Xefas
2010-12-07, 04:36 AM
In the vein of Ink Monkeys vol 9: Unleash Your Inner Monster Part IV, here are some Akuma Native Charms. I started with a few Terrestrial ones, but I'm slowly expanding...
General Akuma
The following charms are Native to any kind of Akuma, and are treated as general charms for their primary Exalt type (if they have one).
Omniscient Yozi Excellence
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Any First [Yozi] Excellency
The excellence peddled by the pathetic Incarnae or the Elemental Dragons is secondhand dreck compared to the awesome might of the Primordials, fallen though they are.
An Akuma that learns this charm is treated as if they had the First, Second, and Third [Ability] Excellencies in each of their Caste and Favored abilities purely for the purposes of qualifying for the prerequisites to learn other charms. They do not actually know those Excellencies and can not activate them.
When an Akuma learns this charm, he loses all First, Second, and Third [Ability] Excellencies that he possesses, which are converted into experience.
A second purchase of this charm at Essence 3+ extends its benefits to all abilities, even if they are not Caste or Favored.
Terrestrial Akuma
The following charms are Native to Terrestrial Akuma, and are treated as Terrestrial Charms of the corresponding ability.
Air Aspect Abilities
Demon-Skin Simar
Cost: -; Mins: Occult 6, Essence 6; Type: Permanent
Keywords: Native, Obvious
Duration: Permanent
Prerequisite Charms: Mantle of Elemental Fusion, Demonic Primacy of Essence
This charm permanently modifies Mantle of Elemental Fusion such that the Terrestrial may target and fuse with demons just as he fuses with elementals. However, demons of the second or third circle must be willing participants and may automatically reject any intimacies thrust upon them from the Terrestrial.
While fused with a demon, the Terrestrial adopts markings and physical traits associated with the demon, allowing an (Intelligence + Occult) roll with a difficult of (demon's obscurity rating) to determine the exact kind of demon he is fused with. In addition, he automatically gains the Aura of Power mutation if he did not already have it, turning his anima banner the hellish green of Malfeas.
Furthermore, a Terrestrial fused with a demon lowers the attunement cost of any Hellforged Wonders in his possession by 2 (if he is bound to a first circle demon), 4 (for a second circle), or 6 (for a third circle). This may not reduce their cost below 0 motes.
Fire Aspect Abilities
Burning Comet Method
Cost: -; Mins: Athletics 4, Essence 3; Type: Permanent
Keywords: Native, Velocity, Obvious
Duration: Permanent
Prerequisite Charms: Bellows-Pumping Stride, Death-Dealing Journey
As the Terrestrial streaks across the battlefield, the Silent Wind stokes the flames of his treasonous heart as a bellows on a forge. While he maintains maximum dashing speed, his flesh cracks and releases a nimbus of flames that wreath his entire body. Flammable material that he touches is instantly ignited but, more importantly, the cost of activating Falling Star Maneuver is lowered by 1m as well. If Bellows-Pumping Stride is currently active, the cost is reduced by an additional 1m (minimum 0m). An attack modified by Falling Star Maneuver while the Terrestrial maintains maximum dashing speed automatically deals lethal damage if it would normally deal bashing.
Ruinous Meteor Evasion
Cost: 5m; Mins: Dodge 5, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Native, Obvious, Counterattack
Duration: Instant
Prerequisite Charms: Hopping Firecracker Evasion, Green Sun Nimbus Flare
As his assailant's weapon speeds towards him, the Terrestrial does not dodge. Rather, he sees more delectable prey elsewhere and disengages his currently boring combat at an opportune moment so that he may sow far more enjoyable destruction.
This charm may only be activated after the Terrestrial successfully dodges an attack. Everything within (Essence) yards is subject to a (Willpower + Essence) attack that deals one level of unsoakable lethal damage on a successful hit, which may not be blocked without a stunt or charm, as the Terrestrial explodes in a torrent of scything green flames. If the attack succeeds in dealing damage, the Terrestrial may modify it with Green Sun Nimbus Flare as an innate ability at no additional mote cost. All damage dealt by this exchange is tripled against objects.
Following this eruption, the Terrestrial is rocketed upwards and careens up to (Essence x 10) yards away, but must be propelled at least 10 yards. If they cannot move at least this far, they go as far as possible before colliding with whatever barrier is in the way and falling prone. This movement must bring the Terrestrial closer to an enemy; he may not use it to simply run away.
As the Terrestrial lands, he leaves a burning crater, subjecting those around him to an eruption of flames (and the associated attack) identical to the one produced when he first activates this charm.
Armament of the Emerald Forge
Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Combo-OK, Native, Elemental, Obvious
Duration: One Scene
Prerequisite Charms: Refining the Inner Blade, Viridian Corona Endowment (x2)
The Terrestrial utters a brief prayer and extends his arm. A shaft of green light descends through a crack in the fabric between worlds, green flames erupt from the Terrestrial's hands, and a demonic artifact is scarred into existence within his grasp. He now wields a tool of destruction constructed by the Green Sun himself.
This armament may take the form of any single artifact weapon, replicating its statistics perfectly (except as stated below), though it has no attunement cost. The weapon may be of any magical material and is already baptized in vitriol. It automatically benefits from any purchases the Terrestrial has of Dragon-Graced Weapon, the Terrestrial may activate Green Sun Nimbus Flare as an innate ability during attacks made by the weapon, it deals aggravated damage to anything that is not a Creature of Darkness, and has Rate 5.
At the conclusion of this charm, the summoned weapon breaks free of anything holding it, shines with a brilliant green light, and abruptly disappears.
If the Terrestrial knows Dragon Blade Beneficence, they may commit an additional mote for each ally within (Essence x 10) yards (up to a maximum of Melee motes) to outfit them with weapons from Ligier's forge as well. These function exactly as described above, and each weapon granted may be of a different type and composition, but all of them must be baptized with vitriol.
With an additional purchase of this charm at Essence 4+, the Terrestrial may extend the duration of this charm to Indefinite, committing the motes as normal. He may only have one activation of this charm extended at a time. If the Terrestrial knows Dragon Blade Beneficence, the duration of weapons conjured for allies remains as one scene, and conjuring weapons for them still requires a separate activation.
Cataclysmic Confidence Obliteration
Cost: 10m; Mins: Presence 5, Essence 5; Type: Simple
Keywords: Combo-OK, Native, Obvious, Social, Emotion
Duration: (Essence) Actions
Prerequisite Charms: Unbearable Taunt Technique, Mocking Murmurs Retort
Black flames cascade from the Terrestrial's mouth, writhing like snakes, and entwine his body, hissing insults and blasphemous diatribes in faint, barely audible voices. With an illustrative gesture, he proclaims the utter worthlessness of his victim. He has never amounted to anything in his life, he is less than nothing, he is a burden on all of those around him, and his future is to be a pathetic shadow, laying at the feet of those of true importance and begging for their acceptance, which will never come.
The ground around the victim cracks and releases seething wisps of darkness from which serrated chains burst forth, an insult spoken by the Terrestrial inscribed upon each one. The chains dig into the flesh of the unfortunate target, and so long as they remain, he may do naught but believe the words written on them.
This is a perfect, undodgeable social attack that uses (Manipulation + Presence) for its dice pool. If the attack succeeds, the target is doomed to botch every single roll they make for (Essence) actions due to their own lack of self-confidence (this functions even if the target joins battle and actions begin being counted in ticks instead of long ticks - the fury of battle helps to clear the mind). By spending a virtue channel and a point of temporary willpower, they may shirk this effect for one roll.
Mouth-Watering Delicacy Temptation
Cost: -; Mins: Socialize 3, Essence 3; Type: Permanent
Keywords: Native, Compulsion
Duration: Permanent
Prerequisite Charms: Sweeten-the-Tap Method, Locust Mana Plague
Those that lay eyes upon the dead locusts conjured by the Terrestrial's charms have their mouth stricken dry and then begin to water, their stomach rumbles, and they feel as if they have not eaten in weeks even if their belly was just filled moments ago.
Characters that do not already have an Intimacy of reverence towards the Terrestrial, and that have an MDDV less than 1/2(Terrestrial's Manipulation + Socialize + Essence), are subject to unnatural mental influence to eat the locust, which costs two willpower to resist.
A single person may not be subject to this charm more than once per hour.
Abyssal Akuma
The following charms are Native to Abyssal Akuma, and are treated as Abyssal Charms of the corresponding ability.
Oblivion Unleashed
Cost: -; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of The Ebon Dragon, Wickedness Beyond Life
The capacity for Necromancy is inevitably purged from all creatures upon their transformation into Akuma, but by Ultimate Darkness Internalization, the Ebon Dragon may cheat those boundaries. However, an Abyssal is so close to the deathly essences of the Underworld that such methods are all the easier for them. They need not torment themselves phasing between life and death because they are already the perfect embodiment of both.
Upon learning this charm, an Abyssal regains their ability to learn the Abyssal version of Labyrinth, Onyx, and Void Circle Necromancy, though they are tainted by the Ebon Dragon and bear the same thematic alterations as the Sorcerous Enlightenment of The Ebon Dragon.
General Akuma
The following charms are Native to any kind of Akuma, and are treated as general charms for their primary Exalt type (if they have one).
Omniscient Yozi Excellence
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Any First [Yozi] Excellency
The excellence peddled by the pathetic Incarnae or the Elemental Dragons is secondhand dreck compared to the awesome might of the Primordials, fallen though they are.
An Akuma that learns this charm is treated as if they had the First, Second, and Third [Ability] Excellencies in each of their Caste and Favored abilities purely for the purposes of qualifying for the prerequisites to learn other charms. They do not actually know those Excellencies and can not activate them.
When an Akuma learns this charm, he loses all First, Second, and Third [Ability] Excellencies that he possesses, which are converted into experience.
A second purchase of this charm at Essence 3+ extends its benefits to all abilities, even if they are not Caste or Favored.
Terrestrial Akuma
The following charms are Native to Terrestrial Akuma, and are treated as Terrestrial Charms of the corresponding ability.
Air Aspect Abilities
Demon-Skin Simar
Cost: -; Mins: Occult 6, Essence 6; Type: Permanent
Keywords: Native, Obvious
Duration: Permanent
Prerequisite Charms: Mantle of Elemental Fusion, Demonic Primacy of Essence
This charm permanently modifies Mantle of Elemental Fusion such that the Terrestrial may target and fuse with demons just as he fuses with elementals. However, demons of the second or third circle must be willing participants and may automatically reject any intimacies thrust upon them from the Terrestrial.
While fused with a demon, the Terrestrial adopts markings and physical traits associated with the demon, allowing an (Intelligence + Occult) roll with a difficult of (demon's obscurity rating) to determine the exact kind of demon he is fused with. In addition, he automatically gains the Aura of Power mutation if he did not already have it, turning his anima banner the hellish green of Malfeas.
Furthermore, a Terrestrial fused with a demon lowers the attunement cost of any Hellforged Wonders in his possession by 2 (if he is bound to a first circle demon), 4 (for a second circle), or 6 (for a third circle). This may not reduce their cost below 0 motes.
Fire Aspect Abilities
Burning Comet Method
Cost: -; Mins: Athletics 4, Essence 3; Type: Permanent
Keywords: Native, Velocity, Obvious
Duration: Permanent
Prerequisite Charms: Bellows-Pumping Stride, Death-Dealing Journey
As the Terrestrial streaks across the battlefield, the Silent Wind stokes the flames of his treasonous heart as a bellows on a forge. While he maintains maximum dashing speed, his flesh cracks and releases a nimbus of flames that wreath his entire body. Flammable material that he touches is instantly ignited but, more importantly, the cost of activating Falling Star Maneuver is lowered by 1m as well. If Bellows-Pumping Stride is currently active, the cost is reduced by an additional 1m (minimum 0m). An attack modified by Falling Star Maneuver while the Terrestrial maintains maximum dashing speed automatically deals lethal damage if it would normally deal bashing.
Ruinous Meteor Evasion
Cost: 5m; Mins: Dodge 5, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Native, Obvious, Counterattack
Duration: Instant
Prerequisite Charms: Hopping Firecracker Evasion, Green Sun Nimbus Flare
As his assailant's weapon speeds towards him, the Terrestrial does not dodge. Rather, he sees more delectable prey elsewhere and disengages his currently boring combat at an opportune moment so that he may sow far more enjoyable destruction.
This charm may only be activated after the Terrestrial successfully dodges an attack. Everything within (Essence) yards is subject to a (Willpower + Essence) attack that deals one level of unsoakable lethal damage on a successful hit, which may not be blocked without a stunt or charm, as the Terrestrial explodes in a torrent of scything green flames. If the attack succeeds in dealing damage, the Terrestrial may modify it with Green Sun Nimbus Flare as an innate ability at no additional mote cost. All damage dealt by this exchange is tripled against objects.
Following this eruption, the Terrestrial is rocketed upwards and careens up to (Essence x 10) yards away, but must be propelled at least 10 yards. If they cannot move at least this far, they go as far as possible before colliding with whatever barrier is in the way and falling prone. This movement must bring the Terrestrial closer to an enemy; he may not use it to simply run away.
As the Terrestrial lands, he leaves a burning crater, subjecting those around him to an eruption of flames (and the associated attack) identical to the one produced when he first activates this charm.
Armament of the Emerald Forge
Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Combo-OK, Native, Elemental, Obvious
Duration: One Scene
Prerequisite Charms: Refining the Inner Blade, Viridian Corona Endowment (x2)
The Terrestrial utters a brief prayer and extends his arm. A shaft of green light descends through a crack in the fabric between worlds, green flames erupt from the Terrestrial's hands, and a demonic artifact is scarred into existence within his grasp. He now wields a tool of destruction constructed by the Green Sun himself.
This armament may take the form of any single artifact weapon, replicating its statistics perfectly (except as stated below), though it has no attunement cost. The weapon may be of any magical material and is already baptized in vitriol. It automatically benefits from any purchases the Terrestrial has of Dragon-Graced Weapon, the Terrestrial may activate Green Sun Nimbus Flare as an innate ability during attacks made by the weapon, it deals aggravated damage to anything that is not a Creature of Darkness, and has Rate 5.
At the conclusion of this charm, the summoned weapon breaks free of anything holding it, shines with a brilliant green light, and abruptly disappears.
If the Terrestrial knows Dragon Blade Beneficence, they may commit an additional mote for each ally within (Essence x 10) yards (up to a maximum of Melee motes) to outfit them with weapons from Ligier's forge as well. These function exactly as described above, and each weapon granted may be of a different type and composition, but all of them must be baptized with vitriol.
With an additional purchase of this charm at Essence 4+, the Terrestrial may extend the duration of this charm to Indefinite, committing the motes as normal. He may only have one activation of this charm extended at a time. If the Terrestrial knows Dragon Blade Beneficence, the duration of weapons conjured for allies remains as one scene, and conjuring weapons for them still requires a separate activation.
Cataclysmic Confidence Obliteration
Cost: 10m; Mins: Presence 5, Essence 5; Type: Simple
Keywords: Combo-OK, Native, Obvious, Social, Emotion
Duration: (Essence) Actions
Prerequisite Charms: Unbearable Taunt Technique, Mocking Murmurs Retort
Black flames cascade from the Terrestrial's mouth, writhing like snakes, and entwine his body, hissing insults and blasphemous diatribes in faint, barely audible voices. With an illustrative gesture, he proclaims the utter worthlessness of his victim. He has never amounted to anything in his life, he is less than nothing, he is a burden on all of those around him, and his future is to be a pathetic shadow, laying at the feet of those of true importance and begging for their acceptance, which will never come.
The ground around the victim cracks and releases seething wisps of darkness from which serrated chains burst forth, an insult spoken by the Terrestrial inscribed upon each one. The chains dig into the flesh of the unfortunate target, and so long as they remain, he may do naught but believe the words written on them.
This is a perfect, undodgeable social attack that uses (Manipulation + Presence) for its dice pool. If the attack succeeds, the target is doomed to botch every single roll they make for (Essence) actions due to their own lack of self-confidence (this functions even if the target joins battle and actions begin being counted in ticks instead of long ticks - the fury of battle helps to clear the mind). By spending a virtue channel and a point of temporary willpower, they may shirk this effect for one roll.
Mouth-Watering Delicacy Temptation
Cost: -; Mins: Socialize 3, Essence 3; Type: Permanent
Keywords: Native, Compulsion
Duration: Permanent
Prerequisite Charms: Sweeten-the-Tap Method, Locust Mana Plague
Those that lay eyes upon the dead locusts conjured by the Terrestrial's charms have their mouth stricken dry and then begin to water, their stomach rumbles, and they feel as if they have not eaten in weeks even if their belly was just filled moments ago.
Characters that do not already have an Intimacy of reverence towards the Terrestrial, and that have an MDDV less than 1/2(Terrestrial's Manipulation + Socialize + Essence), are subject to unnatural mental influence to eat the locust, which costs two willpower to resist.
A single person may not be subject to this charm more than once per hour.
Abyssal Akuma
The following charms are Native to Abyssal Akuma, and are treated as Abyssal Charms of the corresponding ability.
Oblivion Unleashed
Cost: -; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: Sorcerous Enlightenment of The Ebon Dragon, Wickedness Beyond Life
The capacity for Necromancy is inevitably purged from all creatures upon their transformation into Akuma, but by Ultimate Darkness Internalization, the Ebon Dragon may cheat those boundaries. However, an Abyssal is so close to the deathly essences of the Underworld that such methods are all the easier for them. They need not torment themselves phasing between life and death because they are already the perfect embodiment of both.
Upon learning this charm, an Abyssal regains their ability to learn the Abyssal version of Labyrinth, Onyx, and Void Circle Necromancy, though they are tainted by the Ebon Dragon and bear the same thematic alterations as the Sorcerous Enlightenment of The Ebon Dragon.