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The Demented One
2010-03-24, 04:16 PM
First Hegra Excellency
The Typhoon of Nightmares is always excited, a manic being who revels in the sensous. Her erratic moods are constantly shifting through the spectrum of emotions, and she is subject only to her whim. Hegra clings to her dreams, because they are more pleasing than reality, and wishes to share her vision. She brings both inspiration and terror, disturbing the sleep of dreamers with unwanted revelations. Her wrath is less deadly than her carelessness, as her catastrophic storms cause massive collateral damage, without her knowing. Despite the exuberant rejoicing her aimless passage through Malfeas brings, her mercy is just as unintended as her malice. She enjoys all that she does as if giving an artistic performance or playing a game, because she will not do anything which does not please her.

Characters may apply this Charm to actions that resonate with their emotions and passions, or acts of flamboyant and over the top vivacity. Actions that focus on style over substance or seem heroic are always better than those that are merely effective, as Hegra’s form is nothing but dreams and gossamer, shaped into her own self-image. Socially, she arouses passions and incites revolutionary changes, upsetting systems of oppressive control or restraint with out of control emotion. She exploits the feelings of others, using them to achieve her own satisfaction. This Charm can never enhance any action that conflicts with the Infernal’s own emotions or Intimacies, as Hegra values fantasy over reality and cannot place necessity above what she wants.

Hegra Mythos Exultant
Hegra’s rains bring madness, washing away the harsh realities of the world with their downpour. The Infernal may forgo the mote or Willpower awards of a stunt to cause a single character within (Essence x 10) yards to lose a point of Willpower, as a shaping effect. Characters with awakened essence may choose to instead spend motes equal to (stunt rating x 3).

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

Ecstatic Passion Kaleidoscope
Cost: 5m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: One scene
Prerequisite Charms: None

Hegra subsists entirely on emotion, the whole of her being coalescing around her hysteric passions. Activating this Charm, the Infernal may instill herself with any emotion, passion, or feeling, exerting unnatural mental influence upon herself. The Infernal may add (Essence/2) dice to any action which resonates with that emotion, which does not count as dice added by Charms. This Charm also exerts the usual penalties of an Emotion effect–a -1 internal penalty on any action that does not resonate the emotion instilled, or a -3 internal penalty on any action that directly opposes that emotion. The Infernal must spend a point of Willpower to cancel this Charm before its duration ends, or if they activate it again to change the emotion it creates.

A second purchase of this Charm allows the Infernal to re-activate it as an innate ability. So long as it is already active, activating it a second time to change the emotion it creates does not count as Charm activation, and they need not pay a Willpower surcharge to do so. A third purchase of this Charm at Essence 5 allows the Infernal to waive its mote cost when activating it, and it extends its duration to Indefinite. However, they can never voluntarily cancel the effects of this Charm–they may change the emotion it instills with a subsequent activation, but cannot simply end its effects.

Soul-Crucible Diabolism
Cost: – (1m)
Mins: Essence 2
Type: Permanent
Keywords: Emotion
Duration: Prerequisite Charms: Ecstatic Passion Kaleidoscope

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

Extravagant Revelry Carnival
Cost: – (+1wp)
Mins: Essence 2
Type: Permanent
Keywords: Emotion, Social
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope

Hegra’s rains slick the streets of the Demon City with alien passions and vivid memories, fomenting sensual hallucinations. This Charm permanently upgrades Ecstatic Passion Kaleidoscope. Whenever the Infernal activates it, she may pay a surcharge of one Willpower to roll (Charisma + Performance) against the Dodge MDV of all characters who can see her. Any character whose MDV is exceeded succumbs to the same Emotion effect as the Infernal, a form of unnatural mental influence that can be resisted for two points of Willpower. This Emotion effect lasts for one scene. They do not gain the bonuses of Ecstatic Passion Kaleidoscope; only the base penalties of the Emotion effect.

In addition, while Ecstatic Passion Kaleidoscope is active, the Infernal may enhance any social attack that would rouse the same emotion it instills. Doing so costs a point of Willpower for Performance-based attacks, or two motes for Presence-based attacks, and inflicts the same unnatural mental influence as above if the social attack is successful. The character must resist this influence separately from the social attack if the Infernal’s roll overcomes their MDV’s. Enhancing a social attack in this way does not count as Charm activation.

Red Rage Incitement
Cost: – (+6m)
Mins: Essence 4
Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival

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

Yellow-Bellied Cowardice Affliction
Cost: – (+6m)
Mins: Essence 4
Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival

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

Abundant Euphoria Apothecary
Cost: 1m or 10m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Emotion, Obvious
Duration: Instant
Prerequisite Charms: Extravagant Revelry Carnival

The Infernal formulates a potent mind-altering drug within their body, secreting it in a consumable form. They might vomit up a clutch of candy-colored pills, weep tears of pungent liquor or acrid coffee, grow herbs amid their hair, or any other form of internal alchemy they wish. Any form of drug may be produced by this Charm. The Infernal chooses an emotion to instill the drug with, and any character who ingests it automatically succumbs to that passion as a form of unnatural mental influence, costing two points of Willpower to resist. Activating this Charm for two motes produces a single dose, while for fifteen motes and a point of Willpower, the Infernal may produce enough drugs for a mass unit with a Magnitude no greater than her Essence. Regardless of the activation chosen, this Charm incurs a surcharge of one Willpower if the Infernal does not have Ecstatic Passion Kaleidoscope active and instilling the same emotion she imbues the drugs with.

A second purchase of this Charm renders the Infernal’s drugs extremely addictive. Any character who consumes a dose must pay a single point of Willpower or become hopelessly addicted. Whenever they have an opportunity to consume more of the drugs, they must succeed on a Temperance roll or else become obsessed with doing so, suffering a -3 internal penalty on all actions until they have taken a dose. They may ignore this penalty for a scene by spending a point of Willpower, or may spend a point of Willpower to forgo the Temperance roll, succeeding automatically. The initial addiction constitutes unnatural mental influence and must be resisted separately from the Emotion effect of the drug, but subsequent Temperance rolls to resist temptation are a form of natural influence. At Essence 5, the difficulty of the Temperance rolls increases to (Essence/2).

Virgin-Eating Seraglio Arts
Cost: –
Mins: Essence 3
Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: Extravagant Revelry Carnival

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

Storm-Heart Tempest Infliction
Cost: 15m, 1wp
Mins: Essence 5
Type: Simple
Keywords: Combo-Basic, Emotion, Obvious
Duration: Instant
Prerequisite Charms: Virgin-Eating Seraglio Arts

Hegra exists in unfeeling bliss, because she cannot bear to face her suffering. She wishes that all things were just as decadent and ecstatic as she is, that she might not have to be reminded of her true state. Activating this Charm, the Infernal rolls (Charisma + Presence) against her target’s Dodge MDV. If she succeeds, her target succumbs to an eruption of cathartic passion unless he spends two points of Willpower to resist this unnatural mental influence. An Exalt immediately enters Limit Break, and must spend a point of Willpower if they wish to exert partial control over their actions. However, this spontaneous Limit Break resets their Limit to zero, just as if it were a natural one. Un-Exalted characters targeted by this Charm instead suffer a Solar Limit Break selected by the Storyteller from among those associated with the target’s highest Virtue. Mortals cannot partially control this Limit Break, and characters of awakened essence must still spend a point of Willpower to do so.

An Exalt who is not subject to the Great Curse may resist this effect without needing to spend any Willpower. However, he may choose to enter into Limit Break, choosing one from among those associated with his highest Virtue. If he does, he may partially control his actions without needing to spend any Willpower, and his Limit track is reset once it ends. The Alchemical and Abyssal Exalted are exceptions to this rule. An Alchemical who succumbs to this influence loses all points of temporary Clarity or Dissonance, his veneer of transhuman dispassion torn away in a torrent of strange emotions and cathartic release. The Abyssal Exalted cannot be affected by this Charm at all, as not even Hegra’s fantasies can wash away the darkness of Oblivion.

Ignoring Senseless Babble
Cost: 5m
Mins: Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope

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

Sky-Crisis Strike
Cost: 2m
Mins: Essence 2
Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Ecstatic Passion Kaleidoscope

Blizzards of fancy and lightning bolts of erotic passion rain down from Hegra’s storm fronts, disasters as wonderful as they are destructive. Activating this Charm, the Infernal rolls (Charisma + Presence) as she hurls a bolt of prismatic lightning, a burst of gossamer ice, or some other form of emotional weather at a character within (Essence x 50) yards. Strong emotions draw down Hegra’s wrath, and the Infernal receives a single automatic success on the attack roll if she attacks a character who is subject to an Emotion effect that exerts unnatural mental influence. The base damage of this is attack depends on the stunt awarded to the Infernal’s attack: 10L for a one-die stunt, 15L for a two-die stunt, or 20L for a three-die stunt. Attacks not awarded a stunt at have a base damage of only (Essence). All damage dealt by this Charm is piercing.

Firmament-Shaking Cataclysm
Cost: – (+2m per effect)
Mins: Essence 2
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Sky-Crisis Strike

Both Hegra’s anger and her passion shake the sky, cracking its very foundation. The Infernal may channel a Virtue to enhance Sky-Crisis Strike without needing to spend a point of Willpower. In addition, upon purchasing this Charm, the Infernal may choose any of the following upgrades to Sky-Crisis Strike. Additional upgrade may be learned for a cost of one experience point each, or one bonus point for two. An Infernal may choose to employ any of the upgrades she has learned when activating Sky-Crisis Strike, for a cost of two motes each.

Blinding Rainbow: Lashing ribbons of prismatic light emanate from the Infernal’s presence, too bright to behold. If the attack successfully hits, the target must succeed on a (Wits + Dodge) roll to avert her eyes or be dazed, suffering a -2 external penalty on all non-reflexive actions until her DV next refreshes, as a Crippling effect. If she succeeds on the roll, she suffers only a -2 internal penalty.

Blood Sirocco: Shimmering waves of oppressive heat distort through the air, charring the flesh of the Infernal’s victims. She adds her Essence to the raw damage of the attack, and increases the minimum damage of the attack by one.

Hoarfrost Bite: Countless flecks of diamond ice fly from the Infernal, cutting apart her foes. If the attack is successful, it inflicts a single additional level of post-soak damage.

Lightning Scourge: Shimmering lightning arcs from the Infernal’s fingers to her victim. Rather than merely halving the soak from her target’s armor, the Infernal reduces it to a third of its original value.

Whirlwind Strike: A roaring wind blows from the Infernal’s own breath, buffeting down all who stand against her. If the attack successfully hits, the target must roll to resist knockdown or fall prone.

One Hundred Colors Stain
Cost: –
Mins: Essence 4
Type: Permanent
Keywords: Poison
Duration: Permanent
Prerequisite Charms: Firmament-Shaking Cataclysm

Hegra’s rains are tinctured with mortals dreams, and those who dance beneath them revel in alien visions. This Charm upgrades Sky-Crisis Strike. Whenever the Infernal deals damage to an enemy with it, they are drenched in streams of colorful rain, exposing them to a poison called Psychedelic Rain, with traits of Damage 2B, Toxicity 3, Tolerance –/–, Penalty -2. Each time a character suffers damage from the poison, he also loses a point of Willpower. If a character is reduced to zero temporary Willpower as a result of this, they gain a derangement of the Storyteller’s choice at the strength of a debility, often delusions or hallucinations.

In addition, the Infernal’s flesh itself becomes toxic. Any character that has prolonged contact with any of her bodily fluids is also exposed to the toxin. Touch is not enough to transmit the poison normally, but the Infernal may reflexively pay four motes to render physical contact with her of any sort–including being struck by an unarmed attack, or successfully hitting her with an unarmed attack–sufficient vector for it. Likewise, she may pay four motes whenever she activates any Infernal Charm that creates food, drugs, or any other ingestible substance to lace its products with poison–and she must succeed on a Compassion roll to avoid doing so whenever she activates a valid Charm, if she has the motes available. However, when transmitted through any of these secondary vectors, the poison has a Tolerance rating of the target’s (Stamina + Integrity)/1 hour. Each incident of exposure counts as only a single dose.

World-Drowning Cloudburst
Cost: – (+6m, 1wp)
Mins: Essence 3
Type: Permanent
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Sky-Crisis Strike

The Infernal raises her hands up to the sky, calling down bolts of lightning or crushing rain. This Charm upgrades Sky-Crisis Strike. The Infernal may pay six motes and a point of Willpower when activating it to call down the attack from the sky, allowing them to target up to (Essence) enemies. He makes only a single attack roll for these, but calculates and rolls damage separately for each of them. The Infernal may not target the same character with multiple attacks, but they may do so against mass units.

Vibrant Rainbow Chorus
Cost: 5m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Sorcerous
Duration: Indefinite
Prerequisite Charms: Ecstatic Passion Kaleidoscope

The Infernal experiences emotion as a synesthetic chorus of music, from the violet strains of love to the bright red cacophony of anger. This perception allows her to know the dominant emotion of all characters she can perceive, and she may place any character’s emotions in context within the scene, if applicable. In addition, if any of a character’s Intimacies or their Motivation resonate with their current emotional state, they are made Obvious to the Infernal.

Ersatz Adventure Imagination
Cost: –
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Sometimes Hegra never realizes she was ever in the Wyld, as her own fantasies and daydreams bring her just as much pleasure. Whenever the Infernal would suffer mutation from exposure to the Wyld, the Shaping effect is converted into an Illusion effect that exerts unnatural mental influence on her. She rolls to avoid mutation as normal, but may spend a single point of Willpower to resist it entirely. If the Infernal does gain any mutations, they function normally, as the chaos of the Wyld reacts to their hallucinated transformations. However, upon leaving the Wyld, all such illusionary mutations are terminated, bubbling away into kaleidoscopic essence as they are exposed to stark reality.

A second purchase of this Charm at Essence 3 extends its protection against any shaping effect used by a raksha. Though they still function normally, they may be resisted for a cost of one Willpower, and their duration is terminated as soon as the Infernal leaves the Wyld. If the Infernal is not in the Wyld when the raksha attempts to shape them, then they may ignore the attempt freely, as it does not affect them at all.

Exuberant Dream-Wisp Style
Cost: –
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination

Hegra’s storm clouds are a condensate of mortal dreams, pregnant with the gossamer of a thousand fantasies. The Infernal gains a pool of (Essence) gossamer, which is replenished at the beginning of each story. This gossamer is cumulative with other sources, but leftover gossamer is wasted when the Infernal’s pool is replenished. Whenever the Infernal takes an action that is enhanced by Infernal Charms, she may buy automatic successes for a cost of one gossamer each, to a maximum of (Essence) automatic successes. Doing so renders the action Obviously magical, as the Infernal’s surreal fantasies bleed into reality. Any action taken in the Wyld can also be enhanced by spending gossamer.

Brood of Nightmares
Cost: 5m, 1wp
Mins: Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Exuberant Dream-Wisp Style

Hegra’s nightmares birth monsters strange and beautiful. The Infernal may activate this Charm only when she sleeps, entering into a fitful nightmare that imposes a -1 penalty on her roll to recover Willpower. However, the Infernal may shape her nightmares into an imaginary monster. This functions exactly as creating a living artifact with Craft (Genesis), except that the Infernal rolls her (Willpower + Essence), and the crafting interval is only eight hours. This action may be enhanced by Excellencies of Hegra as though the dice pool was a combination of (Attribute + Ability). All threshold successes gained are banked towards creating the Infernal’s nightmare monster. They are lost if the Infernal goes an entire season without activating this Charm to craft the nightmare, or if the Infernal begins crafting a different nightmare. No materials or facilities are needed for this form of crafting, other than the Infernal’s own mind, and she may ignore the normal Ability minimums needed for artifact crafting. This dream-crafting is fully compatible with other Charms and effects that alter or create dreams, though excessive use of them may flavor the appearance of the Infernal’s nightmare.

Once the Infernal has finished creating her nightmare monster, she must complete it by spending gossamer equal to its artifact rating, which takes the place of the exotic components needed to craft the artifact. However, these dream-things are real only to the Infernal, existing as hallucinatory companions. If she wishes to give one its own reality, she must commit two motes per dot of Artifact rating to it as a miscellaneous action, which does not count as Charm activation. Doing so causes the monster to appear, fully real, for the rest of the scene. This mote cost is waived in the Wyld. If a monster created by this Charm is killed, the Infernal cannot manifest it again until they have spent gossamer equal to its Artifact rating. However, any other form of harm or damage inflicted to a beast does not carry over between manifestations. Monsters manifested by this Charm are fully real constructs of essence and dreamstuff, not the petty glamour of the Fair Folk.

Scrumptious Delirium Banquet
Cost: 5m, 1wp per point of gossamer
Mins: Essence 4
Type: Simple
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: Instant
Prerequisite Charms: Exuberant Dream-Wisp Style

Hegra’s storm-body abounds with wisps of dreams and gossamer lightning, a delectable treat for the Fair Folk. In the days before Creation, she would laugh and laugh as the raksha gorged themselves to death on her primordial essence. The Infernal may use this Charm to bestow gossamer upon a character, paying a single point of Willpower for each point of gossamer granted. She may choose to pay gossamer she personally possesses in place of Willpower. Any character, including the Infernal, may receive this gift of gossamer, although it is typically useless to those without Fair Folk Charms.

Unfortunately for the Fair Folk, all the gossamer made by this Charm is flavored with primordial essence. A little is a tasty treat for them, but too much of it will corrode their essence flows from the inside-out. If the Infernal bestows an amount of gossamer on a raksha exceeding half the rating of their highest feeding grace with a single activation of this Charm, the raksha explodes in a conflagration of prismatic light and synesthetic fantasies, dying instantly. Non-heroic raksha explode if fed even a single point of gossamer by this Charm. The rainbow-slick residue left behind the explosion can be consumed by a single character, allowing them to recover a single point of Willpower or gossamer as they enjoy the delicious remains of the fae.

Excessive Splendor Wonderland
Cost: 15m, 1g+
Mins: Essence 4
Type: Simple
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Indefinite
Prerequisite Charms: Scrumptious Delirium Banquet

The Wyld once roiled and bubbled as Hegra passed through it, twisted into the strange fantasies of her dreaming. Activating this Charm, the Infernal invests up to (Essence) points of gossamer into a waypoint, staining the chaos of the Wyld with primordial energies. The saturation of gossamer turns the waypoint into a sensual paradise for the raksha. They may sense the transformed waypoint from (Essence) miles away, and must succeed on a Temperance roll to avoid journeying to it, and must likewise do so to leave it. Within the transformed waypoint, raksha double the rate at which they respire essence, and add dice equal to the amount of gossamer spent on this Charm to all shaping actions they make. These dice count as being added by Charms.

Little do the Fair Folk realize that the sorcerous paradise created by this Charm is actually a death trap. A raksha within the waypoint suffers an unsoakable level of aggravated damage at a certain interval, as poisonous gossamer corrodes his essence patterns. The interval for this damage is determined by the amount of gossamer invested by the Infernal–once a month for one gossamer, once a week for two gossamer, once a day for three gossamer, once at the start of each scene for four gossamer, and once each action for five gossamer. With ten gossamer invested, this damage occurs once per tick. Raksha killed by this Charm dissolve into shimmering residue, as with Scrumptious Delirium Banquet. Even as the raksha realize that the waypoint tears them apart, they must still suppress their Temperance to leave it.

Breath of Quicksilver
Cost: –
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ersatz Adventure Imagination

Hegra’s dreams are not her own. She breathes deep the constant fog of dreaming that arises from Creation’s mortal peoples, from the fantasies of the Wyld, from the slumber of her own fellow titans. The Infernal adds (Essence/2) automatic successes to all rolls made to recover Willpower after sleeping, as she experiences countless dreams in which she is many people. However, she still cannot ever regain more than (Conviction x 2) Willpower from any one roll. In addition, any effect that would prevent the Infernal from dreaming is of no use–even if she cannot dream, she can still revel in the dreams of others.

Mist-Sublimation Defense
Cost: 5m
Mins: Essence 2
Type: Reflexive (Step 6)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Breath of Quicksilver

Melting into a burst of colorful wisps, the Infernal flows around an attack even as it strikes them, reforming as it passes through. This Charm is a perfect dodge against any attack the Infernal is aware of, even undodgeable attacks. This defense occurs in Step 6, allowing her to dodge attacks that would otherwise have hit her.

This Charm is vulnerable to the Imperfection of the Typhoon of Nightmares. It may be used at any time, but the Infernal must pay a surcharge of two motes whenever they defend against an attack made by a character with more than three points of temporary Willpower remaining, or a surcharge of five motes when defending against a character with more than seven points of Willpower.

Figments and Childish Things
Cost: 6m
Mins: Essence 3
Type: Simple
Keywords: Combo-OK, Illusion
Duration: One scene
Prerequisite Charms: Breath of Quicksilver

Hegra’s mists cloud perception, staining it with her colorful whimsies and make-believes. The Infernal rolls (Manipulation + Presence) against the Dodge MDV of any character within (Essence x 50) yards. If she succeeds, she has free reign over her victim’s perceptions. She may create intangible illusions that deceive any of the senses, and it is equally easy for her to simply shut down the victim’s senses, stripping him of sight or hearing. A character may resist this unnatural mental influence for a cost of two Willpower, and may disbelieve an illusion if he is presented with definitive proof that is is false. The Infernal may choose to target additional characters with this Charm for a cost of two motes each, rolling (Manipulation + Performance). If he targets multiple characters, any illusion he creates is perceived by all of them–he cannot give each one their own individualized fantasies.

Eerie Phantasm Apparition
Cost: 10m, 1wp
Mins: Essence 3
Type: Simple (Speed 6 in long ticks)
Type: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Breath of Quicksilver

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

The Rose Dragon
2010-03-24, 04:17 PM
Shouldn't this be in Homebrew?

The Demented One
2010-03-24, 04:19 PM
Shouldn't this be in Homebrew?
...so it should! Hopefully a mod will stop by and Avoidance Kata it on over.

The Tygre
2010-03-24, 05:28 PM
...

I hate you. You know that, right? I had my 150 page compilation of Homebrew Infernal charms all laid out, pretty as you please, organized so that every yozi gets his own section. But -nooooo-, that just wasn't good enough. You just had to make this UNSTOPPABLE HELLISH DELUGE OF AWESOME. Sol, this is going to push me back...

The Demented One
2010-03-24, 05:29 PM
...

I hate you. You know that, right? I had my 150 page compilation of Homebrew Infernal charms all laid out, pretty as you please, organized so that every yozi gets his own section. But -nooooo-, that just wasn't good enough. You just had to make this UNSTOPPABLE HELLISH DELUGE OF AWESOME. Sol, this is going to push me back...
Unstoppable hellish deluges are pretty much what Hegra, and I, do. :smallredface: