the target the just scanned. Beings who do not wish to be scanned in
this way can either resist with their Guile (treated as the Infernal making a special Read
Intentions action with his Preception+Awareness) or have some sort of Supernatural disguise to
throw off the reading, in which the Infernal must beat the disguise or Guile of the opponent.
Anyone observing this Charm in use may notice a momentary green glint that flashes in the
Infernal’s eye with a reflexive (Perception + Awareness) roll at difficulty 4. This telltale sign does
not make the Charm Obvious, so astute observers will have to draw their own conclusions.
At Essence 3, this charm is reduced to 0m.
Shintai (1) : Before the light of the Green Sun all is laid bare, the Infernal’s eyes turning into two
flaming orbs. The Infernal gains +2 automatic successes to see through any sort of illusionary
effect when this charm is active.
Make a charm that gives Keen Sight Technique based off of this in some new way
DIM IRRELEVANCIES UNVEILED
Cost
: (1m) ;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Insignificant Embers Intuition
Some subordinates may accomplish acts worthy of notice from time to time. Upon a
supernatural effect, such as an evocation, sorcery spell, or blatantly obvious magic within a
range of Medium, the Infernal may roll Perception+Awareness at a difficulty of (6 Essence
value of magical effect). Success means the Infernal knows roughly where the power was
activated and has a rough gut instinct of what it was. If he wishes to learn more, he may pay
1m to immediately make such a thing obvious to his senses, but causes his eyes to flash like
Insignificant Embers Intuition. Insignificant Embers Intuition may be used alongside this charm,
in order to possibly gather more information about the subject or phenomenon in question.
A repurchase of this charm allows the Infernal to see through disguises, be it supernatural or
mundane, adding either (The Infernal’s essence or the target’s essence, whichever is higher) to
the roll in bonus dice in order to see through the disguise.
Shintai (1) : All those under the Green Sun Prince know when to make their presence known,
which is literally everyone. The Infernal is able to see, hear, taste, smell, but not touch any
dematerialized beings in his presence. Likewise he is able to make rolls against normally
invisible targets at no additional penalty.
Maybe a charm to see through supernatural or just disguises?
SKYFIRE SEIZING REPAST
Cost
:
1 WP; Mins
: Essence 1; Type: Reflexive
Keywords
: None
Duration
: Instant
Prerequisite charms
: Insignificant Embers Intuition
The Green Sun beats hot on the continental districts and worldimpaling skyscraper manses of
the Demon City, yet it does not scorch the mirrored brass and garish verdigris entwining every
wall and roof. Infernals with this Charm may similarly absorb and dissipate the damage inflicted
by purely energybased attacks. Examples include fire and other concentrated elemental
Essence, Essence cannon fire or an Abyssal’s Crypt Bolt Attack but not effects such as Death
of Obsidian Butterflies. Skyfire Seizing Repast can’t defend against Holy attacks.
Use of this charm reduces the damage of a withering
attack by (Stamina or Essence,
whichever is higher) post soak or a likewise amount for a decisive attack before being
compared to hardness. If the rolled attack does no damage, then it is immediately absorbed
into the Infernal and her anima banner flares up one level higher. Additionally the Infernal gains
motes from the attack, equal to the lesser of (her essence x2) or the (original damage of the
attack after this charm is used x2).
Shintai (1) : When this charm is used the Infernal also gains initiative equal to the amount motes
he regained. This can be used to absorbed energy in battle, from electrical outlets in modern
games or fire that exists in literally every game and is bound to happen with any game with
player agency. In this case, the motes and initiative regained is equal to the damage of the
hazard and requires the Infernal to take a miscellaneous action to absorb it. Doing so often
snuffs out of the source, though in a burning house the Infernal may be able to use this power
multiple times.
SUNHEART FURNACE SOUL
Cost
: 3a;
Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Skyfire Seizing Repast
As Malfeas folds his power and procrustean layers around a central flame that is his beating
heart, so may an Infernal with this Charm ignite a primitive and insensate new soul within her
Essence. This charm allows the Infernal to jump start herself as if she spent an entire day
resting. The Infernal immediately regains 20 motes, one willpower, and immediately resets any
charms with outstanding reset conditions. This charm can only be used once per day, and does
not reset with use of this charm.
Shintai (1) : The Infernal gains other minor benefits that come with a full day of rest, such as
rolling against a poison or disease (and does not worsen either of them if the Infernal fails) and
immediately purges any penalties related to exhaustion.
RAGESTOKED INFERNO SOUL
Cost
: 5m; Mins
: Essence 3; Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: SunHeart Furnace Soul, Green Sun Nimbus Flare
The volatile fury at the heart of the Demon City is a flame of such intensity that it can never be
contained. Upon activating this charm the Infernal’s own soul goes into overdrive, his fury
driving him towards greater upon greater heights. Each attack he makes that is either parried or
dodged he then immediately gains 1 point on initiative and one mote. This form of energy is
incredibly unstable however, because if he gains more than 3 motes over the course of this
action (including this charm) than the Infernal must roll (Stamina+Resistance) with a difficulty of
3. If the Infernal succeeds than nothing happens and the next time he needs to roll the difficulty
is increased by 1 (which has no upper limit). Failure means that the Infernal takes an immediate
amount of unsoakable withering damage equal to the result of his roll and loses 3 motes.
Landing a decisive attack and successfully causing damage will reset the difficulty back down
to 3 again.
No combination of effects can result in the Infernal gaining more than 5 motes and 5 initiative
per turn with this charm.
Shintai (2) : Upon transforming into his shintai the first time in a scene, the Infernal makes a
single withering attack at every opponent within close range of himself as his glory bursts
through Creation in a sharp cocoon of emerald flames. This uses the traits of any weapon on
him (if ranged weapons are selected, then the most optimal range is used for accuracy). The
Infernal only gains an amount of initiative equal to the most damaging roll and one additional
initiative for each additional person hit. This cannot be supplemented with any other offensive
charms other than excellencies, and only for purposes of seeing if they hit their target.
Yes ESS 5 solar charm copy, but only once per scene period and heavy limitations.
Maybe make it into fake decisive instead?
GREEN SUN NIMBUS FLARE
Cost
: 3m; Mins
: Essence 1; Type :
Supplemental
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Insignificant Embers Intuition
AKA: Best charm in the game. Disagree and you are factually wrong.
The Infernal’s blows spark and seethe with the acidgreen radiance of Malfeas’s heart, burning
opponents. Green Sun Nimbus Flare may enhance any physical attack whose target is within
close range of the Infernal. When supplementing a withering attack then two dice post soak
are turned into automatic successes as baleful flames consume the opponent for a brief instant.
On a decisive
roll two threshold dice are added to the attack.
Note this can be used to supplement any valid attack, even Archery and Thrown. The only thing
that matters if you are within close range of your target.
Shintai (1) : The Green Flames that burn are hotter and even more deadlier than before. When
supplementing an attack up to three dice turned into automatic successes on a withering attack
and three dice added to threshold decisive damage. If the target is someone who has wronged
the Infernal or somehow goes against his intimacies, increase these numbers by one.
GODSCORCH INVECTIVE
Cost
:
;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Green Sun Nimbus Flare
The gods have much to answer for. This Charm permanently improves its prerequisite, allowing
any attack enhanced by Green Sun Nimbus Flare to affect incorporeal beings as if they were
solid. Spirits who suffer any levels of damage from the attack’s secondary burn manifest and
remain perceptible to normal senses as translucent apparitions for the rest of the scene, though
they continue to lack solidity unless they actually materialize.
Shintai (1) : The burns inflicted by the Infernal’s malice are even more deadly, those who suffer
it tasting only a fragment of the ire that the Infernal wroght for them. Whenever a target is hit by
Green Sun Nimbus Flare, any wound penalty they have is treated was one higher than what it
actually is (0 health levels are immune to this effect).
IMMOLATING TERROR TECHNIQUE
Cost
: (+1m) ; Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai, DecisiveOnly
Duration
: Permanent
Prerequisite charms
: Green Sun Nimbus Flare
Those struck down by Malfeas suffer deeper injuries than physical scars. Whenever an Infernal
with this Charm activates Green Sun Nimbus Flare, she may pay an additional mote to improve
the attack. So long as the attack deals (Victim’s Essence) in damage, the Infernal also drains
one willpower from the target. If the Infernal attacks someone with no willpower, than any attack
the Infernal makes against this victim will form an intimacy of Terrified Awe towards them. This
intimacy cannot be weakened or destroyed until the target has spent at least one full day away
from the Infernal. Spirits are treated as having two essence lower than the Infernal for purposes
of activating this charm, minimum 1.
If this charm is used as part of a magical flurry of attacks, than it only activates once throughout
the entire flurry.
Shintai (1) : The first time Willpower is drained in a scene, the Infernal gains that point of
willpower. He gains another point of willpower if the victim gains the intimacy of terrified awe
towards them.
WORLD CHAINS GEAS
Cost
: 4m 1WP; Mins
: Essence 2; :
Type Supplemental
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Godscorch Invective, Immolating Terror Technique
Long ago, the gods bowed without bidding to their infinite betters. It is less satisfying now that
divinities must be forced to surrender but will suffice to keep Malfeas amused. This Charm
enhances a (Charisma + Presence) Persuade or Threaten action against the target’s Resolve in
which the Infernal commands a spirit to materialize before him, gaining Essence bonus dice in
the attempt. If the target is a God than the Infernal adds Essence automatic successes to the
roll. If the roll is successful, the spirit must materialize on their next available action, spending
any resources in order to do so. If it cannot afford this, then it pays as much as it possibly can.
A failed attempt means that the Infernal needs to reset, as if resetting a normal Persuade or
Threaten action.
The target is free to use further actions to reverse the materialization and is under no
compulsion not to attack the Infernal. Spirits unable to achieve a materialized state ignore this
Charm, as they would any impossible order.
Shintai (1) : The Infernal may target an intimacy at the major strength, one representing the
Geas that all gods have towards the Primordials.
MAGNANIMOUS WARNING GLYPH
Cost
:
;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai, DecisiveOnly
Duration
: Permanent
Prerequisite charms
: Green Sun Nimbus Flare
Although Malfeas is seldom subtle, he is a universal overlord and therefore infinitely capable of
longterm strategies. This Charm permanently enhances Green Sun Nimbus Flare. Whenever
an attack inflicts damage and would trigger secondary burns in the decisive variant, the Infernal
may suspend the eruption of Essence instead as a Sorcerous effect. The destructive energy
remains invisibly embedded in the wound, though any form of Essence sight sees the Old
Realm characters for “Mandate of Heaven” writ in bubbling green fire like an incandescent scar.
So long as it remains, this mark also makes its bearer a native of Malfeas unless his
supernatural nature is inherently opposed to it (like a nonInfernal Exalt).
Whenever the victim next attacks (physically, mentally, a social influence attempt that would
harm the Infernal or his reputation, or otherwise, at the Storyteller’s discretion) the Infernal who
placed the brand, intentionally or not, the scar bursts, inflicting 2 automatic levels of damage
(Which cannot be blocked or dodged) with all the deleterious effects that would have taken
place originally out of battle, while in battle the Infernal’s next successful attack deals an
additional (Essence or 3, whichever is higher) automatic successes post soak in withering
damage or likewise amount of additional decisive damage. After either method, the brand
disappears. The victim intuitively understands that she must not oppose the Infernal when he
places the brand, though without knowing the consequences.
Dispelling such a brand is considered an Terrestrial Ambition 1 working that has an interval of
one round in combat and does not need any experience to undo.
Unless prematurely dispelled, brands inflicted by this Charm endure until the death of the
Infernal or the victim. Applying a new brand to a character the Infernal has already branded
removes the first one; however, Infernals may brand any number of separate victims, and
victims may be unfortunate enough to be branded by multiple Exalts.
Shintai (1) : The Infernal may use this charm on an unconscious opponent, apply the glyph on
the target and a foretelling of greater doom. Instead of the usual effects when the charm is
triggered, the target takes an immediate seven levels of damage as if tried acting out of a hold
at bay action. This outright kills most mortals upon activation, and even hardier exalts find this
activation painful. Dispelling the effect is also much harder, being an Ambition 3 Terrestrial
working with an interval of one day, as the Sorcerer is aware of a magical bomb on his target.
Again, this working costs no experience.
Using this often means an Infernal needs to beat you and then decides not to kill you, so
I don’t consider it wildly powerful.
SCREAMS AS PRAYERS REMINDER
Cost
: 0m or 4m; Mins
: Essence 3; Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Magnanimous Warning Glyph
Sometimes inferiors forget their place. Sometimes the conquered don’t know when to stay
down. They can be taught. To activate this Charm, the Infernal chooses an individual he has
previously marked with Magnanimous Warning Glyph. The Charm costs zero motes if the target
is an extra and four motes otherwise. The power of Screams as Prayers Reminder is
inescapable, reaching across any distance or realm of existence through the arcane link of that
mark. Wherever the victim is, her brand suddenly becomes visible to normal senses and
remains so until Screams as Prayers Reminder ends, subverting her stealth as per a glowing
anima banner display. The
smoldering brand also hurts like a fresh vitriol burn, applying a penalty of (Infernal’s Essence) to
any action for the rest of the scene.. Whenever a victim suffering from an inflamed brand attacks
the warlock, he becomes aware of the attack (precluding it from being unexpected). The Infernal
may then choose to let the brand ignite as normal or persist in its inflamed state to prolong the
victim’s agony. Although this Charm isn’t stackable, it may be separately activated to
simultaneously torture multiple victims. Brands from different warlocks do not stack their wound
penalty increase; only the worst applies.
With Essence 4+, the cost to target mortals and natural animals also drops to zero motes.
Shintai (X) : ???
FEALTYACKNOWLEDGING AUDIENCE
Cost
: 10m 1WP;
Mins
: Essence 2;
Type:
Supplemental
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Crowned with Fury, Magnanimous Warning Glyph
Malfeas honors his inferiors most when he accepts their adoration personally and feasts upon
their awe. Infernals may activate this Charm whenever they directly observe anyone else make
a declaration of loyalty or love toward them. If multiple characters synchronize their pledge
(such as in a recited pledge of allegiance), the Infernal can acknowledge a group with
Magnitude up to his Essence rating per activation. The character pledging loyalty need not do
so happily, but must do so willingly. Insincere promises still provide a chance to use this Charm,
incidentally converting deepcover spies and moles to loyal followers as they repeat the binding
lies of their oaths.
Activating this Charm causes all targets to grow a brand exactly like one placed with
Magnanimous Warning Glyph (but cannot override that Charm, and vice versa), save that the
Infernal may decide whether the mark is visible or invisible, as well as where it is placed. This
must be the same for all targets per activation. The act of burning the mark in place also gives
its bearer an Intimacy of terrified awe toward the Infernal at minor strength. The brand endures
regardless of this Intimacy.
Shintai (1) : The intimacy formed by this charm is treated as one strength higher when making
any sort of social action against a target so long as the Infernal remains in Shintai form.
STERN INSTRUCTIVE PATRONAGE
Cost
: (1m per command) ;
Mins
: Essence 2;
Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Magnanimous Warning Glyph
Original Author : Robert “The Demented One” Vance
Malfeas guides his minions in following his will, teaching them to obey his dictates lest they
suffer absolute annihilation. This Charm upgrades Magnanimous Warning Glyph. Whenever the
Infernal uses it to postpone his wrath, he may issue up to (Essence) commandments to his
victim, for a cost of one mote per commandment. Should the victim willingly disobey any of
these orders, the brand bursts into flame as if they had attacked the Infernal, burning the words
of the Infernal’s command into their victim’s flesh if they deal any damage. The commands
made by the Infernal are Obvious to his victim.
How such ruthless orders are executed and gain such benefits in play are up to the Storyteller
and Player, for example if the Infernal issues a command of “No betraying me, ever” and “No
abandoning your king” than someone attempts to use a charm to convert soldiers to his side or
a charm that attempts to make them flee in battle without the Infernal’s blessing take an
additional (Infernal’s Essence) penalty to such actions.
Shintai (2) : Branded mortals may refuse as if being told an unacceptable order, as refusal of
such orders means instant death. They saw what happened to Ricky when he tried to run away
from battle, and not even crows peck at his body!
DISOBEY AND DIE
Cost
: (+2m); Mins
: Essence 2;
Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Magnanimous Warning Glyph
Original Author : Robert “The Demented One” Vance
Malfeas’s hatred blazes with heat more pitiless and withering than any mere sun that might
hang in the sky. Only with loyal service and selfdebasing groveling can his minions spare
themselves from his fiery wrath. This Charm upgrades Green Sun Nimbus Flare. The Infernal
may now use it to supplement any Charismabased Threaten that is issued as a command or
Inspire action meant to bring fear, paying a surcharge of two motes to do so. If the attack targets
multiple characters, then he must also pay an additional mote for each target past the first. His
eyes shine with emerald radiance as he speaks, his voice echoing like the roar of distant
Malfean thunder. None doubt his wrath.
If the social attack succeeds, then the Infernal may choose to inflict the target with the damage
of the flare, setting the full brunt of his anger upon them. In battle his immediately makes the
victim take four unsoakable withering die of damage or if out battle does an immediate level of
lethal damage. While this is still Obvious, the damage is purely spiritual in nature, leaving no
physical evidence than the fear in its victim’s eyes. Victims may use charms such as Seven
Shadow Evasion and Heavenly Guardian Defense, even if their Resolve is overcome. The
Infernal may damage characters even if they resist his social attack by spending Willpower,
punishing those who disobey his commands. And indeed, while he may still inflict the damage
on characters who do not resist and willingly obey his social attack, he gains a single point of
Limit for doing so.
Shintai (2) : Ignoring the Infernal’s commands is hazardous for ones health. Instead of using
willpower to resist in a decision point, one must instead use a single lethal health level.
Too OP?
COLD FIRE DESOLATION BRAND
Cost
:
;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai, DecisiveOnly
Duration
: Permanent
Prerequisite charms
: Green Sun Nimbus Flare
When Malfeas strikes down the impudent, only the most fortunate die quickly. This Charm
permanently improves Green Sun Nimbus Flare. If the Infernal does at least (Stamina or
target’s Essence, whichever is lower) levels of damage with a decisive attack, then the burns
that Charm inflicts to automatically infect their victims with Green Sun Wasting. If this charm
was activated as part of Magnanimous Warning Glyph or FealtyAcknowledging Audience, than
the victim is automatically inflicted with Green Sun Wasting regardless of damage.
Infernals with Essence 3+ inflict a disease with penalties that start at major strength rather than
building over the course of hours, though this does not accelerate other symptoms. With
Essence 4+, Cold Fire Desolation Brand infects victims with Final Viridescence. At Essence 5+,
the type of Final Viridescence is so extreme that only magical treatment can remove it; all
Morbidity checks automatically fail absent such magic.
Shintai (2) : Any Malfeas charms that cause environmental damage now have a chance to inflict
Green Sun Wasting on their victims provided that any health level damage is done to them. For
environmental hazards that drain initiative, Green Sun Wasting will be applied to them if they
take any more damage in a crash. Opponents can be spared of this wrath if they bow before
the Infernal and the Infernal accepts their mercy. If the Infernal applies Magnanimous Warning
Glyph to the surrendered victims, than the Infernal cannot undo the effects of the illness but he
can stop it from getting worse for his surrendered victims.
Increase mote cost by +2m, ESS 4 effect costing +4m. Maybe an effect which victim may
elect more damage instead of becoming ill?
GIFT OF INVISIBLE FLAME
Cost
: 10m 1WP; Mins
: Essence 3;
Type :
Simple
Keywords
: Shintai, Touch, Sorcerous
Duration
: Instant
Prerequisite charms
: Cold Fire Desolation Brand
The Infernal touches an object and bathes it in the Essence of Malfeas. Although the item does
not appear any different to normal senses, all forms of Essence perception can automatically
sense the terrible power radiating from it. Any being that isn’t native to Malfeas must check for
exposure to Green Sun Wasting every full hour that they spend within close range of the tainted
object. If the object is consumed, infection is automatic. The Virulence of this infection starts at 5
and drops by 1 per week. If a tainted object is scattered among nontainted goods (such as
when poisoning a well or a grain silo), the Storyteller should assign a reduced Virulence
proportional to the level of contaminant present. Once there is more nontainted material than
tainted in an object, the effect is too dilute to do more than induce mild queasiness.
Infernals with Essence 4+ may target themselves with this Charm as if they were objects. At
Essence 5+, the speed of infection increases so that potential victims must make an exposure
check as soon as they enter into range of a cursed object (and after every full hour of exposure
thereafter).
To undo the brand on the object, a sorcerer must perform a ritual. The difficulty for it is
Terrestrial Ambition 2 for small objects, but large objects like a cart or car are Terrestrial
Ambition 3. Each of these have a time interval of one turn (The Infernal tainted himself), one
minute (small object), or one hour (If the Infernal tainted an object an is Essence 5+ or the
object is large), and if the sorcerer is aware of the brand than he is able to erect a simple
sorcerous barrier that will keep him safe for the duration of time needed to complete his
working.
Shintai (4) : The Infernal’s own body seems to shift and crack, as if struggling to contain his
awesome might beneath layers of brass and oynx. This enshowers the Infernal’s body in an
awful radiance, spreading out to a distance of close range. Those who gaze upon the Infernal
directly are exposed to an environmental hazard with an intensity of (Infernal’s Essence)i/turn
Trauma (Infernal’s Essence). Attacking the Infernal without looking at him is possible at a 2
penalty. In order to completely avoid this effect, the opponent must get on their knees and bow
before the Infernal, in which case he’s free to apply FealtyAcknowledging Audience on all those
who bowed before him. This power is far too intense to continue indefinitely, and so it only lasts
for the scene which the Infernal activated his Shintai in.
At Essence 4 this benefit upgrades itself, reaching out to short range. At Essence 5 it increases
to medium range, long range if the Infernal’s anima is at bonfire.
SUNSALTED FIELDS
Cost
: 15m 1WP; Mins
: Essence 3; Type :
Simple
Keywords
: Shintai, Sorcerous
Duration
: (Essence Rating) days
Prerequisite charms
: Gifts of Invisible Flame
Though the Green Sun of the primeval epoch once nourished the land and life, the heart of
Malfeas is mad and terrible, poisoned against all he once ruled. Upon activating this Charm, the
Infernal’s anima radiates a burst of Malfean Essence that fills a radius of long range (or 50
meters if you wish to use measurements). Normal senses can’t detect this burst, though
Essence users feel a characteristic, nauseating tingle as long as they remain among the
lingering energies. Essencebased perception instantly recognizes the burst as if the Charm
were obvious.
In its passage, the burst poisons the air, the land and even space itself. The healthy green of
foliage sickens unnaturally over the span of a week with a fine patina of tarnish on every leaf.
Any being that isn’t native to Malfeas must check for exposure to Green Sun Wasting every full
hour that they spend within the blight at a Virulence of the Exalt’s Essence rating. Each day that
passes reduces the disease’s Virulence by 1 until it fades completely and the area becomes
healthy again. Whenever an Infernal who knows this Charm dies, she may reflexively bathe her
surroundings in blight as per SunSalted Fields with no cost as a final act of spite, lasting for her
Essence rating in years.
Undoing this damage is a Terrestrial Ambition 3 working. This does not cost XP, but if done by
a dying Infernal, then this cost cost the sorcerer an amount of experience equal to the dead
Infernal’s Essence.
Shintai (2) : The Infernal can let his spite taint the land forevermore. By paying 2 XP in addition
to other costs, the blight of the land continues so long as the Infernal remains inside of its
bounds, only counting down once he leaves it. Those under the effects of Magnanimous
Warning Glyph or FealtyAcknowledging Audience are immune to this and if the Infernal knows
By Hunger Nourished than his followers can consume whatever matter he wishes to present
them. If the Infernal remains in the land for over a month than the Infernal can leave up to a
season without the land reverting. If he lives inside of it for at least one year than the curse is
forever more and even begins to slowly creep to surrounding areas over time. Sidereals are
almost certainly able to notice the issue once it becomes large enough. The Infernal cannot
remove this Shintai point cost until the duration of time are completed, if he does than the land
begins to turn back to normal.
REBUKING IMPUDENT ARMS
Cost
: 5m ;
Mins
: Essence 3; Type :
Supplemental
Keywords
: Shintai, Sorcerous
Duration
: Instant
Prerequisite charms
: Cold Fire Desolation Brand
In the time before time, weapons knew their place, and even the sharpest blades dulled lest
they scratch the King of the Primordials where he tread. The passing of Ages has diminished
the world, but arsenals may yet be reminded of their place. This Charm can enhance any
disarm attempt within the range limit of Green Sun Nimbus Flare. If the attack hits, the weapon
superheats and glows brilliant green as if Ligier held it. Mortal weapons melt into slag or
crumble to ash on the spot. Artifact weapons and those formed entirely of Essence are
unharmed but remain superheated for a minute afterward, forcing the owner to roll (Stamina +
Resistance or Integrity) at a difficulty of 2 to work up the will to grab the burning weapon.
Anyone holding a superheated weapon suffers one level of unsoakable lethal damage per
action of contact (or fraction thereof). If the wielder forgoes the roll to maintain control and drops
the superheated weapon immediately or that weapon is vaporized, he suffers no damage.
Because the fire ignited by Rebuking Impudent Arms burns through Yozi power rather than heat
alone, flameresistant adversaries have as much to fear from this Charm as anyone else.
Dunking the weapon in water will have no effect, but appropriate countermagic can cool a
heated artifact back to normal temperature, a Terrestrial Ambition 2 spell with an interval of one
turn.
Shintai (1) : The Infernal’s weapon shines with all of the horrible heat and power of hell itself.
Each time mundane armour is used to block a withering attack it loses one soak permanently.
RADIANT FURY DISSOLUTION
Cost
:
;
Mins
: Essence 2; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Vitriolic Corona Endowment
It wil explod!
By the authority of the deposed King of the Primordials, the Infernal commands the universe
itself to sunder a slain enemy into component motes. This Charm permanently improves Green
Sun Nimbus Flare. Whenever the supplemented attack is enough to kill the target, the surge of
Essence spreads out from the wound like a bonfire doused with oil, growing exponentially
brighter and hotter until nothing remains of the victim but glittering ash, a rising cloud of smoke
in the shape of a fungal bloom and the victim’s silhouette burned into the ground. Spirits can’t
reform from this demise, while Infernals with Essence 5+ can actually unravel the souls of
beings with perfect reincarnation who normally resist permanent destruction, such as Dragon
Kings and Jadeborn. However, not even Malfeas can sunder a Celestial Exaltation or
permanently slay beings with Yozilevel immortality, such as Deathlords.
Anyone who sleeps within long range (100 meters in exact measurements) of a victim’s shadow
experiences horrific visions of the victim, forcing them to roll an amount of dice equal to their
(Willpower pool/2) with a 1 penalty, success meaning the victim regains willpower normally.
This radius contracts by one meter per century that passes until the being’s Essence has been
scattered to the reaches of eternity. That Malfeas only sentences hated enemies to 10,000
years of suffering shows the upper limits of his magnanimity.
Shintai (2) : Victims killed by Green Sun Nimbus Flare will explode into a torrent of green
flames. Aside from horrifying onlookers, anyone within close range of the deceased target is
immediately exposed to a bonfire hazard. Anyone who dies by this bonfire hazard also
explodes and the cycle continually repeats. Against a mass combat group, the Infernal ignores
any size bonuses that it may have.
KISSED BY HELLISH NOON
Cost
:
;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Green Sun Nimbus Flare
Only the mightiest adversaries deserve facetoface confrontation with the Demon City. This
Charm removes the range limit of its prerequisite, allowing Green Sun Nimbus Flare to augment
physical attacks with bows and other distance weapons past pointblank close range. Weapons
not intended for use on a personal scale, such as artillery, aren’t compatible with Kissed By
Hellish Noon by default, but Infernals with Essence 3+ may purchase the Charm a second time
to enable this.
Shintai (1) : The Infernal’s hatred is enough to melt through mundane objects with ease. When
using Green Sun Nimbus Flare to enhance a ranged attack, the amount of cover is cover is
treated as being one less, with the exception of total cover.
WRATHSTOKED BONFIRE SOUL
Cost
:
;
Mins
: Essence 3; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Green Sun Nimbus Flare
The Infernal feeds the cosmic fires that rage within her. When supplementing an attack up to
three dice turned into automatic successes on a withering attack and three dice added to
threshold decisive damage. If the target is someone who has wronged the Infernal or
somehow goes against his intimacies, increase these numbers by one. This damage is
aggravated against gods. If she has Essence 6+, her surges inflict aggravated damage to all
targets, though she may still vary the number of levels inflicted with each use. The bodies of
victims killed by an augmented flare twist inside out as they burn, leaving jagged bone
fragments penetrating like haphazard quills from between ropy masses of viscera and slabs of
folded meat hot with boiled gore. The cadavers mummify over time but do not naturally decay.
Natural animals will starve to death before they scavenge such remains, and even erymanthoi
won’t lick the marrow from the refuse. Curiously, starving humans seldom have such qualms
and can eat the preserved corpses centuries later if they stumble upon them, but humans were
always filthy creatures.
At Essence 4, the number increases from 3 to a base of (Essence) instead.
Shintai (+1) : This shintai ability may only be taken if Green Sun Nimbus Flare’s shintai bonus is
taken for an additional point. The Infernal doubles all 9s on withering attack rolls and 10s on
decisive damage rolls when using Green Sun Nimbus Flare. Furthermore, any 10s that appear
on the damage rolls are rerolled, keeping the original successes and rerolling to see if more can
be used.
VITRIOLIC CORONA ENDOWMENT
Cost
: 5m, 1 lhl ;
Mins
: Essence 2; Type
: Simple
Keywords
: Shintai
Duration
: One scene
Prerequisite charms
: Green Sun Nimbus Flare
The Infernal brandishes her weapon and salutes the sky with it, drawing and readying that
weapon for use as part of activating this Charm. Green light falls upon the weapon from distant
skies, superheating it as per Rebuking Impudent Arms for the rest of the scene. The Infernal
becomes immune to the heat of her enchanted weapon once it chars one lethal level of damage
from her hand. For the rest of the encounter, the Infernal’s weapon benefits from the effects of
the Solar charm Molten Sun Blade (Exalted 3e, page 350). If the Infernal lacks a weapon, he
can either enchant his fists (upgrading them to the stats of a light artifact weapon) or summon
spear of green fire (The latter having all of the statistics of a normal Artifact Longfang).
This charm has a unique interaction with One Hand Fury. If the Infernal enchants a limb that is
currently affected by One Hand Fury, the characters invincible flesh stops any health level loss.
Shintai (1) : The characters attacks carry all of the might and flourish of the King of the Yozi’s
himself. Increase the damage of any attack blessed with his charm by her (stunt rating). For an
additional point, the Infernal may burn the weapon to his hand in order to make it impossible to
disarm.
STARPIERCING SPEAR OF GLORY
Cost
:
;
Mins
: Essence 3; Type :
Permanent
Keywords
: Shintai, DecisiveOnly
Duration
: Permanent
Prerequisite charms
: Vitriolic Corona Endowment
This Charm upgrades the spear conjured by repurchasing Vitriolic Corona Endowment. The
summoned spear may fire blasts of cosmic energy as an alternative to close combat use. These
blasts may be fired with a range up to medium using Archery or Melee, from any part of her
body, and require no ammunition or additional cost. Ranged attacks with the spear use the
values from artifact throwing weapons.
“Expression” Tree
BEAUTY WITHOUT MALICE
Cost
:
(5m); Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: None
Oooohhhh yes!
All of the Yozis are dancers without mortal peer, taught the art by their onetime King. Though
it shames Ligier to see Malfeas cavort in his own streets, momentarily forgetful of his
imprisonment and the insult inflicted upon him, the Demon City is still the greatest performer
among the Yozis, and there is power to be found in his dance.
This Charm permanently enhances a warlock’s ability to evoke emotions with
Performancebased Inspire actions via dance, adding one automatic success and rerolling all
1s. Additionally, for a fivemote surcharge, a dancebased Performance action may be
enchanted so witnesses influenced by it must linger and watch the warlock’s performance to its
completion (this Compulsion may be resisted like Respect Commanding Attitude; see Exalted
3e, page 362).
This charm can be repurchased, doubling all 9s on dancing rolls as well.
Shintai
(1)
: The sublime movements the Infernal is capable of becomes a feast for the eyes.
Not mere beauty, but a form of veiwty that must be seen to be believed. Instill attempts cost
one additional willpower to resist.
DANCER’S PERFECTED STRIDE
Cost
: 2m; Mins
: Essence 2; Type :
Supplemental
Keywords
: Shintai
Duration
: One performance action
Prerequisite charms
: Beauty Without Malice
Glamour: 100%!
As alien and as mighty as he may be, Malfeas will be one of the first (if not the first) to say that it
is through the arts that people can communicate, particularly by dance. This charm
supplements a dancing action, allowing the Infernal to use it for instill, persuade, or threaten
actions if they so desire.
Shintai (1) : No proper performance is complete without a set of lights, sights, and sounds!
Whenever the Infernal is dancing, she may conjure up spectral and phantom images and
sounds in order to aid her performance. The creativity of this is left up to the Infernal, but at the
very least it makes stunting easier.
An entire Essence dot earlier than a Solar charm, but it can only be used with dance and
nothing else.
ROARING SOVEREIGN ORATION
Cost
: 3m; Mins
: Essence 1;
Type :
Supplemental
Keywords
: Shintai
Duration
: One scene
Prerequisite charms
: Beauty Without Malice
Original Author : Robert “The Demented One” Vance
WHAT DO YOU MEAN? THIS IS MY INSIDE VOICE!
Malfeas once spoke to all Creation, descending from on high to speak with a voice of rumbling
thunder that made the very earth quake. When the Infernal speaks, he may do so with a
thunderous voice, clearly audible out to a range of extreme. At Essence 5+, the range at which
the Infernal can be heard is extended to (Essence) miles. The effects of this charm at this point
are largely left up to the player, but at the very least issues such as issuing commands in battle
become a pittance, ensuring the soldiers will hear the orders unless they are deaf themselves or
that an entire city is capable of hearing his grand speech.
At Essence +2 this charm upgrades in order to grant it the shaping keyword, in which the
Infernal is able to use his voice in mediums which normally do not permit sound or have trouble
talking in, such as underwater or in a vaccum.
A second purchase of this Charm At Essence 3+ grants the Infernal to use it with any medium
that uses sound, including music.
A third repurchase at Essence +6 allows the Infernal’s voice to be heard up to (Essence x100)
miles.
Shintai (1) : The Infernal permanently gains the benefits of the charm for no cost. However, he
cannot ever choose to speak at anything less than this full majesty—everything he says must be
spoken at the greatest volume possible.
GLORIOUS RULER PROCLAMATION
Cost
: ;
Mins
: Essence 1;
Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Roaring Sovereign Oration
When the glory of Malfeas is expressed through voice, no other sound is permitted to exist and
the universe itself knows this. Rivers quiet down, the air stands still, even animals themselves
cease their prattle. Whenever the Infernal uses this charms, the Infernal ignores up (Essence or
Performance, whichever is higher) points of penalties when using Roaring Sovereign Oration.
At Essence +2, if people dare to show such insolence as to actually call out the Infernal during
his speech or to contest him, than those people suffer a penalty to such actions equal to the
Infernal’s (Essence or 3, whichever is higher) so long as those people use sound based
methods. Those that fail to breech the Resolve of the Infernal or others in the scene means
their voice is effectively drowned out by the Infernal, people unable to hear anything else. The
same penalty is used when commanders attempt to rally their battle groups or attempt to use
vocal demoralization methods in the midst of battle. Methods that do not rely on sound (Such
as Dance or pictures) suffer no penalty. Sorcery however, remains unaffected regardless of its
medium.
Shintai (2) : The Infernal gains the Essence +2 effect immediately and increases any such
penalty to his (Performance) if that value is higher. Upon naturally gaining the Essence +2
feature, this shintai cost goes down to 1.
THE EMPEROR BECKONS
Cost
: ;
Mins
: Essence 1;
Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Roaring Sovereign Oration
None shall refuse the Emperor’s summons. This charm upgrades Roaring Sovereign Oration.
If using the charm to make a summons in preparation for a grand speech, the Infernal makes a
special Persuade action against everyone within range of his voice with an additional
+(Essence) automatic successes to the roll. He cannot pick any other option, it *must* be
everyone. Upon success, those affected by the roll are compelled to head towards the Infernal
for his summons. Those who cannot make it are compelled to stop what they’re doing and look
and listen towards the direction of the Infernal. This is always treated as being an inconvenient
action, and only if the situation is truly dire will one treat it a LifeChanging task. For example, if
Solar Bob is putting the finishing touches on a sensitive working and Infernal Mindy makes her
plea for a summons, Solar Bob is allowed to ignore it without risk as he knows if he stops now
the working will unravel and actually cause a huge tear in reality between Creation and the
Underworld!
A repurchase of this charm allows the Infernal to use it while in battle and when making a rally
action towards a battle group. This charm adds +(Essence) automatic successes to the rally
action roll.
AWEINSPIRING VOICE
Cost
: ;
Mins
: Essence 2; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Glorious Ruler Proclamation, The Emperor Beckons
It is only natural that others feel lesser in the presence of their ruler. This charm upgrades
Roaring Sovereign Oration. So long as this charm is active, any Instill, Persuade, Bargain,
Threaten, or Inspire action against another will automatically apply a secondary Inspire attack
towards the opponent as well, which uses the same roll as the original social attack but is
resolved separately. Those who fail will automatically gain the emotion of ‘terrified awe’ or a
similar emotion towards the Infernal. If the social attack fails or is resisted somehow, than
normal retry penalties apply for Instill actions.
Additionally, any attempt to impart the greatness of the Infernal on others by using an Instill
action benefits from double 9s.
Shintai (2) : When attempting to make any Instill, Persuade, Bargain, Threaten, or Inspire action
against a target(s) who either have the emotion or an intimacy of awe/reverence/any other
intimacy that the Storyteller deems acclipable, than the social action gains an additional
+(Essence) bonus dice.
HYMN TO THE DEMON KING
Cost
: 5m 1WP; Mins
: Essence 3; :
Type Simple
Keywords
: Shintai
Duration
: One scene
Prerequisite charms
: Glorious Ruler Proclamation
All praise be to the King of kings! Without his wise guidance none would exist as it were today!
Woe be to those who interrupt his song! Using this charm makes the Infernal to start singing a
hymn to either himself, his circle, or some major or defining intimacy. During this song literally
no other sound can possibly exist within the radius other than the Infernal’s booming voice. This
effectively makes orders based on a vocal medium impossible to use. Nonverbal mediums
must be used.
Against combat groups this makes it so that the difficulty of rout is increased by +1 after all other
modifiers, as the Infernal’s own voice seems to drown out the very heartbeat of the soldiers.
Those soldiers who march under the Infernal’s banner find his booming voice reassuring that
their lord is fighting alongside them, ignoring any penalty that would come from poor training
and increasing their discipline status by 1 (Poor to average, average to elite). If the unit’s status
is elite, this charm confers perfect morale.
Shintai (2) : Additionally, those who take part in the battle are subjected to an automatic Instill
attempt by the Infernal after the battle in order to instill a sense of awe or terror towards the
Infernal. If the Infernal was the victor of the previous battle, the roll benefits from an additional
+(Essence) automatic successes.
● MALFEAS
○ Charm that gives Keen Sight Technique based off from Insignificant Embers
Intuition, should give some other oddity, like SWL and Adorjan did with theirs.
○ Feats of Strength charms that focus on obliteration?
■ Just Feats of Strength charms in general
○ Malfeas craft charms being “LOOK UPON MY WORKS AND DESPAIR”? Gives
intimacy if awe automatically if some roll succeeds, if purely intimacy of awe
double some number.
■ Doubles some numbers when making an item intended to impress
someone or for yourself
○ Malfeas voice charms link to a charm that either being intimidating or giving
orders doubles 9s?
○ Malfeas charm for setting one on fire? KFC mode in DFO?
○ Malfeas war charms after the screaming one and after dancing, dancing is
marching.
SHE WHO LIVES IN HER NAME
NOTE : For She Who Lives In Her Name, I’ll be using Revlid’s rewrite of her. This rewrite
still uses the same excellency, Yozi Mythos, and all that other jazz. Just the charms are
changed. I did this because I feel it is a stronger set than core SWL, covering far more
applications. If you’re still leery after hearing this, try reading the first few charms. The original
2e work can be found here .
If Revlid is reading this, please don’t kill me.
Also does anyone really miss the CRM system from Master of Jade? As I certainly did
when making this. With a few upgrades to snip out it’s few problems it probably could’ve been
something pretty good. Oh well, no use complaining over spilled milk.
Songs : Literally anything from Axiom Verge, “Dark, Darker, Yet Darker” (Undertale, Gaster’s
theme)
FACTUAL DETERMINATION ANALYSIS
Cost
: 3m;
Mins
: Essence 1; :
Type Reflexive
Keywords
: Shintai
Duration
: One Scene
Prerequisite charms
: None
The Principle of Hierarchy recognizes the binary nature of existence – true or false? This charm
replicates the Solar charm Judge’s Ear Technique.
Gain motes equal to 1s?
Shintai (1) : Woe be to the person who attempts to knowingly lie to seeker of truth. Those who
are knowingly lying also face a penalty on their roll equal to (Essence of Infernal Essence or
lair). Mortals and first circle demons demons are set to a 3 penalty if that is higher.
(Make into
a reroll effect, as the next charm is mainly a resolve booster anywho)
Shintai (1) : Woe be to the person who attempts to knowingly lie to the seeker of truth. Those
who knowingly lie to the Infernal upon using this charm treat any 1s on their roll as a penalty to
their Resolve for the Infernal’s next social influence action as she exposes the faults in their
arguments. Too different, make into separate charm
INCORRECT VALUE REJECTION
Cost
: 3m;
Mins
: Essence 1; :
Type Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Factual Determination Analysis
Falsified information only compromises calculations. It must be refuted. When faced with any
social action predicated on a statement that the Infernal genuinely believes to be objectively
false, she may use this charm to increase her Resolve by an amount equal to (2 or [Essence/2],
whichever is higher). This Charm’s cost is waived if it has already been used to defend against
that falsehood (or a nearidentical variant) earlier in the scene; repetition does not avail the
enemies of order. This Charm automatically fails if employed against a hierarchical superior in
an organization to which the Infernal belongs.
A repurchase of this charm at Essence 3 makes it so that the value added is always 5 and this
does *not* count against dice cap limits. However, his repurchase feature may only be used
once per story. This condition may be reset when the Infernal manages to get irrefutable
evidence of the subject’s lie.
Shintai (1) : For each time this charm is activated in the scene successfully, the Infernal adds +1
Resolve that stacks and reduces the cost of the charm by 1m, minimum 0.
COSMIC TRANSCENDENCE OF VIRTUE
Cost
:
;
Mins
: Essence 1;
Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Factual Determination Analysis
Virtue is an instinctual response, while She Who Lives in Her Name is a being of reason. She
long ago remodelled her Virtues to better guide her down the correct path. Upon learning this
Charm, the Infernal defines a “greater good”; some cause they hold cardinal above all else,
which must be a defining intimacy (It can be a preexisting intimacy or a new one immediately
made by learning this charm). The greater good should generally be conceptual rather than
specific, as it cannot be changed once expressed. The greater good of She Who Lives in Her
Name, for example, is “All Things In Their Place”. When the Infernal would gain Willpower from
a stunt resonant with her greater good, she may instead instead treat her intimacy as being
reset, allowing her to use it for charms or social actions (such as decision points) once again.
Additionally, such virtues can be channeled to aid the Infernal in times of great need, adding +4
dice to any dice roll action in support of it or +2 to any static value for one roll. This immediately
exhausts the intimacy, but it can be reset as specified above.
If the Infernal takes action that contradicts a local transcendent Virtue for the greater good, only
to later discover that it did not advance the greater good at all (through failure, ignorance, etc),
she immediately gains a point of Limit. Should the Infernal’s greater good become outright
nonsensical, the Infernal immediately enters Torment for a full day and loses this charm,
converting it back to XP.
Lastly, the Infernal *must* uphold this intimacy at all costs. She cannot voluntarily take any
action that goes against it, and even doing so costs a willpower point.
Shintai (1) : Any action the Infernal takes that is in support of her transcendent virtue when
channeled allows the the Infernal to reroll all 10s in her roll, keeping those successes and
allowing her to possibly add more. When making an attack roll, the Infernal must choose if she
wants to have this benefit on either her attack roll or damage roll before rolling anything in step
1 of any combat roll.
AUTOGENOUS DOCTRINE SOUL
Cost
:
;
Mins
: Essence 2;
Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Cosmic Transcendence of Virtue
The Greater Good is all, no errors can be made while adhering to it, even if it means sacrificing
other things in pursuit of it. This charm enhances Cosmic Transcendence of Virtue and
whenever the Infernal is able to channel it in order to gain her bonus. The Infernal is now
capable of burning other intimacies in order to support her greater good, albeit at a cost. If the
virtue selected with Cosmic Transcendence of Virtue is already used, this process of burning
them lowers their intensities by a single step permanently, while minor intimacies are deleted.
However, the Infernal is expressly allowed to rebuild her intimacies, and the ST should grand
players some leeway and allow reduced intimacies to be rebuilt after a day in most
circumstances. The dice bonus is reduced when using lesser intimacies, as a major intimacy
only gives +3 dice or +2 to a static value, and a minor intimacy only gives +2 dice or +1 to a
static value. Once an intimacy is used in this fashion, it cannot be used for this charm again,
nor can any intimacies that were used previously to boost Resolve or in a decision point.
The Infernal must, however, *always* have at least four intimacies, with at least one defining,
one major, and one minor intimacy. The intimacy selected with Cosmic Transcendence of
Virtue does not contribute to this limit.
Shintai (1) : When one is this dedicated towards their goal, no mistakes can be tolerated. When
channeling intimacies or her Greater Good in this fashion, the Infernal may reroll all 1s until 1s
fail to appear.
EVERY LAST DETAIL
Cost
:
;
Mins
: Essence 1;
Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Factual Determination Analysis
It is better to be safe than sorry, and the Principle of Hierarchy lacks room for regret. This
Charm enhances the Infernal when making a dynamic action based on either Investigation or
Bureaucracy. This charm allows the Infernal to ignore up to (Essence or 3, whichever is higher)
penalties to such actions, as the Infernal obsessively goes over details again and again to weed
out any chance of flaw. This makes such efforts count as supernatural if contested with charm
based powers. Additionally, she treats time spent planning (or otherwise making preparations
for future action) as time spent sleeping for the purposes of relieving fatigue and respiring
motes, the act of shaping the world into usable patterns soothing her mind and body.
Her ability to respond to unpredictable thoughtpatterns is reduced, however, them treating an
intimacy as one step higher for any social influence that runs contrary to an intimacy she
possesses towards that character; an intimidation attempt from a friend, for example.
You know doing these charms makes me wish for CRM again right? Like my soul physically
cries out in pain that we lack a Bureaucracy subsystem worth a damn.
Shintai
(1): The Infernal also rerolls all 10s on such actions.
JUST AS PLANNED
Cost
: 4m 1WP ;
Mins
: Essence 2; Type :
Simple
Keywords
: Shintai
Duration
: One Day
Prerequisite charms
: Every Last Detail
The Pyre in Which Thoughts are Burned is a searchbeam light of calculation that cuts through
the future’s haze. Upon using this charm the Infernal rolls Intelligence+Lore and doubles that
result before adding it to a special pool of banked successes. These successes may be applied
to any Bureaucracy, Lore, or Investigation roll reflexively. This also works for Occult as well, but
only when attempting to learn or analyze new things, it cannot be used for shape sorcery
actions or workings.
Shintai (2) : If need be, the Infernal can forgo a roll and simply use the leftover amount of
banked successes. This feature can only be used once per day and must be declared before
the roll.
PATTERN PROTECTION PRANA
Cost
: 4m 1WP ;
Mins
: Essence 1; Type :
Supplemental
Keywords
: Shintai, Sorcerous
Duration
: Instant
Prerequisite charms
: Every Last Detail
Deliberate sabotage of harmony is a disgrace, and one that She Who Lives in Her Name guards
against with all her might. When the gods revolted and armed fodder with the power of death
itself, even this was not enough. This charm enhances an attempt to protect an organization or
help purge it of corruption. When she activates this charm, the Infernal ignores up to (Lower of
Bureaucracy or Investigation) points of penalties. In addition, she is treated as having a
resource's value equal to (Essence/2) higher than what she actually has, maximum 5 as she
develops cost saving methods and measures to fix the problem.
Alternatively, the Infernal can use this charm as a Sorcerous effect on an organization she owns
or is a part of, in which case the opponent suffers a penalty of (Bureaucracy), and any attempt
to introduce a negative effect on the organization takes one step longer than usual. Even
blowing up the Infernal’s own office building won’t have an effect until the end of the day, as the
backup plans the Infernal had made it so that she had additional temporary employees
elsewhere. This is an Obvious effect, which causes crystalline fragments to drift through the air
around the organization’s operations for the duration of the sorcerous action. This can be
undone as an Ambition 2 Terrestrial working with an interval of one hour without the expenditure
of experience points.
Shintai (3) : The sorcerous benefit left behind strips away some of the free will of the employees,
still giving the benefits of free thinkers but without any messy side effects of free will. Any social
attack against members of such an organization immediately suffer a penalty of (Infernal’s
Bureaucracy), as people cease to be individuals and more akin to puppets with set scripts.
Those who have a defining intimacy towards the Infernal or her organization treat abandoning
their task at work to be an unacceptable order. Those with a Resolve higher than the Infernal’s
(Bureaucracy) are immune to this.
Shintai (2) : Whenever the Sorcerous effect is used and whenever someone attempts to take a
hostile action against it, be it a heist or sabotage, the Infernal reflexively gets a feeling that
something is horribly
wrong and may set out to help correct the problem. This feature costs a
point of willpower to use reflexively. Make into new charm.
CONFORMITY AS VIRTUE EQUATION
Cost
: 4m 1WP; Mins
: Essence 3; Type :
Simple
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Pattern Protection Prana
My gift to the industry is the genetically engineered worker, or Genejack. Specially designed
for labour, the genejacks muscles and nerves are ideal for his task, and the cerebral cortex has
been atrophied so that he can desire nothing except to perform his duties. Tyranny you say?
How can you tyrannize someone who cannot feel pain?
All it takes for order to prevail is for disruptive elements to do nothing. The Exalt rolls
(Manipulation + Socialize), producing an instill attempt targeting all members of an organization
she has spent a few hours in the last week interacting with in a manner that enforced one of the
organization’s policies. Any members with a Resolve lower than her successes immediately
acquire an intimacy of "unthinking acceptance" toward that Policy. As long as the intimacy and
Policy both remain in place, such characters consider that facet of their organization to be an
unassailable cornerstone of their way of life. Though not compelled to practice it themselves,
they will furiously oppose any attempt to change or remove it, discarding arguments or appeals
as necessary. Every week the character goes with fulfilling the requirements and duties of his
organization, the intimacy goes up one stage in intensity.
While the character remains part of the organization, this intimacy cannot be eroded or altered
through nonmagical social influence attempts, including events that might normally cause the
intimacy to erode on its own, such as a character with an intimacy against violence seeing a
heretic burnt at the stake.
The Infernal’s own control over others and her organization is a sight that is frightening to see in
action. People cease to become people, and rather just become cogs in some massive
machine that seems to churn like clockwork. This charm upgrades Pattern Protection Prana’s
sorcerous benefit to mortals and first circle demons. Anyone under the effects of the sorcerous
upgrade for Pattern Protection Prana is affected by this charm, making it so that even internal
problems such as low morale caused by harsh working conditions are nullified, as such people
feel no emotions whatsoever so long as they work for the organization. Additionally the
resources of staffing such an area reduces by one, as the Infernal can effectively treat people
like slaves with none of the downsides.
This even applies to the Infernal’s armies, as seeing the remains of their own soldiers impaled
on spikes will cause them to feel complete and utter indifference before the battle. It is only
during the chaos of battle itself that this effect is temporarily suspended, allowing emotional
effects to return as normal during the conflict.
Shintai (6) : There is no will, there is only purpose. There is no unity, there is only pattern. There
is no one, there is only all. The Infernal chooses any one organization she could legitimately
issue orders to, and from its structure intuits the form of consensus itself. Her anima erupts for a
bare moment, dissolving excess matter (including mundane clothes and equipment) into
Elsewhere. When the fire settles, the Exalt is left at half her normal size, a faintly androgynous
glowing figure whose features and ethnicity have been subsumed into the soft luminescence of
her anima. She floats slightly off the ground, to her usual height, surrounded by datadisplays in
the form of orbiting and massless animaconstructs. So long as the Infernal personally directs
her organization, they gain a noncharm dice bonus equal to the intensity of a supporting
relevant intimacy that the Infernal has (Example: A defining intimacy of “Spread the word of
Peace” means any action that is meant to spread the word of peace gains +4 additional dice),
rerolls all 1s that come up in such rolls, and treats everyone’s Bureaucracy within the
organization as equal to the Infernal’s rather than their own. However, the Infernal’s own
reduced form is left weakened and sluggish, her thoughts spread thin across the refined pattern
of her subordinates, inflicting a penalty to all dramatic dice pools equal to half the organization’s
size rating (Relevant to the number of followers). Characters who belong to the organization but
are not subordinate to the Infernal are not affected by this Charm, and do not benefit from or
contribute to its effects.
Too weak? Put into another power area?
Sidebar: Organizational Policy?
In Essence, what the organization exists for. This doesn’t mean that everyone needs to agree
with the organization’s goal! Just that what it exists for is important for many SWL charms.
UNFALTERING MANAGEMENT STYLE
Cost
: 8m;
Mins
: Essence 1;
Type :
Supplemental
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Every Last Detail
A fixed pattern is the most pleasing to the Principle of Hierarchy. This charm supplements a
singlelong term action in the Leadership subsystem, adding automatic successes to each
interval of an action. The number is equal to the months since the organization last had a
dramatic shift in policy or structure (such as a new leader, replenishing resources after a
costintensive action [Be it in money or men in case of war on the latter]) to a maximum of
(Lower of relevant Ability or 3). The leadership action can be almost anything, but is expressly
forbidden to create effects related to chaos and/or anarchy (EX: If you want to prove a point by
starting a riot than this charm will give you nothing, however it will work if you use a peaceful
protest). Players and Storytellers are warned that its often a matter of when, not if, this bonus is
going to eventually reset. An organization can only go so long without resources... unless
you’re deep in SWL charms than it can be a lot longer.
A second purchase of this Charm allows the Infernal to reform patterns that have developed
faults. When using this charm to regain resources or to shift a policy enacted by saboteurs, than
the speed of this action is decreased by (Essence) steps, as per the Solar Charm Speed the
Wheels. Keep in mind the speed is still limited by common sense. If a secret spice that comes
from another city comes by caravan and still takes a month to arrive, than this charm is not
going to speed up travel times. It’d make the paperwork handled instantly, but nothing else.
Shintai (X) : ???
INVASIVE EXTEROCEPTION TECHNIQUE
Cost
: 5m;
Mins
: Essence 1;
Type :
Simple
Keywords
: Shintai
Duration
: Indefinite
Prerequisite charms
: Factual Determination Analysis
The comprehension of She Who Lives in Her Name knows no boundaries. The Infernal's sense
of touch extends (Perception x 10) meters in all directions or short range in brands, allowing her
to make sensory rolls to acquire tactile details within that range. This special sense of touch
ignores physical barriers such as walls or flesh, allowing the Infernal to be as intrusive as she
likes. While these "touches" apply no actual physical pressure (and never qualify for other
charms based on touch), the Infernal can apply the benefits of Keen Touch Technique (Exalted
3e Core page XX) to any roll, intensifying her curiosity such that its subjects experience
phantom caresses. If opposed by antiscrying magic, this special sense provokes a rolloff.
With Essence 3+, the Infernal can spend one mote to expand this Charm’s range by a factor of
(Essence x 2) for one second or to medium range in brands. This applies only to sensory rolls,
not abilities granted by further Charms. A repurchase grants the effect of Unsurpassed Touch
Technique and increases the range of the charm so that touch out to medium range is the
default and touch out to long range can be done for a single mote.
Shintai (2) : The enhanced range is constantly active.
ESSENCEDISSECTING TOUCH
Cost
:
;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai, Lattice
Duration
: Permanent
Prerequisite charms
: Invasive Exteroception Technique
The meaningless static of the material is penetrated by the exacting scalpelcaress of She Who
Lives in Her Name. This Charm enhances its prerequisite, providing the same benefits as the
Solar Charm AllEncompassing Sorcerer’s Sight (Exalted 3e core page XX) within its range,
allowing the Infernal to run her fingers through the delicate interplay of energy that weaves the
world.
The Infernal’s aesthetic preferences shift subtly while benefiting from this effect. She reduces
the effective Appearance ratings of other characters by one for each dot of Wyld mutation they
possess, while anomalies are treated as having an effective Appearance rating of zero. Other
characters continue to perceive normal Appearance ratings, even when interacting with the
Infernal.
Shintai (2) : The charm Burning Eye of the Deliverer (Exalted 3e core, page XX) is also active
when using this charm.
SIDEBAR: WYLD THING
For the purposes of Lattice effects, “Wyld mutations” does not solely refer to mutations inflicted
by proximity to the infinite Chaos that borders Creation. It also refers to any mutations applied
by anomalies, as well as any “random” mutations, undesigned and unintended – those applied
by an uncapped demesne or tainted concoction or interbred bloodline would qualify, while those
applied by a mutagenic manse or deliberate genesis project would not. Chaotic spitballing is
abhorrent – design must be intelligent.
RUPTURED COSMOS CORRECTION
Cost
:
;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai, Lattice
Duration
: Permanent
Prerequisite charms
: Invasive Exteroception Technique
In all her calculations, She Who Lives in Her Name never considered the possibility of death
until she met her sickly brother. It was but one of the paradigmshifting wonders she so
despised, and learned to ward against. This Charm permanently expands the warlock’s
understanding of anomalies to include all creatures of death. As her senses retune to better
detect and eliminate these abominations, the entropic defects that inevitably lead to their
creation become similarly abhorrent; for the purposes of EssenceDissecting Touch, she treats
any Crippling, Poison or Sickness effect she is aware of as a onepoint Wyld mutation. This
applies even to natural effects like wound penalties, or relatively harmless ones like intoxication.
Shintai (2) : The Infernal is even able to scan the inside of an opponent's body, allowing her to
remotely scan a patient without need for exploratory surgery and applies the benefits of Keen
Touch Technique to any attempt to diagnose her patient, reducing the difficulty to diagnose by
1.
DISTANCEELIMINATING TRANSLOCATION
Cost
: 4m;
Mins
: Essence 1; Type:
Reflexive
Keywords
: Shintai
Duration
: One Scene
Prerequisite charms
: Invasive Exteroception Technique
ZeroShift Module: Online
All components should be interchangeable, capable of instant reassignment. The Infernal folds
space whenever she takes any move action, disassembling to instantly reappear at her
destination. Though she may teleport in any direction she pleases, the distance she can travel
does not change, and she cannot pass through barriers that she could not normally bypass.
Teleporting into occupied space inflicts an unsoakable level of bashing damage on the Infernal,
and she instead rematerializes at the closest spot between her starting point and the obstacle.
Spaces warded against teleportation provoke a rolloff, with failure causing the Infernal to treat
them as occupied for the scene. The warlock can be targeted at her start and end points, but
effectively does not exist between them, helping her avoid detection or pass through
treacherous ground without issue.
A second purchase of this Charm at Essence 2+ allows the Infernal to spend a point of
Willpower to pass through physical barriers without issue until her next turn or six seconds in
real time. A third purchase allows the Infernal to ‘charge’ a movement action, including a rush or
disengage, as miscellaneous action which can be flurried with anything but a movement action.
Upon using this the Infernal immediately moves two range brands instead of one or ([Dexterity +
Occult] x2) meters. In battle this sudden burst of speed allows the Infernal to double 9s on
Rush and/or disengage rolls. When combined with Invasive Exteroception Technique, this can
allow the Infernal to safely teleport behind walls.
Shintai (1) : The cost for this charm is instead (4 Essence), minimum 0.
EVASIVE REASSEMBLY
Cost
: 4m 1WP ;
Mins
: Essence 2; Type:
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: DistanceEliminating Translocation
The spheres of She Who Lives in Her Name spin around each other, a patterned orbit of organs
that is beyond interference. This Charm is a perfect dodge against any attack the Infernal is
aware of. Her body dismantles itself around the assault, reconfiguring when danger has passed.
This charm effectively mimics Seven Shadow Evasion from Exalted 3e core page XX.
Revise, it should give a new long term benefit.
Shintai (1) : When this charm is used, the Infernal may automatically move up to two range
bands in any direction.
MINDHAND MANIPULATION
Cost
:
;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Invasive Exteroception Technique
Tools are clumsy compensation for natural failings. The Whispering Flame lacks such
inefficiencies of form. This Charm enhances its prerequisite, allowing the Infernal to bypass any
mundane tools necessary to undertake actions within its range. She can replace musical
instruments with induced vibrations, or forge metal through friction and pressure. This does not
increase her pools or provide her with raw materials; it just allows actions that require specific
tools, and eliminates penalties for substandard or missing tools. She can use this Charm to
substitute for her voice, but it cannot substitute for weapons of any kind. This also allows it to
function the same as a mundane workshop in terms of tools, able to complete basic or minor
projects without need for any sort of tools.
The Infernal can directly manipulate anything that isn’t being handled within the range of its
prerequisite with obvious spatial distortions. She replaces Strength with Intelligence and
Dexterity with Wits for such actions. She suffers a 1 penalty when acting at a range of short,
and at medium (if she somehow accomplishes that) a penalty at 3. She cannot however attack
as of yet, the telekinesis is still far too slow to be an actual threat.
The Infernal can use her telekinesis to wield weapons, but treats them as improvised. A
repurchase at Essence 3 allows the Infernal to directly attack with such weapons and does not
treat them as improvised, with melee weapons having a 1 penalty to attack when used at short
range and counts as a form of ranged weaponry for purposes of charms. She can also use
unarmed attacks instead, which do lethal or bashing damage at her whim and have the
smashing tag. Telekinetic clinches can be escaped, but not reversed unless the opponent can
reverse a grapple at range. The Infernal however does not add any damage bonuses to this
attack.
Shintai (3) : The Infernal gains the Essence +3 repurchase effect. In addition, the Infernal is
able to use Intelligence to add to the damage of her attacks and can use Intelligence instead of
Strength for grapple checks and may use Wits in place of Dexterity to hit. If the Infernal owns
the Essence +3 repurchase effect, the cost of this benefit is a single point.
PRECISION FORCE POWER
Cost
:
;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: MindHand Manipulation
There is crudely manipulating reality around you, then there is the careful and deliberate touch
that only a master can produce. This charm enhances MindHand Manipulation, allowing the
Infernal to treat herself as having an exceptional set of tools for most jobs at any given point,
adding four bonus die as an equipment bonus to such tasks and reroll (Essence)
nonsuccessful die in that roll. From lockpicking, cooking, crafting, and medical surgery rolls.
If the action is craft related, it gains double 9’s. A repurchase at (Intelligence 5 Essence 2)
allows craft actions to double 8’s if a gold point and a willpower is also spent before the roll, or
double 9’s on any other tool related action for a point of willpower. A third repurchase at
(Intelligence 5 Essence 3) allows for the Infernal to double 7’s on crafting rolls if a willpower and
one white point is spent.
Shintai (2) : Whenever an Infernal succeeds in a mundane/major crafting roll than the result is
considered always exceptional.
OMNIDIRECTIONAL APPREHENSION SCAN
Cost
:
;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Intravasive Exteroception Technique
The senses of the Whispering Flame extend down avenues unknown to lesser minds. This
Charm enhances its prerequisite, providing the warlock with an even more exhaustive
understanding of whatever she assesses through it, tactile data expressed synaesthetically as
flashes of imagined transparency and daguerreotype extrusion. In addition to normal data,
successful Perception rolls targeting characters provide the warlock with information equivalent
to an internal medical diagnosis with the same successes. She can learn anything regarding the
target’s bodily structure, from how full their bladder is to any Crippling, Poison or Sickness
effects currently afflicting them.
Objects instead provide her with their full “blueprints”; an examination of a daiklave allows her to
reverseengineer its entire creation, down to the fuel used to heat the forge. Artifacts with N/A
ratings are beyond her full comprehension, and cannot be deciphered in this way.
A repurchase of this charm supplements an attempt to look at a sick or damaged person or
object using Invasive Exteroception Technique. If the Infernal has seen the problem before than
she immediately identifies the problem if the difficulty to do so is difficulty is at least 2. Against
new problems, she reduces the difficulty of the roll by 2.
Shintai (2) : Any 10s she rolls when attempting to learn the problem of a target lets the Infernal
gain a single mote, which must be used towards any efforts to correct the problem.
Shintai (1) : The Infernal is able to get an accurate reading of the target’s motepools and health
levels while in combat. This information is relayed as a narrative feeling rather than concrete
rules.
SCANNING THE FUNDAMENTAL PRINCIPLES
Cost
:
;
Mins
: Essence 2; Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Omnidirectional Apprehension Scan, EssenceDissecting Touch
The natural genius of crafts comes a bit more differently to the complex hivemind of She Who
Lives. Rather than relying on natural talent, She Who Lives is a master off of using phenomena
that she has witnessed, instantly analyzing it, and then repurposing it into her goal. This charm
allows the Infernal to scan a magical object using EssenceDissecting Touch, completing up to
a days worth of testing and analysis in the span of a single miscellaneous action, allowing her to
figure out in detail what the object is, how it works, and even the type of evocations it has. The
Infernal does not learn what evocations the owner knows, just merely what kinds of evocations.
Additionally there is no danger of activating any sort of hidden traps an object may have, nor will
it cause a Brass Legionnaire to wake from its slumber from normal proximity and/or poking and
prodding. Additionally this can be used as a basis for learning new charms, martial arts,
evocations, or other such details. Charms still remain personal things, but the Infernal has an
idea of how they work at a fundamental level.
In addition, if she studies a phenomenon with this charm that she had not encountered before
personally, than she may reroll all nonsuccesses on her roll once. For example, seeing a
volcano explode may give the Alchemical ideas for the next roll on her fire daiklave, or the
roaring seas ideas for the next roll involving a ship. However the same phenomenon cannot be
used twice in a roar, so repeatedly studying the same volcano, or even the same volcano range
will not work. Changing it so it can react differently (EX: putting a powerful bomb inside of the
volcano) does allow this charm to be used again, as some things are needed for science. This
is reset when the Infernal begins a new project.
Is the crafting bonus too potent? It quickly becomes very difficult to keep up, but a
potential 2 rolls can be rerolled.
SCARRED PATTERN ANALYSIS
Cost
:
;
Mins
: Essence 1;
Type :
Permanent
Keywords
: Shintai, ShintaiLink, Lattice
Duration
: Permanent
Prerequisite charms
: Omnidirectional Apprehension Scan
Only through the proper application of knowledge can the most effective treatment of an
individual can begin. When the exalt properly diagnoses the problem of a person or thing using
its prerequisite, the difficulty for treating the problem is reduced by two. This applies to both
medicine rolls and craft rolls until the subject is cured or the object is repaired.
For a repurchase this charm gains additional effects. For people, the Infernal may instead give
the patient the 2 reduction in difficulty if they desire. Additionally treatment can be greatly
benefitted through actions of this charm, in where the Infernal or the patient decides to make the
main roll for resisting poison or disease (Which is normally Stamina+Resistance for the patient
and Intelligence+Medicine for the Infernal), than the other party makes their roll and adds half
the extra successes to the next rolling interval.
A repurchase at Essence 2 greatly affects the Infernal’s capabilities, granting an additional
(Essence) automatic successes on a medicine roll designed to fight illness, disease, or mental
issues. Crafting rolls made to repair an object also gain this and count as noncharm
successes.
Shintai (1) : The Infernal gains access to the Essence 1 repurchase effect. If the charm is
repurchased, the Infernal or his target gains cascading 10s when using this charm.
ShintaiLink (Escape from the Body, 2) : The Infernal may use Impatient Tempest Labour on
the target biological processes, greatly accelerating the process of the illness with the same
issues as Escape from the Body. This does not negatively impact the target in areas such as
accelerating their aging process.
OPTIMIZED HEALING CALCULATION
Cost
: 5m 1WP ;
Mins
: Essence 1; Type :
Simple
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Scarred Pattern Analysis, MindHand Manipulation
Everything has a clear route to the shortest, most effective procedure that one can do. This
charm enhances an attempt to heal someone of their wounds, the Exalt using powers of her
essence to force muscle to reknit, wounds to receive proper blood flow for healing, and the
dissolution of any diseased or sickly skin. Upon using this charm the Infernal concentrates as
he attends to the wounds of the victim, allowing her to regenerate one bashing or lethal level of
damage every 2 hours or convert aggravated damage down to lethal with the same amount of
time.
For a repurchase, this charm can even heal the ravages of the Wyld one inflicts upon a soul.
The Infernal may also delete mutations from the Wyld Make into new charm
Shintai (1): The bodies of mortals are easier to construct than the complexities of Essence
users. This charm costs 1 less Willpower to use, minimum 0.
ShintaiLink (Impatient Tempest Labour, 1) : The Infernal’s medical healing is greatly
accelerated, allowing the Infernal to heal in minutes rather than hours. At Essence +4 this time
is decreased to seconds, though this cannot be used in the chaotic nature of combat.
AUTONOMOUS PATTERN RECONSTRUCTION
Cost
: 10m 1WP ;
Mins
: Essence 2; :
Type Simple
Keywords
: Shintai, Lattice, Sorcerous
Duration
: One Day
Prerequisite charms
: MindHand Manipulation, Omnidirectional Apprehension Scan
The Principle of Hierarchy demands patterns attend to their own integrity. This Charm targets
any nonanomaly the Exalt is touching, causing damaged sections of biology to fly apart and
orbit them as impurities dissolve into ether and frayed sinew reknots. For the duration of this
Sorcerous effect, the target is treated as constantly receiving supernaturallyenhanced
treatment with all the necessary tools for any ailments that can benefit from medical care
(Exalted 3e core page XX), ignoring difficulties stemming from internal afflictions. While it may
frighten the target to see their arm pulled out of their socket and disassemble in front of their
eyes, this causes no pain and is reattached normally once the procedure is finished.
Rolls use (target's Stamina + Infernal's Essence), plus one automatic success. Failure never
worsens a condition, though targets can still deteriorate naturally. Multiple maladies each
receive simultaneous treatment, and healed wounds leave no evidence. In the absence of
genuine problems this Charm clears away imperfections like moles. Objects also benefit from
this Charm, receiving constant maintenance and repairs with a pool of (Infernal's Craft +
Essence) as worn bolts and scaffolds orbit the frame.
This magic does not react well to agitation. It stalls if the target takes activity more strenuous
than at ease; objects also stall when undergoing similar degrees of movement. Distortion magic
with a difficulty of 10 ends this Charm early returns the target to their normal form.
A purchase of this charm allows the Infernal to boost it with crafting, continuing to work on any
project for one interval automatically so long as the Infernal is at least in the same general area
as it (EX: The same city is fine in most cases, but for a workshop manse in the middle of
nowhere it may only be allowed out to extreme range).
Shintai (1) : So long as the Infernal remains in the same general area (EX: the same town) than
the actions use the higher of the listed dicepools or the Infernal’s normal Attribute+Ability pair,
such as (Intelligence + Medicine) for medical rolls.
SELFATTENDING REPLICATION
Cost
:
;
Mins
: Essence 2;
Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Autonomous Pattern Reconstruction
The world reshapes itself into a proper form. This Charm enhances its prerequisite, allowing the
Infernal to instead target an objectsized collection of raw materials, causing them to
autonomously assemble into any mundane object she has complete blueprints for, and could
create from those materials alone which may be a minor or major project. This occurs at the
same rate as described in Autonomous Pattern Reconstruction, using the same dice pool as
repairing an object.
If the Infernal knows Apeiron Isolation Alchemy, she can target even inappropriate materials,
applying an external penalty to the first roll equal to the difficulty to transmute the materials into
the appropriate ones.
Shintai (1) : The Infernal can use this on Superior mundane projects, provided they are not
magical (EX: An extremely elaborate and complicated palace that spans acres).
REMEDIAL ACCELERATION OVERSIGHT
Cost
:
;
Mins
: Essence 2;
Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Autonomous Pattern Reconstruction
Haste makes waste, but the speed of She Who Lives in Her Name transcends inefficiency. This
Charm upgrades its prerequisite, allowing the Infernal to apply it to any target within range of
her MindHand Manipulation, without needing to touch the patient. Within this range, she may
enhance the reparative process with her own magic as though she were the one performing any
treatment, spending the necessary resources but otherwise remaining uninvolved.
Further, the maximum interval between rolls (i.e. the time necessary to carry out a given
"operation") becomes one hour. A second purchase reduces this further, to one minute. At this
level, the Exalt may spend another three motes while involved in an operation to instantly
resolve an interval, tissue shuffling instantly and seamlessly; this hyperaccelerated interval can
be performed regardless of the target’s level of activity.
Shintai (4) : The Infernal’s medical prowess is supercharged, allowing him to treat potential
legions at once. When at least using MindHand Manipulation, the Infernal can treat a group up
to his (Essence/2) in size all at once, where size would be an equivalent amount of followers
with the followers background.
METICULOUS BLEMISH REMOVAL
Cost
:
; Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Autonomous Pattern Reconstruction
No failure is beyond correction. This is the belief that has fuelled the Pyre In Which Thoughts
Are Burned for millennia. This Charm can be purchased five times, each purchase allowing its
prerequisite to repair afflictions that cannot normally be addressed, such as amputated limbs or
incurable diseases.
● Three purchases each cover a single Keyword, chosen between Crippling, Poison and
Sickness effects. Removing such ailments is difficulty 5 and takes six hours, unless
otherwise specified. New tissue for amputated limbs grows on a spinnbarkeit mesh,
flaking together from the outside in.
● A fourth version allows this Charm to heal damage. This "treatment" takes two hours and
heals a single bashing or lethal health level at difficulty 1 or downgrades a single level of
aggravated damage to bashing at difficulty 2. This feature does not benefit from Scarred
Pattern Analysis’s difficulty reduction
● The fifth version does not affect characters at all, but allows the Exalt to restore objects
damaged beyond mundane repair, so long as she has even a fragment; a burned letter
can be reconstructed if the Exalt has the ashes.
Shintai (2) : If the Exalted makes a roll to analyze what is wrong with an opponent before
beginning his procedure, the roll gains double 9s.
PROCRUSTEAN CHASTITY COHERENCE
Cost
: 1WP ;
Mins
: Essence 1;
Type:
Reflexive
Keywords
: Shintai
Duration
: Indefinite
Prerequisite charms
: Factual Determination Analysis
She Who Lives in Her Name dismisses the false declarations of a broken reality. Upon
activating this Charm, the warlock is enveloped by (Integrity + Essence) formfitting shells of
invisible order, which can be perceived within her flaring anima as distortions of light. Whenever
she (or her worn or carried possessions) would be affected by a Shaping effect originating
outside herself, one of these shells briefly becomes obvious, its shape warping in a manner
relating to the nature of the Shaping effect before shattering into crystal fragments. This negates
the effect, and provides the Exalt with knowledge of all its properties, including its source. The
Infernal treats each effect negated by this Charm as the opponent making a instill action of
hatred against the Infernal, using the roll that was used to trigger the effect as the social
influence roll, which may be applied against the Infernal’s resolve as normal. Shaping effects
originating with anomalies do not break shells, but are negated as normal.
SIDEBAR: THAT FIRE IS GENIUS
A number of She Who Lives in Her Name Charms produce Malfean crystal. This material is
translucent, and tinted with the colour of its creator's anima. Regardless of their size or origins,
they are treated as material by both material and immaterial entities, and glow like an anima
banner at the glowing level. When targeted with Charms like Hollow Mind Interrogation, things
mostly made of this crystal are treated as having a secondary purpose of “observe everything”.
APEIRON ISOLATION ALCHEMY
Cost
: 3m;
Mins
: Essence 2;
Type :
Reflexive
Keywords
: Shintai, Shaping
Duration
: Instant
Prerequisite charms
: Procrustean Chastity Coherence
All patterns are at least partially redundant with oneanother. Collapsing unwanted sections in
favour of new ones is simple. Nothing is unique. This Charm allows the Exalt to Shape any
nonArtifact object (or part of an object) that she is touching into an entirely different substance
by rolling (Intelligence + Craft) at a difficulty based on the similarity between the base material
and whatever she intends to transmute, as described below. Failure inflicts levels of damage on
the object equal to the degree of failure, its structure crumbles into unusable crystal grit.
Botches transform it into another substance entirely, chosen by the Storyteller, such as fire or
acid.
Transformed objects retain their former shape, but react normally to their new materials; a liquid
pillar would simply collapse. This Charm cannot create magical materials, or similar substances
like Chiaroscuro glass or toadstone. It can produce optimized base materials (i.e. gold for
orichalcum) that add (Exalt’s Essence) automatic successes to attempts to refine them
throughout the process (Typically a major project). Malfean crystal is treated as a close variation
of all substances, as it contains the potential for any other pattern.
Close variations or compounds (i.e. steel into iron): Difficulty 1
Generally, elementally associated (i.e. steel into marble): Difficulty 3
Completely unrelated (i.e. steel into cake): Difficulty 5
The amount of substance an Infernal can transmute with his charm is about their own body
weight, a personsized hole that they can walk through in a wall.
Shintai (1) : The amount of substance an Infernal can transmute is up to (Essence x2) cubic
meters.
ANTIVARIANCE DELETION BEAM
Cost
: 4m 1WP; Mins
: Essence 2; Type :
Simple
Keywords
: Shintai, Lattice
Duration
: One Scene
Prerequisite charms
: Procrustean Chastity Coherence
The Whispering Flame eliminates invalid possibilities through scouring observation. While
active, this Charm provides the Infernal with a ranged attack (described below) aimed with
(Perception + Occult), an oscillating shaft of colourless light that deals aggravated damage to
anomalies as a Lattice effect, converting them into translucent crystal. Should they survive, the
crystal slowly recedes as they heal, chunks cracking away like dried mud. Other targets suffer
bashing damage from her attention, with only surface detritus crystallizing. Any targets killed or
destroyed by this attack are completely transmuted into crystal, along with all their mundane
equipment.
Oddities are flayed by the Exalt's disgusted attention, shattering away as pellucid ornaments.
Every damage level inflicted by this attack removes a point of beneficial Wyld mutations as a
Shaping effect (Or get rid of a flaw) even if the target is not an anomaly, each point of Wyld
mutations removed converts a level of bashing damage into aggravated damage. This does not
inflict additional wounds, merely enhance that attack’s damage. If a targeted Wyld mutation is
worth more points than the attack’s damage it is not removed, but its effective value decreases
for the scene, allowing multiple attacks to scour away even the most drastic abominations.
Targets hit by this attack can elect to keep their mutations, but need to accept an aggravated
base damage and an increase in damage equal to the Infernal’s (Essence).
This is considered a medium ranged weapon with the same traits as an artifact, containing the
Bashing, Crossbow, and OneHanded tags and may be fired up to long range using the artifact
archery table. Since it is a constant beam that can wash over opponents, it ignores any
bonuses a combat group may have to size. A repurchase of this charm allows it to ignore any
defenses from gossamer equipment.
Shintai (1) : This charm has a duration of Indefinite so long as the Infernal remains in Shintai
mode. For an extra point, it may be resumed reflexively upon activating Shintai mode.
PRINCIPLENEGATING OFFENSE
Cost
: (1m) ;
Mins
: Essence 2; Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: AntiVariance Deletion Beam, Apeiron Isolation Alchemy
Interpattern reactions are all recorded and predicted within the Principle of Hierarchy, and she
exploits them to better shape the whole. This charm enhances the abilities of the AntiVariance
Deletion Beam, allowing her to use it in a Feats of Strength test to destroy a structure, adding (3
or Essence, whichever is higher) additional bonus dice to the attempt, which comes in addition
to the +2 automatic successes one gains when using a tool to assist. Further, the warlock may
choose in step 4 to freely and automatically transmute anything destroyed by that attack, as
described in Apeiron Isolation Alchemy. Nonmortal anomalies transmuted in death can be
completely reShaped into exotic ingredients refined from the Wyld.
Finally, the Exalt can reflexively spend a single mote to recalibrate her attack, conducting it
through a different phenomenon. This can be any dangerous manifestation the warlock can
imagine, from a javelin of antimotes to a sonic beam or a sphere of fire. A given “mode” lasts
until the Infernal changes to a new one or freely returns to the usual oscillating beam. The
attack’s traits remain the same, but it deals lethal damage instead of bashing to targets that the
Storyteller considers particularly vulnerable to its current nature, e.g. burning a wood elemental
with fire. Phenomena produced by this attack are the real thing in every respect.
ADVANCED DISINTEGRATION PATTERN
Cost
: 3m; Mins
: Essence 2; Type:
Supplemental
Keywords
: Shintai, Lattice
Duration
: Instant
Prerequisite charms
: Procrustean Chastity Coherence
Once an opponent’s armour is thoroughly tested, only then may the Invisible Flame take
measures to ensure that her attacks have sufficient force needed to break through them. This
charm may supplement any sort of ranged attack only after hitting the opponent with a previous
attack and finding out they have soak or when using Behavioral Pattern Analysis. When
activated the ranged attack the Infernal makes seems to spin around rapidly before making
impact against the opponent, drilling into his armour and making it softer to hit. Upon first using
this charm the Infernal ignores up to 4 points of soak armoured or two points of hardness on the
opponent, and for each additional hit ignores an additional two points of soak for a maximum
possible reduction of (Essence + 4) of soak and (Essence + 2) points of hardness. Only the
Infernal can benefit from this soak reduction, and it may be reset if the victim has a least one
turn where the Infernal isn’t attacking her or if the Infernal makes a single successful decisive
attack that does any damage to them.
Against Gossamer weapons (Or grave goods is undead count as anomalies) than the Infernal
may completely ignore any soak or hardness from such begins with a surcharge of 1 Willpower
and may do it immediately without need of a scan. Such mistakes in the order need to be
corrected immediately.
Shintai (2) : Upon reaching maximum soak reduction the Infernal can go higher, her opponent
now warranting even higher measures since they’re still alive. If used the turn after maximum
soak reduction, the Infernal’s weapon is now treated as a Heavy weapon in terms of damage.
UTILITYENGINE CABOCHON
Cost
: (1 WP); Mins
: Essence 1;
Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Procrustean Chastity Coherence
The living pattern of She Who Lives in Her Name incorporates and accounts for all relevant
forms, searing the immediately useful into existence. Shapes of intangible crystal form in the
Exalt's anima while it flares at the glowing level, orbiting her at up to close range. This range
becomes short at burning, and becomes medium at bonfire/iconic. The warlock can spend one
Willpower to reflexively combine these shapes into a threedimensional object of Sorcerous
Malfean crystal anywhere in this range, which solidifies at the end of that tick. This geometric
construct has (Essence) health levels, 20L/B soak, takes damage as if it were a battle group but
only takes minimum damage from magical attacks/artifact weapons, can never grant initiative,
and can be hollow, but must be relatively simple and lack moving parts. Any weapons or tools it
approximates are considered improvised, and the Infernal can deliberately dismiss it.
The construct is normally fixed in place, ignoring gravity, but the Infernal can move it with the
telekinesis provided by MindHand Manipulation. She treats it as weighing nothing, ignores the
penalty for using it as an improvised weapon, and can move it as a reflexive feat of strength.
The construct lasts one day, but at Essence 4+, its duration increases to one week, with further
dots of Essence increasing the duration to one month, year, century, and millennium, or (at
Essence 9) eternity.
Shintai (1) : The Infernal creates up to (Essence) constructs, with every one past the first only
requiring 4m or 4i to create in lieu of Willpower.
FLASH CRYSTALLINE AMMUNITION PRODUCTION
Cost
: (1m); Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: UtilityEngine Cabochon
When one uses divinely crafted tools made by themselves, it is gross inefficiency to be unable
to attack those who mean them harm anymore. This charm functions the same as Phantom
Arrow Technique on page XX of Exalted 3e, except it lacks an Essence +3 effect. Instead so
long as the Infernal has UtilityEngine Cabochon active (That is anima is glowing or higher) the
microscopic crystals reform themselves reflexively into ammo that the Infernal can use.
Shintai (1) : By spending an additional mote the arrows remain permanent. This allows the
Infernal to shoot an arrow into something and then potentially monitor the surroundings of it
later, or even ask it telepathically with other charms where wounded prey have fled of to if they
have no removed it!
CRYSTALFIRE BARRIER DEFENSE
Cost
: 4m; Mins
: Essence 1; Type:
Simple
Keywords
: Shintai
Duration
: Indefinite
Prerequisite charms
: UtilityEngine Cabochon
That which pleases the Whispering Flame is preserved like a fly in amber, and her own
imperviousness pleases her very much. The Infernal solidifies a portion of her anima into hard
light, producing orbiting crystal shields that adjust their course only to intercept attacks or avoid
collisions. This praetorian Essencemesh lights up the Infernal like a glowing anima banner and
acts like a weapon with a defense of +1 and the shield tag that may not be disarmed and uses
the traits of (Wits+Lore) to calculate the defense value, which is treated as a parry. Further, the
Infernal can conduct her AntiVariance Deletion Beam through any of these shields, using them
like lenses to ignore DV penalties for that attack if that charm is also active.
A second purchase at Essence 3+ allows the Infernal to spend three motes in step 1 of any
attack she can apply her CrystalFire Barrier Defenceenhanced Parry defense against, utterly
dispersing the assault in a perfect parry. This application shatters her lightshield, immediately
ending this Charm. The charm may be restarted, but it costs an additional +3m motes to do so
and the perfect parry feature cannot be used again for the rest of the scene.
Shintai (1) : Attacks are greatly deflected within the worn storm.
Withering attacks that the
Infernal knows of that come from nonmagical sources are treated doing two less dice of
damage presoak.
ORBITAL IMPACT STORM
Cost
: 5m; Mins
: Essence 2; Type:
Simple
Keywords
: Shintai, Sorcerous
Duration
: One Scene
Prerequisite charms
: CrystalFire Barrier Defense
Creation was built to reflect the glorious order embodied by She Who Lives In Her Name, from
the movement of the constellations to the closed circle of life and death. Taking up the least
expression of the Pyrian Flame’s perfect motion, the Infernal becomes a reflection of this truth.
The pieces of debris from the Infernal’s UtilityEngine Cabochon now spin at dangerously high
speeds, enough to shred flesh from bone and also picking up various objects in the
environment, such as pottery or rooftop singles (A rule of thumb is that anything that doesn’t
need a feats of strength roll can be picked up). Those foolish enough to get within close range
of the Warlock while this charm is active is subjected to a 4i/turn Trauma 2 environmental
hazard which does lethal in a crash. Opponents with a Dodge defense value higher than the
Infernal’s (Current temporary willpower) are treated as being immune to this charm, but it still
counts as a point of onslaught penalty as if they were being attacked.
Unlike most Sorcerous Charms, the warlock may deactivate Orbital Impact Storm voluntarily.
This may be done peacefully with a diceless miscellaneous action, freezing the suspended
objects in place a split second before dropping them. Alternately, she can reflexively pay 5
motes to hurl shrapnel in all directions as a onetime environmental hazard (Damage 5i, Trauma
3) with a radius of (Willpower x 5) meters or out to (short) range which does lethal damage in a
crash. This terminates the Charm and does not count as a Charm activation, however this
feature may not be used more than once per scene. Opponents may avoid the debris outright if
their Dodge DV is higher than the Infernal’s (Willpower + Essence).
Essence 3+ Infernals can purchase this Charm a second time, extending its duration to one day
(or indefinite with Essence 4+).
Shintai (1) : The storm’s traits are improved, increasing to (Trauma 2 + [Essence/2]) while in
normal mode and (Trauma 3 + [Essence/2]) while in discharge mode.
CRYSTAL TEMPEST STORM
Cost
: (1 WP); Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai, DecisiveOnly
Duration
: Permanent
Prerequisite charms
: Orbital Impact Storm
Rather than just blasting out her fury in all directions, the Infernal leans a more focused method
to attack her foes. This charm may be activated by paying a point of willpower when the
Infernal elects to end Orbital Impact Storm. Instead of an environmental hazard she may make
a single decisive attack in a 90 cone up to medium range, to a maximum number of targets
equal to the Infernal’s (Current Willpower). A minimum of 3 opponents must be selected for this
charm or at least one combat group, in which the latter counts as being hit with a spell for
purposes of rout and deals an additional (Infernal’s Essence) dice of damage to them.
For 5m 1WP, the Infernal just may elect to make the shotgun blast instead.
Shintai (1) : The Infernal gains an amount of additional initiative to spread amongst all the
targets of this charm equal to (Current temporary Willpower) as she pleases, counting the point
of willpower spent for this charm as part of the current value.
MATTER REPULSION FIELD
Cost
: (1m per round); Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: CrystalFire Barrier Defense
The gravity close to the Infernal is constantly seeking to push away matter that comes within
close proximity of her. This charm enhances CrystalFire Barrier Defense for 1m per round,
constantly forcing anyone within close range of the Infernal to make a Rush check against her
every turn opposed by the Infernal’s (Intelligence + Lore) instead of the normal roll. Those that
fail this roll are pushed safely back one range brand, where they must rush again if they wish to
close the distance to the Infernal and if she has this charm active. The opponent however
suffers no penalties for flurrying an action along her rush action. Massive opponents or
extremely heavy opponents are not affected by this charm.
The Infernal may also choose to be selective with this charm. If she wants to only apply the
push effect to a bodyguard rather than his ward, than so be it.
Shintai (1) : Those attempting to rush do so at a penalty of the Infernal’s (Essence).
PRECISIONTHOUGHT FORCE EXERCISE
Cost
: ;
Mins
: Essence 1;
Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: MindHand Manipulation, CrystalFire Barrier Technique
She Who Lives In Her Name feels something like pity for humans. They are crippled amputees,
incapable of reaching beyond their physical forms. It isn’t really pity, of course, but rather an
acute and targeted awareness of her superiority and the necessity of upgrading lesser beings to
her specifications. The Green Sun Princes who learn this Charm perform a great service,
serving as honored prototypes of humaniform transmogrification even as they civilize
themselves.
This charm grants the following benefits:
● The Infernal may use DefendOther actions out to the range of her MindHand
Manipulation, maximum short. For a surcharge of 3m per attack, the range may be
medium instead.
● There is no initiative cost for using a Total Defense action while CrystalFire Barrier is
active.
● The Infernal may flurry a total defense action and defend other action together with no
additional penalty, adding +2 to her defense when defending someone with Defend
Other while CrystalFire Barrier Technique is active.
Shintai (1)
: For each attack parried, the Infernal gains a single point of initiative while taking a
total defense or defend other action.
SEAMLESS ASCENDANCY RETICELLO
Cost
: 8m 1WP (+2m/passanger); Mins
: Essence 3;
Type:
Simple
Keywords
: Shintai
Duration
: Indefinite
Prerequisite charms
: UtilityEngine Cabochon
A single call could save you 15% or more on car insurance
Just as order justifies itself, so too does the Whispering Flame raise herself above the chaos
that crashes against her creations like waves on the diamond of eternity. The Exalt's anima
sears into existence an objectsized vehicle with the traits listed below. This crystal conveyance
cannot be operated by anyone but the Exalt, who does so reflexively. It can benefit from
DistanceEliminating Efficiency Translocation, and need not have visible means of propulsion,
though nearby space ripples oddly. It travels freely in all directions and nonsolid mediums, and
provides its passengers with breathable air despite being airtight. Lastly the entire vehicle is
considered a lens for the AntiVariance Deletion Beam, allowing it to fire at any point around the
vehicle. If rendered Inoperative it simply begins to fall toward the ground, dissolving only when
it settles on the ground or the Exalt ends the Charm.
The vehicle can normally only accommodate the Exalt and her worn or carried possessions,
regardless of her current size or shape, but she can expand its capacity to bear other characters
or objectsized cargo by committing two motes for each, maximum (Essence). This does not
enlarge her vehicle, but produces smaller copies that can bear willing passenger, hovering in
orbit within (Essence) meters or close range of the Infernal.
If the Infernal knows “Sorcerous Enlightenment of (Yozi)” than the Infernal may treat this charm
as Sorcerous, allowing her to use Sorcerous motes to craft the vehicle and use it. The
Distortion effect is that the vehicle will shatter, immediately causing all of its occupants to fall to
the ground.
Crystal Vehicle
Essence 1; Willpower N/A; Join Battle: 4
Health Levels : 0/1x (1+Essence) /2x (1+Essence) /4/Incap
Speed Bonus : +(Essence, maximum of 5)
Actions : Feats of Strength: 9 dice (May attempt Strength +5 feats of strength)
Combat:
Attack (Ram): 5 dice (Damage 16)
Combat Movement: (Infernal’s Wits+Occult)
Evasion 3, Parry 1
Soak/Hardness: X/0, X = Infernal’s Essence or Intelligence (higher of the two)
Special Attacks
Hit and Run : Enemies human size and smaller that take 5+ damage from the vehicle’s
withering
rams are knocked back one range band and fall prone.
Merits
Crystal Brick : The vehicle doubles all 9s on disengage and rush attempts.
Automaton : A vehicle is an automaton. It lacks a willpower score, guile, resolve, or any other
social statistics. It is possible to give it these statistics by awakening the minor god within the
vehicle, but until then it has no intimacies of any sort and is considered invalid targets for social
rolls. Lastly, whenever not in use a vehicle is treated as an inanimate object for the purposes of
charms.
Laser Prism Focus : The charm “AntiVariation Deletion Beam” can be used at any point
throughout the vehicle, even behind it.
Modular Construction : If the Infernal has MindHand Manipulation active, she can rearrange
portions of her conveyance to mimic the functions of any mundane vehiclemounted tool, such
as a drill or forklift.
Shintai (6) : The name of the Principle of Hierarchy cannot be spoken, lest it render the
speaker's thoughts no more than syllables within itself. The Infernal’s body adopts a similar
relationship with the cosmos, dissolving into a cascade of exotic forces that causes every object
and character within (Essence x 5) meters or short range to act as though hit by an
AntiVariance Deletion Beam with no threshold successes withering
attack (The Infernal only
gains the most damaging result, no other initiative is gained). A moment later, the tranquil
realitystorm coalesces into an amplituhedron burning with totemic animalight. A Crystal core
comprises of the Infernal’s body, and can be of any shape or complexity, but cannot exceed
objectscale or be smaller than her normal size. She can reassemble it within these limits as a
miscellaneous action. Whatever its specifics, the Exalt uses physical laws in place of organs,
removing her need to breathe, eat or sleep. She ignores the minimum damage of attacks that
come from nonmagical sources, lesser blows shredded in the forces that comprise her body.
The Infernal can move as though she were the vehicle created by Seamless Ascendancy
Reticello, and gains additional armoured soak equal to that of the vehicle, along with its other
benefits. She can create subvehicles just as described in that Charm, at the usual cost. The
advanced protection is disabled when targeted with areaofeffect attacks or when mortals in a
battle group are under magical charms and/or sorcery.
BINARY INSTRUCTION IMPLEMENTATION
Cost
: 3m (+3m); Mins
: Essence 1; :
Type Supplemental
Keywords
: Shintai, Sorcerous
Duration
: Instant
Prerequisite charms
: Factual Determination Analysis
Orders should be issued only to the appropriate recipients. This Charm enhances any writing (or
other form of written social influence) the Infernal engages in, rendering it visible only to those
the Infernal intends to read it; such targets can be as specific or general as she pleases, and to
them it throbs with obvious light. This writing can contain social influence, which is applied to
those who read it as normal. Increasing this Charm’s cost by three motes renders the writing
nighimperceptible to even its intended targets, making it so that if anyone tries to gauge
anything about the Infernal the Infernal treats herself as having (Linguistics/2) additional points
of Guile.
Enhanced writing vanishes when this Charm ends, and the Infernal may end this Charm herself
as an exception to the usual Sorceorus rules; messages should not outlive their purposes.
Shintai (1) : By writing in Old Realm and using this charm, anyone who reads the letter has a
general jist what the letter means just by looking at it, even those who are illiterate or do not
know Old Realm.
SELECTIVE ADDRESS TINTINNABULA
Cost
: 1m; Mins
: Essence 1; Type :
Simple
Keywords
: Shintai, Stackable
Duration
: One Scene
Prerequisite charms
: Binary Instruction Implementation
Those who are not part of the pattern have neither the ability nor the right to comprehend it.
Upon activating this Charm, the Infernal defines a single category of characters. For its duration,
members of that category find their ability to comprehend her speech hampered. They can
reflexively roll (Perception + Linguistics) at difficulty (Infernal’s Essence)+1 to understand her
words until their next turn, but otherwise hear only a disturbing musical reverberation. The
Infernal can freely apply this effect to other sounds she makes, rendering footsteps
incomprehensible as such (though they remain audible). This effect also applies to any
recordings the Infernal produces while it is active. It can be stacked up to (Linguistics) times,
minimum one, with each activation excluding a distinct category of eavesdroppers or increasing
the difficulty to decipher her words by one.
Shintai (1) : The alien sounds also apply a penalty of (Essence) to figure out.
EFFICIENT INDOCTRINATION LOGOGRAMS
Cost
: 8m; Mins
: Essence 1; Type :
Simple
Keywords
: Shintai, Psyche
Duration
: One Scene
Prerequisite charms
: Binary Instruction Implementation
A mere fragment of the true language of the cosmos is enough to set the mind aflame in
subconscious infection. It is in this tongue that the Principle of Hierarchy made her home. This
charm enhances a Bargain, Instill, Inspire, or Threaten attempt against a target using written
material. If successful, then the social influence attempt also counts as an instill action to build
an intimacy of love or even adoration to the Infernal, her organization, or some abstract ideal
that she herself holds. This is counted as part of the same social influence check, and failure to
resist the original check means this intimacy will form at the minor level as well. The Infernal
cannot “Double up” the attacks, that is write a letter claiming how great he is and then use the
automatic instill attempt to jump the new intimacy up to major. A second purchase at Essence
+3 allows the Infernal to use it as a verbal social attack, instead.
Shintai (X) : ???
HISTORYCORRECTING OVERSIGHT GLYPH
Cost
: 10m 1WP; Mins
: Essence 3; Type:
Simple
Keywords
: Shintai, Psyche, Sorcerous
Duration
: Indefinite
Prerequisite charms
: Binary Instruction Implementation
What did not happen never happened. Nothing is wrong. This Charm is a dramatic action to
create a written social attack using (Manipulation + Lore), in which the Infernal describes a
specific past event. She does so, however, in a folded paradoxscript that pains the mind with its
Sorcerous glow. Distortion Sorcery directed at this writing with a goal of (Infernal’s Essence +3)
cleanses it entirely, leaving the medium blank, but cannot help characters already affected.
Anyone whose Resolve is overcome immediately loses all memory of the specified event,
whether they heard of it secondhand or witnessed it in person. They acquire no substitute
memories to fill this gap, but may develop their own explanatory narrative.
This unnatural illusion is represented by a major negative intimacy of (Subconscious Rejection)
toward the idea that the event ever occurred, the target associating it with that terrible flame.
This intimacy is normally dormant and hidden, a state in which it does not influence the
character's behaviour. It only surfaces when the character faces evidence of the event (And
increases the character’s Guile by [Infernal’s Essence/2] when efforts are made to detect this),
upon which it acts as a normal intimacy, forcing them to ignore or dismiss it as best they can. At
the end of any scene where the intimacy remains intact, the influence reasserts itself, and the
character forgets about any evidence they saw. Characters with this intimacy cannot perceive or
recall the antimemorial created by this Charm; it occupies a blind spot in their mind’s eye.
A second purchase enhances this intimacy, increasing the willpower necessary to erode it by 1
(Maximum of 2), which must be done once per scene. Additionally, affected characters must
now try to destroy (or, if this is not possible, hide) any inanimate evidence of the erased event
they encounter, after which (whether they succeed or fail) the intimacy erases any memory of
the coverup attempt, folding it into the banned memories of the main Illusion. This unnatural
compulsion can be ignored if they do not believe they can succeed without witnesses, but
otherwise costs one Willpower to resist as a decision point; characters with this same intimacy
do not count as witnesses for this purpose (the distinction is automatically and subconsciously
recognized), and have their memories similarly edited, even if they did nothing but observe.
Shintai (2) : Those affected by this charm share the Infernal’s mind of steel, replacing their Guile
with the Infernal’s if that is higher, in addition to the (Essence/2) increase.
BEAUTYISTRUTH MEMETICS
Cost
: ;
Mins
: Essence 1; Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Binary Instruction Implementation
The syllables of the Whispering Flame’s hidden name transcend simple script. This Charm
enhances the Exalt’s capabilities, allowing her to encode the principles of her perfect
communication into whatever she creates. She may encode a written social attack into any
object she creates, rolling the appropriate pool upon completing it. These social attacks replace
Linguistics with (lower of Linguistics or Craft), and require that the target spend at least one
minute deliberately studying the object, though it can be spread out over a single scene. They
do not contain actual information, but otherwise function as normal, including any Charms that
enhance them. Objects infused with the ideas of the Principle of Hierarchy always have
fundamentally alien symmetry running through them, which can be identified as Malfean
influence with a (Perception + Craft) roll at difficulty 3.
If the Exalt knows Unshattered Tongue Perfection, she may encode that Charm into any written
social attack (or other piece of writing) she creates by paying five motes upon completion. Any
character who spends at least a single minute deliberately studying the writing with a Resolve
lower than the Infernal’s (Linguistics + Essence/2) immediately comes under the effects of
Unshattered Tongue Perfection, just as though it had been applied to them normally. This
encoded effect is Sorcerous and may undone with a Ambition 2 Terrestrial Working that
requires no experience points.
INSTANTANEOUS DATATRANSFER KEY
Cost
: 4m (+1WP); Mins
: Essence 2; Type:
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Binary Instruction Implementation
Language is thought expressed, and nothing is faster than thought. This Charm is up to
(Infernal’s Essence + Linguistics) minutes worth of communication that the Infernal compresses
into a single, almostperfect syllable that rings like a bell. Any character who hears her “speak”
can comprehend all the information contain within that fractal tone, just as though she had
spoken it to them normally. This accelerated download is optional; characters can freely allow it
to pass over their heads, dodging any mental influence it contains. The Infernal can increase the
cost of this Charm by one point of Willpower to instead write a sightbending glyph that similarly
contains far more information than a single glance should be able to absorb.
In Mass Combat this charm has a different function, in where using it allows the Infernals troops
to instantly receive an order and actually understand such an action while the enemy can only
intercept such orders with a (Wits+Linguistics) roll at a difficulty of (Infernal’s Essence) and with
an equal penalty to roll to understand such a thing.
CEREBRAL PROBE INQUISITION
Cost
: 5m 1WP ;
Mins
: Essence 1; Type:
Simple
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Factual Determination Analysis
The thoughtpatterns laughably referred to as "minds" are laid bare before the Whispering
Flame. Mentally framing a single question, the Infernal extends it into the mind of a character
within (Lore x 20) meters or out to long range with a crystalline chime which only they two can
hear, rolling (Perception + Investigation) at a difficulty equal to the higher of her target’s
Resolve. Success inflicts a vivisecting migraine that provokes a burst of memories in the target.
For the rest of the scene, they suffer a penalty to both their Guile and Resolve equal to the
Infernal’s threshold successes (minimum one, maximum five) to any attempt to avoid answering
that question (including resistance of appropriate read motive actions). If the relived memory is
particularly painful, then the character needs to roll whatever temporary willpower they have
remaining as dice to see if they can gain any willpower from sleep, a single success being
enough to get their Willpower back.
With Essence 2+, the warlock can spend a point of Willpower to share in those memories,
thereby receiving an answer to her question as truthfully and accurately as the target could
possibly have provided it, with no meaningful omissions. This also renders any relevant
memoryaltering magic obvious to her, though it does not convey the original memories. The
target can deny the Infernal access to those memories by spending one willpower per question,
and once they resist (Infernal’s Essence) questions they form a Psychic block which lasts the
rest of the scene. Until this point, none of the Infernal’s social actions to get information from
the target needs to be reset.
A repurchase at Essence 3 enhances this charm. If used on a target the Infernal gains a nigh
perfect awareness of their location at all times, adding (Essence) additional automatic
successes to locate them if they attempt to enter stealth and allows the Infernal to see through
stealth as if she had AllEncompassing Sorcerer’s Sight. Using charms such as Vanishing From
the Mind’s Eye or moving out to extreme range nullifies this charm.
Shintai (1) : A third eye opens up on the Infernal’s forehead, highly attuned to the thought
patterns of living things, allowing cascading 10s in order to locate sentient beings in range of her
Invasive Exteroception Technique charm. This does not work on mindless automatons or the
Souleaten. For an additional point, this also applies to Read Motivation actions as well.
WILLCRUSHING FORCE
Cost
: 1m;
Mins
: Essence 2;
Type:
Reflexive
Keywords
: Shintai, Psyche, DecisiveOnly
Duration
: Instant
Prerequisite charms
: Cerebral Probe Inquisition
MIND CRUSH!
The Pyre in Which Thoughts Are Burned knows that force is best used to ensure order. The
specifics matter little. This Charm enhances any physical or social attack made by the Exalt,
allowing her to learn both her target's Willpower rating and their remaining points. If her attack
inflicted at least (target’s Essence, minimum 2) levels of damage in a decisive attack, she may
forgo inflicting damage to drain one Willpower, an unheard syllable creeping into her targets’
mind. If her social attack would have reinforced a positive intimacy toward an organization the
target belongs to, the Infernal can forgo applying this mental influence to the same effect.
Essence wielding beings can opt to negate this for one level of lethal damage in lieu of a power
of willpower, mortals cannot.
If this reduces the target to zero Willpower, their will immediately breaks, their minds shattered.
Mortals broken by this replace their defining intimacy(ies) with that of whichever major
organization they are most strongly associated with, chosen by their player. This defining
intimacy cannot be changed without breaking their will again, although it shifts to match the
organization's so long as they are a member. Their former Motivation becomes an intimacy.
A second purchase at Essence 3+ allows this Charm to affect Essenceusers with lower
Essence than the Exalt. Such characters can regain their original defining intimacies by
spending (Infernal's Essence) Willpower across later scenes. At this level, broken mortals are
instantly consumed by Obvious white fire, which dims to reveal them apparently unharmed.
They have in fact been replaced with an identical synthetic entity which shares their memories
but is a creature of darkness and native of Malfeas. Lacking a soul, it leaves no ghost and
cannot Exalt. Such creatures cannot change their intimacies, even with magical intervention,
and treat mental influence that would cause them to act against it as unacceptable orders. Any
greater good they devise through the Cosmic Transcendence of Virtue mutation shifts to match
their defining intimacy. In mass combat, these troops are considered to have perfect morale.
Shintai (1) : Whenever the target loses a point of Willpower or elects to take the damaged health
level, the Infernal regains a point of Willpower. This may be reset by crushing the will of the
opponent or KO’ing them.
HOLLOW MIND INTERROGATION
Cost
: 4m;
Mins
: Essence 1; Type:
Simple
Keywords
: Shintai
Duration
: Indefinite
Prerequisite charms
: Cerebral Probe Inquisition
Empty minds are ideal. The Infernal can direct mental questions to any inanimate object within
(Lore x 20) meters (or medium range) with a miscellaneous action, receiving accurate answers
as flickers of raw sensory data. This interrogation normally succeeds automatically, but objects
owned by hostile characters force the Infernal to roll (Wits + Lore) at a difficulty of (owner’s
Essence + object’s Artifact or Manse rating). Thinking objects resist with their Resolve (and add
their Integrity score to the previous value instead if the do not have one or the ST is lazy) while
ciphers apply their usual decoding difficulty.
Objects only contain information relevant to their purposes; the least god of a rapier knows of
nothing but bloodshed, steel and swordplay. Recorded information is always relevant (whether
words on a page or graffiti on a wall), and can be retrieved regardless of the format or language
it is presented in, a condensed databurst that provides the Infernal with a minute’s worth of
information per question.
A second purchase allows the Exalt to commit one mote to any object (or structure, with
StructureSeizing Intrusion Program) she owns. So long as they are in the same realm of
existence, she may act as though it were in range of this Charm. Committing an additional three
motes waives the cost of Impulse Infusion Pneumatics.
Shintai (2) : The Infernal may tag mindless creatures, such as automatons or those used with
WillCrushing Force.
IMPULSE FUSION PNEUMATICS
Cost
: (1m); Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai, Sorcerous
Duration
: Permanent
Prerequisite charms
: Hollow Mind Interrogation
Assuming direct control
Autonomy is the ideal of any pattern. This Charm enhances its prerequisite, allowing the Exalt to
reflexively spend one mote to briefly reshape the least god of any object she could question.
Her player can operate the object for the rest of that action, freely manipulating its functions with
an Obvious chime. Objects can only perform actions within their basic nature and cannot
independently hover; a window can open or close, but a sword cannot wield itself. Objects
cannot be made to selfdestruct, even if it is within their capabilities. The Infernal herself pays
any costs for activating Artifact powers and/or evocations. From the Exalt’s perspective, the
object independently acts just as she would have wanted.
The Infernal’s (Wits + Lore + Essence) is used for any necessary dice pools, with tool modifiers
applied as normal, though these actions are not considered her own for the purposes of
enhancing them with Charms. Thinking objects or those owned by other characters can resist
as described in Hollow Mind Interrogation, though a successful bypass lasts only for that action.
Naturally to say, in Modern/Scifi this can hijack computers, and may cause untold merry hell
with them depending on what they have access to.
Shintai (4) : The Infernal may now assume direct control over any of her subordinates or
creations. Upon paying the single mote, the Infernal enters a trace where her own
consciousness is downloaded into the automaton. Until the item is destroyed or she leaves the
trace, she may control the puppet to the best of her ability, using either its dicepools or her own
(Whichever is higher). For increased performance the Infernal may choose to overclock her
puppet, making it have double 9s on all rolls (except decisive damage) and has an additional 1
and 2 health level and is vaporized at the end of the scene. While the Infernal is in this trace,
she may make awareness rolls as normal, but must end this feature if she wishes to take any
other action. For an additional point, she may give whomever she controls the power of
MindHand Manipulation provided she knows it. For an additional point, she may also give them
the ability to use AntiVariance Deletion Beam. This may also be used on willing subjects, but
no amount of social influence or charms can cause this, it must be (annoyingly) done by their
own free will, and can be cancelled out by the original owner at any time, naturally the
supercharged feature does not work in this mode. Anytime the Infernal is forcibly discharged
from this charm (Either by the creature dying or some other means) than the Infernal
immediately takes 1 bashing level of damage from the sudden shock to his mind.
STRUCTURE SEIZING INTRUSION PROGRAM
Cost
: ;
Mins
: Essence 3; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Hollow Mind Interrogation
Architectural patterns and dense jungles can conduct Pyrian Essence well enough to simulate a
rudimentary mind, even in this fallen Age. This Charm enhances its prerequisite, allowing the
Exalt to use it to direct questions toward any structure she is in physical contact with, as well as
any object that comprises part of it, provided the structure's largest dimension is no greater than
(Essence x 50) meters. If the Infernal knows Impulse Infusion Pneumatics, she may use that
Charm to target any object that makes up part of a structure she could question. In modern
settings, networked computers are considered to be components of a single “structure”.
Shintai (1) : Magical items are vastly easier to tap into. When performing this on a manse, the
Infernal ignores the size of the structure. If the Infernal has control of a manse and it has traps,
she may use any traps or weapons with her own dicepool provided that she knows if the
intruders are there.
CRYSTAL FACET THOUGHTS
Cost
: 1m 1WP ;
Mins
: Essence 2; Type:
Simple
Keywords
: Shintai
Duration
: Indefinite
Prerequisite charms
: Factual Determination Analysis
Many thoughts think as one, and so the parts become the whole. Upon activating this Charm,
the Infernal chooses a single intimacy she possesses and splits it off into a working shardmind.
Intimacies isolated in this way do not influence the Infernal’s behaviour, and are not detectable
without magic. Shardminds can take purely mental actions such as planning strategies,
composing letters, meditating, designing crafting projects, or considering gathered evidence,
and do so separately from the warlock’s primary train of thought, allowing her to focus on other
matters. They function even when the Infernal is unconscious, and use her dice pools, ignoring
any penalties she might be suffering from physical considerations like wounds, poison or
exhaustion.
If a shardmind’s actions resonate with its associated intimacy, the Infernal can enhance them
with Charms, spending resources as necessary. Shardminds cannot take actions that oppose
their associated intimacies. When this Charm ends, the intimacy returns to the Infernal, inflicting
a point of Limit from psychic dissonance if she acted against it in the meantime. All instances of
this Charm end when the Infernal enters Torment.
The Exalt can maintain up to (Intelligence) shardminds at once. Choosing to dedicate multiple
minds (including the Infernal’s own conscious one) to the same project provides no bonus;
instead, it reduces the project’s duration by an equivalent factor, ensuring that a superior
crafting project would take no longer than (10Shard Minds) months total.
Shintai (1) : The Infernal does not need to pay an additional point of willpower if he uses this
charm again in a scene.
HOLLOW MIND POSSESSION
Cost
: ?
;
Mins
: Essence ?;
Type :
?
Keywords
: ?
Duration
: ?
Prerequisite charms
: Cerebral Probe Inquisition
Error 404, manses not found. I’ll update this once information on manses come out along with
the other charms that come after this. If I forget, just poke me a few times.
UNSHATTERED TONGUE PERFECTION
Cost
: 4m;
Mins
: Essence 1;
Type :
Simple
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Factual Determination Analysis
The world is broken, split by barriers of language into gibbering factions. The Principle of
Hierarchy remains whole, bearing the unity of comprehension like a perfect flame. Touching a
willing character and activating this Charm, the Infernal provides them with knowledge of any
language she is fluent in, exercising their knowledge of (or ability to learn) other languages for
the duration. This process does not alter any of the target’s other traits (the illiterate do not learn
to read), but they do immediately gain a major intimacy towards the organization that the
Infernal is a part of or leads. This charm cannot be used on unwilling characters.
Infernals are always treated as knowing Old Realm in the Malfean dialect for this purpose,
perhaps due to psychic bleedthrough from her coadjutor. They may also use this charm on
themselves as a result.
A second purchase at Essence 2+ causes targets to treat social influence applied by their
hierarchical superiors as automatically targeting a relevant major intimacy (even if none would
apply otherwise) and costs an additional willpower to resist. This is considered a Sorcerous
effect, and may be removed as a special sort of distortion effect with 12 sorcerous motes per
individual.
Shintai (2) : Those affected by this charm become shockingly competent in matters relating to
their organization, gaining a bonus +3 dice on any action that actively promotes the well being of
the organization and +1 Resolve against any social attack that goes against the Infernal or the
organization. This can effectively turn an incompetent staff into one of veteran bureaucrats.
XENOPHOBIC INDOCTRINATION DIALECT
Cost
:
;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Unshattered Tongue Perfection
*Points at nonpod person and screams loudly*
No matter how they try to fit in, those unsuited to a given pattern will only disrupt it. This Charm
alters the language imposed by its prerequisite, infusing it with unheard syllables. Characters
who can speak the language but are not under the Infernal’s Unshattered Tongue Perfection are
marked as outsiders by their lack of these cues, as though they were speaking a different
dialect. These linguistic idiosyncrasies can be noticed with a difficulty 3 (Perception +
Linguistics), but cannot mimic or bypass them without magical aid.
Those who do not speak any version of that language are even more isolated, their crude
attempts at communication seen as the discordant screeches of animals. Characters under
Unshattered Tongue Perfection do not need to enter a decision point to harm anomalies, or
those they have heard speaking (or seen writing) in a language they cannot understand. In the
latter case, characters who they have heard speaking understandably are forgiven for the rest of
the scene, even if they previously babbled in mad barbarian tongues.
Shintai (1) : Any mortal who is under the effect of Unshattered Tongue Perfection is treated as
having +1 Resolve against the social influence attempts of outsiders.
CAPABILITYREDEFINING COMPARTMENTALIZATION
Cost
: 10m 1WP ;
Mins
: Essence 2; :
Type Simple
Keywords
: Lattice, Sorcerous
Duration
: Varies
Prerequisite charms
: Unshattered Tongue Perfection
Anyone really think they took the nerf bat too hard with training charms? I did.
Language shapes thought, and thought shapes action. Thus does She Who Lives in Her Name
whisper proper structure into halfformed minds. This Charm targets any character belonging to
a hierarchical organization, granting one dot in any Specialty, Ability or Attribute that would be
directly useful for performing their role in that organization. This Training takes one time
category down from normal to come into effect (Months become weeks, weeks become days, a
day remains the same), during which the Infernal spends at least an hour per day lecturing them
on their role. In the process, they lose one dot in any Specialty, Ability or Attribute irrelevant to
their current role. The target’s player chooses which traits are gained or lost, and is refunded the
full xp value of the lost trait, which must be spent on the new trait. Characters with no irrelevant
traits to lose cannot be targeted; neither can anomalies, who have no role at all. Countermagic
targeting the trainee cancels this Charm, though completed Training remains unaffected.
Once a character has been affected by this Charm a number of times equal to their Essence,
future applications gain the Desecration keyword, rendering them natives of Malfeas and
creatures of darkness along with their new trait. Natives of Malfeas can be targeted even if they
lack irrelevant traits, and always treat Specialties in music and dance as relevant, as well as
Appearance, which requires no instruction, but fixes blemishes and asymmetry.
A second purchase at Essence 3+ allows the Infernal to spend an additional five motes to target
(Essence x5) people. This takes a full week to come into effect at minimum, and only affects
those who occupy a single role chosen by the Infernal upon activation. The Infernal must spend
an hour lecturing the organization’s leader, or whoever is in charge of the targeted role. Invalid
targets within the organization remain unaffected.
This seems crazy strong as this costs no XP to train people, but look closer: The XP cost
is hidden as you’re reducing stats to give them to others. Honestly I’d just bring back the
2e training charms and rejigger them a bit, they were capped by your own skill anywho.
SOULOPTIMIZING SOPHONICS
Cost
:
;
Mins
: Essence 2; Type:
Permanent
Keywords
: Desecration
Duration
: Permanent
Prerequisite charms
: Cosmic Transcendence of Virtue, CapabilityRedefining
Compartmentalization
The philosophy of the Principle of Hierarchy raises all above their broken origins, exalting them
to their proper position in the pantheon of the pattern. This Charm permanently enhances its
prerequisite, allowing it to grant natives of Malfeas the Greater Good intimacy the Infernal
herself selected, with each application of CapabilityRedefining Compartmentalization the
intimacy rises from minor, minor to major, and major to defining. Those who wish to increase
their traits must accept this intimacy. Additionally those natives of Malfeas who already have
the Greater Good intimacy at defining may take a mutation version of Cosmic Transcendence of
Virtue, having all the benefits of that charm, however they may pick their own Greater Good.
Another repurchase of this charm allows the Infernal to further enhance those she teaches,
granting natives of Malfeas a mutation that functions as the charm MindHand Manipulation.
UNIFORM REPLACEMENT METHOD
Cost
: All remaining WP and motes, 5m 1WP ;
Mins
: Essence 5; :
Type Reflexive
Keywords
: Desecration
Duration
: Instant
Prerequisite charms
: SoulOptimizing Sophonics x2, Crystal Facet Thoughts, Impulse Fusion
Pneumatics
The ideal society for the Silent Flame is that of the one where everyone is virtually the same,
differed only by function but otherwise a neat, orderly society where one can be replaced by
another without hassle... Even the Infernal themselves. This charm may be used on any mortal
who has become a native of Malfeas by CapabilityRedefining Compartmentalization.
Whenever the Infernal dies, she may immediately transfer her exaltation in any body of one of
her followers by paying all remaining motes and willpower at the time of the transfer, her
knowledge and being flying off to a new body at unfathomable speeds while her old body turns
into crystal and shatters. She retains all of her old memories and the memories of her previous
body and those of the new one, quite possibly obtaining the same intimacies the new body has
as well if new ones are present (EX: A love for the husband). The Infernal knows that she is
different, but at the same time still herself. This feature can never work on anything but mortals
who have become natives of Malfeas.
This charm also has another drawback, in when it is used the Infernal’s Essence rating is now
treated as one dot lower for (12 old Essence) months and similarly cannot use this charm
again for a likewise amount of time.
If the Infernal wishes, she can become anyone in her organization up to extreme range by
activating this charm for 5m 1WP which takes 10 minutes to execute and cannot be used while
in combat. When done this way, the previous body also turns into a flawless crystal statue.
This nonemergency way also does not reduce the Infernal’s Essence.
FOLLOW THE LEADER
Cost
: 0m ;
Mins
: Essence 2;
Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: None
In order to impose her perfection upon the chaotic world, the Whispering Flame must first teach
it how to act. By using this charm the Infernal sets up a ban on certain behavior which may be
any specific action. Valid bans include specific combat actions (Such as attacking, using
specific weapons, moving, Rush, Disengage, reestablishing Surprise, Defend Other, Aim,
weaving Sorcery, Clashing, using charms with specific keywords or types [EX: Weapon creation
charms, multiattack charms, counterattack charms, simple charms, reflexive charms,
supplemental charms, permanent charms are never valid for this charm]). Actions such as
“doing anything” may be ignored. The exact effect should be communicated using the exact
language for this charm using mechanics, and the player is the final ruler on what action is
banned.
Whenever a character performs a banned action, they immediately lose one initiative before
anything is resolved (In the case of multiattacks, the character loses an amount of initiative
equal to the number of attacks he’ll make before the attack is made). For characters who
activate scene long charms, they will lose one initiative on the beginning of each of their turns.
Only one ban may be applied per character to a maximum of (Essence) and only one may be
applied per turn. The Infernal may change the ban with a single reapplication of this charm
however.
The Infernal may place as many bans as she wants, with all of them being different or the same.
However she cannot be hypocritical, thus she cannot do the banned action(s) herself either.
Anytime she does so she immediately loses one point of initiative and her opponent gains one
point.
Shintai (1) : The Infernal gains the point of initiative that was lost. The Infernal cannot gain more
than (3 or Essence, whichever is higher) initiative per turn this way however.
CHIRALITY PROHIBITION INDEX
Cost
: 10m 1WP ;
Mins
: Essence 2; Type :
Simple (One hour dramatic action)
Keywords
: Psyche, Sorcerous, Shaping
Duration
: Instant
Prerequisite charms
: Follow the Leader
The Whispering Flame embodies the perfection of design and order as does no other. She
pities the world for being less perfect than herself, and imposes her nature upon it as an act of
mercy.
This Charm permits the warlock to reorder the land around her to reflect the principle of
hierarchy, shifting the position of trees and walls, straightening or bending roads and rivers,
reconfiguring the arrangement of buildings or moving them altogether to express the
symmetrical perfection of a greater design. The Infernal may reorder the landscape in any
manner she chooses, with the following limitations:
The changes she demands occur gradually, over the course of the next hour, too slowly to inflict
damage on any living thing. The Infernal cannot intentionally create new landscape
features—she only reconfigures what is already there. The Charm cannot reshape a demesne,
the Wyld, or any area within ten miles of the border of another landscape that has been
reshaped through Chirality Prohibition Index or Holy Land Infliction. She might reconfigure a
small village into a series of staggered circles around a central green, or into a rigid, balanced
grid. An orchard could be rewoven into a perfect circular border of trees around a central field
whose grass has been ranked into impressedcircles which confer the sacred order of the
principle of hierarchy. Even the sky conforms to the symmetry of She Who Lives in Her Name,
channeling clouds into a slow spiral around the central point of her design. The imposed
changes span a circular area around the Infernal with a radius of (Willpower x 10) meters, or
long range.
The changes, when viewed from above, must reflect a greater symmetry with the rest of the
world. This symmetry is subject only to the superior perspective of the warlock, who exudes the
truth of her Essence into the pattern of existence. Others who look upon the Infernal’s design
may see only a mystifying sprawl of indecipherable but tantalizing meaning. Such are the limits
of their minds that they cannot understand the order the warlock seeks to bring—though they
wish to.
Nearby mortals within one mile become fascinated by the sacred geometry of the Whispering
Flame, and will settle in and around the edges of the symmetrical landscape. After each week
an individual spends lingering within a mile of the affected area, they are automatically
subjected to a instill attempt with a dice pool of the warlock’s (Essence + Occult). Success
counts building an Intimacy of loyalty toward a new social unit—a cult dedicated to the study
and veneration of the land’s sacred design.
Once a character has gained this intimacy, she must follow the Policy of the cult, entering a
decision point whenever she’d be tempted to take an action against it (Though this only needs
to be done once per day). The Infernal constructs the group’s Policy at the time of this Charm’s
activation, as follows:
● Members of the cult loathe all things marked by the touch of the Wyld—they will attempt
to drive Wyld mutants, raksha and beastmen out of the community, violently if
necessary.
● Members of the cult dress in a similar, uniform manner as defined by the Infernal. The
sacred landscapes created by She Who Lives in Her Name promote conservative
blackandwhite outfits which cover most of the body and leave little individuality for either
men or women, but Infernals may enforce any sort of appearance they desire—or even
outlaw clothing altogether.
● Members of the cult will prefer to speak a language of the Infernal’s choice, and will seek
to learn the favored language if they do not already know it. They will also refuse to
speak any languages the Infernal forbids, or to respond to individuals who address them
in forbidden tongues. She Who Lives in Her Name permits only Old Realm to be spoken
in her domains, but Infernals may set the parameters of their dominions to their liking.
● Members of the cult will proscribe certain knowledge as defined by the Infernal. They will
not teach forbidden information, nor speak of it, nor tolerate its dissemination among
their ranks. This could be anything from Immaculate dogma to histories of a region that
differ from a certain tale the Infernal has approved to knowledge of how to grow
wheat—the bans included in the group’s Policy are entirely up to the warlock.
● Members of the cult will proscribe certain sorts of action as defined by the Infernal. They
will not engage in forbidden acts, nor permit individuals who do to remain within their
community. This could be anything from worship of the gods (or of a particular god) to
homosexual relationships to leaving the lands controlled by the cult. Again, the bans are
whatever suits the Infernal’s purpose.
● Members of the cult have one obligation to the group that they must perform, defined by
the Infernal. This could be anything from tithing money to a certain member of the
community (or to the Infernal), to providing sexual favors to a certain class of individuals,
to promoting immigration to and settlement within the land. They also compulsively
reconfigure their habitations to conform to the greater symmetry of the Infernal’s design.
● Members of the cult will spend at least one hour every day attempting to puzzle out the
secrets of the land’s sacred geometry. The Infernal exists as a persistent blind spot in
their awareness—they will not seek to interact with the warlock unless she first interacts
with them, and will not turn on her if they observe her acting in violation of the cult’s
Policy.
Affected individuals may spend one Willpower to act against the group’s Policy for a scene.
Only breaking the Intimacy will permanently free a character from this powerful influence.
Once the majority of the inhabitants of the region within a mile of the sacred landscape have
gained an Intimacy of loyalty toward its cult, the range of the symmetrical landscape expands by
a radius of one mile, and its social influence spreads out to target all mortals within a mile of the
new borders, at which point the cycle begins to repeat itself. This expansion causes the newly
assimilated land to reconfigure itself to fit the symmetrical pattern of the sacred land. If the
land’s expanding border pushes into a region tainted by the Wyld, the tides of chaos recede.
The land is no longer Sorcerous at this time and may no longer be destroyed by countermagic;
only rooting out the cult and engaging in public works to destroy the Infernal’s geometric
patterns may return the land to normal. When the sacred land spans ten miles or more, it
becomes a persistent Blasphemy. Before it becomes this large however, it may be undone with
a simple Ambition 3 Terrestrial working that has an interval of one day at minimum and freezes
the expansion effect.
When the Infernal reaches Essence 3+, hints of the landscape’s authorship begin to appear in
all lands she has affected and all lands she subsequently reshapes. Trees show a few
crystalline leaves mixed in among the normal foliage, chiming softly when the wind stirs them.
Inconsequential examples of Malfean wildlife may be found within the altered land—faintly
luminous, hairthin worms float upon the air; puffs of soft white seeds fall from the clouds,
sprouting crystalline flowers where they land and take root; the Things Which Lurk in Corners
may occasionally be glimpsed at sunrise and sunset.
BEHAVIORAL PATTERN ANALYSIS
Cost
: 3m ;
Mins
: Essence 1; Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Factual Determination Analysis
With but a quick glance at an opponent, the Infernal can lay bare nearly everything about them.
This charm is a reflexive roll to discover something about a person the Infernal is currently
observing. There are three modes to this charm, each worth a seperate purchase and having a
different functionality, and all of them using Wits instead of the relevant attribute it normally has:
● She may use a Read Intentions action against a target with double 9s.
● She may use a Lore/Occult roll against a target in order to discover any potential
weaknesses or critical flaws, such as a Water Elemental’s weakness to Lightning or that
a specific god is weak against a certain weapon. This roll gains double 9s and may
allow an Infernal to establish a fact with Storyteller permission.
Regardless whenever the above options are successful or not, the Infernal may reflexively take
an aim action when any of the above is taken. Note this does not complete the aim action, but it
does make it so that the Infernal does not need to flurry an action against the opponent.
Shintai (2) : Against a target that is scanned successfully with either mode, the Infernal ignores
up to (Essence or Perception, whichever is higher) points of penalties against the target. If the
Infernal is scanning a target which she already knows everything about already (EX: no more
valid information to dig up) than she may reflexively aim against her target with this charm with a
discount of 1m.
PINPOINT WORMHOLE SHOT
Cost
: 3m ;
Mins
: Essence 1; Type :
Supplemental
Keywords
: Shintai, WitheringOnly
Duration
: Instant
Prerequisite charms
: Behavioral Pattern Analysis, Invasive Exteroception Technique
I thank thee, Professor Shirakawa
The Invisible Flame finds Isidoros depressing at times. The large brute hardly knows the power
it has has its fingertips, but the Invisible Flame is more than keen enough to find a purpose
when he is too ignorant to see it himself. Upon using this charm the Infernal fires any ranged
attack through a flash created wormhole directly in front of him, allowing him to shortcut the
attack’s distance and make the killing floor far more efficiently, allowing her to use the optimal
accuracy for a withering ranged attack so long as it’s within the radius of her Invasive
Exteroception Technique charm.
An opponent cannot attempt to shortcut the charm by firing their own attacks through it, as only
the mind of the Invisible Flame actually process the information needed to make such a
complicated attack vector without dissipating or warping the attack. Despite the altered origin of
the attack, the Infernal still treats cover as the same. Furthermore to strike enemies out to
medium range or more still requires an aim action as usual to process the information needed to
use this charm.
Shintai (1): Characters who were scanned within the last turn while using Behavioral Pattern
Analysis suffer a 1 to their defense if they are within optimum range or have nothing else new
to discover about them.
GRAM CLUSTER STANCE
Cost
: 5m 1WP ;
Mins
: Essence 2; Type:
Simple
Keywords
: Shintai
Duration
: One Scene
Prerequisite charms
: Pinpoint Wormhole Shot
While the totality of all knowledge regarding time and space may not be at the Infernal’s
fingertips, she is certainly able to know enough to get her point across. Upon activating this
charm the Infernal engulfs herself momentarily in a black sphere out to close range, receding a
second later and being replaced by dozens of open wormholes all around the Infernal, open
wormholes that have potential to be literally anywhere and everywhere... and indeed they shall
be. Any attack the Infernal makes while this charm is active fires her attack into one of these
wormholes which open up near a target to attack them with the attack, however these attacks
do not originate from the Exalt and ignore literally all cover. Attacks can come from any angle
on a target the Infernal chooses to attack, with even full cover only giving a +2 bonus to
defense. Targets in medium or longer range still need an aim action to attack beyond that
range however.
This charm also alters Pinpoint Wormhole Shot slightly. The cost for Pinpoint Wormhole Shot is
discounted by 1m when using these portals to attack, but for a 1m surcharge she may attack
any enemy she can physically see, meaning that it is possible to attack up to multiple extreme
brands if she is able to see that far. Shooting this far however requires two consecutive aim
actions and the target may benefit from any cover, as making any shot this far requires intense
calculations and predictions.
This charm comes with a cost, in that the shroud of wormholes do not move with the Infernal.
The charm does not deactivate if the Infernal moves and if she gets within the same brand as
she activated this charm originally than she may use it as normal. Alternatively she may
reactivate this charm, in which this case the Willpower cost for reactivating the charm a second
time is ignored.
Shintai (X) : ???
Awareness bonus?
ALL VECTORS COLLAPSE INTO ONE
Cost
:
6m 1WP; Mins
: Essence 2; Type:
Simple
Keywords
: Shintai, Decisiveonly
Duration
: Instant
Prerequisite charms
: Gram Cluster Stance
Wormholes themselves bend both time and space, a trait that Isidoros inviolate nature kept
even as the Sorcerous workings of the Exalted during the Primordial War made spacetime
weapons impossible once more, but the Invisible Flame discovered even a small loophole
around that law, and is eager to see how far she can take this.
This charm is an action where the Infernal makes up to (Dexterity or Essence, whichever is
higher) decisive attacks against a single target or targets. Each attack must contain roughly
the same amount of initiative. She seems to launch these attacks randomly and haphazardly
amongst her portals, confusing her opponents as no attacks seem to come to them, only before
the portals open up in a fraction of a second and unleash all their attacks at once, acting as if
they took the final onslaught value from the number of attacks all at once. (EX: If the Infernal
makes four attacks against a target, than they suffer an onslaught value of four against ALL
attacks of this charm, though her defense does not continue to decrease against the other
attacks, as technically all of the Infernal’s attacks happened at once).
This charm may only be used while Gram Cluster Stance is activate, and only within its territory.
At Essence +3, the Infernal may use this charm without needing Gram Cluster Stance.
Shintai (3) : The Infernal begins with (Essence/2) damage base on all attacks before any
initiative is applied. Additionally she may use this charm without Gran Cluster Stance, and may
reduce this cost of this Shintai benefit to 1 at Essence +3.
DISTORTION BREAK
Cost
:
15m 1WP; Mins
: Essence 4;
Type :
Simple
Keywords
: Decisiveonly
Duration
: Instant
Prerequisite charms
: Gram Cluster Stance, Advanced Disintegration Pattern, UtilityEngine
Cabochon
This weapon both distorts and destroys the fabric of time and space. Have you made your
peace?
There are those who say the Invisible Flame is poor at offense. This couldn’t be further from the
truth. The Invisible Flame is against wasteful use of resources and sees such casual overkill
from her brother Malfeas as pointless. However there comes a time when a full power attack is
needed, when all limiters are removed and the opponent needs to face the full brunt of the
Invisible Flame’s power. Pray that you do not ever see this, for if you do you’ll only painfully find
out that the Invisible Flame is still a Yozi capable of earth shattering power. This charm may
only be used while at 25 initiative or higher and has attacked her target at least once before
(Even if it was not during the same scene), as the Infernal has determined anyone that has
survived this long against him warrants the maximum possible measures.
This charm does take time to prepare however, as upon use the Infernal creates five crystal
lens in front of her, and must spend a turn preparing to charge her attack (Which may be flurried
with an aiming action). A turn later the Infernal attacks, firing a single AntiVariance Deletion
Beam through all the discs as a decisive attack against everyone in a line out to extreme range,
literally tunneling through mountains and turning metal into molten slag, ignoring any sort of
mundane cover (For quick reference, any feat of strength needing 5 strength is destroyed
instantly without needing a roll). The attack deals an additional (Essence) automatic successes
on the decisive damage roll and ignores such defenses based on size such as Legendary Size,
only the truly massive can even somewhat ignore this attack. A battlegroups size is also
irrelevant against the might of this attack, not using it to factor in defense nor soak.
This massive attack however is only the first stage of the attack. After firing the beam the shot
gradually becomes smaller and smaller until it seems all but a wisp of its former self and the
crystals continue to shrink the attack. Upon the Infernal’s next turn the fabric of spacetime
violently reacts to the impossibility of a such a small thing existing, immediately cracking and
warping the ground everywhere out to (short) range in the path of the original beam with a one
time environmental hazard of (Infernal’s current temporary Willpower)L/Instant and a trauma of
(Essence). This too flays the landscape asunder, literally melting down mountains like butter to
a blowtorch. Anyone who dies within this environmental attack is immediately transmuted into a
statue of Malfeas Crystal.
Additionally, the Infernal may only activate this charm for a cost of 10m if Gram Cluster Stance
is active, simply reorganizing the wormholes from that charm into the focusing lens instead.
However upon doing this Gram Cluster Stance is terminated.
If too strong, make it so only half initiative is used against all in the line.
● SWL
○ Reflexive ‘scan’ charm, don’t need to take an action to scan.
○ Seeing through falsehood of actions? Disguises/Stealth?
○ Beams gain “Drill” effect they had in SC2? Always use proper power, so slowly
dialing it up.
○ King of All Kings Numen forcefield barrier technique
○ Needs knowledge charms
○ Charms that make range combat easier? AimCalibrating sensors?
○ Taking in orbital impact storm and using it as massive debris shotgun
○ IQ charm that lets Infernal roll INT+LORE at beginning of day, then apply sux to
any roll later on in the day.
○ A charm based on ‘data collection’ from old 2e and some shows. Analyze
opponents charms, gain bonuses against them.
○ Charm that allows multiple healing of people at once.
○ Charm to snap make an ally on the fly
○ Charm to make a stategem with craft by quickly making good mundane stuff?
○ Stealth mind rip information?
○ Charm that gives crafting slots based on number of shard minds out.
○ Telepathic information relay amongst members?
■ Dodge death by basically becoming another member of your
organization?
○ Charm that scans opponent, counting as a Lore roll to gather information while
counting as an aim action reflexively.
■ Make charm later on that always counts as attacking from optimum range
against anyone in Extrospective charm range.
● Charm that makes ranged attack appear from Source other than
from Infernal in extrospective range, ignores all cover but bolts
Infernal to location
○ Distortion Break charm that uses up all portals?
○ Charm that does AoE damage when this is up
○ Charm that makes it difficult to approach when this is up
○ Teach MindHand to Members: MindHand Manipulation, CapabilityRedefining
Compartmentalization (Counts as additional means in Sorcerous works, allows
one extra roll on crafting if supported by such people, increases Terminus by 1)
○ DO CRAFT LATER, SAVE YOUR DAMN SANITY
ADORJAN
The good thing about doing this is that I can do it out of order and whatever Yozi’s I
want. Nice for spurts of creative inspiration.
Sidebar: What is Speed Force?
Many Adorjan charms work in tandem or rely on a resource called Speed Force. Speed Force
is the very essence of Adorjan herself. Fast, freespirited, fast, dangerous, and fast. It ensures
that if Adorjan can outrace someone, than catching up to them is going to be a near
impossibility. An Infernal can hold a maximum of (Dexterity + Essence) speed force which
vanish at the end of a scene. There are specific ways one can gain Speed Force:
● If the Infernal succeeds on a rush/disengage action against an opponent than she
automatically gains one point of Speed Force automatically.
● If the Infernal succeeds on a challenge involving speed (EX: Racing to a door and sliding
under before it slams shut) than the Infernal gains one point of Speed Force.
● Various Adorjani charms
● Various Shintai effects from other charms.
● An Infernal LOSES one Speed Force automatically each turn they remain still. This
happens before any charm activations on the beginning of the action (not the Infernal’s
turn), so watch out!
Scourges are encouraged to speed their speed force as often as possible, mainly because it
makes you look like a fucking boss when you prostrat speedrun an area with frame perfect
jumps bra.
Sidebar: FFS, another resource?
I needed a mechanic that would help make Scourges super fast and reward them for going
super fast above and beyond what was in 2.Xe, but really Speed Force benefits those who
mainly heavily invest into Adorjan charms. If a character picks up WindBorn Stride to help with
speed and has no velocity charms, then don’t even bother tracking Speed Force for them as it is
worthless for them.
WINDBORN STRIDE
Cost
:
;
Mins
: Essence 1; :
Type Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: None
Trouble keeps you running faster
Where Adorjan blows, few can run fast or far enough to escape her touch. This charm
permanently enhances the Infernal’s speed capabilities. In any contest based on speed, rush,
or disengage action the Infernal gains an additional (Essence/2 OR [Total number of Adorjan
charms, max 3) noncharm dice. Additionally wound penalties no longer apply to any such rolls
in the slightest.
Out of combat, this multiplies their base speed by a the same factor as the dice bonus. This is
more of a narrative factor than a mechanical one, but good rule of thumb.
Shintai (2) : When using this charm, the Infernal may spend 1m per bonus die in order to turn
these dice into automatic successes which again, do not count towards dice cap.
DEATHDEALING JOURNEY
Cost
: 3m;
Mins
: Essence 1; :
Type Reflexive
Keywords
: Shintai, Velocity
Duration
: Instant
Prerequisite charms
: Wind Born Stride
Any place Adorjan heads to or leaves, death is both ahead of her and behind her. This charm
may be activated on a successful rush or disengage action, in which case the Infernal is allowed
to flurry both an attack an a rush or disengage action at the same time. In the case of the
disengage roll, the Infernal is seen making the attack before racing off once again, laughing all
the while.
As an exception to most other Infernal charms, an Infernal can combine this charm with martial
arts charms.
Shintai (2) : The Infernal may substitute a point of Speed Force in lieu of motes for this charm.
This may seem odd, but the entire reason I’m doing the MA OK thing is that Adorjan is
addicted to speed force. If this is too OP I’ll remove the MA OK clause.
KALMANKA’S GRACE
Cost
: 2m; Mins
: Essence 1; :
Type Reflexive
Keywords
: Shintai, Velocity
Duration
: Instant
Prerequisite charms
: Wind Born Stride
The Infernal waltzes and pirouettes through skydarkening tempests of arrows, untouched and
seemingly oblivious to their passage. This charm eliminates up to (Essence) penalties from the
environment itself and adds +1 to her defense if the attack is ranged. If the Infernal hasn’t
moved since her last action, this charm may still be activated with a surcharge of one Speed
Force.
A repurchase of this charm allows an Infernal successfully defending against a ranged based
attack successfully with this charm allows the Infernal to reflexively move towards the opponent
a single range brand for 2i.
Shintai (2) : If the increased defense matches the opponent’s attack roll, then the Infernal
successfully dodges the attack. New charm?
FIREFLY ARROWHEAD GRIP
Cost
: (1m) ;
Mins
: Essence 3;
Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Kalmanka’s Grace
When one is fast enough to sidestep arrows, catching them is as easy as plucking insects from
the air. This charm enhances a successful dodge using Kalmanka’s Grace against a ranged
attack that has a physical component (Arrows are fine, elemental bolts are not). If successful
the Infernal snatches the weapon out of her hand and lets it go, carrying it a wind eddy around
her. This enhances the next attack the Infernal makes, gaining an additional (Opponent’s
Essence) bonus dice to both the next attack and damage rolls. At Essence +4 if the Infernal
has a speed force of +6 or higher, she may stack this charm up to (Essence) additional times
and may absorb nonphysical based weapons, such as Elemental Bolts.
Shintai (2) : The Infernal can turn the tide on a group of foes who thinking showering her with
arrows is safer than just one archer. If an attack from a battle group is stored with this charm,
than the Infernal treats their size as their essence, furthermore she is able to ignore any size
bonuses the group may have to their defense and soak.
FLASHING ZEPHYR ADVANCEMENT
Cost
: 5m; Mins
: Essence 4;
Type:
Supplemental
Keywords
: Velocity, Clash
Duration
: Instant
Prerequisite charms
: Kalmanka’s Grace
There are those who think ranged weapons keep one safe from Adorjan. Those people are
fools. This charm enhances a Clash attack against a ranged attack. If successful, he instantly
flashes towards the opponent in a burst of speed the defies all logic and reason, arriving within
close range of them to make their attack. This attack can cross any range brand in order to
make the attack, but it cannot be a surprise attack and actually needs to know the attack is
coming in order to clash it. This charm does not make a Clash attack, but is allow to
supplement martial arts attacks that do make clash attacks.
Shintai (2) : The Infernal gains a damage bonus on the attack if she had successfully employed
Firefly Arrowhead Grip, regardless of whenever or not she has learned it.
WIND FLOWING BODY
Cost
: 2m; Mins
: Essence 1;
Type:
Reflexive
Keywords
: Shintai, Velocity
Duration
: Instant
Prerequisite charms
: Wind Born Stride
One cannot strike the wind, as it literally serves to bend and flow around any sort of weapon that
attempts to strike it. Whenever the Infernal is attacked, she reserves the current onslaught
penalty she is facing, meaning a 2 to defense would turn into a +2. Additionally, this charm
rewards the Infernal with a point of Speed Force on a successful dodge.
The Infernal can activate this charm if she hasn’t moved since her last turn, but doing so costs
an additional point of Speed Force for each activation.
Shintai (1) : Upon using this charm, the Infernal ignores up to (Essence) points of penalties that
may apply to his defense, such as loose footing or cramped areas.
OPENED EYE OF THE HURRICANE
Cost
: 6m 1WP;
Mins
: Essence 2; Type:
Reflexive
Keywords
: Shintai, Velocity
Duration
: Instant
Prerequisite charms
: Wind Flowing Body
Many oppose Adorjan. Their opposition is prayer to her, so her miracles answer their thoughtful
worship. While this charm is active, all onslaught penalties the Infernal suffers are instead
turned automatically into bonuses towards her defense so long as this charm is active. When a
Combat group attacks the exalt, than they do not add their size to any attack roll based to hit
(Damage remains the same however).
Additionally, when using this charm Wind Flowing Body is reduced to 1m and may be activated
in order to gain Speed Force.
Shintai
(?):
CHUCKLING AMUSEMENT PRANA
Cost
: ;
Mins
: Essence 1;
Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Wind Flowing Body
Adorjan finds endless amusement in those who attempt to strike her, thinking they can actually
stop a force of nature, or rather that such people need to before Adorjan embraces them. Upon
a successful defense that is focused on evasion, the Infernal automatically gains one point of
Speed Force and the opponent loses 1i.
Shintai (1) : The Infernal gains the point of initiative that was lost by the opponent.
WIND’S FREEDOM
Cost
: (1m); Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Wind Flowing Body
The wind can come and go as she pleases freely and without restraint. This charm replicates
Shadow Dancer Method on page 299 of Exalted 3e.
Shintai (1) : If the Infernal willing goes back towards the opponent after the disengage roll, she
gains one point of Speed Force.
CAN’T RACE THE WIND
Cost
: 2m; Mins
: Essence 1; Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Wind Flowing Body
One cannot outrace the very essence of freedom itself (refluff). This charm supplements either
a disengage or rush attempt, adding one automatic success and rerolling all 10s in the roll
once, keeping all successes and rolling to see if they gain more.
Shintai (2) : 1s are rerolled once as well.
OK I know it is tacky to do this, but making seperate disengage and rush charm trees is a
massive headache. Infernals here are pure Essence based, so I’m using that to make my
life easier.
ALL DEVELOPING HASTE
Cost
: +1 speed force per success; Mins
: Essence 2;
Type:
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Can’t Race the Wind
None can stop the fleeting nature of Adorjan nor attempt to escape from her. She goes
wherever she pleases, when she pleases. This charm enhances the prerequisites, allowing the
Infernal to replace the bonus successes of each with additional ones, adding one success per
speed force spent. If the disengage or rush attempt is successful, roll the speed force
expended. Each success restores one speed force, which can indeed generate more speed
force. Also don’t forget the automatic speed force gained for succeeding in a rush/disengage
attempt.
Shintai (2) : The Infernal automatically retains all speed force for the rush/disengage if she was
successful.
WHO STRIKES THE WIND?
Cost
: 4m 1WP; Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai, Velocity
Duration
: Instant
Prerequisite charms
: Wind Flowing Body
The Silent Wind blows around and through all opposition and adversity, untouched though the
sky blackens with arrows meant for her. This charm replicates the charm Seven Shadow
Evasion from page 300 of Exalted 3e core. The reset condition is now completed whenever the
Infernal gathers six or more Speed Force then may reflexively spend all of it to reset this charm.
Shintai (1) : When used to defend against attacks that come from Short range or further, you
may substitute the willpower cost of this charm with 1 Speed Force.
LAUGHING GUST DENIAL
Cost
: 1 Speed Force per HL; Mins
: Essence 2; Type :
Reflexive
Keywords
: DecisiveOnly, Shintai, Velocity
Duration
: Instant
Prerequisite charms
: Who Strikes the Wind?
In the moment that Adorjan chooses not to be struck,she is not. This charm may be activated
after being struck by a physical decisive attack and after damage is rolled but before any
damage doublers like Thunderbolt Attack Prana are resolved. The Infernal removes one level
of damage per Speed Force she wishes to spend. If the damage of the attack is reduced to
zero than it counts as the Infernal successfully dodging the attack.
Shintai (1) : After using this charm to reduce damage to zero, the Infernal may execute a
reflexive Inspire action, taunting the opponent to make their haste all the more dangerous.
Sadistic coaches may use this to encourage their students to reach new heights.
PHASEWIND MATERIALITY
Cost
: 3m, 3i+1m, 1i per HL; Mins
: Essence 2; Type:
Simple
Keywords
: Shintai, Velocity
Duration
: One Scene
Prerequisite charms
: Wind Flowing Body
The Infernal’s own body moves so fast that actually striking him at all is seemingly impossible,
as if he was never there in the first place. This charm replicates Living Bonds Unburdened on
page 303 of Exalted 3e with the exception of the Velocity keyword, meaning the Infernal *must*
keep moving during the activation of this charm and its duration.
Shintai
(2): The Infernal may pay one Speed Force per health level instead of paying 1m+1i.
ECSTATIC HURRICANE VIGOR
Cost
: ;
Mins
: Essence 3;
Type :
Permanent
Keywords
: DecisiveOnly, Shintai, Velocity
Duration
: Permanent
Prerequisite charms
: Laughing Gust Denial
Adorjan finds her opponent's attempts to show affection endlessly amusing, the thoughts of
them somehow continuing urging her own even more. This charm enhances Laughing Gust
Denial, in where if the Infernal completely nullifies an opponent’s attack with it, she gains
initiative and Speed Force equal to the amount of 1s in the opponent’s attack rolls.
Shintai (2) : The Infernal can also pick 10s.
JOY IN VIOLENCE APPROACH
Cost
: 1m per success; Mins
: Essence 1;
Type :
Supplemental
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Wind Born Stride
Nothing fills Adorjan’s heart with childlike glee like the prospect of a massacre. This Charm
enhances a Join Battle roll, adding one bonus success per mote spent, up to (lower of Dexterity
or Wits rating) successes and an additional amount of bonus successes for the dice bonus the
Infernal has on Wind Born Stride (Assuming DEX/WITS 5 and Wind Born Stride has 3 bonus
die, you could gain up to 8 automatic successes on the join battle roll).
Shintai (1) : Speed is of the Essence, the Infernal having a hair twitch trigger. For the first action
of battle, the Infernal treats herself as having Essence +1 initiative higher than normal, this is not
real initiative and is only for purposes of turn order. Alternatively the Infernal may spend 2
Speed Force to gain this benefit anytime during the battle for the cost of an additional Shintai
point.
This charm enhances a Join Battle roll, allowing the Infernal to add an amount of bonus dice
she’d gain from Wind Born Stride to the roll (And which may be turned into automatic successes
as if she were using them to enhance a test of speed, if she should so please). Additionally the
Infernal may spend 1m per 9 or 8 that appears in her roll, doubling those successes.
Shintai (2) : The Infernal may now treat 6s as successes in her Join Battle Roll.
HAPPY GENOCIDE ACCOMPLISHMENT
Cost
: 3m 1WP; Mins
: Essence 1; Type:
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Joy in Violence Approach
Original Author : Robert “The Demented One” Vance
Look at what you did! Look at what you did! Oh geez, this is going to take forever to clean up...
This charm enhances Join Battle, in where the Infernal adds an amount of bonus dice to her join
battle roll equal to the amount of 10s an opponent has in their roll, Adorjan being delighted that
her opponent is taking such a thing so well! The Infernal only gains an amount of bonus dice
equal to the character that rolled the most amount of 10s, and every opponent after that who at
least rolled a single 10 counts as a single die.
Additionally this charm enacts a special persuade social action reflexively once combat begins
using (Charisma/Manipulation + Presence/Performance) against the opponent’s Guile. Those
compelled by this charm make it so that they are compelled to battle the Infernal and/or his
group. This resistance makes it so that those affected must pay one willpower in order to ignore
it. Additionally, the magic of this charm ensures that the persuade task will never be considered
above a major request, no matter how strong the opponent knows the Infernal is. This also
applies to the Infernal as well, who must pay a single point of willpower in order to actually
willingly stop battle or run away (An intimacy need not be selected).
Shintai (1) : The Infernal adds the bonus die from the join battle roll to the persuade roll as well.
ECSTATIC SLAUGHTER METHODOLOGY
Cost
: ;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Joy in Violence Approach
Adorjan cannot help but think of all the ways to inflict harm on those who go against her, such
thoughts fill her with glee. If the Infernal is the one to start conflict, then she immediately
regains a single point of Willpower. The Charm provides no Willpower if another character
initiates hostilities against the Exalt or she interjects herself into an ongoing battle. She must
start the fight.
Shintai (1) : If the Infernal attacks those she has a positive intimacy towards, she gains an
additional willpower and gains this benefit even if she didn’t start the fight, even if interjecting to
help out. However she must have the intent to harm the person she gained the willpower for.
Maximum 1 Willpower per positive intimacy, regardless of how many people in the scene she
has a positive intimacy towards.
GALEFORCE GUST METHODOLOGY
Cost
: 3m; Mins
: Essence 1; Type :
Reflexive
Keywords
: Shintai, Dual
Duration
: Instant
Prerequisite charms
: Joy in Violence Approach
When combat begins, Adorjan’s own initial whimsy of toying with her opponents is enough to
end the battle outright. This charm may be activated upon winning Join Battle roll, meaning she
must score higher against every enemy in the scene. If successful, the Infernal may
immediately launch a reflexive attack against a single target of his choosing which may be
withering or decisive at his leisure. Additionally the Infernal may reflexively move a single
range brand before making such an attack if he should so desire, which may be combined with
his normal movement for the turn for a truly staggering burst of speed in order to catch
opponents who thought they may have been safe. If the Infernal chooses to use her own
movement action, then she may not move when her turn naturally comes up.
At Essence 3, if the attack is a decisive one, than the Infernal does not reset to base initiative
after making the attack roll.
Shintai
(3): If the Infernal wins join battle, she may also reflexively attempt a stealth check
against the opponent, in essence moving so fast that she has the chance to strike an opponent
before they even knew what hit them. If the stealth roll is successful, than the first action she
makes in the scene is counted as an ambush even if they were aware of her presence before
the battle began. New charm?
IMPENDING TEMPEST STORM
Cost
: ;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Joy in Violence Approach
At times Adorjan may be slow enough to actually see before one engages her, this is a ruse, as
a storm is going to be at its most violent just before the calm. This charm enhances Join Battle,
in which if the Infernal wins, she immediately gains a point of Speed Force.
Shintai (1) : If Adorjan joins battle against a target she has a positive intimacy for, she gains a
point of speed force, which may stack with the point this charm normally gives if successful.
SUDDEN UPDRAFT SURGE
Cost
: ;
Mins
: Essence 2; Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Impending Tempest Storm
After which Adorjan has engaged her opponent, her opponent can now see that Adorjan was
merely toying with them all along. She merely let them think they had a chance. The first time
in a scene the Infernal gains Speed Force from any source, she immediately gains an additional
3 points.
SELF AS CYCLONE STANCE
Cost
: 5m 1WP; Mins
: Essence 1; Type:
Reflexive
Keywords
: Shintai, DecisiveOnly
Duration
: Instant
Prerequisite charms
: Joy in Violence Approach
You called down the hurricane, now reap the Whirlwind!
There is stillness, then there is storm, then stillness again. This charm grants the Infernal
multiple actions against an opponent, which may come from any attribute or ability used for
attacking normally, gaining the lower of (Dexterity or Wits) + 1 decisive attacks, in which her
initiative is split up as evenly as possible amongst all attacks. All attacks must have at least one
initiative allocated to it and the Infernal does not reset to base initiative until all attacks are
completed and only if the Infernal lands one attack and does damage successfully. If all attacks
miss, the Infernal loses two initiative per attack attempted. Although a flurry granted by this
Charm involves a finite number of attacks, each attack can represent dozens or even hundreds
of lightning fast strikes whose cumulative effect is equivalent to fewer, betterdefined blows.
A repurchase at Essence 3 increases the amount of attacks to the higher of (Dexterity or Wits) +
1, is able to move a single range brand between her attacks (without the need of a disengage
roll from each opponent) and gains an additional amount of initiative to spread between her
attacks equal to the amount of attacks she wishes to make, which may be spread at her leisure.
Shintai (3) : The Infernal immediately gains access to the repurchase. If she has the
repurchase, than this cost is reduced by a point and she gains +2 additional raw damage
against a target she had to move to using the reflexive move options granted by this charm. At
Essence 5, this increases to +3.
SELF SPLINTERED GALE
Cost
: 10m 1WP; Mins
: Essence 2; Type :
Simple
Keywords
: Shintai, Stackable
Duration
: Indefinite
Prerequisite charms
: Self as Cyclone Stance
To call Adorjan insane minimizes how alien and frightening she really is. However, the fissures
and partitions of her souls offer many opportunities to those who emulate her power. The Exalt’s
body shimmers and flickers like a mirage and she opens her mouth in a soundless scream of
agony. Bloody vapors pour from her mouth in ragged gasps, congealing to form a duplicate of
the Infernal’s body that comes into existence naked or wearing simple clothes (worth Resources
2 or less). This duplicate is a heroic mortal, but has the same nonmagical traits as its creator,
including Intimacies and memories. It has no destiny to divine and is a creature of darkness, but
is too insignificant to be outside fate. Human trait limits apply, capping Attributes and Abilities at
5 dots. The construct begins life with full health and Willpower points equal to (lesser of the
Infernal’s Willpower or [Essence or 3, whichever is higher] rating).
The duplicate knows it is a construct and that it has no more existence beyond its bestowed life.
Not only is the created life naturally inclined to be loyal to its maker on account of their shared
personality, but it also must obey her like a demon bound to her service (but without any Limit
issues). It is considered part of her body as an arcane link.
The Storyteller controls the character like any other follower. Unlike most Sorcerous Charms,
this one requires committed Essence and automatically terminates if that commitment ends.
Withdrawing the Essence committed to this Charm or targeting the duplicate with appropriate
unweaving magic (A goal number of 5 + Infernal’s Essence) causes it to scream and suffer a
minute of unimaginable agony, which is usually spent vainly begging for help or life. When the
creature’s last minute passes or the construct dies by other means, its body dissolves to
nothingness as though shredded by Adorjan’s touch. Nonmagical attire and carried
possessions likewise disintegrate, though magical items endure. Alternately, the Infernal may
end this Charm and absorb any duplicates within short range, causing them to unravel into
crimson winds that flow into her, granting her their memories. She may later recreate absorbed
duplicates if she desires. An Infernal may create and maintain as many separate duplicates as
she is willing to sustain with committed Essence.
Should any of these duplicates somehow earn a Celestial Exaltation, their facsimilesouls
become the genuine article; they no longer depend on their creator to maintain their existence.
As an alternate use, warlocks with female reproductive organs who aren’t already pregnant may
activate the Charm to induce parthenogenic but otherwise normal pregnancies in themselves.
The resultant offspring is an Infernal HalfCaste and looks the same as its sole parent. The child
otherwise is its own being and develops as such and is immune to the countermagic effect or
any other traits involving this charm or other charms in the tree which buff this one.
A second purchase at Essence 3+ reduces the cost to one mote, one Willpower. The Exalt or
the clone can also initiate realtime telepathic contact with any duplicate in the same realm of
existence as a diceless miscellaneous action. Wards that block scrying block this power.
Contact lasts for the rest of the scene or until reflexively dismissed. While the link remains open,
either party can speak to the other, but neither can probe for anything except communicated
thoughts. Only one link may be open at a time; opening another terminates the existing
connection.
A third purchase at Essence 5+ allows the warlock to spend 30m as a diceless miscellaneous
action to dissolve her current body like the death of a duplicate. She may then transfer her
Exaltation and souls into a duplicate, traveling as an invisible and infinitely fast wind. This fails if
the site of either body is warded against teleportation. The duplicate becomes the warlock as a
Shaping effect. The Infernal finds herself in her new body without any of its memories. All
attunements to artifacts break, leaving no arcane link to help her find and retrieve magical
possessions abandoned with her old body. A fourth purchase causes the Infernal to instantly
learn all memories of any duplicate she replaces. Furthermore, she can initiate the transfer as a
simple action subject to the Velocity keyword, using it as a defense by accelerating into
dissolution. In battle this is harder to pull off, as the Infernal needs to spend three actions
rushing in a straight line at a difficulty of 5+current wound penalty. A fifth and final purchase at
Essence 6 allows the Infernal to activate the body transfer at the moment of death for free,
however it will always pick the closest body and will lower the Infernal’s Essence by 1 for a year
and a day.
Note this charm is not sorcerous for the mote discount, but rather for the countermagic that can
apply to the clones.
Shintai (6): The Infernal’s form begins to blur and fade into multiple clones of herself. At first
this seems as if the Infernal is coexisting in many places all at once, but in actuality it’s her
moving so fast that she seems to be everywhere and nowhere all at once. This shintai bonus
effectively makes a battle group made of out the Infernal’s clones. This battle group has the
same base stats as clones the Infernal would normally make with Self Splintered Gale, but they
have perfect morale, a size of 1, and are armed with whatever armour the Infernal had on him
before the activation of his Shintai (Artifact weapons and armour use mortal values). If the
Infernal knows Dread Panoply of the Silent Wind, than she may use weapons that are stored in
that charm with the clones. The Infernal and the battle group still remain separate entities, both
having their own initiative tracks. The battle group however is unable to use any charms the
Infernal knows, and when each soldier is slain the figure merely evaporates into wind, a mirage
that wasn’t even impacted. The loss from losing this phantom army however is a strain on the
Infernal, and if the size is reduced to 0 the Infernal loses all Speed Force she had saved up, a
point of willpower, and one unsoakable aggravated level of damage. At Essence 3 the army is
increased in power greatly, allowing up to size 2 and might 1 for a +3m surcharge when
activating the shintai. This shintai benefit is extremely tiring, so the Infernal can only use it for
the scene following activating his shintai.
ShintaiLink (1, Hardened Devil Body) : Each purchase of this option increases the health of
the battle group by 1x 1 and 1x 2. This may be done a maximum number of times equal to the
amount of times one purchased hardened Devil Body.
I’m unsure of the drawback for using this. Being able to make a battle group on demand
is freakishly power, but at the same time I wonder if I went overboard.
Shintai is to make a clone army out of wind, shintailink bonus that lets you use it with
other weapons
Option to make a clone out of someone you killed that you can control
Option to sense jack and assume direct control of clones
THOUSANDFOLD TYPHOON HAND
Cost
: 3m;
Mins
: Essence 1; Type: Supplemental
Keywords
: Shintai, Dual, Velocity
Duration
: Instant
Prerequisite charms
: Galeforce Gust Methodology
The enemies of Adorjan must concentrate if they hope to see her blindingly fast strikes in time
to defend against them. This charm supplements a rush attempt in combat against an opponent
within short range (or longer if she is able to do that somehow). If the Infernal manages to
successfully rush a target, then she adds a likewise amount of damage to her next withering
attack or up to (3 or Essence, whichever is higher) additional damage to her next decisive
attack.
A repurchase of this charm at Essence 3 grants the shintai bonus even when not in Shintai.
Shintai (3) : The Infernal may spend a likewise amount of Speed Force on the attack for a
withering attack, making the dice on the withering attack additional successes on her damage
roll instead of just a damage increase. The same applies for a decisive attack, but only if the
Infernal can use an Ambush or surprise attack.
For the repurchase, the Infernal adds both additional damage AND bonus successes on a
withering roll and may force the decisive attack option for a surcharge of 2 Speed Force.
RAVENOUS WHIRLWIND PRANA
Cost
: 3m 2i; Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai, Dual, Velocity
Duration
: Instant
Prerequisite charms
: Galeforce Gust Methodology
When Adorjan deigns to defeat her enemies, they shall face the oncoming ‘love’ of a thousand
Typhoons all within an instant. This charm functions against an enemy unaware of the Infernal,
in which the next attack the Infernal makes will have up to (Dexterity or Wits, whichever is less)
threshold successes doubled on withering attacks while on decisive attacks a likewise amount
of threshold successes are added to the damage.
Shintai (2)
: The Infernal may ignore the requirement of attack from stealth for a surcharge of
two speed force.
Make into ESS 3?
BEHEMOTH FETCH EXERCISE
Cost
: 3m;
Mins
: Essence 1;
Type:
Reflexive
Keywords
: Shintai
Duration
: One hour
Prerequisite charms
: Thousandfold Typhoon Hand
The pets of the Yozis are not so dissimilar to the pets of mortals, save perhaps for the scope of
exertions required to keep them happy and healthy. This Charm may enhance any close
combat attack that successfully hits a target no greater than triple the warlock’s own size. The
target must be a single being or object; structures may not be toppled this way. So long as the
warlock has moved one action since her last turn, any hit that does at least one damage knocks
the target back one range brand. If the attack is decisive and does one damage or if the target
takes more withering damage than they have stamina, they are automatically knocked prone.
This charm isn’t a positioning tool mainly, but rather a method for taming beasts.
If the Infernal uses this Charm where a Primordial behemoth or natural animal can see her do
so, all of her subsequent actions to control, communicate with or train that creature later in the
scene lower the difficulty to do so by one. This may be stacked up to 3 times or until the
difficulty is minimum 2, whichever comes first. Interactions with other similar beings may enjoy
this benefit with Storyteller approval. Unrolled actions are unaffected.
Upon a repurchase at Essence 2, any Primordial behemoths or predatory natural animals
observe the Infernal use this Charm to knock away something that they consider edible, the
beasts feel an unnatural Compulsion to attack and devour the food source until successful or
the scene ends. This is replicated as a special persuade social attack that is
(Charisma/Manipulation + Performance/Survival + Essence). Resisting this urge may be done
at any time, but beasts will normally only resist if they personally know and care about the target
as something more than a snack. This can complicate things if Tragic Love Amusement is used
on them...
Shintai (1) : All animals who fall victim to the compulsion on the repurchase also gain all the
benefits of Wind Born Stride at full power, letting them chase their targets tirelessly to the ends
of the earth.
It does a lot, but most are minor benefits until the last repurchase bonus.
RACING VITARIS
Cost
: 5m; Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai, Velocity
Duration
: One hour
Prerequisite charms
: Galeforce Gust Methodology
Sonic Boom Sonic Boom Sonic Booooooooom
Adorjan’s daughter, the Brilliant Wind, sometimes imagines she can outpace her mother. In the
end, she merely outpaces her mother’s madness. This charm enhances the Infernal’s running
speed, allowing her to dash like a blur with the colours based on her anima as she tears through
the countryside, spoiling stealth like a glowing anima banner. During this time she moves at
least three range brands per turn and cross an entire mountain range in minutes (Or if it
becomes relevant, at speeds such as 250 MPH with ease). If the Infernal wishes to use this
charm in combat, than her speed is slowed down massively, gaining all of the effects of Racing
Hare Method does in combat, but instead gains Essence dice when Embracing the Crimson
Wind is known. In order to activate this charm in combat, the Infernal must successfully move at
least one range brand.
Additionally when this charm is activated, the Infernal automatically inflicts knockdown on
everyone in close range of her upon activation, but creatures who are more impressive or have
supernatural balance may roll to retain their balance.
Shintai
(1)
: Even against those who have supernatural balance, the difficulty to remain standing
upright is at a difficulty of the Infernals (Speed Force/2)+2.
INFINITEWORLD CROSSING STRIDE
Cost
: ;
Mins
: Essence 3; Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Racing Vitaris
2 FAST 2 FURIOUS
Adorjan crosses worlds at mere whim, sparing no corner of the map from her murderous
enlightenment. This charm enhances Racing Vitaris, allowing the Infernal to reach truly mind
boggling speeds once she has fully accelerated, easily reaching over the speed of sound with
overland travel while she is on foot. While this does greatly speed up overland travel, it’s long
acceleration time makes it impractical to be used in battle.
This charm can also be learned by Solars, which enhances Racing Hare in a similar way.
SONIC BURST FLASH
Cost
: (1 WP); Mins
: Essence 3; Type :
Permanent
Keywords
: Shintai, Velocity
Duration
: Permanent
Prerequisite charms
: Racing Vitaris
Even simply being within the same area as Adorjan when she begins her journey is highly
dangerous. Upon activating Racing Vitaris in battle for a surcharge of one willpower, a blast of
light assaulting the senses of all those present within close range of the Infernal as a special
sort of gambit at difficulty 7 with double 10s. A single attack roll is compared to all present but
initiative rolls must be done per person, and the Infernal only loses initiative as if he was
successful for only one gambit, regardless of the amount affected. Those who at successfully
hit by the gambit become completely blind and deaf until the end of their next turn, layering
penalties as appropriate. While devastating in battle in terms of awareness, those without
potent senses in other areas risk the Infernal making a quick escape.
Those hit by the gambit can still avert their gaze in time if they succeed at a Wits+Awareness
roll at a difficulty equal the amount of successes on the gambit in order to cover their ears and
eyes.
At Essence 4 this charm increases the distance out to short range and the blindness or
deafness lasts (Infernal’s Essence) days. At Essence 5, it goes out to medium range but only
against mortals, and any mortals within short range or closer who fail to resist automatically go
blind.
Shintai (3) : The Infernal’s current Speed Force is added as bonus initiative to the roll.
Shintai (2) : Upon activating Shintai form, she may automatically activate this charm’s gambit
even though she didn’t activate the Racing Vitaris or has moved yet.
PELLEGRINA’S FURY
Cost
: 6m; Mins
: Essence 2; :
Type Simple
Keywords
: Shintai
Duration
: One scene
Prerequisite charms
: Thousandfold Typhoon Hand
The Grinding Wind destroys all stone she touches, avenging an ancient slight against her
mother by Pasiap during the Time of Glory. This charm may only be activated when at burning
level or higher and may only be active for so long as the anima banner remains at burning or
higher. For so long as the Infernal remains in this state, then the very environment around her
out to (Short) range is battered as if taking wind erosion, allowing her to wear down the ground
that her and her opponent is standing on. Small stones are eroded in a turn while a reinforced
stone castle wall will only last for five turns under this kind of wind pressure. If on top of an
eroding stone floor or platform, the platform will always last until the Infernal moves away,
leaving an unlucky opponent behind.
At Essence 3, this wind pressure is so strong that even magically reinforced inanimate objects
are in danger of being eroded.
Shintai (3) : Whenever the Infernal dashes she leaves destruction in her wake, a lingering wind
storm that shreds both the environment and anything unfortunate enough to be in its path. This
charm creates an environmental hazard in the Infernals path or in the area she made a rush or
disengage action on. This environmental hazard has traits of (Speed Force/2, round up)i
damage with a trauma of (Essence or 5, whichever is lower), which does lethal in a crash. This
aura lingers for a turn before disappearing and does not overlap with WindDaughter’s Wrath
shintai effect.
WINDDAUGHTER’S WRATH
Cost
: ;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Pellegrina’s Fury
Now lets try this again... Shall we?
Lo and behold the wrath of Pellegrina, those who earn her scorn are forever rendered apart and
scattered amidst the wind. Adorjan hopes this lesson will one day teach her daughter to think
beyond her vendetta and eagerly awaits the day Pellegrina surprises her by blowing away the
arrogant metal towers of Malfeas. This charm upgrades its prerequisite, making reddish
hurricane force winds appear around the Exalt’s anima that are capable of shredding flesh from
bone. Anyone who strikes the Infernal with their bare hands takes an automatic lethal level of
damage while those who do it with a weapon take one automatic die of initiative damage which
cannot be soaked. Anyone who has the misfortune to actually grapple her is immediately
subjected to an environmental hazard on par with the Silent Wind of Hell environmental hazard
with lethal instead of aggravated. Against people she willingly grapples herself, this damage is
turned into initiative damage, but turns back into lethal during an initiative crash. Against targets
the Infernal has a positive intimacy towards, this damage is aggravated.
Shintai (4) : The Infernal’s own personal hurricane explodes in size and force, encompassing
everything out to a range of medium so that the landscape is shredded bare in a hellish
windstorm with the traits of 2i and a trauma of 4, which does lethal in a crash. The Infernal is
immune to any dust or debris that happens as a result of this charm. This damage is horrific
against Combat groups, who triple the damage taken by the environmental hazard itself, the
blood being mixed with and added to the fury of the red winds. Their only option for resisting is
by braving the storm, taking a miscellaneous action to hunker down which cannot be flurried.
CRIMSON RAZOR WIND
Cost
: 10m 1WP; Mins
: Essence 3; Type :
Simple
Keywords
: Shintai
Duration
: One Scene
Prerequisite charms
: Ravenous Whirlwind Prana, Wind Daughter’s Wrath
The Infernal takes her anima and focuses it outward in order to enhance her killing intent.
Whenever she strikes with her weapon, the wind coated weapon lashes out and becomes
capable of tearing apart solid stone as if it were wet paper. Any withering attack made while
this charm is active does an additional (Speed Force/2) dice of damage presoak and doubles
9s while decisive attacks add (Essence) the raw damage of their attacks and doubles 10s. The
opponents soak and hardness are also lowered by an amount equal to the stunt value of the
attack.
Those who are killed or destroyed by this charm die permanently, their essence scattered about
the winds forevermore.
This charm is deactivated if the Infernal reaches 0 Speed Force, and consequently may only be
activated so long as the Infernal as at least one Speed Force.
Shintai
(2): This charm may be reflexively activated alongside the Shintai for a reduced cost of
5m 0wp.
Remove the double damage numbers?
RUNNING TO FOREVER
Cost
: ;
Mins
: Essence 1; :
Type Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Wind Born Stride
Lesser beings may run for a time and falter. They do not internalize the motion until it uplifts and
rejuvenates them. Infernals with this Charm experience no fatigue while dashing. Any existing
fatigue penalties from prior exertions abate for the duration, returning without improvement
when the character stops dashing. At Essence 2+, the act of continuously dashing counts as
rest for the purposes of alleviating fatigue. At Essence 3+, prolonged dashing also counts as
meditation for the purpose of Essence recovery.
Reaching Essence 4+ initiates a more extreme metamorphosis, as continuous dashing counts
as sleep for all recuperative purposes, including the opportunity for a Willpower recovery roll
every eight hours. The Infernal even dreams while dashing, though this reflexively occurs on a
separate level of consciousness and does not impair conscious actions. The character loses all
recuperative benefits from actual sleep.
A second purchase of this Charm expands its scope to include any form of continuous and
normally fatiguing exertion in addition to dashing. The exertion must involve significant
nonstationary movement. Gentle lovemaking would not suffice, though a wild romp spilling from
room to room would.
Shintai (1) : Speed is the way of life for Adorjan. Infernals with this charm may, once per day,
substitute a point of Speed Force for a point of Willpower for any purpose, including activating
charms or in a decision point.
MURDERWIND PURSUIT
Cost
: 5m; Mins
: Essence 2;
Type :
Reflexive
Keywords
: Shintai
Duration
: One Scene
Prerequisite charms
: Running to Forever
Our enemy hides in METAL BOXES, the cowards!
Once the Scourge gives chase, there is no escape. Even with the advantage of a vehicle or
mount there is no hope for salvation—no matter how fast it might be, she is faster. This charm
enhances the capabilities of the Infernal if her opponent uses a mount or vehicle with some sort
of speed bonus. Activating this charm gives the Infernal the same speed bonus as the mount,
ensuring that skill is the only way to outpace the Infernal now. This charm may only be
activated if the Infernal is moving on foot.
Shintai (1) : Once per scene, the Infernal can turn all of the speed bonus granted by this charm
into automatic successes.
MURDER IS MEAT
Cost
: (1m); Mins
: Essence 1;
Type :
Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Wind Born Stride
Adorjan does not kill because she enjoys the pain of others, but because it is natural for her to
do so. Whenever she kills a living being, she may spend 1m reflexively to automatically regain
(Opponent’s Essence) motes, up to a maximum of 5 per action. Against a battle group, the
exalt may activate this charm once the magnitude of the group reaches 0 and the size goes
down, treating the old size of the group as an Essence rating. The murderous act also
physically nourishes her for one day. The character never becomes too full regardless of how
many meals of violence she savors. She only receives these rewards after she turns her back
on the remains of her victims or the site of their deaths and moves away. Attaining higher
Essence extends the duration of satiation provided by each feast of violence: one week
(Essence 3) or one year (Essence 4+). Every time this charm is used, the Infernal also gains
one Speed Force (maximum of one per turn from this charm).
Additionally, the Infernal no longer needs an intimacy to justify killing or harming mortals in a
way that would violate any intimacies she has. The suffering of such beings are beneath her,
and their pain no longer troubles her. Conversely, the Infernal cannot use such intimacies in
order to aid mortal groups. The suffering of fellow Essence users compel her heart normally
and may prompt her to channel compassion to help them. Note that she cannot activate such
intimacies on behalf of mortals, but may do so for other gains. For example, if an Infernal has
an intimacy towards a city, she wouldn’t mind killing the mortals in it for any reason, however at
the same time she’d know that without people a city wouldn’t be a city so may still use the
intimacy of the city itself as normal for an intimacy.
For clarification, the Infernal does not need to slaughter dozens of mortals to nourish herself for
the day. Even killing an insignificant opponent is enough for the nourishment effect, just that a
single mundane mortal won’t give her any motes.
Shintai (1) : The Infernal gains (Essence/2) Speed Force instead of 1 against an enemy one per
scene. For an additional Shintai power, the maximum amount of speed force the Infernal may
hold is increased by 2.
UNIMPEDED PERFECTION OF EXERTION
Cost
: ;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Wind Born Stride
READY...
Does the wind stumble? While the Infernal dashes, she automatically maintains balance and
exerts no weight on solid objects, allowing her to skip from one blade of grass to another or
waltz across the snow without leaving footprints. This weightless grace automatically sets the
difficulty to track the Infernal a minimum of her (Dexterity and Athletics) for all efforts in order to
track her and ensures quiet passage, adding the same bonus as Wide Born Stride to all stealth
effects so long as the Infernal keeps moving.
Shintai (1) : The Infernal’s passage through the environment is more akin to a ghost than a
living being. Supernal tracking *must* be used in order to find the Infernal, even animals with
keen senses will not be able to find the Infernal.
FOAMDANCING HASTE
Cost
: ;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Unimpeded Perfection of Exertion
GO!
Adorjan darts over rivers of blood without sinking into them. She is above wallowing in gore, so
this Charm further enhances the functional weightlessness afforded by its prerequisite to cover
liquid surfaces. If the Infernal begins a dash while swimming on the surface, she may continue
to swim or nimbly climb atop the liquid and run on it. If she continues to swim, she dashes at the
same speed as if running.
Additionally, the Exalt suffers no environmental harm associated with any dangerous conditions
she traverses. This immunity does not defend against environmental hazards that aren’t
associated with the surface she dashes on or through. For example, dashing across lava
means that the Infernal needs not make trauma rolls, provided the damage isn’t supernally
enhanced lava which contains the ire of an angry volcano god.
Shintai (1) : The Infernal occurs no penalties for moving through such mediums, no matter what
they are.
PURITY OF SPEED TRANSCENDENCE
Cost
: ;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: FoamDancing Haste
The Infernal’s own form puts her above the petty concerns of the material world and their
hazards. So long as the Infernal keeps dashing than she is immune to mundane environmental
hazards she comes across, such as extreme heat or cold. At Essence 3+ with a repurchase the
Infernal instead becomes resistant to even the most extreme of hazards, reducing all damage
take by environmental hazards equal to the Infernal’s (Athletics or Resistance) rating.
Shintai (1) : The Infernal may spend one Speed Force to automatically gain the benefits of this
charm even though she’s not dashing for a single turn.
SKYVAULTING SURGE
Cost
: 2m; Mins
: Essence 2; Type:
Reflexive
Keywords
: Shintai, Velocity
Duration
: Until next jump
Prerequisite charms
: Unimpeded Perfection of Exertion
In her madness, the Silent Wind sometimes forgets the idea of down. This Charm may only be
activated while the warlock has moved since his last action phase and deactivates if the warlock
stops. Upon release of this charm the Infernal leaps towards a skybound target, travelling one
range band per brand travelled on the ground, maximum 3. The distance however can only be
mainly straight up directly in the air towards the opponent, not on the ground itself. the Exalt
suffers no falling damage from landing at the end of the jump, even if leaping from a very high
perch where most of the descent is actual falling rather than controlled jumping.
Shintai (X) : The gale force winds surrounding the exalt...?
GRAVITYREBUKING GRACE
Cost
: ;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Unimpeded Perfection of Exertion
Does the wind fall? This Charm expands the scope of its prerequisite. While dashing, the
Infernal may move across vertical and even inverted surfaces as though they were the ground.
If the Exalt slows below a dash while impossibly aligned on a surface, he falls normally and may
risk falling damage.
Shintai (1) : The Infernal may spend one Speed Force to automatically gain the benefits of this
charm even though she’s not dashing for a single turn.
WIND GLIDING PRANA
Cost
: 3m; Mins
: Essence 1; Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Gravity Rebuking Grace, FoamDancing Haste
Adorjan is the very essence of wind itself, and wind does not fall. This charm replicates the
Solar Charm Soaring Crane Leap on page XX of Exalted 3e.
Hey, it comes with a shiny shintai effect at least!
Shintai (1) : The Infernal is capable of leaping in midair indefinitely with this charm so long as
she covers horizontal speed or is heading towards a target that isn’t above her.
EARTHSKIMMING GALE TREAD
Cost
: 5m; Mins
: Essence 3; Type :
Reflexive
Keywords
: Shintai
Duration
: One scene
Prerequisite charms
: Wind Gliding Prana
You feel strong, you can fly, you can reach the other side of the rainbow
Adorjan often flies low to the ground, the better to ravage her prey. Bloodyhued winds swirl
around the Infernal in an eerily silent vortex, bearing him aloft to a maximum height of short
range off the ground. This display disrupts stealth like a glowing anima banner. The Exalt can
hover, fly and otherwise move without regard for gravity so long as he observes this limited flight
ceiling, flitting along at his normal ground speed. The altitude limit merely requires that he
remain close to a solid or liquid surface, so the Charm can be used to fly up the side of a wall or
glide over a river. Losing consciousness terminates the Charm.
If the character finds himself a victim of falling damage with this charm, reduce the automatic
levels of damage by (Athletics) and apply the Infernal’s full soak + Athletics to the remaining
dice. This only applies to natural falling damage, impact damage such as Heaven’s Thunder
Hammer does not apply.
A second purchase requires Essence 4+ but removes the flight ceiling entirely. A third purchase
at Essence 5+ extends the Charm’s duration to Indefinite and reduces the cost to (10 – Essence
rating) motes.
Shintai (2) : This charm gains the mute keyword and allows the Infernal to activate it without
disrupting stealth.
UNBOUND FREEDOM INFILTRATION
Cost
: (1 lhl);
Mins
: Essence 2; Type:
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Gravity Rebuking Grace
Bored with racing across the surface of walls, the Silent Wind may blow through them.
Sometimes she leaves, finding freedom; at other times she enters, finding victims. To activate
this Charm, the Infernal must have been moving on her single action, enough to cross a single
range brand. Upon invocation, it allows her to body to shred apart into a crimson wind which
blows through the cracks and gaps in a barrier, to reform on the other side. Smears and stains
of blood are left behind in the Infernal’s wake. This Charm cannot bypass obstacles more than
(Essence) meters thick, or which are airtight (so, a door with a keyhole or a space beneath it, or
a wooden wall with gaps between the boards would be valid targets, while a solid wall sheathed
in marble would not). This Charm automatically allows the Infernal to bypass anyone attempting
to physically impede her (EX: Standing in a doorway), however disengage rolls are still needed
in battle.
At Essence +3, this power may be activated with a point of willpower instead.
Shintai (1) : The Infernal may pay two points of Speed Force to activate this charm.
VOICELESS AURA METHOD
Cost
: 3m; Mins
: Essence 1; Type :
Reflexive
Keywords
: Shintai, Mute
Duration
: One scene
Prerequisite charms
: Unimpeded Perfection of Exertion
It’s Alright...
The Infernal’s anima billows, swallowing her whole in order to mute out any sound she may
make and make her more effective at stealth in general as her form is blurred to the naked eye.
This charm enhances a stealth roll, allowing the Infernal to reroll any and all 10s that appear in
her stealth roll and roll them for possibly more dice, and keeps rerolling them until they fail to
appear. Additionally, the Infernal becomes impossible to detect by purely sound based hearing.
Effects such as mocking laughter that come from everywhere and nowhere are encouraged and
do not break stealth, but it cannot be anything as complicated as a social action.
Shintai (1) : Reroll an amount of nonsuccessful dice equal to the Infernal’s current Speed
Force. If not in battle, reroll an amount equal to (Essence x2).
WIND CLOAK VANISH
Cost
: 3m; Mins
: Essence 1; Type :
Reflexive
Keywords
: Shintai, Mute
Duration
: One scene
Prerequisite charms
: Unimpeded Perfection of Exertion
Take a chance...
The Infernal’s connection with the wind allows her to reach into the air itself, pulling out a long
ribbon of wind to wrap it around herself before she completely vanishes from sight. This charm
makes the Infernal impossible to detect by the naked eye and reduces the penalty from moving
while stealth from a 3 to a 2. The Infernal may reduce this penalty by spending one speed
Force point per penalty reduction, minimum 0.
Shintai (1) : As a Velocity effect, the Infernal reduces the penalties from moving from 2 to 0.
However as with Velocity effects, the Infernal becomes visible if he stops moving. Choosing to
go into velocity mode is a reflexive action, but if she wishes to leave it she must cancel and
reactivate the charm.
DRIFTING TRAUMA GALE
Cost
: 5m 1WP; Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai, Mute, Velocity
Duration
: Indefinite
Prerequisite charms
: Wind Cloak Vanish
There is no circumstance...
The Infernal’s body breaks apart, becoming the very essence of the Silent Wind itself. A single
entity that cannot be seen or detected until it is too late, the victim not even able to scream
before his body explodes into a fine red mist. Upon activating this charm the Infernal turns into
a invisible, sentient section of wind herself. She cannot be detected by sight, sound, or scent
while in this form, however she is completely blind while moving, only capable of relying on her
other senses (which work normally). However as with the power of the Silent Wind comes its
impulses. If the Infernal encounters any living being of more consequence than a small animal
or insect, the charm’s effect ends and she reflexively launches an attack against that target.
Shintai (6) : The Infernal’s body breaks down into the very essence of wind itself, appearing as a
red cyclone rather than a physical body. As a being of wind she is nigh immune to mundane
attacks, doing absolutely no damage against her unless those weapons have an area of effect
value. Magical attacks bypass this protection without issue, as do attacks that can hit
dematerialized targets. Additionally she cannot be grappled by any clinch unless that clinch is
capable of grappling things such as the wind itself, meaning the Infernal can do thing such as fit
inside of impossibly small cracks without issue so long as an opening exists. Finally any poison,
crippling, or sickness effect that could not also affect wind is also nullified by this charm. While
powerful, this shintai benefit has two problems. First excessively loud noises can disrupt the
Infernal’s cohesion, forcing him back into a physical state for a single tick, the latter is that this
benefit can only be maintained for a single scene after first transforming into the Infernal’s
shintai form.
WORLDSHEDDING ASANA
Cost
: 5m 1wp 2a; Mins
: Essence 3; :
Type Simple
Keywords
: Shintai, Mute
Duration
: Instant
Prerequisite charms
: Drifting Trauma Gale
...That you can’t handle!
By taking a deep breath and forcing her essence out in the world, the Infernal can show others
how Adorjan pictures her world, all things hidden from her until she is able to show her affection
for them once more. Upon using this charm, everywhere out to an area out to short range is
targeted by an area of effect spell originating from the Infernal, muting all sound in the area for
(Essence) turns. Aside from muting the area, there are other effects that are placed in the area.
The Infernal rolls (Charisma or Manipulation + Stealth) against the target’s resolve. If
successful those who are affected fine themselves snapped to a nearby location within close
range of themselves and reflexively roll Dexterity+Stealth to hide themselves (including the
Infernal). Additionally those hit by this wave temporarily forget what they were actually doing, or
at the very least who they were fighting. This means that the Infernal has a chance to make her
next surprise attack into an ambush if she should so desire, or make an exit if she’d rather.
At Essence 4, this effect extends out to medium range.
Shintai (1) : When a target leaves stealth and no one is still sure of the presence of the Infernal,
than the Infernal may move up to four range brands in order to meet the target. If combined
with BloodScenting Cyclone, than the Infernal may clash the target’s attack even if they were
not the original target.
THE SILENT WIND
Cost
: ;
Mins
: Essence 4; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: World Shedding Asana
The wind’s passage is all but impossible to detect, for she does not even need to try, but it is
merely her nature. This charm replicates Fivefold Shadow Burial, except that it only works when
the Infernal is at least moving one range brand per turn and also works on any survival roll to try
and track the Infernal’s trail.
Shintai
(X): ?
SLAUGHTER REVIGORATION METHODOLOGY
Cost
: 1WP or 2i; Mins
: Essence 2; :
Type Reflexive
Keywords
: Shintai, Mute
Duration
: Instant
Prerequisite charms
: Wind Cloak Vanish
Nothing perks up the spirits of Adorjan like casual genocide~. This charm replicates Hidden
Snake Recoil on page 405 of Exalted.
I’m tired.
Shintai (3) : This charm also discounts 1WP from any stealth charm, but only one stealth charm
may be chosen to receive this benefit.
SLIP STREAM BURST ACCELERATION
Cost
: ;
Mins
: Essence 4; Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Drifting Trauma Gale, Racing Vitaris
The secret eddies of the world are known only to Adorjan’s madness, and by tapping into them
is one able to accelerate into bursts of speed normally not possible. This charm replicates One
Extra Step on page 266 of Exalted 3e.
CRIMSON FLASHING WIND
Cost
: ;
Mins
: Essence 5; Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Slip Stream Burst Acceleration
Adorjan is wind, Adorjan is speed. To attempt to outrace her is pure and utter folly. This charm
replicates Living Wind Approach on page 266 of Exalted 3e.
I don’t like copying Solar capstones like this. It’s tacky, but I can’t think of any other method
around this one for a “No, fuck you” capstone to speed which Adorjan certainly fits the bill for.
EMBRACING THE CRIMSON WIND
Cost
: ;
Mins
: Essence 3; Type :
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Drifting Trauma Gale, Racing Vitaris, Threat Monitoring Excitement
By embracing the knowledge of the Silent Wind, one truly becomes a step closer to the vast,
unknowable titan. This charm permanently grants double 9s to any stealth roll, any Athletics roll
based on speed, and any awareness roll based on Sound.
BLOODSCENTING CYCLONE
Cost
: 5m; Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai, Mute, Clash
Duration
: Instant
Prerequisite charms
: Unimpeded Perfection of Exertion
Those who attempt to attack Adorjan without her knowing only delight the Silent Wind, who
eagerly reacts in kind to show her love. Whenever a target breaks stealth within range of the
Infernal, the Infernal may immediately activate this charm to get a free reflexive attack against
that target.
Against unexpected attacks, the Infernal immediately lashes out at her target by pure blind
reflex. If the opponent wins then the surprise attack resolves as normal plus whatever bonuses
one gets for a clash. If the Infernal wins than the clash attack resolves as normal.
EX: When attempting to Ambush a Scourge with this charm, a Night caste attempts to do a knife
strike ambush from the dark while the Scourge uses this charm to lash out at them. The night
gains 9 successes on her attack while the Infernal gains 7, in which after the Night attacks a
defense value of 0 (due to ambush) and gains the benefits of winning a clash as well. If the
Scourge won, then it would resolve as a normal clash attack.
Shintai (1) : Whenever this charm is used, the Infernal may automatically move one range brand
in order to clash her target.
This sounds powerful as hell, but I see it as if another stealth roll is needed in a sense,
but in this case is the attack roll.
MOMENTMURDERING ASSIGNATION
Cost
: ;
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Blood Scenting Cyclone
Those that cower and hide before Adorjan are the ones she savors the most, feeling giddy just
before the moment they appear once more and that she can shower them with praise. Just
knowing this fills an opponent with inescapable and indescribable dread. For every turn an
opponent spends while in stealth, they lose one point of initiative.
Shintai (1) : The Infernal gains this point of initiative, up to a maximum of her (Essence or 5,
whichever is lower) per turn.
FASTER THAN SIGHT
Cost
: 5m 1WP; Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai, Velocity
Duration
: Indefinite
Prerequisite charms
: Unimpeded Perfection of Exertion
The wind is felt, not seen. This charm upgrades the Infernal’s capacity for stealth so long as
she continues to dash. So long as the Infernal continues to dash her form can only be glimpsed
from the corner of eyes, allowing the Infernal to make stealth rolls without any sort of cover so
long as she continues to move at least one range brand per action then her form is only that of a
blur. The Infernal’s stealth attempts gain (Essence) automatic bonus successes.
The joy of Adorjan wishing for her enemies to see her just before they die makes it so that any
attack automatically spoils the stealth of this charm, as does remaining still.
Shintai (3) : Any ranged attack against the Infernal that comes from a range of short range or
longer is treated as if being in a heavy windstorm in terms of penalties, inflicting a 3 to the
attack roll. At Essence 4, ranged attacks cannot hit the Infernal at all unless they’re from a
charm, stunt, or magical weapon.
IMPATIENT TEMPEST LABOUR
Cost
: 5m; Mins
: Essence 1; Type:
Suppelemental
Keywords
: Shintai, ShintaiLink
Duration
: Instant
Prerequisite charms
: WindBorn Stride
I wrote this charm before in Alchemicals, but hell with it.
Demons evacuating ahead of the Silent Wind often congregate in places she recently ravaged,
counting on her to seek a new venue of massacre rather than endure the tedium of a familiar
arena. They are wise to do so. Adorjan has little patience for tasks that bore her or require her
to stay in one place for any length of time and counts on her speed to rush through chores.
While active, the Charm quickens all dramatic actions using actions stunted in a method that
matches with the Adorjan Excellency OR one of her other excellencies. Depending on the
situation this charm has a variety of effects, but the general rule of thumb is that if an action has
some sort of specified time that is not mentioned here, the speed of the action is sped up by
(Exalt’s essence +1) squared. While this speed allows exalts to accomplish things insanely fast.
A consequence of this charm however is that upon using it the Exalt’s creative force and/or
motivation is completed sapped for the rest of the day. He can continue working, but will make
no real progress until the next day.
Storytellers are encouraged to let actions that make sense actually go with this charm. Just
because the Infernal can recite all of the Broken Winged Crane in a few seconds doesn’t mean
a person can meaningfully absorb any of it.
At Essence +3, actions that normally take an entire day can be accomplished in one instance of
this charm. A repurchase of this charm allows an entire week in a day new charm
● When making a Strategic Maneuver roll, the Exalt is able to do so in far less time and
always has time to make one. So long as the exalt is able to prepare before battle, any
amount of time is enough to let him prepare at least one strategy.
● Scanning a crime scene for evidence takes much less time, a single investigation roll
often takes a handful of seconds rather than 15 minutes. However the Infernal will still
need to ransack the area, as that’s just part of the fun.
● When undergoing a project (either sorcerous or otherwise, and everyone seems to love
projects these days) the Alchemical’s speed and efficiency always counts as an
additional means as he’s able to complete almost one interval almost instantly.
● Adorjan’s own fleeting attachments make it difficult for her to care initially about large
group concepts at this level. Crafting remains the same, the Infernal can do an entire
day’s or even an interval’s work in a few seconds, but will need to wait until the next
interval in order to properly finish the object. Sames goes for bureaucratic methods.
● Yes, you can activate this for bedroom activities too, you perverted bastard. In which
case each several seconds of such activity is treated as an hour. An hour is treated as a
day, but it is very rare to find someone with the stamina for this!
● Things such as cooking take the normal amount of time... unless the Infernal stunts in a
method that uses her own Yozi powers to speed up the process (EX: Uses Green Sun
Nimbus Flare’s flames to instantly cook a turkey. It only has the same amount of
radiation as a normal xray... just for every bite.)
A repurchase of this charm allows the Infernal to make the realization of Adorjan and that some
work must be done, sometimes. ...Maybe. For a surcharge of one Willpower, this charm can be
used on extended project actions and lasts until their completion:
● When undergoing crafting actions, time intervals are decreased by one. A millennium
into a century, a century becomes into a decade, a decade into a year, 1 year becomes
a season, a season becomes a month, a month a week, a week a day, a day an hour,
and an hour a minute. Crafting at this increased speed does not make crafting any more
difficult, but the Alchemical must still meet the amount of successes needed by the
terminus. Materials and tools are still needed.
● Any time needed to complete a Leadership or long term Bureaucracy action is reduced in
a degree as mentioned for crafting above so long as it makes sense. An Infernal still
needs to physically sign something, but she can race across the countryside to deliver
something or sign a desk full of papers in several seconds leaving the scattered remains
to the other workers to figure out.
A repurchase at Essence 2 massively decreases the times above. If something takes a decade
or longer, than the time is reduced by (Essence) steps instead of one. For example, a decade
becomes a second, a year a month, etc into finally, an day into a handful of seconds. The same
rules apply as before however, as the Infernal is only able to work on a project once per day for
a handful of seconds, but she basically accomplishes an entire days work in a handful of
seconds still.
Should repurchase be Essence 3?
Shintai (1) : The Infernal treats her Essence as +2 higher for purposes of time completion in the
narrative sense.
ShintaiLink (Invasive Exteroception Technique, 2) : The Infernal does not need to ransack
an area to investigate it.
ESCAPE FROM THE BODY
Cost
: ;
Mins
: Essence 2; Type:
Permanent
Keywords
: None
Duration
: Instant
Prerequisite charms
: Impatient Tempest Labour
Adorjan cares not for being slowed down by sickness or poisons, they take too long. It’s much
better to force the entire illness to go through all at once! This charm enhances its prerequisite.
By using it the Infernal is able to accelerate an illness or poison immediately to its conclusion,
often burning out the illness or disease instantly by accelerating the body’s natural processes.
● A poison immediately has an interval of 1 and instantly ends after this charm. However
for each interval burned in this way the damage of the poison increases by 1 with no
upper limit. Success or fail, the poison is effectively gone after using this charm.
● Illnesses can be greatly sped up, immediately forcing the illness through all of its stages
in rapid succession until it has run its course. The Infernal can still die from the illness,
this charm gives no bonuses to fighting off the illness, it just greatly accelerates the
symptoms of it.
● Other bodily processes as the Storyteller permits. Healing cannot be accelerated with
this charm, but other odd things, such as pregnancy, can be massively accelerated. At
Essence 3 this increases to a single week for normal exalted pregnancies (EX: No odd
behemoth monsters, just normal kids)
NEVER MAIMED AGAIN
Cost
: 2m; Mins
: Essence 1; Type :
Reflexive
Keywords
: Velocity
Duration
: One Action
Prerequisite charms
: WindBorn Stride
Original Author : Robert “The Demented One” Vance
Adorjan allows nothing to change her nature against her will. She once was mutilated at the
hands of the Exalted, castrated and shaped into what she is now. It is a torment she cannot
bear to suffer, even as she embraces her broken nature, and so she flees headlong from
anything that threatens to do it to her again. So long as this Charm is active, any unwanted
Shaping that would affect the Infernal is suspended, and does not take immediate effect. This
does not cancel or defend against the Shaping effects, nor does it count towards their duration,
but it does prevent them from taking effect. If a suspended Shaping effect has any visual or
Obvious signs, they trail behind the Infernal as he runs away. Once the duration of this Charm
has elapsed, all suspended Shaping effects are negated, unable to affect the Infernal as she
has successfully outrun them.
However, the Infernal must maintain moving at least one zone per turn, or this Charm
terminates. If it does, all suspended Shaping effects resume, affecting the Infernal normally. The
same occurs if the Charm is cancelled or terminated for any reason before its full duration
elapses normally. Against ongoing Shaping effects, this Charm negates their effects for its
duration, but offers no protection once it lapses. This Charm cannot remove Shaping effects that
have already taken hold of the Infernal. A second purchase of this Charm allows the Infernal to
extend its duration to one scene by paying a surcharge of one mote and one Willpower, or if she
is in the Wyld than one day. If she does, then suspended Shaping effects are terminated after
they have been delayed for five ticks, assuming the Infernal maintains maximum dashing speed
for all of them. In addition, all suspended Shaping effects are still negated once the Charm’s
duration ends.
SACRED KAMILLA’S INHALATION
Cost
: 1m; Mins
: Essence 1;
Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: None
The ragged gasps of the Silent Wind inhale promises, endings and sometimes worlds. This
Charm may be activated only while the Infernal moves away from a target corpse or corpses
that he is aware of within short range. The corpse dissolves into the wind like stone eroded by
the gales of uncounted eons. Possessions do not deteriorate. Even as its mass ceases to be,
the universe maintains harmonious equilibrium by the spontaneous generation and inhalation of
Essenceinfused breath within the body of the Infernal.
Drawing this breath assures the character can breathe safely in all climates and conditions for a
number of hours equal to the corpses inhaled. If the Infernal inhales a corpse he personally
killed, he gains mystical ownership of all objects on the victim’s person left behind when the
cadaver ceased to exist and artifacts the person may have immediately attune to the Infernal (If
the Infernal wishes to do so). Items that the deceased did not own at the time of death remain
the possessions of their rightful owner. This Charm cannot dissolve corpses that have been
imbued with animation of any sort.
This Charm grows in power with the Infernals who master it. At Essence 2+, the air provided by
each corpse inhalation increases from one hour to one day. Essence 4+ confers the power to
inhale (and thus annihilate) animate corpse extras. This automatically ejects any possessing
beings. With Essence 6+, nonextra walking dead may be inhaled, though necromantic war
machines notably larger than a single human remain off limits.
Shintai (1) : This mystical energy strengthens the Infernal’s own immune systems. After using
this charm the Infernal gains +(Essence) bonus dice on any attempt to resist and fight off illness
and disease for the duration of the breath. This effect lasts even after the Infernal leaves
Shintai mode, so long as he activates this effect while in Shintai mode.
FREEDOM LETS GO
Cost
: 4m per intimacy; Mins
: Essence 1; Type:
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Sacred Kamilla’s Inhalation
A pariah among her siblings, Adorjan no longer hates the Exalted who defeated and imprisoned
her. She has found deeper freedom in her confinement by flaying away the burdens of her
heart, scouring true love and vengeful bitterness alike. Even as Malfeas crushes himself with
brooding layers of rage, Adorjan flies free and perversely innocent. It is for her unthinkable
acceptance of her state that the other Yozis find her disturbing, not her tendency to impose
casual genocide
on their children. This Charm immediately terminates an Infernal’s emotional attachment to an
Intimacy, effectively muting it completely. If the focus of attachment is present, the Infernal must
physically turn her back on that object or individual and begin walking away as part of activating
this Charm. Intimacies beyond the character’s senses may be terminated the same way, save
that the character silently mouths the name of the subject and reminisces a moment before
putting the feelings out of mind. By emptying her heart of individual ties, the Exalt gives herself
room to develop her empathy more abstractly, allowing her to regain use of another intimacy
channeled during the scene. Even though the intimacy is muted, the Infernal can still take
actions to erode it as normal, only this time she doesn’t need a valid intimacy to justify eroding
the intimacy. Efforts to detect this intimacy are impossible, as the intimacy effectively doesn’t
exist. Remember than a character must have at the bare minimum 4 intimacies at any time and
at least one of each category (Defining, major, and minor), muted intimacies do not count
towards this limit.
As a note, this charm cannot be activated after a character has selected an intimacy to use
against the Infernal, only after.
This charm does not function against emotional states normally, however a repurchase of this
charm allows such a thing. When the exalt chooses to select an intimacy on the person who put
an emotional state on the Infernal, then that emotion is immediately terminated. Additionally if
an intimacy is worn down enough to be deleted by this charm, than the Infernal forgets any and
all knowledge of that character. Deleted memories leave the Infernal with knowledge of past
experiences involving the offending character, but she misattributes or misremembers events
and deeds specific to that character.
Shintai (2) : This charm can be used to purge minor intimacies immediately.
This seems hella powerful. Nerf?
TRAGIC LOVE AMUSEMENT
Cost
: 3m;
Mins
: Essence 1;
Type :
Reflexive
Keywords
: Shintai, Sorcerous
Duration
: Instant
Prerequisite charms
: Freedom Lets Go
Sometimes, Adorjan falls in love. Her hate is safer. The Infernal gains an Intimacy of sincere
love toward another individual, be it amorous or purely platonic. So long as the intimacy lasts,
the character treats any stunt bonus that teaches, hurts, or expresses affection towards the
target as if its rating were increased by one. A level 1 stunt enhanced by this way can only give
a single Willpower per scene (Though natural level 2 stunts give willpower as normal) while only
natural level 3 stunts may reward Experience. A level 3 stunt is upgraded to a level 4 stunt
which gives +4 automatic successes. The Infernal’s heart is only so large however, so only (3
or Essence, whichever is higher) intimacies can be bolstered this way, but may still have as
many intimacies of love as she pleases.
Shintai (1) : The Infernal gains one point of Speed Force whenever she harms a target involving
this charm, be it withering or
decisive
or does something to prove her love (such as killing off a
love interest rival).
WINDCARRIED PASSION
Cost
: ;
Mins
: Essence 2;
Type :
Permanent
Keywords
: Psyche
Duration
: Permanent
Prerequisite charms
: Tragic Love Amusement
This Charm upgrades Tragic Love Amusement so that an Infernal may use its power to steal the
love of others and force unwanted affections. Roll the warlock’s (Charisma + Larceny +
Essence) against the target’s Resolve as an instill action. The target must be within medium
range, but no direct contact or communication is necessary to convey the insidious power of the
Charm. If successful, the target gains an Intimacy of love toward the Infernal with all the effects
noted for Tragic Love Amusement unless that target spends a point of Willpower. The type of
love the target feels depends on the type of relationship the Infernal wants from him. Those
whom she would bed find her overwhelmingly attractive, while those whom she would befriend
find her immediately trustworthy and fascinating. Once a warlock has Essence 3+, she may
even direct induced love toward a subject other than herself, though that subject must be
present for the target to notice when the Charm first activates. However making a person love
one of the clones made by Self Splintered Gale doesn’t require Essence 3.
PARAMOUR OF THE WIND
Cost
: ;
Mins
: Essence 2;
Type :
Permanent
Keywords
: Uniform
Duration
: Permanent
Prerequisite charms
: WindCarried Passion
The Silent Wind is known to be Crimson at times, aside from being the colour of blood it is also
the colour of love itself. This charm enhances its prerequisite, greatly increasing the power the
twisted intimacy has over the opponent. Any attempt at seduction, lovemaking, or hurting the
opponent allows the Infernal to reroll all 10s once, keeping the old successes and potentially
letting her get new ones. The hurting aspect only works on damage rolls, not attack rolls.
GENTLE BREEZING ENCHANTRESS
Cost
: ; Mins
: Essence 2; Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Paramour of the Wind
The Infernal becomes a start object inside of the starstruck character’s mind, eagerly doing
whatever they can to please their lover. Any Persuade action the Infernal asks from her target
costs them 2 willpower to resist in a decision point. Any instill action also costs two willpower if
the Infernal has had sex with the target recently and within the past several hours. If the action
is to instill greater affection in the Infernal, than the Resolve of the opponent is set to zero.
EMBRACING EMPTY PASSION
Cost
: (1 WP); Mins
: Essence 3; :
Type Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Wind Carried Passion
Love is transient and absurd. Since Adorjan cannot often convince the world of love’s
transience, her lessons chiefly focus on absurdity. This Charm upgrades Tragic Love
Amusement when used to instill Intimacies in others through Wind Carried Passion in the
following ways:
● If the victim’s intimacy of love towards the Infernal is at major or higher, she must enter a
decision point any time there is a moment that could conceivably cause them to weaken
the intimacy.
● The intimacy is extremely difficult to wear off, requiring (Infernal’s essence) times longer
to get rid of it. Only one decision point is used, but it may still take several days for the
intimacy to drop in category. Additionally if the victim sees the Infernal again during this
time, than the victim will need to make *another* decision point to lower the intimacy,
once per day. Once the intimacy is fully eroded, this refreshing power stops.
● Once the Infernal has successfully created an Intimacy of love in another character with
Tragic Love Amusement, she can spend a point of Willpower to terminate that Intimacy.
This is an unblockable, undodgeable social influence attempt that instantly functions
without a roll across all distance and realms of existence. As the Intimacy vanishes, the
victim is permitted to delete his memories of the Intimacy’s object as if he had used
Freedom Lets Go.
DREAD PANOPLY OF THE SILENT WIND
Cost
: 10m 1WP; Mins
: Essence 2;
Type:
Simple
Keywords
: Shintai, Sorcerous
Duration
: Instant
Prerequisite charms
: Sacred Kamilla’s Inhalation
The wind travels light. Her only possessions are extensions of herself. The Infernal makes a
mock attack at the air using a close combat weapon she owns. That weapon fades into the wind
and disperses through Elsewhere, thereafter existing only as a vague potential for violence. Up
to (Essence) weapons may be banished this way with separate Charm activations. Whenever
the Exalt has the necessary hand(s) available to hold a banished weapon or matched pair and
wishes to make an attack using that selection, she may reflexively pay one mote to summon it
to her hand. Summoned weapons shimmer into existence wreathed in a flicker of bloody
lightning, fading back into Elsewhere just as quickly after striking. If wielded for a charm that
gives multiple magical actions, these weapons last for the entire duration or until dismissed in
favor of another summoned weapon, rather than costing one mote for each attack or defense.
Additionally the attunement costs of weapons are also lapsed for the duration of this charm,
however no evocations can be used unless proper attunement is performed on a nonbanished
weapon.
Unweaving this spell in battle has a distortion of making all the weapons recalled back to reality,
clattering to the ground around her rather than landing inside of her own grip. Banished
weapons are impossible to disarm without countermagic. Once an Infernal has Essence 4+,
banished weapons cost nothing to summon for an attack, though she can still only summon and
wield one such weapon per attack.
As an exception to most Adorjan charms, the Infernal may store ranged weapons and fire them.
Adorjan charms cannot help her continue her assault, but it can at least get them started. Plus I
like people making fake gun gestures and shooting people and if you don’t like that you’re
wrong.
Shintai (2) : Upon transforming into Shintai, the Infernal calls out a replica of a banished weapon
that appears to be made out of solid crimson wind. She pays the attunement costs as normal,
but the Infernal is able to use any evocations and weapon skills as normal, in addition to being
impossible to disarm.
BROKEN SILENCE LAUGHTER DEFENSE
Cost
: 4m;
Mins
: Essence 1;
Type:
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Sacred Kamilla’s Inhalation
Adorjan pities her siblings. They plot vengeance against the gods and their Chosen so seriously
that they fail to see the absurd humor in hairless monkey creatures rising up and conquering the
creators of the universe. What could be funnier than that? This charm helps defend against a
Read Intentions action against an opponent by bursting into a fit of laughter, be it giggling or a
hearty laugh. First is that any attempt to read into the true emotional state of the Infernal
automatically ends in failure. Second is that such madness often makes most opponents flinch
in the face of such insanity, taken back by the display. Any 1s inside of the opponent’s roll are
added as bonus points of Guile to the Infernal’s Guile track.
Shintai (1) : 1s and 2s are added to the Guile score, not just 1s.
INSANITY BEGRETS INSANITY
Cost
: ;
Mins
: Essence 1;
Type:
Permanent
Keywords
: None
Duration
: Instant
Prerequisite charms
: Broken Silence Laughter Defense
Only the mad can understand the mad. Upon learning this charm the Infernal reduces the
penalties of interacting with insane or mad people by an amount equal to her (3 or Essence,
whichever is higher). Additionally she suffers no complicates or additional difficulties when
attempting to use such people as part of a societal structure or teaching them, seeming to find
the perfect role for them despite their unique outlook on life.
If I came across as insulting to those who are sensitive towards mental illnesses in real life by
writing this charm I apologize.
RAPACIOUS VIRTUE RESPIRATION
Cost
: (1 WP);
Mins
: Essence 2; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: Sacred Kamilla’s Inhalation
Adorjan is among the most virtuous of Yozis and the most wicked. For her, the two states are
one and the same. It is the nature of the Silent Wind to torment the pure and the vile alike to
remind all beings how unimportant and helpless they are in the face of all she represents.
Whenever the Infernal observes an enemy channel an intimacy, he intuitively recognizes the
fact and can reflexively spend one Willlpower to regain the use of an intimacy that is the
opposite of such an intimacy that is of a greater or equal level of the channeling intimacy (EX:
Minor, Major, Defining) and then regain access to it. The Infernal does not know what intimacy
was channeled, but it allows her a free Read Intentions action to see if she can figure out just
what it is exactly. If multiple Infernals attempt to respire the same intimacy channel, use a
standard roll off to determine who wins.
Shintai (2) : The read intentions action gains (Essence) automatic successes to the roll.
VOICE DRINKING KISS
Cost
: 3m; Mins
: Essence 2; Type:
Reflexive
Keywords
: None
Duration
: Indefinite
Prerequisite charms
: Scared Kamilla’s Inhalation
Those who have earned Adorjan’s deepest regard may be graced with her most sacred
gift—silence. This Charm may be invoked to supplement a kiss; if the target is an unwilling
recipient of the Infernal’s affections, this requires a clinch attempt and then making a special
gambit at difficulty of (opponent’s essence +1, maximum 6), how this is stunted is irrelevant so
long as the Infernal draws in her victim’s breath, the state of the rest of his body is of little
consequence. With a quick inhalation of breath, the Infernal steals her victim’s voice. Though
not actually damaging, the process is momentarily but excruciatingly painful; coughing up a few
drops of blood is a common aftereffect.
For as long as the Infernal commits Essence to maintain the Charm, she may speak in the voice
she has stolen. Supernatural hearing does not let a person figure out if the voice belongs to
someone else, as the voice the Infernal stolen was literally the same as the target’s itself.
Releasing the commitment of Essence returns the stolen voice to its proper owner. At Essence
3+, she gains the ability terminate the Charm by swallowing a stolen voice entirely, which
nourishes her as if it were a corpse inhaled with Sacred Kamilla’s Inhalation (or, optionally, as
though it were the death of an extra, if the Infernal knows Murder is Meat). If the voice belonged
to a mortal, that mortal is rendered permanently mute. If it belonged to a supernatural being,
that being is rendered mute for one week per dot of the Infernal’s Essence before finally
regaining his voice.
A second purchase of this Charm, at Essence 3+, gives the Infernal the option to let a stolen
voice’s owner telepathically hear the words she speaks with it regardless of the distance
between them (provided they are in the same realm of existence). This may even be used to
make social attacks against the voice’s original owner. Shutting the stolen voice out for a day
costs one Willpower. This can be done as soon as communication begins to minimize the
victim’s risk. If a victim doesn’t shut out words that turn out to be a social attack, it is too late to
block that attack via immunity. The victim must first resolve the social attack before spending an
extra Willpower to shut out the stolen voice. Additionally if the target is inside of a warded area
or in a place where wind cannot reach, the social attacks will not reach the target either.
Eloquence in Unspoken Words removed, as you’d want to use the voice rather than
remaining mute. Makes less narrative sense, but more mechanically.
MADEYED RAGAMUFFIN ALLURE
Cost
: 3m;
Mins
: Essence 1; :
Type Reflexive
Keywords
: None
Duration
: Instant
Prerequisite charms
: Scared Kamilla’s Inhalation
Original Author : Robert “The Demented One” Vance
Adorjan doesn’t care about the pretty words of others. No one else knows the truth. No one but
her. People think that things like truth and beauty matter, people think they’re important. No.
Adorjan will have to teach them. This charm may be activated whenever someone attempts to
make a Bargain, Instill, Persuade, Threaten, or Instill action against the Infernal. Whenever the
attack would gain bonus dice due to her appearance rating being high enough to give a bonus
to her action, it instead makes it count as a penalty to their action. This can even apply to social
based charms that are neither of the listed actions, but still would give an appearance bonus to
it.
A repurchase at Essence 2 allows the Infernal to treat her Resolve as 0 for the purposes of this
charm and determining appearance bonus.
HATEFUL WRETCHED NOISE
Cost
: ;
Mins
: Essence 1; Type:
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: None
As the embodiment of silence, Adorjan senses her antithesis with unparalleled sensitivity. This
Charm permanently upgrades the Infernal’s sense of hearing to levels comparable to
simultaneous use of Keen Hearing and Touch Technique and Unsurpassed Hearing and Touch
Discipline , save that only hearing improves and not touch. This acuity comes at a price,
however, as the character finds sound painful. While the Exalt can hear any sounds louder than
a whisper, he suffers a 1 penalty to all nonreflexive actions. This penalty rises to 2 while
subjected to noises of comparable volume to shouting. Such loud noises also impose an
unnatural Compulsion to impose corrective silence by any means necessary, starting with the
loudest noise and working down from there. The character can’t take nonreflexive actions
unrelated to imposing quiet until this goal is complete, but actions serving the Compulsion are
not penalized.
The Infernal may ignore all penalties and tune out the Charm’s Compulsion for one scene while
retaining all of the magic’s advantages for one Willpower. Fortunately for those mad enough to
befriend students of Adorjan, Infernals with Hateful Wretched Noise can tolerate noises up to
normal speaking volume from known allies with only a 1 penalty and no Compulsion. Anything
louder arouses the usual ire of the Silent Wind.
For sake of not causing drama, I’d encourage people to *not* attack allies regardless of how
loud they are, but your call.
A repurchase of this charm at Essence 3 makes it so that the Infernal gains the benefits of
Unsurpassed Hearing and Touch (minus the touch) and makes it so that the Infernal can
navigate a room completely by sound if need be, even if a room is completely silent she is still
able to do this, even against her own supernal silence and that of her allies.
Shintai (1) : The Infernal gains the Essence 3 repurchase effect immediately. With the
repurchase the Infernal gains +Essence bonus dice instead of +1 automatic success.
Eh, kinda don’t like the shintai repurchase effect.
ELOQUENCE IN UNSPOKEN WORDS
Cost
: 6m 1WP; Mins
: Essence 2; :
Type Simple
Keywords
: Shintai, Sorcerous
Duration
: Instant
Prerequisite charms
: Hateful Wretched Noise
The Infernal swallows her voice, consuming that which is most antithetical to blessed quiet. She
loses the ability to make any vocal utterances except laughter, but the sacrifice purifies her
words and gives them nobler means of expression. The mental voice granted by this Charm can
address a specific Intelligence 1+ being the Infernal can perceive within medium range, or it can
broadcast to all such minds within the radius. Recipients hear the Infernal’s voice within their
mind and recognize that the telepathic speech comes from a nonspecific external source,
though those who have heard the Exalt speak will recognize the same inflections. This form of
communication can’t be overheard without magic dedicated to the purpose. The Charm may
communicate only in Old Realm, and is useless to those who cannot speak it.
Characters who wish to tune out all transmissions from every activation of this Charm may do so
for a day by spending one Willpower. If an Infernal has any intimacy at defining strength,
listeners with a similar defining intimacy can understand the key nuances of the Exalt’s words
enough to derive meaningful comprehension without knowing Old Realm. This Charm lasts
until the Exalt reactivates it.
This charm can be dispelled in the battle akin to a spell disruption with a target value of 8.
Shintai (1) : The Exalt’s voice cannot be tuned out, is must be sorcerously blasted away in order
to shut them up.
GIFT OF SILENCE
Cost
: ;
Mins
: Essence 2; Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: Eloquence in Unspoken Words
This Charm upgrades its prerequisite, allowing its effects to be bestowed on willing others with a
simple touch, though beneficiaries must know Old Realm to make use of the gift. Against Hostile
targets, it can only be landed with a difficulty 5 gambit in battle and they may spend 1 willpower
to prevent the internalization of their voice.
Further purchase of Gift of Silence expands the radius of Eloquence in Unspoken Words, but
eventually requires higher Essence ratings: second (1 mile; Essence 3+), third (10 miles;
Essence 5+), fourth (100 miles; Essence 7+) and finally fifth (1000 miles; Essence 9).
Increasing the range with repurchases does not increase the range at which others “tagged” by
the Charm can telepathically speak.
DISSONANT LIES MADE TRUE
Cost
: 5m 1WP; Mins
: Essence 2; Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: Hateful Wretched Noise
Noise alone drives Adorjan to monstrous killing rage. Lies bring out her righteousness, which is
infinitely worse. This Charm is a counterattack against any form of mental influence based on
deception. It does not lessen the effectiveness of the opposing mental influence, instead forcing
the attacker to believe his lies. Roll the Infernal’s (Charisma + Presence + Essence) against the
attacker’s Resolve. Success convinces the target of whatever delusion he sought to impose on
the Infernal and creates a minor intimacy to support such a lie. Resisting this unnatural Illusion
to recognize the truth for a scene costs a Willpower. When retaliating against magical Illusions
that have different resistance guidelines, these guidelines apply to the Exalt, while the attacker
resists according to the rules for Dissonant Lies Made True.
Victims may only resist reflected lies when confronted with some external evidence of the
deception. Those trapped within their own mind or bound by an inescapable or perfect lie may
apply deeper introspection to the same result. Once a victim of this Charm has spent a
cumulative total of (Infernal’s Essence) Willpower over at least (Infernal’s essence) separate
scenes or the fixed duration of the attacker’s original lie passes (whichever comes first), he
permanently slips free of that Illusion.
Shintai (3) : Any minor opposing intimacy that may help jog the Infernal’s memory is altered by
this charm and therefore cannot be used to help jog the victim’s memory. The victim still
remembers the intimacy, but her mind fills in possible gaps to help make the altered memories
true.
● ADORJAN
○ Wind Born Stride: Add [ESS/2] noncharm bonus die to dashing, tests of speed,
or disengage. Applies to any speed test, and wound penalties do not hinder
speed. Permanent. Shintai bonus is that the noncharm die may be turned into
automatic successes.
■ Charm that lets one increase evasion based on spent speed force, if
successful Infernal rolls the amount spent and gets that much back.
● We’ll see, I think I like the one I got now.
■ Charm that lets you burn speed force for rushing or disengaging.
■ First time gaining speed force in a scene lets you gain (Opponent’s ESS,
max 3) instead. Replace difficulty with ESS against no opponents.
■ Shintai bonus for disengage charm being a reward of speed force.
■ Dodge charm that allows you to gain speed force in addition to other
shite.
■ Dodge charm that lets one spend speed force in order to rid self of
damage?
■ Charm that allows you to ‘flow’ around things such as doors when
dashing, shintai can be super benefit that turns you into literal wind.
■ Charm that doubles a number for each 2 speed force spent. When 6 are
spent, double 7s on a roll. Maybe double 9s as a base effect? Applies to
stealth as well.
● Just double 9s
■ Charm that rerolls an amount of failed die on a test of speed up to ESS,
shintai allows up to speed force (max 5) to be rerolled.
■ Blurred Form Style being replicated by going fast?
■ Stealth charm that gives a WP upon KO’ing an opponent, allows reflexive
stealth roll and charms in order to continue killing
○ Adorjani Shintai bonus that turns you into a literal army of one? Combination of
speed and cloning?
○ JB adder, adds dice and moves you a zone automatically
■ Reflexive attack upon winning JB, lightning dance between all the losers.
○ Clash charm that functions against ranged attacks. Success means you travel a
range brand towards them instantly.
■ Upgrade much later on allows for distance blurring towards target
instantly.
○ Charm that makes it so when people try and move away from you, you instantly
move a range brand and attack BEFORE something like the disengage reflexive
movement happens.
○ Charm that for each turn spent running, gain ‘points’, which can be used for
things like increasing onslaught, lowering damage, etc...
○ Taking an additional attack if your initiative is like 10 higher than your
opponent’s?
○ Environmental immunity/buff when running, and when it would’ve damaged you
adds to speed track.
○ Additionally even the very act of being in the presence of the Infernal is enough
to cause harm. So long as this charm is active and the Infernal successfully
stunts, than anyone the Infernal selects is subjected to an unsoakable,
undodgable, and unblockable attack that automatically hits and does (Stunt
rating) damage. (Make into charm)
○ Speed craft charm allows things that needs hours into seconds, then weeks, then
months, etc...
○ Consider Theft as Release as a ED charm instead.
INFERNAL MONSTER
Sidebar: What is Rage?
Rage is the simmering monster inside of the Infernal, something that gets stronger and stronger
every passing moment in battle until it finally reaches a fever pitch, allowing the Infernal to leave
a lasting impression on his opponent or battleground... or both! The total amount of rage an
Infernal can hold at once is equal to his (Strength + Essence), which will often eb and flow as
the battle continues on. Once an Infernal learns an Infernal Monster charm they can begin to
gain and store rage, which is increased under the following conditions naturally:
● Knocking an opponent into a new wound penalty (Gain Rage equal to wound penalty
amount)
● Knocking out an opponent or outright killing them (Gain Rage equal to Essence of
opponent + wound penalty)
● Reducing the size of a battlegroup (Gain Rage equal to the old size of the battlegroup)
● Various charms inside of Infernal Monster
● The Infernal will lose a point of rage for every turn they spend doing nothing, aiming, or
defending (Be it Total Defense or Defend Other). Disengaging from an opponent does
not reduce rage so long as the Infernal has every intention of continuing the fight, but
disengaging with the attempt to flee reduces Rage to 0 immediately.
Inspirations: Guts (Berserk), Berserker (Dungeon Fighter Online, probably Fate but I never
watched it), Garou (One Punch Man), Krieg (Borderlands 2), Hulk (Marvel), Asura (Asura’s
Wrath)
INFERNAL MONSTER EXCELLENCY
Cost
: 1m per die;
Mins
: Essence 1;
Type :
Reflexive
Keywords
: Shintai
Duration
: Instant
Prerequisite charms
: None
Quote: "There is no me, there is no you! There is only the never ending spit and bile of combat!
The twentyfour hour murder spree of shining metal! I drink the blood and eat the loot and
breathe the numbers, because I AM A MONSTER! NOW AND FOREVER!"
The Infernal Monster is not any creation of the Yozis, as mighty as their creations may
be they do not come close to the savagery beast
this is. The Infernal Monster is not an avatar
of, but actually rage itself. Such a beast has no right to exist, an unholy blasphemy that is thrust
upon the world as a nightmare made flesh, the perfect concept of a monster embodied in a
human shell. This is replicated in the charms and shintai of the monster itself, because out of all
the Yozi’s it contains very little physical outward obvious effects, but yet its strength is seemingly
boundless . Literally the repressed screams anger
of and rage from the beginning of mankind
unleashed upon the world in all of its untamed glory. When such a beast is on your trail,
it will
never stop and never rest until its opponent is strewn about the walls. fear
This innate of such a
beast as been ingrained in mankind since the beginning of time, buried and forgotten only to be
recalled by the unearthly roars and primal screams the monster makes that transcends all
language and cultures when attempting to inflict fear. Those who go against the beast know
that they live on borrowed time , all too eager to break even the strongest of wills and bodies.
The Infernal Monster appreciates charging into problems headlong and actions done on
an impulse , relying on its power and instinct
to carry it through the day. Despite all of this
however, beasts can be trained in their own unique way,
thus this excellency is omnicompatible
with any roll involving Martial Arts , even ranged attacks that this normally excellency forbids (so
long as they’re a form weapon). This excellency is explicitly forbidden to be used to resist rolls
that take advantage of a hatred or an emotion, as the monster is a creature of its passions and
baser needs . Charms of the Infernal Monster style cannot be used with any weapons other
than unarmed ones, form type Martial Arts weapons may use the excellency.
Shintai (6) : The Infernal is now capable of accessing Martial Arts charms as if his essence
rating was +2 higher to a maximum of 5. This option may only be selected if Infernal Monster
Style is one of the favored yozi selections. If this and only this benefit is selected, then the
Infernal cannot be forcefully deactivated out of his shintai by any means, including Eyes of the
Unconquered Sun. It sounds like bullshit, but remember the shintai form would give literally
nothing else and if an Infernal wants to do ‘supernalish’ martial arts I see no reason to basically
slap the character sheet out of their hands.
ONE HAND FURY
Cost
:
;
Mins
: Essence 1; Type :
Permanent
Keywords
: Shintai
Duration
: Permanent
Prerequisite charms
: None
No tool created by man is fit to be a weapon of the Infernal Monster, thus the monster
needs to use a weapon fit for a monster. Out of all the charms of the Infernal Monster, this one
is immediately one of the most inhuman. Purchase of this Charm permanently transforms one
of the character’s hands into a demonic artifact weapon. This change is explicitly compatible
with Lunar tattoos. The hand doesn’t have to look different, but many stylists consider it a mark
of pride and deliberately choose for it to permanently assume some unnatural qualities such as
disproportionate size or transmutation into black stone inlaid with brass, etc.
Such a weapon has all of the traits of an artifact smashfist plus the grappling tag and all
of the traits of an artifact weapon. Furthermore, the artifact is completely indestructible while the
martial artist lives. If somehow amputated, the weapon disintegrates and the character
regenerates the limb to full functionality after five days of healing. A regenerated limb and hand
always show inhuman disfigurements of the player’s choice. Lastly, attacking an opponent with
such a limb automatically gives the Infernal one point rage.
Activating the shintai or any Martial Arts style Form automatically causes Old Realm
characters to smolder into existence over the weapon’s entire surface, narrating the Scripture of
the OneHanded Maiden in runes ornamented with spiraling whorls of green flame (see
sidebar). Leather gloves made from human or demon skin can hide this.
Shintai (4) : The Infernal is capable of creating evocations for his demonic limb, which can
match the themes of his demon limb rather than the thematics of Infernal Monster.
MANYARMED WRATHFUL DEVA METHOD
Cost
:
;
Mins
: Essence 1; Type:
Permanent
Keywords
: None
Duration
: Permanent
Prerequisite charms
: One Hand Fury
i ned to kill fast and bulets too slow
So much destruction needed and only one arm to do so with, this is solved by the realization
that the monster’s entire body is a weapon in of itself. Upon purchase of this charm, all of the
Infernal’s limbs are treated as being under the effect of One Hand Fury permanently.
Additionally she has far greater control over her limbs, effectively giving her the benefits of the
Ambidextrous 2 merit. While this benefit does seem powerful, obvious looking demon limbs on
all the time have their own disadvantage.
Fluff snippets help
Following his surrender and enslavement to the Yozis, he returned to Creation armed with new
Charms that mocked his former accomplishments and the noble purity of his former style. These
obscene fighting techniques allowed him to best his circle once his crimes became known. If the
natural fighting arts of the Lawgivers equip them to bravely strike down the mightiest devils with
whatever lies at hand, then Infernal Monster Style exists to create monsters worthy of needing
Solar Hero Style. Exalted who study this art learn to use their rage as a lens, focusing Essence
toward acts of unthinkable brutality and savagery. There is nothing noble about this art except
the refreshing simplicity with which it grinds enemies into sticky red paste.
These expansions of Infernal Monster Style explore the concept of the monster you cannot
avoid. You cannot run. You cannot hide. The Infernal Monster will find you and destroy you. It is
eager to feel your bones break under its touch, to tear screams and viscera from your flesh.
These expansions of Infernal Monster Style build on the idea of the inescapable monster more
abstractly, allowing her to terrorize and traumatize her prey with her primal screams.
The Infernal Monster has no right to exist. It’s an unholy blasphemy upon the world, originally
combining the weapons of the gods and the twisted creators of the universe into one vessel.
Those who have wished for power and now have tasted power now become drunk off it, using
their power as they see fit to sow terror in their wake. The mere presence of the monster is
enough to force a forest full of birds to fly away and the most seasoned of veterans to break out
in a cold sweat, their heart skipping a beat as the inner voice in their head acknowledges that
their time is up upon hearing its unearthly roar. Even if the Infernal is known as a hero in
rumors, those who see the Prince in action against their opposers will they wonder who the real
monster is.
Monster Princes come from Infernals who are willing to do anything and everything for the
power to defeat their foes, even if it means abandoning any pretense of humanity they may
have had left, sowing fear into the hearts of enemies and allies alike, the latter glad that this...
thing is on their side (hopefully). This doesn’t meant splattering everyone have wronged you,
but at the very least making demonstrations of your power.