Xefas
2010-11-22, 07:37 PM
Just some experimentation with homebrewing Heretical charms. Also taking requests. :smallbiggrin:
The City In My Soul
Abeyant Factory Soul Construction
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Heretical
Duration: Indefinite
Prerequisite Charms: Sun-Heart Furnace Soul, Experimental Acceleration Mastery
The Principle of Hierarchy stores, within her, potentials and concepts so vast and complex that, to most, they would seem impossible. The Demon City has, since time immemorial, forged the impossible from the green inferno of his mighty heart. By combining the essence of both Yozi, an Infernal may create an automated assembly line of thought and energy within his own secondary soul.
By first committing the motes to this charm, the Infernal designates an Artifact of up to 3 dots to begin work upon in his soul factory. This functions under the normal Artifact crafting rules, except that the Infernal needs no materials to begin working, and the only charms that may modify the crafting process are Experimental Acceleration Mastery and either First Malfeas Excellency or First She Who Lives In Her Name Excellency (these Excellencies always apply). The motes devoted to an Excellency must be committed for the entire duration of the crafting or the crafting fails.
The Infernal need not put forth any physical effort to crafting the Artifact. The process is completely automated in his own tiny soul-world. Upon finishing the Artifact in this way, the Infernal's motes are uncommitted, and the Artifact lays dormant within him. To draw it forth, he need only direct a miscellaneous action towards a pile of raw materials of the appropriate type within (Essence) yards, and the materials congeal into the finished Artifact.
By keeping the idea of the Artifact in his soul, he may use the Repeat Business rules as normal (see Oadenol's Codex pg 29). An Infernal may only craft a single artifact in his soul factory at a time. His soul is the equivalent of a Master's Workshop.
A second purchase at Essence 5+ allows an Infernal to craft up to 4 dot artifacts in his soul, and his soul counts as a Flawless Workshop.
A third purchase at Essence 6+ allows an Infernal to craft up to 5 dot artifacts in his soul, and his soul counts as an Ideal Workshop.
Abattoir-Shrine Soul Construction
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Demonic Primacy of Essence, Sun-Heart Furnace Soul
It is the Endless Desert's nature to bind the weak to her will, and it is in the nature of the weak to worship her. To the Demon City, the dying howls and strewn gore of his victims are as the sweetest reverences and platitudes. By combining the essence of both Yozi, an Infernal may construct a house of torment within his own secondary soul and populate it with those he has damned.
When the Infernal deals the killing blow to a mortal, God-blood, or Exalt with an Essence less than their own, they may choose to draw in and trap the Hun of their soul in the Infernal's Abattoir-Shrine. The slain will, consequently, never rise as a ghost.
An Infernal who has just taken this charm has an Abattoir-Shrine large enough to hold 100 damned souls. For 2 additional experience points, they may increase the size to 1,000 souls. For 2 more experience points on top of that, they increase the size to 10,000 souls.
An Infernal with 5 damned souls is considered to have a Cult of 1, as they are fed by the torment of those they have trapped. 20 souls grant them a Cult of 2. 100 souls grant them a Cult of 3. 1,000 souls grant them a Cult of 4. 10,000 souls grant them a Cult of 5.
The motes respired by a Cult formed this way may recharge the reservoir granted by Sun-Heart Furnace Soul, but does not stack with the normal Cult background.
Spooky Aquarium Soul Construction
Cost: 2m; Mins: Essence 3; Type: Simple
Keywords: Heretical
Duration: Indefinite
Prerequisite Charms: Sun-Heart Furnace Soul, What Lurks Beneath
The Great Mother's womb is eternally swollen with all manner of unspeakable horrors, ready to be birthed upon an unwitting populace. The Demon City is a haven that harbors innumerable legions of demonic soldiers ready to march upon Creation and bring it to a bloody end. By combining the essence of both Yozi, an Infernal can become a mobile launching point for those monsters of the deep that wish harm upon the land but lack the necessary faculties to bring forth their wrath.
By committing the required motes, an Infernal may store a creature summoned via What Lurks Beneath in the spooky aquarium within his soul. At any point afterward, as a miscellaneous action, he may unleash the stored beast. As long as his motes remain committed, the beast may swim through the air as easily as it would water (as well as breathe it if it could not already), but may not willingly move farther than (Infernal's Essence + Willpower) yards from its master. If it is brought outside this range forcefully, the motes are uncommitted and it loses the benefits this charm grants it.
The Infernal may only commit motes to storing one monster at a time. However, with an additional purchase at Essence 4+, they may increase this number to three. A third purchase at Essence 5+ increases this number to (Essence). Additional monsters after the first only cost 1 committed mote.
Arterial Roadway Soul Construction
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Sun-Heart Furnace Soul, Running to Forever
The Silent Wind is graceful in her murderous whirlwinds; every movement an exquisite expression of her love - not calculated, but purposefully efficient by its very nature. The Demon City is an overwhelming force, though he abides no waste that he is not in control of. When he chooses to apply ten times as much power as is necessary, it is because he chooses, and not because he doesn't know his own strength. By combining the essence of both Yozi, an Infernal can refine the essence pathways that connect his Sun-Heart Furnace Soul to his Exaltation, and construct additional avenues for processing his expenditures more efficiently.
The essence pool granted by Sun-Heart Furnace Soul is no longer considered peripheral, but instead acts as personal motes, causing no essence-runoff to fuel an anima banner if the Infernal so chooses. However, when the Infernal chooses to exert energy into displaying his glory, he may do so all the more efficiently. He may choose to treat every one mote spent from his Sun-Heart Furnace Soul as three for the purposes of building his Anima Banner.
Brothers and Sisters in Arms
Glass Messiah Exoskeleton
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Temple Self Apotheosis
While Malfeas hides himself away in layer upon layer of thick armor, Cecelyne lays herself bare, that all may see her boundless glory. With these concepts merged, a prophet may armor himself in the righteous panoply of the fallen while refraining from denying his flock the privilege of reveling in his beauty.
The Infernal's armor is no longer brass, but clear glass that remains immaculately clean at all times (preventing penalties for filth or similar), allowing all to glimpse his naked body beneath it. While his anima banner flares at the 8+ mote level, the light of his essence refracts through the glass armor, shining brilliantly as a beacon visible for miles. As he shines, he adds his permanent Essence rating to his Appearance as those that glimpse him are overwhelmed with awe.
This charm does not stack with Crystal Engineer Exoskeleton or Obsidian Assassin Exoskeleton. One of these three charms must be chosen when Viridian Legend Exoskeleton is first activated, and that is the charm that takes effect until the Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Crystal Engineer Exoskeleton
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Experimental Acceleration Mastery
Malfeas is always eager to bulldoze sections of his own city-body to make room for new improvements, utilizing his own form as a canvas for creation. The Principle of Hierarchy is her own perfect tool, practicing her universal art across venues both mundane and incomprehensible. Merged, an enterprising technician may use these concepts to use his own body to speed his work.
The Infernal's armor is no longer brass, but thick, frosted crystal in a swirling flame motif. In addition to the essence tools produced by Tool-Transcending Constructs, the Infernal may now morph his own armored limbs into exotic tools not found outside of the most glorious of first age factory cathedrals, increasing the speed benefit of Experimental Acceleration Mastery from (Essence) to (Essence x 3) while Viridian Legend Exoskeleton is active.
Incidentally, the Infernal may also transform his limbs into the equivalent of any perfect-quality mundane weapon or shield, though he is restricted to a maximum of one razor harness and either one two-handed weapon or two one-handed weapons at a time (a shield is considered a one-handed weapon for this).
This charm does not stack with Glass Messiah Exoskeleton or Obsidian Assassin Exoskeleton. One of these three charms must be chosen when Viridian Legend Exoskeleton is first activated, and that is the charm that takes effect until the Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Obsidian Assassin Exoskeleton
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Bloodless Murk Evasion
Malfeas lacks finesse - not that he does not understand it. He simply is too vastly powerful for the cardboard universe that he exists in. However, his faithful chum, the Ebon Dragon, is always there to provide him with helpful insights on subtlety, and even act as his hands in situation that require a more delicate touch.
The Infernal's armor is no longer brass, but a swirling mass of shadows more visible as an inverted blot in the concept of vision than as a distinct presence. While in an area with less than bright sunlight, the Infernal adds their Essence in dice to all Stealth rolls while Viridian Legend Exoskeleton is active.
Furthermore, the Infernal's body is much more malleable while he armors himself in shadow. While Viridian Legend Exoskeleton is active, the Infernal may use Bloodless Murk Evasion to move through space regardless of the intervening physical objects, allowing him to bypass walls and other obstacles. He may now use Bloodless Murk Evasion anytime he wishes, and not simply to dodge attacks.
This charm does not stack with Crystal Engineer Exoskeleton or Glass Messiah Exoskeleton. One of these three charms must be chosen when Viridian Legend Exoskeleton is first activated, and that is the charm that takes effect until the Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Silver Scepter of Ordained Martyrs
Cost: - (1m); Mins: Essence 4; Type: Permanent
Keywords: Heretical, Obvious
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment (x2), Verdant Emptiness Endowment
When an Infernal activates the second purchase of Vitriolic Corona Endowment, he may summon an ornate scepter of brilliant silver in lieu of the standard spear. This scepter uses the base statistics of a Goremaul instead of a Dire Lance, but is otherwise identical.
With a sweep of his scepter, the Infernal may reflexively spend one mote to activate one Demand he has imbued with Verdant Emptiness Endowment in every creature within (Essence x 10) yards. That Demand is expended, and they are given the task "Defend me at all costs". Those that refuse are inflicted as usual. Those that do not refuse are branded with the Old Realm symbol for "Martyr" in silver light upon their forehead.
Until the Demand's duration elapses, all health levels of damage that the Infernal takes are instead spread among her Martyrs, assuming they are within at least (Essence x 100 yards). If the Martyr is still alive at his Demand's conclusion, the silver brand fades. However, if a Martyr dies, the brand is seared inexorably into his flesh and bone, marking his corpse as a faithful servant to the Yozi.
Crystal Psycho-Amplification Implement
Cost: - (1m); Mins: Essence 4; Type: Permanent
Keywords: Heretical, Obvious
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment (x2), Mind-Hand Manipulation
When an Infernal activates the second purchase of Vitriolic Corona Endowment, he may instead summon a thin crystal staff that is either slightly flared at both ends, one of which dips into a bowl-shape with a sharpened edge, or has two needle-like prongs at one end (appearing as either a giant spoon or tuning fork). This implement uses the base statistics of a Wrackstaff instead of a Dire Lance, but is otherwise identical.
With their staff in hand, the Infernal finds it easier to focus and hone their mind into a weapon of deadly precision or overwhelming force. When they activate the Telekinetic Blow or Telekinetic Blade uses of Mind-Hand Manipulation, and only make a single attack, the base damage is doubled to (Essence x 2). If he makes multiple telekinetic attacks, two of those attacks do not contribute multiple action penalties (so a flurry of three telekinetic blows would confer no penalty).
The purposeful gestures that must be made with the amplifier make the fact that they are making telekinetic attacks Obvious, even while using Unseen Force Application. The DV penalty invoked by that charm is still applicable, as there are still no clear sensory tells of where and when an attack will land, but anyone who sees the Infernal will be able to tell they're the one attacking.
At Essence 5, if the Infernal also knows the Malfeas charm "Kissed By Hellish Noon", he may extend his staff's ability to inflict aggravated damage to Gods, and to innately use Green Sun Nimbus Flare, to his Mind-Hand Manipulation attacks while his staff is active.
Double Heresy!
Manufactorum Primordial Body
Cost: 5m, 1wp; Mins: Essence 6; Type: Simple
Keywords: Heretical
Duration: Indefinite
Prerequisite Charms: Abeyant Factory Soul Construction, Crystal Engineer Exoskeleton, Principle Invoking Onslaught
The Infernal's flesh and soul have been transfigured into tools of creation, and now it is time for this transformation to reach its logical conclusion.
With an explosion of essence, the Infernal's body undulates and morphs, growing crystalline protrusions that sink into the ground and lift him high into the air, where his limbs crack and expand into new architectural forms. Over the next minute, his body becomes a massive building of flesh, bone, brass, and crystal. After an hour has elapsed, the Infernal becomes active once again, as his insides have all been properly formed and configured.
While a building, the Infernal cannot dodge, though he may still parry by growing crystalline limbs that function as perfect mundane weapons. He has no movement or jump speed while a building, and he need not eat, drink, or breathe while in this form. Though, he must still "power down" as a form of sleep, if sleep was already necessary for him.
Inside the Infernal exists four sections, all but the first of which are optional, at the Infernal's discretion. The first section is a room with no doors or openings (unless the Infernal specifically wishes there to be) that houses the Infernal's heart and souls. Any damage done to his body elsewhere will simply create an opening in that section of his body. To actually deal damage to his health levels, one must cut their way into this room and stab his heart, which may not block or dodge, and has no soak or hardness. His soul, in this room, continues to function as Abeyant Factory Soul Construction, but instead of it requiring raw materials to manifest the artifact, the Infernal may simply pay 5 motes to materialize the finished artifact within himself.
The second is a set of living quarters with enough space and bunk-beds to comfortably fit 20 people, as well as functioning showers, and a fully stocked kitchen, refrigerator, and pantry with enough food to feed 20 people for (Essence) days, which the Infernal may restock by spending a single mote. If the Infernal does not spend at least a single mote per day maintaining his indoor plumbing, it ceases to work.
The third is a workshop section that functions as an ideal workshop for all forms of craft that the Infernal has rated 6 or higher. Here, the Infernal may use his crystal limbs to craft as if he were physically present, accepting help from aids or other benefits he could make use of were he physically present. By spending 5 motes, he may create all the materials he needs for any one artifact.
The fourth is a library that contains knowledge of all the Infernal's abilities, spells, and charms. By studying here, a person may consider themselves as having a mentor for the purposes of training times for abilities, spells, or charms the Infernal knows, without the Infernal having to take the time to train them himself. In addition, if the Infernal has at least one purchase of Sorcerous Enlightenment of (Yozi), the library is also stocked with all manner of occult paraphernalia. The Resource cost of conducting Thaumaturgy within such a library is 0, as the user simply accesses the myriad charts, mystical diagrams, and magical caches held within.
An intercom system allows the Infernal to transmit his voice into any room within himself, or over a loud-speaker to project his voice outside. Other people may also use this intercom to communicate into other rooms or into the outside.
By spending a single mote to calibrate himself, the Infernal may alter the temperature in his body anywhere from 40 degrees to 140 degrees Fahrenheit. Any higher or lower, and he risks damaging the delicate instruments that compose his Abeyant Factory, Workshop, or Library areas. The temperature will stay this way until he spends additional motes.
Light fixtures in a color of the Infernal's choice illuminate his insides. At his discretion, he may grow light dials for occupants to control the brightness or dimness of them independently.
Doors from the outside and to each section of the Infernal's body are chosen when the Infernal first activates this charm. He may choose to supply them with some independent mechanism for the occupants to open and close them on their own, or he may leave any or all of them at his function alone, possibly converting an area into a prison or vault.
When the Infernal releases the committed motes, it takes a full hour for his body to properly reconfigure back into human form. He may reduce this time, but doing so inflicts one level of unsoakable aggravated damage per 10 minutes the time is sped up, as his flesh is transfigured incorrectly.
With a second purchase of this charm, an Infernal may tap into a demesne under his manufactorum, causing his heart room to double as a hearthstone room. While tapped into the demesne, his heart will grow an appropriately aspected hearthstone. The Infernal may choose to attune any occupants inside of him to his hearthstone, and may break such an attunement at any time, regardless of distance. When this charm ends, the hearthstone dissolves.
If an Infernal stays tapped into a demesne for one month per dot of the demesne, he may corrupt it into a Vitriol Aspect, or an aspect fitting either his caste or favored Yozi (if he has Triumphant Howl of the Devil-Tiger, he may make Him-Aspected demesnes). The hearthstone produced spontaneously morphs into a hearthstone of the new aspect.
Reproduction Construction Compunction
Cost: 1m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Heretical
Duration: One Gestation Period
Prerequisite Charms: Abeyant Factory Soul Construction, Spiteful Sea Tincture
The Infernal produces a single tentacle from his body and strikes a mundane object that he could craft with his crafting abilities and would not be considered large enough to be a "larger work" (i.e. one in which Dexterity does not come into play). By Malfeas' command, the Small God of the object awakens and obeys. By Kimbery's blessing, the Small God is formed into a metaphysical womb. And by She Who Lives In Her Name's dominion, it is instilled with the materials and processes it will need in the coming period.
The bestowed object's god-womb functions exactly as a tiny replica of the Infernal's Abeyant Factory Soul Construction (using the Infernal's craft rolls as normal). Completely independent of his actions, it will continue to craft an exact replica of the Small God and the associated object within itself. When the crafting (gestation) period is over, the object gives birth to its perfect copy in an act with a visual accompaniment indescribable by any mortal tongue spoken in Creation (unlike Abeyant Factory Soul Construction, no materials are required to manifest the objects upon their completion - these are incorporated into the womb when the charm is activated). There simply aren't the words. Some of the oldest dialects of Old Realm, such as the Lintha derivation, come exceedingly close.
Once the object has given birth once, this charm ends, and its god-womb reverts back into an insensate Small God, though it may be subsequently impregnated again. The duration of this charm specifically refers to the time between this charm's activation and when the object gives birth. The "gestation period" will be different depending on the Infernal's craft rolls.
If an Infernal releases the committed motes before the construction is finished, the womb reverts back to a Small God without harm, banishing the aborted proto-object permanently to Elsewhere.
Contemptuous Theogenetic Reconstitution
Cost: 30m, 2wp; Mins: Essence 5; Type: Simple
Keywords: Combo-OK, Heretical, Sorcerous
Duration: Instant
Prerequisite Charms: Wayward Divinity Oversight, Wholeness Rightly Assumed, Inner Devils Unchained
Since time before time, the Gods have been the humble servants of their Primordial masters. Therefore, they must truly be pitied, for their primary purpose for existence has been subverted by some flaw in the Primordials' own design; unthinkable as it may be. However, their traitorous malfunction is only a single rusted cog in an otherwise salvageable machine - with a little work, they may be made to function properly once more.
This charm may be used to recreate a dead god from a pile of starmetal. This is not a form of resurrection; that would be against the laws of Creation, and thus anathema to Cecelyne and She Who Lives In Her Name. The creature that is pulled forth is not the dead god, but rather tattered remains sewn together with shadows and hatred in a marionette mockery of the dead god. It retains all the memories of its life, though they are hazy and always far more grim and disturbing than the true account. Parts of its personality remain, though its Motivation becomes twisted with elements of the Infernal's Urge (for example, an Infernal with the Malfean Urge "Slay the Unconquered Sun" animating a God with the Motivation "Protect the North from the threat of the Fair Folk" might alter it into "Protect the North from the threat of the Unconquered Sun" and its memories would reflect a dire need to slay the Unconquered Sun, as he is clearly the largest threat to the Northern Direction), and it gains an unbreakable intimacy for obeying the will of the fallen Primordials, who it instinctively recognizes as its unquestionable masters. The vast majority of risen gods have no other positive intimacies, as they spill out of their roughly hewn and desecrated spirit-bodies.
The statistics of the god after it has been raised is determined by the size of the chunk of starmetal from which it is created. If only a portion of the whole of the remains of the god is used, the restrictions still apply, as the piece brought to life is simply that - an incomplete fragment. Using starmetal in this way consumes it utterly. Note that only raw starmetal may be used, as after it is refined and constructed into an artifact, too much of the structural integrity is compromised to pull a functioning god out of it.
A chunk of starmetal worth only Resources 1 can create only Essence 1 gods. This progression is linear up to a piece of starmetal worth Resources 5 creating an Essence 5 god. Afterwards, the increase is more dramatic. Two Resource 5 pieces create an Essence 6 God, Four Resource 5 pieces create an Essence 7 God, Eight for Essence 8, Sixteen for Essence 9, and Thirty-Two Resource 5 pieces for creating an Essence 10 simulacrum of a fallen Incarna. Multiple pieces from different gods may not be used - they must all come from the same god. An Infernal cannot raise a god with a higher Essence rating than their own.
Gods being generated without pre-existing statistics should use the Roll of Glorious Divinities Vol 1 description of Divine Mechanics as a guideline for creating their stats. Charm sets will remain mostly intact, though the specific conditions under which a charm may be used may take a particularly sinister turn (a God that may use Sheathing the Material Form only while immersed in water, that is then raised, might have this condition changed to only while in complete darkness).
The same can be said of the lesser fragments of greater deities. Using their full statistics, they can be scaled down, removing dots or charms ancillary to their primary purpose, while keeping as much of their core (twisted) being intact.
It should be noted that "artificially" created starmetal, such as from Principle Invoking Onslaught or Constructive Convergence of Principles, is not suitable for the creation of a god. In the same way that synthetically grown human flesh in the vague shape of a human is not a human, dead god-flesh molded from the universe that has never known true divinity is not a god.
Additionally, this charm holds no sway over starmetal produced from non-Creation-born gods. The gods of Autochthonia, the hypothetical living worlds of heretical Infernals, or possible alternate worlds hidden in the depths of the Wyld are beyond it's capacity to manipulate.
Kung Fu Demons
Vassal-Enlightening Malediction
Cost: 15m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Heretical, Enlightenment, Obvious, Touch
Duration: Instant
Prerequisite Charms: Two of: Tarnish Flash Technique, Verdant Emptiness Endowment, Lease the Flame, Tragic Love Amusement, Inner Devils Unchained, Great Mother's Tears
This is the Infernal version of Soul-Enlightening Beneficence (see pg 18 of Scroll of the Monk). It functions exactly as that charm, except that the newly enlightened mortal does not lose a point of permanent willpower. Instead, they permanently become a Creature of Darkness and native of Malfeas.
An Infernal may purchase this charm a second time at Essence 6+ if they already know Sowing the Emerald Lotus. Once they do so, they may use this charm on Terrestrial Exalted, with the same procedure as usual, inflicting 'Creature of Darkness' status on the Terrestrial in the process. However, in lieu of the normal benefits, the Terrestrial's limitations in climbing the Lotus are instantly blasted apart, granting him the ability to learn and use Celestial Martial Arts. The lingering effects are, however, very different from those of the Immaculate procedure.
Because the Terrestrial gained enlightened via brute force instead of discipline and finesse, he does not need to make a (Dexterity + Martial Arts) roll to enter a Form Charm. Instead, the poisoned Essence that freed him from his bonds boils forth when he enters a Celestial Form Charm, wreathing him in blatantly Malfean-green flames that constantly flicker into Old Realm characters proclaiming terrible blasphemies. Should he produce an Anima Banner in this state, it is a bright green very similar to the animas of the Green Sun Princes. Once he is no longer in a Celestial Form Charm, the flames take around 2 minutes to completely disintegrate, and his anima remains green until it has completely receded.
In addition, a Terrestrial enlightened this way is considered of the "wrong" element for all elementally-aligned Celestial Martial Arts, paying the surcharge for using their charms as normal, and they may never align their element with such styles (even with mastery of the chosen style). However, they are especially compatible with Infernal Monster Style, and any other styles developed by demons or Infernals (such as Black Claw style), and reduce the cost of all charms belonging to those styles by 1m while in the corresponding Form Charm for them.
The Mad Sun
Shadow Remembers the Sun
Cost: -; Mins: Essence 3; Type: -
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Fond Remembrance of Adrián, and one of (Purity of Madness Defense, Triumph of the Will, Scouring Banishment Technique, Ego-Infused Pattern Primacy, Will-Crushing Force, Nemesis Self Imagined Anew, or Sea Dissolves Herself)
Among the fallen Yozi, Malfeas, Adorjan, and Szoreny number among those that have felt the humiliation of having their form torn asunder and reconfigured wholly and completely. While Szoreny stands as a shattered reflection of his former self, and Malfeas weeps in pity and shame, Adorjan is unique in that she has embraced her new form. Not only that, but she can remember her former self with gleeful nostalgia, and within this behavior, she may draw strength from that long-dead Primordial.
Infernals have been mutilated in much the same way, and coupling the principle of Adorjan's remembrance with a force powerful enough to peel away the layers of Yozi influence upon their Exaltation may afford them some small echoes of their past selves.
By taking this charm, the Infernal gains the Past Life background at 1 dot or, if they already possessed the Past Life background, their rating in the background increases by 1 dot. The simple act of possessing this charm also allows an Infernal to reach "Legendary" Past Life status, by having an effective Past Life rating of 6.
If, even with this boost, an Infernal has less than an effective 6 in their Past Life background, they feel an instinctive pull towards things of consequence to their ancient persona. Examples might include their Lunar Mate, a daiklaive buried in a First Age tomb, or the place in Creation where their past self was finally chased down and butchered by agents of the Usurpation. These errands should be non-trivial, but not necessarily an epic quest in and of themselves. Successfully fulfilling one of these conditions raises the Infernal's Past Life rating by 1 at no cost.
Hungry Devil-Tiger Technique
Cost: 1m; Mins: Essence 3; Type: Supplemental
Keywords: Heretical, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Remembers the Sun
An Infernal must have a Legendary Past Life rating to purchase this charm. This charm may only be used to supplement a Melee attack that is also augmented by a use of the Infernal's Past Life background.
The Infernal's weapon blazes with flames the color of molten gold as his fury and madness becomes transparent with the malice that has boiled for millennia in the memories of a warrior betrayed by his most trusted advisers and confidants. He instantly gains a point of Limit from the strain on his Exaltation. If he modifies the roll with a use of a First [Yozi] Excellency, he gains an additional point of Limit from mixing the fundamental concepts of those murdered with the power of the murderer, which inflicts additional strain. If he also possesses a [Yozi] Mythos Exultant and has stunted this roll, he gains an additional point of Limit from forcibly crashing through the legend imprinted upon his Exaltation with the legend of memories long sealed into its depths. If the Infernal would suffer Torment from these increases, he instead postpones the Torment until the beginning of his next action.
The Infernal multiplies additional successes on their attack roll by the amount of Limit they currently possess for the purposes of calculating additional raw damage.
Heart-Impelling Method
Cost: 6m; Mins: Essence 3; Type: Supplemental
Keywords: Heretical, Combo-OK, Emotion, Social, Obvious
Duration: One Scene
Prerequisite Charms: Shadow Remembers the Sun
An Infernal must have a Legendary Past Life rating to purchase this charm. This charm may only be used to supplement a Performance roll to address an audience that is also augmented by a use of the Infernal's Past Life background.
The Infernal's mouth and eyes explode with arcs of golden lightning that begin to snake around their form as their caged Solar persona reaches outward in a desperate effort to feel something; anything but the cold darkness of the Jade Prison or the stifling morass of their postmortem imprisonment.
They choose an emotion to inspire in the audience, and individuals subject to the performance that have an MDV lower than the threshold successes on the performance roll are afflicted with that emotion for a scene; perhaps too well. As the ambient Solar Essence overwhelms them, the audience loses their ability to regulate their emotions as their minds go haywire.
If the Infernal chose an emotion such as "Sadness", the audience is inflicted with crippling depression identical to the Heart of Tears limit break. Feelings such as "Happiness" spiral those effected into fits of psychotic self-destructive hedonism like that inflicted by the Overindulgence limit break. "Anger" might result in Berserk Anger as the victims can barely restrain their rage and frustration. If a chosen emotion doesn't fall into one of these categories, they should be used as a guideline. This effect is Unnatural Mental Influence and requires two Willpower to resist.
If the Infernal's Past Life did not take hold of him as a result of this Performance roll, he too is automatically inflicted with the chosen over-emotional state. He is not allowed to pay the two Willpower cost to resist, but he may instead choose to gain three Limit by voluntarily straining his Exaltation to contain the emotions bleeding out from it.
Cosmic Losers
Cast-From-Heaven Epiphany
Cost: -; Mins: Essence 3; Type: -
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Victory in Defeat, By Pain Reforged
In perfect health, a Primordial is immutable. It can neither learn nor change, no matter how much it would wish to do so. It is only in defeat, beaten and scarred from the callous brutality of their trusted subordinates, that the Primordials were able to accept new lessons. The Yozi are defined more by their pitiful defeat than by any victory.
Every time the Infernal "loses" to another Exalt - defined as any instance of being forced to retreat due to overwhelming physical injury, failing at social combat in a way that would qualify for activating Victory in Defeat (though the purposefulness of activating Victory in Defeat obviates also using this charm on that instance of defeat), having a Background eliminated (such as a Manse being destroyed, or a Cult eradicated), a Motivation or Urge rendered impossible, or some appropriate long-term goal thwarted at great expense to the Infernal - they are effected in some small way depending on the Exalt's type. If multiple Exalts collaborated in defeating the Infernal, the one most responsible is the one used by this charm. While the Infernal need not even know what an Exalt is, much less which kinds exist, he must still have knowledge linking the Exalt to his defeat in the case of non-obvious losses (such as an Exalt anonymously wiping out a Cult), and have some idea that their enemy is a supernatural being that bears some difference from regular gods and demons.
Losing to a Solar inspires bitterness. The Infernal instantly learns of the Solar's highest virtue, and may choose to convert a dot of their own corresponding virtue into experience. If the Solar has multiple virtues tied for highest, then the one most associated with the defeat of the Infernal is used. If the Infernal lowers his primary virtue below 3, it is still considered to be 3 for all purposes concerning limit and torment. This may not lower a virtue below 1.
The more heroic the hero, the more horrible the world has to be to oppose him.
Losing to an Abyssal inspires fear. The next charm the Infernal learns that either directly aids a Crafting action, or directly improves the Infernal's defenses (typically something that increases Soak, improved DVs, or provides a Perfect Defense or Shaping Defense) has its training time reduced to a single hour, as the Infernal's primal fear drives it to stave off Oblivion and the Death Essence that is so antithetical to his power.
Losing to a Terrestrial or Alchemical inspires hatred. The next charm the Infernal learns that increasing the damage he deals, directly destroys something, or spreads pestilence and despair (such as charms that cause Green Sun Wasting, or charms that provide direct mental anguish like Golden Years Tarnished Black) has its training time reduced to a single hour, as the Infernal rages against such weak and pathetic foes that dare to oppose his glory. An Infernal who knows of such things may also speculate that the enmity the Yozi feel towards Gaia and Autochthon, the greatest of betrayers, may also add an extra dimension to this effect.
Losing to a Sidereal inspires defiance and paranoia. The next time he sleeps after his moment of defeat, he may unconsciously cast off one instance of unnatural mental influence effecting him that was placed there by a Sidereal. With a flash of insight, he awakes in a cold sweat with hateful knowledge of what has been done to him.
Losing to a Lunar inspires frustration. The Infernal howls in impotence at the Wyld-tainted chaos beast that has foiled his plans. Truly, the Infernal must be inadequate - the disciples of Luna are flexible, ever changing, and the Infernal must be so as well to triumph. Thus, he may choose to immediately convert one dot of an ability or attribute into experience points, casting off the dead weight that used to define him, in order to forge forward into a new form and power.
Losing to an Infernal, whether Green Sun Prince or Akuma, does nothing. Just as the Yozi may thrash against each other, much in the same way the Primordials of old did, they may do nothing to change their brothers and sisters.
The City In My Soul
Abeyant Factory Soul Construction
Cost: 5m; Mins: Essence 3; Type: Simple
Keywords: Heretical
Duration: Indefinite
Prerequisite Charms: Sun-Heart Furnace Soul, Experimental Acceleration Mastery
The Principle of Hierarchy stores, within her, potentials and concepts so vast and complex that, to most, they would seem impossible. The Demon City has, since time immemorial, forged the impossible from the green inferno of his mighty heart. By combining the essence of both Yozi, an Infernal may create an automated assembly line of thought and energy within his own secondary soul.
By first committing the motes to this charm, the Infernal designates an Artifact of up to 3 dots to begin work upon in his soul factory. This functions under the normal Artifact crafting rules, except that the Infernal needs no materials to begin working, and the only charms that may modify the crafting process are Experimental Acceleration Mastery and either First Malfeas Excellency or First She Who Lives In Her Name Excellency (these Excellencies always apply). The motes devoted to an Excellency must be committed for the entire duration of the crafting or the crafting fails.
The Infernal need not put forth any physical effort to crafting the Artifact. The process is completely automated in his own tiny soul-world. Upon finishing the Artifact in this way, the Infernal's motes are uncommitted, and the Artifact lays dormant within him. To draw it forth, he need only direct a miscellaneous action towards a pile of raw materials of the appropriate type within (Essence) yards, and the materials congeal into the finished Artifact.
By keeping the idea of the Artifact in his soul, he may use the Repeat Business rules as normal (see Oadenol's Codex pg 29). An Infernal may only craft a single artifact in his soul factory at a time. His soul is the equivalent of a Master's Workshop.
A second purchase at Essence 5+ allows an Infernal to craft up to 4 dot artifacts in his soul, and his soul counts as a Flawless Workshop.
A third purchase at Essence 6+ allows an Infernal to craft up to 5 dot artifacts in his soul, and his soul counts as an Ideal Workshop.
Abattoir-Shrine Soul Construction
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Demonic Primacy of Essence, Sun-Heart Furnace Soul
It is the Endless Desert's nature to bind the weak to her will, and it is in the nature of the weak to worship her. To the Demon City, the dying howls and strewn gore of his victims are as the sweetest reverences and platitudes. By combining the essence of both Yozi, an Infernal may construct a house of torment within his own secondary soul and populate it with those he has damned.
When the Infernal deals the killing blow to a mortal, God-blood, or Exalt with an Essence less than their own, they may choose to draw in and trap the Hun of their soul in the Infernal's Abattoir-Shrine. The slain will, consequently, never rise as a ghost.
An Infernal who has just taken this charm has an Abattoir-Shrine large enough to hold 100 damned souls. For 2 additional experience points, they may increase the size to 1,000 souls. For 2 more experience points on top of that, they increase the size to 10,000 souls.
An Infernal with 5 damned souls is considered to have a Cult of 1, as they are fed by the torment of those they have trapped. 20 souls grant them a Cult of 2. 100 souls grant them a Cult of 3. 1,000 souls grant them a Cult of 4. 10,000 souls grant them a Cult of 5.
The motes respired by a Cult formed this way may recharge the reservoir granted by Sun-Heart Furnace Soul, but does not stack with the normal Cult background.
Spooky Aquarium Soul Construction
Cost: 2m; Mins: Essence 3; Type: Simple
Keywords: Heretical
Duration: Indefinite
Prerequisite Charms: Sun-Heart Furnace Soul, What Lurks Beneath
The Great Mother's womb is eternally swollen with all manner of unspeakable horrors, ready to be birthed upon an unwitting populace. The Demon City is a haven that harbors innumerable legions of demonic soldiers ready to march upon Creation and bring it to a bloody end. By combining the essence of both Yozi, an Infernal can become a mobile launching point for those monsters of the deep that wish harm upon the land but lack the necessary faculties to bring forth their wrath.
By committing the required motes, an Infernal may store a creature summoned via What Lurks Beneath in the spooky aquarium within his soul. At any point afterward, as a miscellaneous action, he may unleash the stored beast. As long as his motes remain committed, the beast may swim through the air as easily as it would water (as well as breathe it if it could not already), but may not willingly move farther than (Infernal's Essence + Willpower) yards from its master. If it is brought outside this range forcefully, the motes are uncommitted and it loses the benefits this charm grants it.
The Infernal may only commit motes to storing one monster at a time. However, with an additional purchase at Essence 4+, they may increase this number to three. A third purchase at Essence 5+ increases this number to (Essence). Additional monsters after the first only cost 1 committed mote.
Arterial Roadway Soul Construction
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Sun-Heart Furnace Soul, Running to Forever
The Silent Wind is graceful in her murderous whirlwinds; every movement an exquisite expression of her love - not calculated, but purposefully efficient by its very nature. The Demon City is an overwhelming force, though he abides no waste that he is not in control of. When he chooses to apply ten times as much power as is necessary, it is because he chooses, and not because he doesn't know his own strength. By combining the essence of both Yozi, an Infernal can refine the essence pathways that connect his Sun-Heart Furnace Soul to his Exaltation, and construct additional avenues for processing his expenditures more efficiently.
The essence pool granted by Sun-Heart Furnace Soul is no longer considered peripheral, but instead acts as personal motes, causing no essence-runoff to fuel an anima banner if the Infernal so chooses. However, when the Infernal chooses to exert energy into displaying his glory, he may do so all the more efficiently. He may choose to treat every one mote spent from his Sun-Heart Furnace Soul as three for the purposes of building his Anima Banner.
Brothers and Sisters in Arms
Glass Messiah Exoskeleton
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Temple Self Apotheosis
While Malfeas hides himself away in layer upon layer of thick armor, Cecelyne lays herself bare, that all may see her boundless glory. With these concepts merged, a prophet may armor himself in the righteous panoply of the fallen while refraining from denying his flock the privilege of reveling in his beauty.
The Infernal's armor is no longer brass, but clear glass that remains immaculately clean at all times (preventing penalties for filth or similar), allowing all to glimpse his naked body beneath it. While his anima banner flares at the 8+ mote level, the light of his essence refracts through the glass armor, shining brilliantly as a beacon visible for miles. As he shines, he adds his permanent Essence rating to his Appearance as those that glimpse him are overwhelmed with awe.
This charm does not stack with Crystal Engineer Exoskeleton or Obsidian Assassin Exoskeleton. One of these three charms must be chosen when Viridian Legend Exoskeleton is first activated, and that is the charm that takes effect until the Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Crystal Engineer Exoskeleton
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Experimental Acceleration Mastery
Malfeas is always eager to bulldoze sections of his own city-body to make room for new improvements, utilizing his own form as a canvas for creation. The Principle of Hierarchy is her own perfect tool, practicing her universal art across venues both mundane and incomprehensible. Merged, an enterprising technician may use these concepts to use his own body to speed his work.
The Infernal's armor is no longer brass, but thick, frosted crystal in a swirling flame motif. In addition to the essence tools produced by Tool-Transcending Constructs, the Infernal may now morph his own armored limbs into exotic tools not found outside of the most glorious of first age factory cathedrals, increasing the speed benefit of Experimental Acceleration Mastery from (Essence) to (Essence x 3) while Viridian Legend Exoskeleton is active.
Incidentally, the Infernal may also transform his limbs into the equivalent of any perfect-quality mundane weapon or shield, though he is restricted to a maximum of one razor harness and either one two-handed weapon or two one-handed weapons at a time (a shield is considered a one-handed weapon for this).
This charm does not stack with Glass Messiah Exoskeleton or Obsidian Assassin Exoskeleton. One of these three charms must be chosen when Viridian Legend Exoskeleton is first activated, and that is the charm that takes effect until the Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Obsidian Assassin Exoskeleton
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Bloodless Murk Evasion
Malfeas lacks finesse - not that he does not understand it. He simply is too vastly powerful for the cardboard universe that he exists in. However, his faithful chum, the Ebon Dragon, is always there to provide him with helpful insights on subtlety, and even act as his hands in situation that require a more delicate touch.
The Infernal's armor is no longer brass, but a swirling mass of shadows more visible as an inverted blot in the concept of vision than as a distinct presence. While in an area with less than bright sunlight, the Infernal adds their Essence in dice to all Stealth rolls while Viridian Legend Exoskeleton is active.
Furthermore, the Infernal's body is much more malleable while he armors himself in shadow. While Viridian Legend Exoskeleton is active, the Infernal may use Bloodless Murk Evasion to move through space regardless of the intervening physical objects, allowing him to bypass walls and other obstacles. He may now use Bloodless Murk Evasion anytime he wishes, and not simply to dodge attacks.
This charm does not stack with Crystal Engineer Exoskeleton or Glass Messiah Exoskeleton. One of these three charms must be chosen when Viridian Legend Exoskeleton is first activated, and that is the charm that takes effect until the Infernal reactivated Viridian Legend Exoskeleton and alters his decision.
Silver Scepter of Ordained Martyrs
Cost: - (1m); Mins: Essence 4; Type: Permanent
Keywords: Heretical, Obvious
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment (x2), Verdant Emptiness Endowment
When an Infernal activates the second purchase of Vitriolic Corona Endowment, he may summon an ornate scepter of brilliant silver in lieu of the standard spear. This scepter uses the base statistics of a Goremaul instead of a Dire Lance, but is otherwise identical.
With a sweep of his scepter, the Infernal may reflexively spend one mote to activate one Demand he has imbued with Verdant Emptiness Endowment in every creature within (Essence x 10) yards. That Demand is expended, and they are given the task "Defend me at all costs". Those that refuse are inflicted as usual. Those that do not refuse are branded with the Old Realm symbol for "Martyr" in silver light upon their forehead.
Until the Demand's duration elapses, all health levels of damage that the Infernal takes are instead spread among her Martyrs, assuming they are within at least (Essence x 100 yards). If the Martyr is still alive at his Demand's conclusion, the silver brand fades. However, if a Martyr dies, the brand is seared inexorably into his flesh and bone, marking his corpse as a faithful servant to the Yozi.
Crystal Psycho-Amplification Implement
Cost: - (1m); Mins: Essence 4; Type: Permanent
Keywords: Heretical, Obvious
Duration: Permanent
Prerequisite Charms: Vitriolic Corona Endowment (x2), Mind-Hand Manipulation
When an Infernal activates the second purchase of Vitriolic Corona Endowment, he may instead summon a thin crystal staff that is either slightly flared at both ends, one of which dips into a bowl-shape with a sharpened edge, or has two needle-like prongs at one end (appearing as either a giant spoon or tuning fork). This implement uses the base statistics of a Wrackstaff instead of a Dire Lance, but is otherwise identical.
With their staff in hand, the Infernal finds it easier to focus and hone their mind into a weapon of deadly precision or overwhelming force. When they activate the Telekinetic Blow or Telekinetic Blade uses of Mind-Hand Manipulation, and only make a single attack, the base damage is doubled to (Essence x 2). If he makes multiple telekinetic attacks, two of those attacks do not contribute multiple action penalties (so a flurry of three telekinetic blows would confer no penalty).
The purposeful gestures that must be made with the amplifier make the fact that they are making telekinetic attacks Obvious, even while using Unseen Force Application. The DV penalty invoked by that charm is still applicable, as there are still no clear sensory tells of where and when an attack will land, but anyone who sees the Infernal will be able to tell they're the one attacking.
At Essence 5, if the Infernal also knows the Malfeas charm "Kissed By Hellish Noon", he may extend his staff's ability to inflict aggravated damage to Gods, and to innately use Green Sun Nimbus Flare, to his Mind-Hand Manipulation attacks while his staff is active.
Double Heresy!
Manufactorum Primordial Body
Cost: 5m, 1wp; Mins: Essence 6; Type: Simple
Keywords: Heretical
Duration: Indefinite
Prerequisite Charms: Abeyant Factory Soul Construction, Crystal Engineer Exoskeleton, Principle Invoking Onslaught
The Infernal's flesh and soul have been transfigured into tools of creation, and now it is time for this transformation to reach its logical conclusion.
With an explosion of essence, the Infernal's body undulates and morphs, growing crystalline protrusions that sink into the ground and lift him high into the air, where his limbs crack and expand into new architectural forms. Over the next minute, his body becomes a massive building of flesh, bone, brass, and crystal. After an hour has elapsed, the Infernal becomes active once again, as his insides have all been properly formed and configured.
While a building, the Infernal cannot dodge, though he may still parry by growing crystalline limbs that function as perfect mundane weapons. He has no movement or jump speed while a building, and he need not eat, drink, or breathe while in this form. Though, he must still "power down" as a form of sleep, if sleep was already necessary for him.
Inside the Infernal exists four sections, all but the first of which are optional, at the Infernal's discretion. The first section is a room with no doors or openings (unless the Infernal specifically wishes there to be) that houses the Infernal's heart and souls. Any damage done to his body elsewhere will simply create an opening in that section of his body. To actually deal damage to his health levels, one must cut their way into this room and stab his heart, which may not block or dodge, and has no soak or hardness. His soul, in this room, continues to function as Abeyant Factory Soul Construction, but instead of it requiring raw materials to manifest the artifact, the Infernal may simply pay 5 motes to materialize the finished artifact within himself.
The second is a set of living quarters with enough space and bunk-beds to comfortably fit 20 people, as well as functioning showers, and a fully stocked kitchen, refrigerator, and pantry with enough food to feed 20 people for (Essence) days, which the Infernal may restock by spending a single mote. If the Infernal does not spend at least a single mote per day maintaining his indoor plumbing, it ceases to work.
The third is a workshop section that functions as an ideal workshop for all forms of craft that the Infernal has rated 6 or higher. Here, the Infernal may use his crystal limbs to craft as if he were physically present, accepting help from aids or other benefits he could make use of were he physically present. By spending 5 motes, he may create all the materials he needs for any one artifact.
The fourth is a library that contains knowledge of all the Infernal's abilities, spells, and charms. By studying here, a person may consider themselves as having a mentor for the purposes of training times for abilities, spells, or charms the Infernal knows, without the Infernal having to take the time to train them himself. In addition, if the Infernal has at least one purchase of Sorcerous Enlightenment of (Yozi), the library is also stocked with all manner of occult paraphernalia. The Resource cost of conducting Thaumaturgy within such a library is 0, as the user simply accesses the myriad charts, mystical diagrams, and magical caches held within.
An intercom system allows the Infernal to transmit his voice into any room within himself, or over a loud-speaker to project his voice outside. Other people may also use this intercom to communicate into other rooms or into the outside.
By spending a single mote to calibrate himself, the Infernal may alter the temperature in his body anywhere from 40 degrees to 140 degrees Fahrenheit. Any higher or lower, and he risks damaging the delicate instruments that compose his Abeyant Factory, Workshop, or Library areas. The temperature will stay this way until he spends additional motes.
Light fixtures in a color of the Infernal's choice illuminate his insides. At his discretion, he may grow light dials for occupants to control the brightness or dimness of them independently.
Doors from the outside and to each section of the Infernal's body are chosen when the Infernal first activates this charm. He may choose to supply them with some independent mechanism for the occupants to open and close them on their own, or he may leave any or all of them at his function alone, possibly converting an area into a prison or vault.
When the Infernal releases the committed motes, it takes a full hour for his body to properly reconfigure back into human form. He may reduce this time, but doing so inflicts one level of unsoakable aggravated damage per 10 minutes the time is sped up, as his flesh is transfigured incorrectly.
With a second purchase of this charm, an Infernal may tap into a demesne under his manufactorum, causing his heart room to double as a hearthstone room. While tapped into the demesne, his heart will grow an appropriately aspected hearthstone. The Infernal may choose to attune any occupants inside of him to his hearthstone, and may break such an attunement at any time, regardless of distance. When this charm ends, the hearthstone dissolves.
If an Infernal stays tapped into a demesne for one month per dot of the demesne, he may corrupt it into a Vitriol Aspect, or an aspect fitting either his caste or favored Yozi (if he has Triumphant Howl of the Devil-Tiger, he may make Him-Aspected demesnes). The hearthstone produced spontaneously morphs into a hearthstone of the new aspect.
Reproduction Construction Compunction
Cost: 1m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Heretical
Duration: One Gestation Period
Prerequisite Charms: Abeyant Factory Soul Construction, Spiteful Sea Tincture
The Infernal produces a single tentacle from his body and strikes a mundane object that he could craft with his crafting abilities and would not be considered large enough to be a "larger work" (i.e. one in which Dexterity does not come into play). By Malfeas' command, the Small God of the object awakens and obeys. By Kimbery's blessing, the Small God is formed into a metaphysical womb. And by She Who Lives In Her Name's dominion, it is instilled with the materials and processes it will need in the coming period.
The bestowed object's god-womb functions exactly as a tiny replica of the Infernal's Abeyant Factory Soul Construction (using the Infernal's craft rolls as normal). Completely independent of his actions, it will continue to craft an exact replica of the Small God and the associated object within itself. When the crafting (gestation) period is over, the object gives birth to its perfect copy in an act with a visual accompaniment indescribable by any mortal tongue spoken in Creation (unlike Abeyant Factory Soul Construction, no materials are required to manifest the objects upon their completion - these are incorporated into the womb when the charm is activated). There simply aren't the words. Some of the oldest dialects of Old Realm, such as the Lintha derivation, come exceedingly close.
Once the object has given birth once, this charm ends, and its god-womb reverts back into an insensate Small God, though it may be subsequently impregnated again. The duration of this charm specifically refers to the time between this charm's activation and when the object gives birth. The "gestation period" will be different depending on the Infernal's craft rolls.
If an Infernal releases the committed motes before the construction is finished, the womb reverts back to a Small God without harm, banishing the aborted proto-object permanently to Elsewhere.
Contemptuous Theogenetic Reconstitution
Cost: 30m, 2wp; Mins: Essence 5; Type: Simple
Keywords: Combo-OK, Heretical, Sorcerous
Duration: Instant
Prerequisite Charms: Wayward Divinity Oversight, Wholeness Rightly Assumed, Inner Devils Unchained
Since time before time, the Gods have been the humble servants of their Primordial masters. Therefore, they must truly be pitied, for their primary purpose for existence has been subverted by some flaw in the Primordials' own design; unthinkable as it may be. However, their traitorous malfunction is only a single rusted cog in an otherwise salvageable machine - with a little work, they may be made to function properly once more.
This charm may be used to recreate a dead god from a pile of starmetal. This is not a form of resurrection; that would be against the laws of Creation, and thus anathema to Cecelyne and She Who Lives In Her Name. The creature that is pulled forth is not the dead god, but rather tattered remains sewn together with shadows and hatred in a marionette mockery of the dead god. It retains all the memories of its life, though they are hazy and always far more grim and disturbing than the true account. Parts of its personality remain, though its Motivation becomes twisted with elements of the Infernal's Urge (for example, an Infernal with the Malfean Urge "Slay the Unconquered Sun" animating a God with the Motivation "Protect the North from the threat of the Fair Folk" might alter it into "Protect the North from the threat of the Unconquered Sun" and its memories would reflect a dire need to slay the Unconquered Sun, as he is clearly the largest threat to the Northern Direction), and it gains an unbreakable intimacy for obeying the will of the fallen Primordials, who it instinctively recognizes as its unquestionable masters. The vast majority of risen gods have no other positive intimacies, as they spill out of their roughly hewn and desecrated spirit-bodies.
The statistics of the god after it has been raised is determined by the size of the chunk of starmetal from which it is created. If only a portion of the whole of the remains of the god is used, the restrictions still apply, as the piece brought to life is simply that - an incomplete fragment. Using starmetal in this way consumes it utterly. Note that only raw starmetal may be used, as after it is refined and constructed into an artifact, too much of the structural integrity is compromised to pull a functioning god out of it.
A chunk of starmetal worth only Resources 1 can create only Essence 1 gods. This progression is linear up to a piece of starmetal worth Resources 5 creating an Essence 5 god. Afterwards, the increase is more dramatic. Two Resource 5 pieces create an Essence 6 God, Four Resource 5 pieces create an Essence 7 God, Eight for Essence 8, Sixteen for Essence 9, and Thirty-Two Resource 5 pieces for creating an Essence 10 simulacrum of a fallen Incarna. Multiple pieces from different gods may not be used - they must all come from the same god. An Infernal cannot raise a god with a higher Essence rating than their own.
Gods being generated without pre-existing statistics should use the Roll of Glorious Divinities Vol 1 description of Divine Mechanics as a guideline for creating their stats. Charm sets will remain mostly intact, though the specific conditions under which a charm may be used may take a particularly sinister turn (a God that may use Sheathing the Material Form only while immersed in water, that is then raised, might have this condition changed to only while in complete darkness).
The same can be said of the lesser fragments of greater deities. Using their full statistics, they can be scaled down, removing dots or charms ancillary to their primary purpose, while keeping as much of their core (twisted) being intact.
It should be noted that "artificially" created starmetal, such as from Principle Invoking Onslaught or Constructive Convergence of Principles, is not suitable for the creation of a god. In the same way that synthetically grown human flesh in the vague shape of a human is not a human, dead god-flesh molded from the universe that has never known true divinity is not a god.
Additionally, this charm holds no sway over starmetal produced from non-Creation-born gods. The gods of Autochthonia, the hypothetical living worlds of heretical Infernals, or possible alternate worlds hidden in the depths of the Wyld are beyond it's capacity to manipulate.
Kung Fu Demons
Vassal-Enlightening Malediction
Cost: 15m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Heretical, Enlightenment, Obvious, Touch
Duration: Instant
Prerequisite Charms: Two of: Tarnish Flash Technique, Verdant Emptiness Endowment, Lease the Flame, Tragic Love Amusement, Inner Devils Unchained, Great Mother's Tears
This is the Infernal version of Soul-Enlightening Beneficence (see pg 18 of Scroll of the Monk). It functions exactly as that charm, except that the newly enlightened mortal does not lose a point of permanent willpower. Instead, they permanently become a Creature of Darkness and native of Malfeas.
An Infernal may purchase this charm a second time at Essence 6+ if they already know Sowing the Emerald Lotus. Once they do so, they may use this charm on Terrestrial Exalted, with the same procedure as usual, inflicting 'Creature of Darkness' status on the Terrestrial in the process. However, in lieu of the normal benefits, the Terrestrial's limitations in climbing the Lotus are instantly blasted apart, granting him the ability to learn and use Celestial Martial Arts. The lingering effects are, however, very different from those of the Immaculate procedure.
Because the Terrestrial gained enlightened via brute force instead of discipline and finesse, he does not need to make a (Dexterity + Martial Arts) roll to enter a Form Charm. Instead, the poisoned Essence that freed him from his bonds boils forth when he enters a Celestial Form Charm, wreathing him in blatantly Malfean-green flames that constantly flicker into Old Realm characters proclaiming terrible blasphemies. Should he produce an Anima Banner in this state, it is a bright green very similar to the animas of the Green Sun Princes. Once he is no longer in a Celestial Form Charm, the flames take around 2 minutes to completely disintegrate, and his anima remains green until it has completely receded.
In addition, a Terrestrial enlightened this way is considered of the "wrong" element for all elementally-aligned Celestial Martial Arts, paying the surcharge for using their charms as normal, and they may never align their element with such styles (even with mastery of the chosen style). However, they are especially compatible with Infernal Monster Style, and any other styles developed by demons or Infernals (such as Black Claw style), and reduce the cost of all charms belonging to those styles by 1m while in the corresponding Form Charm for them.
The Mad Sun
Shadow Remembers the Sun
Cost: -; Mins: Essence 3; Type: -
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Fond Remembrance of Adrián, and one of (Purity of Madness Defense, Triumph of the Will, Scouring Banishment Technique, Ego-Infused Pattern Primacy, Will-Crushing Force, Nemesis Self Imagined Anew, or Sea Dissolves Herself)
Among the fallen Yozi, Malfeas, Adorjan, and Szoreny number among those that have felt the humiliation of having their form torn asunder and reconfigured wholly and completely. While Szoreny stands as a shattered reflection of his former self, and Malfeas weeps in pity and shame, Adorjan is unique in that she has embraced her new form. Not only that, but she can remember her former self with gleeful nostalgia, and within this behavior, she may draw strength from that long-dead Primordial.
Infernals have been mutilated in much the same way, and coupling the principle of Adorjan's remembrance with a force powerful enough to peel away the layers of Yozi influence upon their Exaltation may afford them some small echoes of their past selves.
By taking this charm, the Infernal gains the Past Life background at 1 dot or, if they already possessed the Past Life background, their rating in the background increases by 1 dot. The simple act of possessing this charm also allows an Infernal to reach "Legendary" Past Life status, by having an effective Past Life rating of 6.
If, even with this boost, an Infernal has less than an effective 6 in their Past Life background, they feel an instinctive pull towards things of consequence to their ancient persona. Examples might include their Lunar Mate, a daiklaive buried in a First Age tomb, or the place in Creation where their past self was finally chased down and butchered by agents of the Usurpation. These errands should be non-trivial, but not necessarily an epic quest in and of themselves. Successfully fulfilling one of these conditions raises the Infernal's Past Life rating by 1 at no cost.
Hungry Devil-Tiger Technique
Cost: 1m; Mins: Essence 3; Type: Supplemental
Keywords: Heretical, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Shadow Remembers the Sun
An Infernal must have a Legendary Past Life rating to purchase this charm. This charm may only be used to supplement a Melee attack that is also augmented by a use of the Infernal's Past Life background.
The Infernal's weapon blazes with flames the color of molten gold as his fury and madness becomes transparent with the malice that has boiled for millennia in the memories of a warrior betrayed by his most trusted advisers and confidants. He instantly gains a point of Limit from the strain on his Exaltation. If he modifies the roll with a use of a First [Yozi] Excellency, he gains an additional point of Limit from mixing the fundamental concepts of those murdered with the power of the murderer, which inflicts additional strain. If he also possesses a [Yozi] Mythos Exultant and has stunted this roll, he gains an additional point of Limit from forcibly crashing through the legend imprinted upon his Exaltation with the legend of memories long sealed into its depths. If the Infernal would suffer Torment from these increases, he instead postpones the Torment until the beginning of his next action.
The Infernal multiplies additional successes on their attack roll by the amount of Limit they currently possess for the purposes of calculating additional raw damage.
Heart-Impelling Method
Cost: 6m; Mins: Essence 3; Type: Supplemental
Keywords: Heretical, Combo-OK, Emotion, Social, Obvious
Duration: One Scene
Prerequisite Charms: Shadow Remembers the Sun
An Infernal must have a Legendary Past Life rating to purchase this charm. This charm may only be used to supplement a Performance roll to address an audience that is also augmented by a use of the Infernal's Past Life background.
The Infernal's mouth and eyes explode with arcs of golden lightning that begin to snake around their form as their caged Solar persona reaches outward in a desperate effort to feel something; anything but the cold darkness of the Jade Prison or the stifling morass of their postmortem imprisonment.
They choose an emotion to inspire in the audience, and individuals subject to the performance that have an MDV lower than the threshold successes on the performance roll are afflicted with that emotion for a scene; perhaps too well. As the ambient Solar Essence overwhelms them, the audience loses their ability to regulate their emotions as their minds go haywire.
If the Infernal chose an emotion such as "Sadness", the audience is inflicted with crippling depression identical to the Heart of Tears limit break. Feelings such as "Happiness" spiral those effected into fits of psychotic self-destructive hedonism like that inflicted by the Overindulgence limit break. "Anger" might result in Berserk Anger as the victims can barely restrain their rage and frustration. If a chosen emotion doesn't fall into one of these categories, they should be used as a guideline. This effect is Unnatural Mental Influence and requires two Willpower to resist.
If the Infernal's Past Life did not take hold of him as a result of this Performance roll, he too is automatically inflicted with the chosen over-emotional state. He is not allowed to pay the two Willpower cost to resist, but he may instead choose to gain three Limit by voluntarily straining his Exaltation to contain the emotions bleeding out from it.
Cosmic Losers
Cast-From-Heaven Epiphany
Cost: -; Mins: Essence 3; Type: -
Keywords: Heretical
Duration: Permanent
Prerequisite Charms: Victory in Defeat, By Pain Reforged
In perfect health, a Primordial is immutable. It can neither learn nor change, no matter how much it would wish to do so. It is only in defeat, beaten and scarred from the callous brutality of their trusted subordinates, that the Primordials were able to accept new lessons. The Yozi are defined more by their pitiful defeat than by any victory.
Every time the Infernal "loses" to another Exalt - defined as any instance of being forced to retreat due to overwhelming physical injury, failing at social combat in a way that would qualify for activating Victory in Defeat (though the purposefulness of activating Victory in Defeat obviates also using this charm on that instance of defeat), having a Background eliminated (such as a Manse being destroyed, or a Cult eradicated), a Motivation or Urge rendered impossible, or some appropriate long-term goal thwarted at great expense to the Infernal - they are effected in some small way depending on the Exalt's type. If multiple Exalts collaborated in defeating the Infernal, the one most responsible is the one used by this charm. While the Infernal need not even know what an Exalt is, much less which kinds exist, he must still have knowledge linking the Exalt to his defeat in the case of non-obvious losses (such as an Exalt anonymously wiping out a Cult), and have some idea that their enemy is a supernatural being that bears some difference from regular gods and demons.
Losing to a Solar inspires bitterness. The Infernal instantly learns of the Solar's highest virtue, and may choose to convert a dot of their own corresponding virtue into experience. If the Solar has multiple virtues tied for highest, then the one most associated with the defeat of the Infernal is used. If the Infernal lowers his primary virtue below 3, it is still considered to be 3 for all purposes concerning limit and torment. This may not lower a virtue below 1.
The more heroic the hero, the more horrible the world has to be to oppose him.
Losing to an Abyssal inspires fear. The next charm the Infernal learns that either directly aids a Crafting action, or directly improves the Infernal's defenses (typically something that increases Soak, improved DVs, or provides a Perfect Defense or Shaping Defense) has its training time reduced to a single hour, as the Infernal's primal fear drives it to stave off Oblivion and the Death Essence that is so antithetical to his power.
Losing to a Terrestrial or Alchemical inspires hatred. The next charm the Infernal learns that increasing the damage he deals, directly destroys something, or spreads pestilence and despair (such as charms that cause Green Sun Wasting, or charms that provide direct mental anguish like Golden Years Tarnished Black) has its training time reduced to a single hour, as the Infernal rages against such weak and pathetic foes that dare to oppose his glory. An Infernal who knows of such things may also speculate that the enmity the Yozi feel towards Gaia and Autochthon, the greatest of betrayers, may also add an extra dimension to this effect.
Losing to a Sidereal inspires defiance and paranoia. The next time he sleeps after his moment of defeat, he may unconsciously cast off one instance of unnatural mental influence effecting him that was placed there by a Sidereal. With a flash of insight, he awakes in a cold sweat with hateful knowledge of what has been done to him.
Losing to a Lunar inspires frustration. The Infernal howls in impotence at the Wyld-tainted chaos beast that has foiled his plans. Truly, the Infernal must be inadequate - the disciples of Luna are flexible, ever changing, and the Infernal must be so as well to triumph. Thus, he may choose to immediately convert one dot of an ability or attribute into experience points, casting off the dead weight that used to define him, in order to forge forward into a new form and power.
Losing to an Infernal, whether Green Sun Prince or Akuma, does nothing. Just as the Yozi may thrash against each other, much in the same way the Primordials of old did, they may do nothing to change their brothers and sisters.