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Gensh
2011-06-08, 09:44 PM
BOW TO THE LORD OF HELL
http://fc03.deviantart.net/fs71/f/2011/159/2/5/exalted__malfeas___ligier_by_tehdevilishrogue-d3iewwa.png

I was originally going to have separate threads for my different projects, but at the rate I work, it's easier to only keep up with one. Here in the first post, I'm going to leave a progress tracker of sorts.

Current Project: Autochthon's Charmset Isidoros' Charmset
Next Project: Szoreny's Charmset
Nextnext Project: Celadon Dance of Guidance Style
Distant Future: Oramus' Charmset
When I Get Bored: Demon City Beautification
Completed Projects: Solar to Fetich Ascension, Lord of the Dance Style, Malfeas Redemption Set 1 (Swillin Digs Giant Robots)

Gensh
2011-06-08, 09:55 PM
Autochthon Charmset Post

This post will always have the most up-to-date version of the Charmset, though I'll post new content separately as usual.

General Primordial Charms

FIRST AUTOCHTHON EXCELLENCY—
ESSENCE OVERWHELMING
Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker; Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The Great Maker is inquisitive and ingenious but also completely unassuming. His innumerable creative works are only bound by the lethargy brought on by his self-imposed illness and his fear of reprisal. He examines and casually vivisects whatever catches his fancy, so long as he is not observed or he is acting in anonymity, even to the detriment of his own well-being. He will reduce anything to its base components in order to reverse-engineer its mechanisms or to build something greater. His fear of having his inventions broken drives him to give away his creations to those most in need, inspiring unwarranted faith in his untested masterpieces. He avoids exertion and the task of leadership by establishing fundamental systems on which others may base further development. He has no patience in learning the results of his work and creates neither decorations nor safeguards, firmly grasping the bleeding edge of technology. He values efficiency above all else and cannot stand anything that would get in the way, going so far as to castrate his subordinate souls. His instinctive brilliance causes him to overlook danger while in pursuit of his goals, to the point that only his inventions keep him alive.

Characters may apply this Charm to any actions in which they act first or take shortcuts in order to accomplish their goals with less effort. Such shortcuts can even take more time or effort than the action in question, so long as the character believes otherwise; after all, who would bother to catch an animal with their bare hands when they can build a better mousetrap? Autochthon assists any action to design a new or unique creation or to build a tool, no matter how long it takes and regardless whether the tool is as blunt as a Goremaul or as subtle as an Intimacy. Likewise, he helps in breaking down old or unused objects into reusable parts for a new creation. The Great Maker's artifice is infallible, and he helps characters convince others to have faith in their handiwork. This Charm does not allow characters to be needlessly destructive, as that would be wasting components, nor does it benefit actions to lead others or for vanity's sake, even in tasks for which would otherwise be applicable. So great is Autochthon's fear of mockery that even after his brothers were locked away, he served merely as advisor to his own creations until his disappearance into Elsewhere.

AUTOCHTHON MYTHOS EXULTANT
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First Autochthon Excellency

The Great Maker knows that all things can be fitted together like cogs in a great machine and delights in seeing them move like so many falling dominoes. For each consecutive stunt in a single scene, add one to the number of motes gained, to a maximum of Essence additional motes. If one stunt builds off of another (for example, swinging across a chandelier in one and cutting the now-weakened support in order to crush an enemy in the next), add an additional mote to the number of motes gained. This additional mote may increase the total above the maximum.

Xefas
2011-06-09, 12:12 AM
Autochthon Mythos Exultant rewards the user for engaging in long, drawn out conflicts, as the bonus mounts over time. They're rewarded for making a conflict last longing that it might otherwise need to.

This conflicts with the parts of the Excellency that seem to stress haste, brevity, and a lack of patience.

Since Autochthon seems more like he fulfills a support role, perhaps his stunt bonus or motes regenerated could be increased when he takes an action that does not directly further the solution of a conflict, but aids someone else in the solution of it for him.

Mr. Rage
2011-06-09, 01:28 AM
Disregard, I misremembered how much stunts were worth.

Gensh
2011-06-09, 01:43 AM
Autochthon Mythos Exultant rewards the user for engaging in long, drawn out conflicts, as the bonus mounts over time. They're rewarded for making a conflict last longing that it might otherwise need to.

This conflicts with the parts of the Excellency that seem to stress haste, brevity, and a lack of patience.

Since Autochthon seems more like he fulfills a support role, perhaps his stunt bonus or motes regenerated could be increased when he takes an action that does not directly further the solution of a conflict, but aids someone else in the solution of it for him.

Hm. When I wrote Mythos Exultant, I was thinking along the lines of the "build a better mousetrap" part of the Excellency. Of course, that line is a little out of place to begin with, but I was trying to find a way that he can be both cut-and-dry so as to avoid overlap with Swillin, while still keeping the mad scientist rants and the Rube Goldberg machines. Anyway, let's see what can be done for Mythos Exultant.

AUTOCHTHON MYTHOS EXULTANT
The Great Maker's brilliance is such that even his fear of the spotlight can be overcome, so long as he has the proper tool - after all, it's tool that reflects light; not the hand which guides it. In addition to its normal benefits, performing a stunt that falls within the bounds of Autochthon's Excellency also allows the Exalt to set up an ally for greatness. If a friendly character stunts in a way that he is aided by the Maker's stunt, such as leaping onto a table just as a falling chandelier crashes into it in order to reach a balcony, the rating of his own stunt increases by one. A two dice stunt raised to three dice by this effect does not qualify for gaining XP from a stunt.

Gensh
2011-06-09, 06:54 PM
Okay, admittedly, just an Excellency and a Mythos Exultant aren't that interesting, especially since all Devil-Tigers have to make them anyway, but I need to get those established before I go any further. In order to spark more interest in the thread, however, here are some plot device Charms.

Elder Solar Charms Post

There's a lot a developmental commentary I could make about each of these Charms, but I'll wait for specific questions. As a note, Endless Reflection of Specialty is a revised version of the removed Ultimate Mastery of Specialty from Dreams of the First Age.

ENDLESS REFLECTION OF (SPECIALTY)
Cost: - (1 wp); Mins: Integrity 7, Essence 7; Type: Permanent
Keywords: Combo-OK, Native
Duration: Permanent
Prequisite Charms: Supreme Perfection of (Ability), Glory to the Most High

The Lawbringers are truly the greatest of the Chosen, masters over all creation, yet for all their power, they remain nothing more than blunt instruments. Such is the strength of the glorious heroes of the sun that they need only reflect their might within themselves again and again to refine their handiwork, changing the broad rays of glory they emit into a focus beam of such brilliance as to dazzle even the Unconquered Sun. This Charm may be taken up to Integrity times. With each purchase of this Charm, the Solar must choose a Specialty from among his Favored or Caste Abilities. Whenever he makes a roll for which his Specialty would apply, he adds his Essence to the maximum number of dice that can be added by Charms. When the legend of his prowess is challenged, the Solar may reflexively spend one willpower to automatically succeed with a threshold of (Essence/2*Specialty). This latter use causes the Charm to become Obvious as the Solar's anima flares totemic, announced by a reflection of the Trumpet of Absolute victory. If this power is used as a defense, it carries the Conviction Flaw of Invulnerability.

SHADOW OF THE TITAN
Cost: - ; Mins: Occult 7, Essence 7; Type: Permanent
Keywords: Blasphemy, Native
Duration: Permanent
Prequisite Charms: Power from Darkness, Primordial Principle Emulation, So Speaks (Primordial)

No matter how mighty the Chosen become, they remain such: inferior beings encysted with a shard of divine power. What good is it to hold the whole of the earth as so much clay in clumsy hands that can only mold crude imitations of others' work? Yet as a being who transcends all else, what more is there beyond imitation of the world's architects? This Charm, though relatively easy to discover, did not appear during the First Age, as the Lawgivers of that time believed their own prowess to be unlimited. Whether it exists in this current fallen age is dependent on the degree of depression and lust for easy power that its Chosen suffer. After all, an expansion to Verdant Emptiness Endowment could mean the difference between life and death for a poor village...

When a Solar learns this Charm, the slow harmonization of essence that began with Primordial Principle Emulation begins to cause sympathetic vibrations between his Exaltation and the Primordial whose Eternal Essence he's emulating. These vibrations prevent any other Solar from taking either Shadow of the Titan or Primordial Cosmic Principle for the same Primordial as long as he lives, nor may he take those Charms for a different Primordial. From now on, he learns the Charms of his chosen Primordial as Favored Charms and can develop new Charms as if they were part of his native Charmset. With his growing harmonization with a contrary essence, however, the Solar begins to lose his inherent connection to the Unconquered Sun. As a result of his narrowing perspective, he no longer learns Charms for his Caste Abilities at a discount, and he cannot create new Non-Favored Charms, as if they were foreign Charms learned with the Eclipse anima power. Additionally, Holy Charms cease to function unless the Solar knows the Charm Should the Sun Not Rise, though he may learn them for the purposes of Charm prerequisites. As a final benefit, he no longer generates Limit as a result of using his Favored Primordial's Charms. Such submission to a Primordial, Yozi or not, will cause mass chaos in Heaven, likely leading to severe consequences...probably death at the hands of Sidereal assassins.

SUN OF A DIFFERENT SHADE
Cost: - ; Mins: Occult 7, Essence 7; Type: Permanent
Keywords: Blasphemy, Native, Training
Duration: Permanent
Prequisite Charms: Shadow of the Titan, One shintai Charm

Tinctured by the immense spiritual weight of the figure that looms over him, the Solar's Exaltation begins to warp in a way not unlike the perfidy committed upon those fifty shards captured by the Ebon Dragon. Here, there is a key difference: this Exaltation is not captive but rather subjected to this modification by the (hopefully) heroic will of its host. Instead of writhing against the Primordial essence that has begun to irradiate it, it encapsulates it with its own. The pearl of the Exaltation is fundamentally unaffected; the body it's in has simply begun to produce nacre of a different color. Nevertheless, this catalyzes a change in the Exalt's external appearance, namely, his caste changes to better suit his new patron. Whether the Primordial Exalted's anima changes fundamentally depends on his own state of mind, but he does gain a new caste mark and appropriately altered anima power designed by the ST. This does not create a new caste wholesale; the changes should be no more dramatic than Malfeas' corruption of the Dawn caste into Slayers. As a final benefit, if his patron attunes to a different magical material, he may attune to it as well as Orihalcum.

When the Exalt dies, his shard does not immediately fly back to Lytek's cabinet in Yu-Shan. Instead, it seeks out the Primordial whose essence it has subsumed and places itself within the most suitable container nearby considering the Cosmic Principle's purview. An Exaltation belonging to Malfeas and Malfeas alone, for example, would likely conceal itself within Ligier's anvil, hidden from the other Architects of the Reclamation, rather than joining its fellows within the Phylactery-Womb. Unless further modified by one with appropriate skills, most likely the Ebon Dragon, the Exaltation remains principally as it was created: its next inheritor finds that he possesses five Caste Abilities and five Favored Abilities. He may learn Solar Charms as usual, though he may not create new Charms for Non-Favored Abilities, and he purchases Charms of his Caste Abilities as if they weren't Favored Abilities, instead paying the reduced price for the Charms of his Favored Primordial. He is not capable of learning Charms from other Primordials without first learning Primordial Principle Emulation or submitting to the Investiture of Infernal Glory. As a result of his shard's sympathetic resonance with his Favored Primordial, he is treated as if he possessed Shadow of the Primordial and Sun of a Different Shade, with all the associated restrictions, and once he reaches the appropriate Essence score, he may reflexively induce Limit Break (or lose a point of permanent willpower, as appropriate) to learn these Charms as a training effect.

As with its prerequisite, a Solar learning Sun of a Different Shade would cause a panic in Heaven the likes of which haven't been seen since the Usurpation, as the idea that a Lawbringer could willingly give his Exaltation to their ancient enemies is completely unfathomable.

ECLIPSING THE HEART
Cost: - ; Mins: Occult 8, Essence 8; Type: Permanent
Keywords: Blasphemy, Native
Duration: Permanent
Prequisite Charms: Eclipsing the Sun, Sun of a Different Shade, Primordial Eternal Essence

Sometimes in this broken age, heroes forget who they are. That is how the First Age fell, and that is what will bring even greater ruin to the world. They are not the glorious heroes of the sun, the mighty Lawgivers who stride down from on high to grace mortals with their presence. Those are titles that came later, after they had proven themselves unable to be defeated, the conquering rulers of the world, but that is not what Unconquered means. Unconquered is the Empyreal Chaos coming into glory as King of his bretheren in spite of the Wyld; Unconquered is the Captain of the Daystar as he defied his darkest creator at every turn; Unconquered is the race of Dragon Kings who rose in support of the Chosen though they knew it meant they would be diminished; Unconquered is that brave soul who earned this Exaltation on that trying day so many years ago. And yet, each one of these fell in turn, and as this Bronze Age fades to Darkness, there are few Unconquered souls left. The gift of Exaltation was never supposed to be a symbol of power and certainly not the crutch for petty tyrants it has become; it was suppoed to help true heroes stand tall. The gift given by Ignis Divine is that of perfection, but perfection as a concept is a flawed idea, as evidenced by his own addiction to the Games of Divinity. What is perfection? Is it playing the Games until he completes them, or is it quitting when the world needs him? For all his perfection or perhaps as a result of it, Sol does not know - the interplay of the Primordial King and the Ultimate Darkness within him causes Virtue to be an inherently contradictory force. A perfect man, however, is something entirely different, something within reach.

The Ex-Solar, realizing fully that heroism isn't about being Chosen by the gods to do great things; it's about doing great things. With the perfection gifted to him by the Unconquered Sun added to the sympathetic outlook of his Primordial patron, he can take the long view of his own humanity without abandoning it. Learning this Charm is simple as the Chosen of Himself declaring his intentions. Doing so immediately changes his Motivation appropriately and creates magical Intimacies of faith in himself and camaraderie with his former patron. This new Motivation and Intimacies are inviolable by magic until the completion of the Motivation as a result of the Chosen's Unconquered faith. Unfortunately, this declaration is heard by all, a legendary pronouncement that resonates through the strands of the Loom of Fate and reverberates across the shinma. How the Selfmaker's former patron reacts to such a declaration is up to the ST, but it is likely one of fear and anger. Almost as a consolation for alerting all of existence to his purpose, his shout creates a destructive vibration in his own Destiny, destroying it utterly and making him Outside Fate and thus immune to being tracked by astrology. Furthermore, no effect may restore the Selfmaker's Destiny or create a new one until he has completed his new Motivation: he will succeed or fail by his own efforts alone.

The Exalt is now completely attuned to his former patron; if he inflicts fetich death upon that vast entity, he may grasp hold of its essence as it implodes, searing his soul with unfathomable Primordial power as he forces his Exaltation into the heart of the maelstrom instead of striking upon itself, the wounded Primordial's power compresses around the Ex-Solar with the limitless power of a black hole, but just as the Unconquered Sun endured the Ultimate Darkness, the Unconquered Man endures this force, making it his own. The invincible will of his soul denies the very idea that his actions have no impact on the cosmos at large, that he merely dances on the strings of Fate. It is this will that allows him to force his way into the fabric of the cosmos. The injured Primordial's power rebounds against the indestructible shard placed at its center, restabilizing instead of forming a new Primordial. The shinma shudder as the overwhelming torrents of essence fade away: the Man has made himself the heart of a Cosmic Principle. From now on, he is considered to be simultaneously a human Exalt and the fetich soul of his former patron, combining the best qualities of both. He may be summoned by any spell capable of summoning such beings, but he may not be bound, and he may refuse the summons at no cost. He may also control two bodies simultaneously, though one must remain within the bounds of his Primordial at all times. It is this body that contains his Exaltation, and permanently slaying this body releases the Exaltation holding the defeated Primordial together, causing it to implode as usual, while the Exaltation automatically attunes itself to the new Primordial before returning to storage.

The continued existence of the original fetich soul is a matter of the Man's Compassion. If he was feeling merciful, he might have subsumed his predecessor as a three-dot Unwoven Coadjutor, paying nine XP for the benefit; otherwise, it is completely annihilated by the force of the Exalt's soul. If the original fetich survived, the new fetich retains the same second-circle souls, who instantly develop a magical Intimacy of gratitude toward their new master and their Motivations change slightly if they were originally in conflict with the new fetich's views (though both of these may later change). If the original fetich was destroyed, the replacement initially has no second-circle souls. In either case, he may produce new second-circle souls as normal, including the generative souls that become new third-circle souls, though this latter task may only be performed at the behest of the Primordial.

FORMING THE HEAD
Cost: 1 permanent Willpower, Limit Break ; Mins: Occult 10, Essence 10; Type: Simple
Keywords: Blasphemy, Native, Obvious, Training
Duration: One scene
Prequisite Charms: Eclipsing the Heart

The Chosen of Himself has become the mightiest of individuals, the heart of a vast Cosmic Principle, yet if he strains his powers to their utmost, he might, for a moment, surpass even the limitations of individuality. In learning this Charm, he must acknowledge that for all his superiority, no Man is an island, no matter how mighty. There is no specific training time for this Charm; rather, the Man learns it as a training effect once he forms reciprocal Intimacies of friendship or a closer relationship with all of his second-circle souls. As one, the Selfmaker is mighty, but by standing on the shoulders of those beneath him, he is truly the Most High. The Chosen makes an Attribute+Ability roll of his choosing to perform a task that would qualify for his Primordial's Excellency, making a social attack against it in a shocking attempt to seize total control. For each third-circle soul he possesses a reciprocal Intimacy of friendship or better, he receives one automatic success on the check as his peer willingly reduces himself and extends a hand to help raise him higher than ever. If the check beats the Primordial's Parry MDV, the Selfmaker suddenly ascends to the highest level of power, an Exalted Primordial without the weakness of a fetich soul, while his second-circle souls temporarily become third-circle souls, demoting the original holders of those positions among them as second-circle souls as they see fit. The Unconquered Man remains so despite now being a world to himself; he retains his use of Solar Charms as well as his own Attributes, Abilities, and virtues, though he likely allows his mighty Primordial form to perform tasks under the purview of his Excellency. The existence of such a powerful being sets off alarms in heaven that haven't seen use since the Primordial War - or ever, and all Creation waits with bated breath to see what actions it will take. When the scene ends, the Primordial's souls return to their original positions, and the Selfmaker, suddenly bereft of cosmic power, is unable to adapt, immediately entering an uncontrolled Limit Break (or losing an additional point of permanent willpower as appropriate) as he bewails his loss of power. Furthermore, the Primordial is now on guard against such identity-shattering attacks, increasing their Parry MDV by 5 for each time it is used. Mistrusting its own heart is a difficult thing, however, and this bonus resets at the end of the next Calibration.

Gensh
2011-07-20, 07:23 PM
Lord of the Dance Post

Probably going to change a whole lot of these just because by the time I'd finished, very few of them actually had anything to do with martial arts. :smallredface:

LORD OF THE DANCE STYLE
The identity of the Exalt who first cultivated this secretive martial art is not known, but the origins of the style itself are unmistakable: the graceful steps and vicious leaps emulate none other than the frantic movements of the Lord of Hell as he tries to forget his shame. All of hell dances in a futile attempt to match and appease its frightful ruler, forgetting their lesser horrors for a time in the motions that bend that realm to their will. During the First Age, they grudgingly respected those Solars of the Eclipse Caste who deigned to learn their dances in an even more futile hope that their conquerers could understand their pain. Those Lords of Creation knew that pain little better than an actor knows the pain of his character, but to learn this style, one must go beyond emulation. One must know the truth in the release of the dance.

At the beginning of the First Age, rumors abounded of Exalts dancing while they lamented their actions during the Primordial War, but these quickly vanished, almost as if they had never been. The rumors of violent, hellish dances appeared again shortly after the Usurpation, only to vanish a second time. As the Age of Sorrows draws to a close, there are again rumors of a dance that is both as brutish and majestic as Malfeas himself. Who are these dancers, and who keeps wiping them out? How has this style resurfaced time and again? Such is a secret that even Jupiter does not know.

Weapons and Armor: Practitioners his style may utilize god-kicking boots to lend weight to its mighty kicks and flying leaps. Armor is incompatible with this style, and many prefer to practice it in little to no clothing in homage to the Brass Dancer, whose purity of dance would only be constrained by such rough stuff as silk.

Complementary Abilities: An Exalt must possess a Performance (Dance) rating of at least six in order to learn the Charms of this style. This rating may include any combination of the Performance ability and the Dance specialty.

DONNING THE BLUE VELVET SHOES
Cost: 3m; Mins: Martial Arts 3, Essence 3; Type: Simple
Keywords: Shaping, Obvious
Duration: One scene
Prerequisite Charms: None

A dancer's feet are his most precious tools, for without them, his dances become crude, ungraceful writhing. Such movements are unbefitting the Lord of the Dance, so he protects his feet, armoring them against harm and changing their shape, sharpening his movements. The martial artist moves as if putting on a pair of ballet slippers, and a phantasmagoric royal blue corona begins to shine forth from his feet, filtering through any footwear he might already be wearing and making it appear as if he were wearing hazy indigo shoes.

For the duration of this Charm, his legs are considered to be made of the magical material he naturally attunes to (Green Sun Princes always use orihalcum; akuma use their original material). As a result, he ignores all penalties from exhaustion that would hinder the use of his leg movement, and damage against his legs is resolved in the same manner as an attack against an artifact, allowing him to perform such feats as wading through magma (assuming he has a method to protect his upper body from the ambient heat). As a final benefit, he gains the ability to parry lethal damage unarmed with his legs, and his kicks gain the appropriate magical material bonuses.

A second purchase of this Charm at Essence 5 allows the Exalt to pay a 1wp surcharge in order to increase the duration to indefinite. Additionally, it allows the martial artist to add his permanent Essence to the accuracy of his kicks and the ability to crush both incorporeal and materialized targets underfoot regardless of his current state.

Should the martial artist be slain while this Charm is active, his legs continue to dance without him for as long as the Charm lasts. Such an unlikely thing as a pair of disembodied legs is unnatural, and should they survive this bizarre existence through Calibration, specialized small gods fulfill a corrupted verson of their original purpose and transform the legs into a new gilmyne with all the memories of the martial artist but with a new personality, Intimacies, and Motivation.

GO DANCE
Cost: 2m; Mins: Martial Arts 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Mind-Affecting
Duration: One scene
Prerequisite Charms: Donning the Blue Velvet Shoes

The Demon Emperor need not repeat orders; in hell, his command is absolute. Thus, when he first danced, all hell danced with him and continued to do so, even after he ceased, his heart turned to thoughts of shame. Rhythmically making enticing, hypnotic gestures with his hips, the martial artist builds a rotational force that allows him to perform a springing kick, not halting the motion until his leg has completed a 180 degree rotation. If the kick inflicts even a single level of damage, the target of the attack suffers an unnnatural compusion that costs two willpower to resist. For the remainder of the scene, the target is unable to perform any action that does not pertain to making music or dancing. This compulsion is considerably broad, and the ST should allow players to have fun with it, particularly if they make musical stunts.

SWORDS DANCE
Cost: 10m, 1wp; Mins: Martial Arts 4, Essence 3; B]Type:[/B] Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Donning the Blue Velvet Shoes

Many cultures possess certain ancient dances performed by warriors with their weapons in preparation for battle. As the general of the Primordials, the Empyreal Chaos was one of the most ancient warriors and most ancient dancers. Today, Malfeas remains master of all weapons and master of all dances. To emulate Malfeas' mastery of the art of dancing is to emulate his mastery of the art of combat. When the martial artist uses this Charm, he performs a graceful kata with a weapon or set of paired weapons in hand and commits ten motes. As long as the motes remain committed to this Charm, he counts the weapon as being a kick when using the Charms of this style.

LORD OF THE DANCE FORM
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Form-type, Obvious
Duration: Once scene
Prerequisite Charms: Go Dance, Swords Dance

The Lord of the Dance is unquestionable among the Unquestionables, and no one may deny his demands forever. One who would emulate his dancing emulates his glory. When the martial artist initiates this form, he takes a bow as a performer about to begin, and his skin begins to glitter like polished brass, the faintest glint of green in his blazing eyes. Then, he begins to dance.

For the remainder of the scene, the Exalt suffers as if affected by Go Dance, lost in the release of the dance, but that euphoria becomes contagious, automatically enhancing all of his attacks with the Charm at no cost and with no Charm activation. Additionally, all characters allied with the martial artist may reflexively submit to the effects of Go Dance when this Charm is activated. Any character suffering from the effects of Go Dance is considered a dancer for the purposes of this style's Charms.

As Lord of the Dance, he is a flawless paragon of the highest of arts who guides a wondrous parade of blood and screams. Any character with a lesser rating in Performance (Dance) than the martial artist may instead substitute his higher rating. Once per action, the Exalt may designate a number of characters up to his permanent Essence and gains the benefits as if they were aiding his action. There is no conscious effort to this teamwork; their dancing simply complements the leader's own. In order to apply this bonus to an attack or defense, the helping characters must be adjacent to either the martial artist or his opponent, their whirling and twirling distracting a foe's attack or setting the leader up for a diving kick.

When the martial artist enters this form, he may reflexively activate Donning the Blue Velvet Shoes, Dance of Revolution, and Demon Emperor's New Clothes if he knows them at normal cost.

SANDY DANCE
Cost: 4m; Mins: Martial Arts 4, Essence 4; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Lord of the Dance Form
The Exalt can dance if he wants to, but he'll have to leave his friends behind. His friends don't dance, and if they don't dance, well, they aren't friends of Cecelyne. In order to use this Charm, the Exalt must reflexively release all characters within Essence x 5 yards from the effects of Go Dance, breaking any Grand Dance that might have started. Loping casually like the rolling dunes of the Endless Desert, the martial artist prepares to disperse an oncoming attack like so many grains of sand. By waiting as patiently as an infinitely large immortal and rolling with the blow with the perfect timing and precision only possessed by a master dancer, the attack's raw damage is reduced to zero. The attack seems to make contact for a single moment before sliding away harmlessly with a slight spray of silver sand. This Charm constitutes a perfect parry against the attack with one of the Solar Flaws of Invulnerability. As an added benefit, any character who is freed from the effects of Go Dance is considered to be in a place of spiritual desolation until his DV refreshes.

RAIN DANCE
Cost: 5m; Mins: Martial Arts 4, Essence 4; Type: Reflexive
Keywords: Combo-OK, Mind-Affecting, Shaping, Sickness, Obvious
Duration: Instant
Prerequisite Charms: Lord of the Dance Form

The nightmarish acid rains of Hegra destroy both the bodies and souls of those unfortunate enough to get caught in her storms. So too do the dancing flames of Malfeas wear away the hearts of those who come to let go of their pain. Once the martial artist has built up the thunderous typhoon of emotion that is the Grand Dance, he may lead them in a magnificent whirlwind step, showering them in a rain of prismatic light reflected off his skin. All members of the Grand Dance, the leader included, are immediately infected by a supernatural dance fever with identical effects to Go Dance. Treat this as hysteria, save that it can only be cured by an effect used by a character of equal or greater Essence as the martial artist, though a victim is instantly cured if removed from a Grand Dance by the effects of Sandy Dance.

DANCE WITH THE DRAGON
Cost: 4m; Mins: Martial Arts 4, Essence 4; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Lord of the Dance Form

Of all things to walk Creation, that most unworthy of the Empyreal Chaos' selfsame wonder is the Ebon Dragon, yet even before he was broken, the King of the Primordials had to admit the Ultimate Darkness possessed a certain devious flare which no other has yet been able to replicate. If the martial artist were to start battle with a surprise attack and successfully inflict the effects of Go Dance on his target, any other characters witnessing the attack instead see it as a complicated combat dance and are interpret any cries for help as part of the dance. The Exalt may continue to attack this same opponent until either of them fall unconscious without drawing attention to himself, though any further attacks or a killing blow breaks the effect. It costs 2 willpower to resist this Illusion effect.

DANCE OF REVOLUTION
Cost: 4m, 1ahl; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One scene
Prerequisite Charms: Sandy Dance, Rain Dance, Dance with the Dragon

Creation's history is one of violent upheaval. The Empyreal Chaos' greatest pride was his sole creation, Ignis Divine, who would lead an army against him. The Solar Exalted would come to drive him to such despair as to turn his face from the world. They in turn were overthrown by their servants and advisors, the dragonblooded and Sidereals. The Shogunate fell to disaster, and its remnants were crushed by the Scarlet Empire. Now the Empire teeters on the brink of civil war. Even before Creation was formed, there was once a different King of the Primordials. Among Malfeas' dances, there is not one so horrifyingly violent as this one which represents that history of bloodshed. As a matter of fairness, this Charm only activates if the martial artist announces it by name as loud as he can muster, and green sunbursts in the form of Old Realm characters describing Creation's wretched history encircle his feet. So primal is this announcement that only effects created by a character with four more permanent Essence can silence it.

Whenever the martial artist's DV refreshes, another piece of the tale appears in a random direction one yard away (roll one die and arrange directions clockwise; thee martial artist may decide on a 10). Wherever the next word appears, a flame the color of the Exalt's greatest enemy's anima banner rises up, inflicting one level of unsoakable aggravated damage to whatever might be in that square unless he immediately stomps it out as a reflexive action, taking the damage himself (unless wearing god-kicking boots, Blue Velvet Shoes, or Serupe's Shoes). For each flame he stomps out, he gains one cumulative dot of Martial Arts, up to his permanent Essence dots. This bonus may exceed normal trait maximums, but automatically resets if the dancer fails to extinguish a flame or at the end of the scene. For a surcharge of 3ahl, accompanied by an impressive burst of pyrotechnics, he may extend the benefits of this Charm to all members of the Grand Dance as a reflexive action, though they must provide their own protection from the damage caused by stomping the flames.

DEMON EMPEROR'S NEW CLOTHES
Cost: 10m; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Shaping, Obvious
Duration: One scene
Prerequisite Charms: Dance of Revolution

Human tradition includes a story of a certain emperor who is fooled into purchasing nothing. "Only the wise can see these robes," the wretched tailor said, and not wanting to appear a fool, the king fell for his ruse. Solars of the First Age who believed themselves possessed of a witty humor occasionally insisted that was the reason the Demon Emperor danced naked through his streets. Most were confused, however - wasn't he wearing the most splendid of robes?

Motioning as if he were donning a garment, a kingly regalia of fine silk robes covered in green rhinestones appears around the martial artist. The splendor of these clothes increases the effective Appearance of the martial
artist by an amount equal to half his permanent Essence. This may raise Apperance above the normal trait maximums. More importantly, the provide a hardness of 5 and bashing and lethal soak of 10 as if from armor. An opponent of equal or greater Essence is able to see beyond this Illusion effect, however, instead witnessing the purity of the Lord of the Dance. Though the martial artist loses the hardness, soak, and bonus to Appearance in regards to that character, the latter must avert his eyes from the martial artist's body if he does not know Lord of the Dance Form, suffering the usual penalties.

RIVER DANCE
Cost: 6m; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Shaping, Obvious
Duration: One scene
Prerequisite Charms: Dance of Revolution

Before the uprising of the rebellious gods, the Silent Wind was the River of all Torments, a horrifically loud, raging flow that cut across the chaos of the Wyld with a passion for shredding the foolish enemies of her King. Now she is mad and loves nothing more than to destroy that which she loves, but in her madness, she understands the release of the dance more than ever. Emulating the mixed wrath of that ancient River, the martial artist begins a wild, churning dance that infects any character suffering from the effects of Go Dance. Each of these characters find their anima banners enhanced with an elemental affinity, simultaneously manifesting with both their ordinary effect and the effect of a dragonblooded anima. Dragonblooded affected by this Charm find the powers of their anima banner doubled, while characters without an elemental aspect have one chosen for them by their players the first time they are affected by this Charm. It costs 1 point of willpower to resist this Shaping effect.

DOUBLE VISION DANCE
Cost: 4m; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Dance of Revolution

The first casualty of that most horrible of wars was the Lidless Eye that Sees, who became Sacheverell. While the former could see all that was, forever watching his flawless liege dance, his current wretched form can only dream of this glorious time, trying his hardest to see through the haze of dreaming to see his wounded King perform a weak shuffling that the once-great Tyrant calls dancing in his great despair. This jittering dance causes the martial artist's body to seem slightly indistinct, reminiscent of Sacheverell's hazy vision and yearning for something more. When the martial artist prepares to take action, he may afflict a character with a part of the dreaming Yozi's blurred vision, causing his victim to see all dancers as the martial artist. The martial artist may then take his action as if he were standing in the position of any of these other dancers, though to all others, he appears to be standing still. This Charm does not actually cause the martial artist to move, instead drawing its power from a slightly different version of the future as forseen by Sacheverell in a moment of troubled sleep. In addition, it doesn't allow the character act from the position of a character his victim can't see, making this Charm useless against a blind character. This unnatural Illusion effect costs 2 Willpower to resist.

FUNK OF FORTY THOUSAND YEARS
Cost: 40m; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious, Sorcerous
Duration: One scene
Prerequisite Charms: Demon Emperor's New Clothes, River Dance, Double Vision Dance

It is the Once-Primordial King's greatest sorrow that he failed in his duty to lead his brothers and sisters to victory. Not even sacrificing his greater fetich was enough to save them from the vicious maiming of the wicked Solar Exalted. Even more, he failed those others who suffered fetich death. Above all else, though, he failed those thirteen who were slain in their entirety and were subjected to the horrors of the Void. If he had been a greater general, if he had anticipated final death and ordered reincarnation to be designed to accomodate them, if any of a thousand eventualities had come to pass, he could have saved them from their wretched existence as Neverborn. Closest to those most ancient dances he had danced as the Empyreal Chaos five thousand years prior, forty thousand years ago, before Creation was formed, is this dance he performs to honor those elder memories of his fallen comrades. Even this sort of Compassion remains hidden in maimed Malfeas' purview, for a King without loyal subjects is not a King at all. This Charm prevents the coming of that horrid day by ensuring that those who follow the Lord of the Dance never fall.

Shuffling like a hungry ghost, the martial artist moves in forbidden patterns of supplication to Oblivion. This Charm's effects automatically apply to all members of the Grand Dance, and their dancing immediately changes to match that of their leader. For the duration of this Charm, their bodies appears corpselike, with sunken eyes and decaying clothes (if they wears any), and are considered to be Creatures of Darkness if they were not already. For the duration of this Charm, whenever a member of the Grand Dance would die, threads of necromantic essence reach out and catch hold of their bodies and souls, producing both a zombie extra and a fully aware ghost. Once the scene ends, the martial artist loses control over the zombies, but the ghosts remain, with the Dance's leader as a five dot Fetter.

Gensh
2011-10-12, 01:40 AM
Malfeas Post

Really, the best plan for everyone in Exalted is to be loyalist Infernals. I mean, really, Creation is pretty much boned for whatever reason, but Malfeas - no one really cares. All you have to do is make it a nicer place to live and shove off into Elsewhere like Autobot. How do you make hell of all places nicer, you ask? Malfeas Charms. Lots of brand spankin' new Malfeas Charms. These here are just the start of what would for the purposes of that plan inevitably be a jumping-off point. These few Charms here don't really do much. They make the big guy slightly less likely to kill you if he really likes you. But you can't just up and get rid of all that rage when it's one of his defining concepts. You have to drown it out in other stuff, namely him being the greatest king ever. To that end, here's a drop in the bucket.

Music, please. (http://www.youtube.com/watch?v=7RirEqehfsg)

*This message paid for by the Demon City Beautification Committee
http://i192.photobucket.com/albums/z42/Fearbane/MDoT.png

INVINCIBLE KING'S ARMORY
Cost: - ; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: World-Weathering Incandescence, Gifts of Invisible Flame
The brass flesh of Malfeas is impervious to all damage - why should his arms be any less mighty? Only fools and slaves fight with weapons of wood. Upon learning this Charm, all items in the Infernal's possession take on a faint brassy sheen that grows more prominent if he touches them but fades if possession passes to someone else. Resonating faintly with the ideal of the Demon City, all items possessed by the Infernal small enough to be held become immune to damage from the Infernal's attacks, including damage from Charms and spells. Items in direct contact with the Infernal are bolstered further and become immune to damage from all sources, subject to the Imperfection of the Demon City.

Should the Imperfection be overcome, mundane objects are treated as if made from a magical material - even the King's toys are strong enough to bear his strength.
Once the Infernal reaches Essence 6, its effects extend to all his possessions. A King does not destroy his castle when he defends it; so too may the Infernal fight with reckless abandon in even his own home without so much as scratching his good china.

THREE MOMENTS' INDULGENCE
Cost: (2 Limit) ; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Solipsistic Rejection of Impossibilities, Magnanimous Warning Glyph

Is not Malfeas a most gracious King? Does he not allow subject and foe alike three moments of foolishness before loosing his wrath upon them? An Infernal who serves him may follow his example, choosing to reflexively take 2 points of Limit by choosing to not initiate conflict when doing so would hinder his long-term goals. Each time he willingly exercises his royal patience and restrains his hand, he gains one reflexive counterattack that may only be used while in Limit Break, when his rage finally boils over and he repays those fools for their every mistake. Each reflexive counterattack is treated as if enhanced by Green Sun Nimbus Flare at no cost. These attacks do not have to target the original source of the Infernal's ire, as it is the fault of all lesser beings for letting such impudence continue unchecked.

SCARLET-STAINED TRIBUTE GOWN
Cost: (+10m) ; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Shaping, Permanent
Prerequisite Charms: By Rage Recast, Viridian Legend Exoskeleton (x2), Fealty-Acknowledging Audience

Malfeas is Emperor of all the damned and capable of granting himself all the boons of their myriad forms as he wills it, warping his architecture into wings of stone, horns of brass, and claws of iron, yet he remains above all the Demon City and is confined to that form, yet he is at once more than a mere city, both the realm in which his subjects reside and the cornerstone at its heart. A whole world is set aside Malfeas' infinitely broad shoulders. Why
should he not demand appropriate tribute, even if he has to tear it from their bleeding, overworked fingers.

This Charm is a permanent enhancement to By Rage Recast and Devil Tyrant Shintai. By paying a 10 mote surcharge when either Charm takes effect, the Infernal may select a single target within Essence x 5 yards who has sworn fealty to him. The target may choose to pay the Infernal's Essence points of Willpower to resist, but instinctively knows that doing so will trigger Magnanimous Warning Glyph. If the target does not resist, its present existence unravels, finding a higher purpose in serving the King of All.

For the duration of By Rage Recast, the character becomes an indestructible garment cast over the Infernal's mighty form. While in this state, the character cannot be harmed or individually targeted in any manner. The gown retains sentience and can telepathically communicate with the Infernal, able to carefully advise his actions if it so dares, and is not subject to mental influence by anyone but its wearer. Instead, it is affected by mental influence whenever the Infernal is such that it cannot tell its liege when he has been swayed by another - as it has been as well. So long as the Infernal wears the gown, he is capable of using all of its Charms for which he fulfills the prerequisites.

A second purchase of this Charm further enhances the power that the Infernal may extract from his subjects when he uses Devil Tyrant Shintai. Instead of simply manifesting his entire library of traits, he may instead spend those mutation points as experience points to purchase dots in traits where his gown's rating exceeds his own, up to his normal limit or his current limit, if he chooses to increase his Essence.

FAITHFUL SERF'S REWARD
Cost: (+1m) ; Mins: Essence 6; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Demon Emperor Shintai, Fealty-Acknowledging Audience

Malfeas is bitter and cruel because his beloved servants once betrayed him, and he is loath to place such trust again. Still, he cannot deny that some of those wretches so far beneath him seem to give even their very lives to his glory. A King in war must not turn down all aid for fear of traitors and cannot afford to allow his own anger to decimate his forces. Every man is precious. For now. This Charm enhances Fealty-Acknowledging Audience. Any character who has sworn loyalty to the Infernal is automatically immune to the deleterious effects of his anima banner while Demon Emperor Shintai is active, allowing him to shield continuously greater numbers of servants who have yet to formally declare any such loyalty. Similarly, if the Infernal knows Blight Internalization Transcendence, he may pay a one mote surcharge to apply its effects when activating Fealty-Acknowledging Audience. Should a servant betray his trust, the immunity granted by that Charm immediately ends, and the traitor is afflicted by Final Viridescence.

ONE NATION
Cost: (+4m, 1wp) ; Mins: Essence 6; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Invincible King's Armory, Scarlet-Stained Tribute Gown, Faithful Serf's Reward

This thought has been plaguing Malfeas as of recent: if his subjects are inside of him and subject to his whims, even if they sometimes rebel, how are they so different than his own rebellious flesh? Will not any resident of hell, be they lowly serf or mighty yozi, sacrifice themself for him, though perhaps with the same unwillingness as one might sacrifice a limb? Are they then not all part of their King? For all those different wills, they are one body. Under its King, all of hell is one nation, of one mind. Malfeas may not harm himself, so too may he not lay hand to any truly loyal subject - though traitors are more than fair game.

This Charm is a permanent enhancement to Invincible King's Armory. Any character who has sworn loyalty to the Infernal is treated as an object for the purpose of ignoring damage from his attacks. He may extend the benefit of immunity to all damage only to mortals and first circle demons of Malfeas, whose Essence cannot resist his, though he pay a surcharge of 4m, 1wp to grant each servant in physical contact with him the benefit of any perfect defense he might use himself. As a final benefit, the cost to use Screaming Meat Shield is reduced by 1m (minimum 0) whenever he wields a trusty servant rather than a flailing victim.

TARNISHED COLOSSUS EMBODIMENT
Cost: - ; Mins: Essence 6; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Viridian Legend Exoskeleton (x2), Demon Emperor Shintai

Before his maiming and imprisonment, the Empyreal Chaos had no form and could be constrained by no power lesser than his own. By forcing a crushing physical form on him, the Solars had hoped to keep him within the confines of a prison of his own flesh. They were fools to not realize they had caged a giant. Such a colossus might not be able to reach through the bars of its cage, but once it finally stands tall, reaching over them is trivial. This Charm is a permanent enhancement to Viridian Legend Exoskeleton and Demon Emperor Shintai. Rather than simply drawing armor under a layer of brass, the Infernal's flesh and bones stretch out to envelop it, allowing him to merge with power armor and warstriders. As a result, unless the armor is shaped oddly, it appears that the Infernal is a mighty, if neutered, brass statue. Additionally, since the armor has been subsumed by his body, he is treated as if he were wearing no armor for the purposes of martial arts Charms.

LARGER THAN LIFE IMPERIUM
Cost: - ; Mins: Essence 6; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Tarnished Colossus Embodiment, Crowned With Fury

Malfeas has no time for formalities imposed by cultural mores or personal values other than his own. He has no irrational desire to overthrow them like the Ebon Dragon, but merely refuses to let them get in the way of his demands. This Charm removes any penalties the Infernal would suffer in social combat from the use of Malfeas Charms. The Infernal may damn a man's brother to eternal torment with Radiant Fury Dissolution before him and still win his heart. The death of one who would defy the King is justice, after all, and justice is more important than such trivialities as family. Likewise, being the size of a warstrider as a result of Tarnished Colossus Embodiment is only intimidating if the Infernal is actively attempting to be as such.

BRAZEN GIANT'S FAREWELL
Cost: (+1wp) ; Mins: Essence 6; Type: Permanent
Keywords: Obvious, War
Duration: Instant
Prequisite Charms: Tarnished Colossus Embodiment, One Nation, Ablation of Brass and Fire

Fully aware that he is the tarnished, neutered embodiment of his people, Malfeas' perspective is vast enough to see that in the grand scheme of things, a King is nothing without a kingdom. As the Empyreal Chaos discovered with great horror, it may come to pass that even mighty Malfeas must offer himself up as sacrifice for the sake of his people. But he will not go quietly. A King must be the greatest of warriors, first to the field of battle. Such a sacrifice is just another battle, a battle that may even be won with the proper strategy.

This Charm is a permanent enhancement to Demon Emperor Shintai. By paying a 1wp surcharge, the Infernal may act as both sword and shield to his people, propelled on verdigris flames of indignity, reaching a single perceived attack (or single volley of attacks) within that Charm's activation time or instantly if it is already active. The Infernal's body collides with the attack, destroying it and providing a perfect defense for anything that might have taken damage otherwise. Such a manuever is terribly risky, however, as the Infernal himself is not afforded such protection. Should he not survive the attack, the resulting explosion deals Essence x 10 L within Essence x 5 yards as the warlock explodes, appearing momentarily as a green sun before winking out of existence.

All is not lost, however, as a character for whom the Infernal holds a positive Intimacy will discover a fragment of the armor he wore, or failing that, a bit of jawbone in the shape of a crown. So long as this fragment is not destroyed, the warlock will gradually reassemble himself over Essence weeks.

SWORD OF THE KING
Cost: 5+m ; Mins: Essence 6; Type: Reflexive
Keywords: Combo-OK, Sorcerous, Obvious
Duration: Indefinite
Prerequisite Charms: Invincible King's Armory, Tarnished Colossus Embodiment

When a boy grows into a man, he puts away his toy weapons and takes up the genuine article. So too does an Infernal with this Charm put away his mortal-sized equipment in order to take up arms more befitting his immense status. When the Infernal activates this Charm, he may fill a number of held objects up to his Essence with the power of Malfeas, forcing them to grow additional layers like the Demon City until they reach the appropriate size for warstrider use. This Charm costs five motes, plus one mote for each object. Additionally, the Infernal must reflexively re-attune to any resized artifact weapons to account for the difference in attunement cost.

Essence 7+ Infernals may use this Charm when activating Viridian Legend Exoskeleton or Demon Emperor Shintai without it counting as a Charm activation.

BLAZING HEART CONSUMPTION
Cost: 5m, 1wp ; Mins: Essence 6; Type: Supplemental
Keywords: Combo-Basic, Shaping, Obvious
Duration: Instant
Prerequisite Charms: Scarlet-Stained Tribute Gown, Sword of the King, Sun-Heart Furnace Soul

Just as all denizens of hell owe Malfeas their very lives as tribute, once all things bowed their heads in deference to the sky-searing formlessness of the Empyreal Chaos. The Demon Emperor hopes to one day reclaim all that he has lost - through force if necessary. This Charm may be used whenever the Infernal attempts to initiate a grapple. Should he succeed, his anima flares totemic as he forcibly merges with his victim as if he had used Scarlet-Stained Tribute Gown, though instead of transforming his victim into a garment, he instead bodily possesses the wretch, though the process imposes his own glorious face over that of his victim. Likewise, while the consciousness of the foe remains conscious and possesses the same benefits and drawbacks as the gown, it is unable to communicate, even with the Infernal controlling its body. On each action, the Infernal must roll to maintain control of the grapple. If he succeeds, the victim loses one willpower. If the victim succeeds, his body peels off the Infernal's face like a brass layer of Malfeas, ejecting the Infernal but restoring the physical grapple and allowing the warlock to try again. If the victim reaches zero willpower while the Infernal is in control, the Infernal no longer has to roll to maintain the grapple for the remainder of the scene. At the end of the scene, the Infernal may choose to restore the victim's will. If he is feeling merciful, the character regains one point of temporary willpower; otherwise, the character is afflicted with automaton physiology. In either case, the character is treated as if affected by Fealty-Acknowledging Audience.

SOUL-STORED BRASS EFFIGY
Cost: 1m (+10m, 1wp) ; Mins: Essence 6; Type: Reflexive
Keywords: Sorcerous, Obvious
Duration: Permanent
Prerequisite Charms: Sorcerous Initiation of Malfeas (x3), Tarnished Colossus Embodiment, Sun-Heart Furnace Soul

Pitched combat is no place to arm oneself, but it must be done sometimes, such as during a cowardly ambush. With a touch, the Infernal commits one mote of Essence and banishes a suit of power armor or warstrider into the furnace of his soul. Any time he uses Viridian Legend Exoskeleton or Demon Emperor Shintai while unarmored, he may spend an additional 10m, 1wp to summon this banished armor, to which he is automatically attuned.

BANNER OF THE COMING KINGDOM
Cost: (+5m) ; Mins: Essence 4; Type: Permanent
Keywords: Emotion, Social, Obvious
Duration: Instant
Prerequisite Charms: Fealty-Acknowledging Audience

This Charm is a permanent enhancement to its prerequisite. Whenever the Infernal activates Fealty-Acknowledging Audience, he may pay a surcharge of 5m in order to unveil a flag or banner emblazoned with his caste mark, though whenever this Charm is used by non-primordials, there is always some significant cosmetic change to the mark unique to each individual. Whenever a character who has sworn loyalty to the Infernal sees this modified caste mark, an infintesimally small channel to Malfeas opens in his soul, filling him with a burning desire to overthrow the world of the gods and restore Creation to its true owner. So long as the banner continues to fly above the heat of battle, the Infernal's servants will fight on, gaining a number of purchases of Hardened Devil Body equal to their Valor.

UNRULY SQUIRE CHASTISEMENT
Cost: 5m, 1wp ; Mins: Essence 5; Type: Supplemental
Keywords: Combo-Basic, Emotion
Duration: Once scene
Prerequisite Charms: Three Moments' Indulgence, Banner of the Coming Kingdom

It has been two ages since the Empyreal Chaos truly cared for anyone other than himself. His utter heartbreak at the betrayal of the one he had called "son," followed by his own inability to save his brethren from true death weigh more on him than any body forced upon him by the conquering host of Solars. Though he has taken the Slayers for himself, he trusts none of them, especially since the memories of their previous lifetime were never erased. Still, the capacity for such emotions remain within him, capable of being properly utilized by the right warlock. Nevertheless, Malfeas' compassion should never be misconstrued as weakness or a means to escape his wrath, as his hatred for cowards, traitors, and losers in general - just the sort chosen for the Green Exaltation - more brightly than ever.

Deliberately refusing to give such wretches a single moment's indulgence, this Charm enhances an attack on a target toward which the Infernal holds a positive intimacy. If the attack succeeds, it does only superficial damage though upon reaching middle age, any male target's jawbone deforms, becoming squarer and more masculine. In the meantime, the target is filled with a Malfean energy that drives out any preexisting emotion effects, whether natural or unnatural and replaces them with excessive self-confidence and a spirit of defiance. In addition, the target's Valor temporarily increases to 5 or gains an additional dot, whichever is greater.

At Essence 7, using this effect does not count as a Charm activation. At Essence 8, it no longer costs willpower to use. Finally, at Essence 10, this Charm has no cost when used on oneself.

ETERNAL MEMORY BRAND
Cost: - ; Mins: Essence 6; Type: Permanent
Keywords: Enlightenment, Training, Obvious
Duration: Permanent
Prerequisite Charms: Banner of the Coming Kingdom

Malfeas morbidly knows that all good things must come to an end, that no reign is eternal. With thought ever in the back of his mind, he ensures to burn the hottest whilst branding his absolute purpose into the bodies and souls of his followers. This Charm allows the Infernal to establish a formal line of succession from the ranks of his servants, listing up to Essence characters. His experiences from the Primordial War have colored Malfeas' perspective: old friends have been proven, while newcomers must be suspected of treachery, so while the Infernal may later add to the list, the only way for the body of the list to change is for its members to die. In the meantime, the emblem created by Banner of the Coming Kingdom appears on the backs of both the Infernal and his heir-apparent, even visible through any clothing or armor if they so will it. In addition to the normal benefits, any mortal on the list who sees the emblem temporarily becomes an enlightened mortal and may purchase Malfeas Charms as out-of-caste Charms, though they lose access to any purchased Charms when not within view of the emblem.

Should the Infernal die, whether naturally or otherwise, his shard passes on to his heir-apparent immediately rather than returning to Lillun. If the heir-apparent is not a suitable target (such as already being an Exalt), he instead gains the ability to permanently retain any Malfeas Charms he may have already purchased, and the shard returns to Lillun as normal. If a Malfeas himself should die, the heir likewise gains the ability to retain his Malfeas Charms and gains Ascendency Mantle of Malfeas as a training effect if he did not already know it. Additionally, he must pay 5 willpower or gain a second Motivation of "Learn Malfeas Cosmic Principle."

BURDEN OF THE CROWN
Cost: - ; Mins: Essence 7; Type: Permanent
Keywords: Training, Obvious, Chicanery-No
Duration: Permanent
Prerequisite Charms: One Nation, Unruly Squire Chastisement, Eternal Memory Brand

Even great Malfeas is fallible, though he is loath to admit it. He was a fool for thinking his reign might end; after all, a King lives for his people and his people live for him. So long as his subjects exist, so will their King be immortal and invincible. The Empyreal Chaos fell because his people learned to fear death; Malfeas' subjects have learned to fear him even more. For his foolishness, the Eternal City has properly chastised himself.

This Charm is a permanent enhancement to its prerequisite. Upon the Infernal's death, not only does his shard pass on to his heir-apparent, but the totality of his existence. The heir-apparent gains all the traits of the fallen Infernal at no cost. If the heir-apparent possessed a trait or a higher value in a trait that the Infernal did not, he retains the better value as a training effect. The heir-apparent retains his own Motivation and Intimacies (and possibly gains a second Motivation as before). Should the new Infernal ever protrude third circle souls, the souls of his predecessors, previously stored in his furnace soul emerge before any entirely new beings.

Gensh
2012-02-05, 12:16 AM
Welp, I finally finished my personal Devil-Tiger set. Go ahead and have a look. If you like them, feel free to throw me into your game as a full-fledged Yozi. Though the Excellency doesn't quite jive with the final writeup and I'll probably need to rework it soon. Since I'm nearing the maximum character limit for posts, I'm going to break up the Charms by tree in case I need to add to them later.

Basic Information:

GENZHASPHYR
Genzhasphyr was always sort of an oddity, grating against social norms and holding dearly onto the tales of his youth for strength. With his Exaltation, his capacity for obsessing over bizarre ideas and childish dreams only grew in scale to match the power he wielded. While he has invented such grand titles as the Storm that Grasps the Horizon, the Contemptuous Tempest, and the Righteous Thunder to describe himself since his ascension to becoming a true Primordial Exalt, the base personality and ultimate goal of the Dark and Stormy Knight have remained much the same: to make the world a better and fairer place, whether it wants to be or not. To this end, he will become whatever is needed of him, so long as it does nothing to his gossamer heart. Only that will he not compromise, only that will he not burn to fuel the winds of his anguish and the bolts of his wrath.

THE GENZOUS URGE (THE URGE TO CORRECT)
Genzous Urges are at once more and less obvious than the Urges of the Yozis. Initially, it may seem hardly different than the self-righteous overbearing demeanor of so many other Exalts or at most the Urges of the Principle of Hierarchy or the Endless Desert, but faint differences appear upon closer scrutiny. A Genzous Prince might crush a rebel movement, not because it has broken away from a hierarchy, but because its cause is corrupt in his eyes. He might seek out a position of power, not because he desires power as an end but because its current holder is incompetent. The Storm that Grasps the Horizon is neither compelled to order like the Pyrian Source nor selfish like the Lawmaker; he merely desires a brighter dawn. For that to occur, any sort of flaw, error, or inherent *wrongness* must be utterly stamped out. High-Compassion Genzous Princes are the most likely to become the heroes Sol Invictus meant them to be, albeit in a warped fashion. They tend to see their own elevation above their peers as a mistake or else some sort of cosmic joke and will strive to improve the lives of those around them by eliminating social inequality whether through stealing from the rich and giving to the poor or providing mercy-killings for "the other half." They will also tend to see the ails of society as true illness and ignore any arguments against "curing" them as the ravings of fever. High-Conviction Genzous Princes are likely to have an established "knightly" code of conduct to which they will anchor themselves and will not falter from their course under any circumstance, righting perceived wrongs even as the intended recipients of their justice get caught in the crossfire. Such Princes are likely to become judge, jury, and executioner beyond the power of anyone to stop.

High-Temperance Genzous Princes rail against the dreamlike notions of justice held by their patron and try to prevent others from tilting at windmills. They still suffer from a different sort of dreaminess, however: while they are likely to become high-ranking members of stable hierarchical organizations, most will only reach such a position by promptly eliminating any previous organization. For them to allow such corruption to continue an instant longer would be intemperate. High-Valor Genzous Princes are constantly trying to prove themselves, not only to others, but to themselves - unable to see the value of their own successes when compared to their unrealistic visions. They are likely to be unpredictable in anything but the tremendous force of the storm that they will unleash upon whatever they wish to "improve."

The Torment and Act of Villainy of Genzhasphyr: Do not exist. He is too focused on his own growth to waste time developing such things. While he may dislike the Torment of Malfeas as much as anyone else, he never suffers it due to his tendency to make best enemies.

Examples of Genzous Urges are:
Slay the Ebon Dragon.
Establish a knightly order to defend the weak from the predations of gods.
Integrate the blood of the Elemental Dragons into all humanity.
Assassinate corrupt local gods and replace them with demons.
Convince Malfeas that a King must never lose his temper.

Charge: Some Genzhasphyr Charms list a cost that is neither motes nor willpower. Called "charge," this represents a certain amount of Essential polarity neutralized to activate these Charms. A character may hold up to his permanent Willpower points of charge at once.

FIRST YOZI EXCELLENCY
Genzhasphyr: The Storm that Grasps the Horizon is deliberately lazy, observing things at a safe distance before deciding to ignore them entirely or descend upon them with unrestrained passion, unwittingly blowing them away without considering his own good or ill. The roar of his thunder deafens him to other opinions, and the brilliance of his lightning blinds him so that all others seem dull in comparison. He is bitterly aware that his own might is a delusion of grandeur and seeks to engulf the heated passions of others to sustain his winds, bearing them up as he makes them colder. He guards his seemingly hollow heart jealously, rebuffing others and entrappnig what light shines through with a gale of self-depreciation. He constantly renews himself but inevitably repeats successes and failures alike as part of a vicious cycle. His clinging to idealistic notions and childish fantasies drives him to reach out to things beyond himself in a fever pitch but at the same time creates the cold and cynical winds that foil him once he sees the failures of those he considers his betters.

Characters may apply this Charm to any actions in which they choose to stand by a previous judgment or must desperately improvise because his best laid plans have already failed. Likewise, it may enhance the creation of derivative works but not the creation of an original work. Genzhasphyr's Excellency also aids actions the Infernal know will come back to haunt him or are hopelessly romantic, especially social attacks to instill negative Intimacies that challenge people to overcome themselves and their current situation. This Charm can never be used to enhance social attacks to strengthen positive Intimacies; it is only through recognition of the self as the greatest boundary and subsequent destruction of that boundary that the Storm that Grasps the Horizon may claw at the boundary of the Once-Guarding Star.

YOZI MYTHOS EXULTANT
Genzhasphyr: Moments of exultation and personal pride drive the Dark and Stormy Knight higher and stronger - but only in the heat of the moment before reality brings him crashing down. Whenever an Infernal with this Charm would gain willpower from a stunt, he gains an equal amount of charge as well.

ASCENDENCY MANTLE OF YOZI
Genzhasphyr: After every storm, there must be a moment of calm before emotions begin to stir the winds once more. After suffering Limit Break, the Infernal loses all benefit from excess Essence for (his natural Essence) days.

SORCEROUS ENLIGHTENMENT OF YOZI
Genzhasphyr: The Storm that Grasps the Horizon is one of surpassing all competitors and all un-knightly pettiness. As such, any spells that would end a conflict diplomatically or enable one to use rhetoric when it would otherwise be impossible cost 10 motes and one Willpower less than normal (minimum five motes, one Willpower). By ending a conflict on his terms, the Righteous Thunder so declares himself the victor. Interestingly and perhaps contradictorily, this discount always applies to any spell that inflicts damage as its primary effect when specifically targeted at a major bureaucrat or bureaucratic headquarters if such a target would interfere with the Contemptuous Tempest's gracious diplomacy. Unfortunately, the Righteous Thunder is anything but subtle and may not cast any spells that principally involve deception.

Imperfection of the Storm that Grasps the Horizon
For all his apparent stability, the Contemptuous Tempest is fundamentally a thing of great passions, winds railing against each other in a thunderous dance. If he were to stop and allow his bluster to cool, he would simply fade away into nothing. Charms that are noted to have this flaw cost one additional point of charge when used as a defense due to the fear of death destablizing the Righteous Thunder's Essence. The Dark and Stormy Knight must keep up a constant front of seeming power to build his wrath or be left defenseless as his core of dreams is laid bare to the darkness of the real world.

The headers are from Deep Purple's song Stormbringer which has nothing to do with Elric's sword.

Charm Tree:


http://i.imgur.com/qe2V9.png

Gensh
2012-02-05, 12:17 AM
Ride the Rainbow:


RISING WIND STEP
Cost: 1m; Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None

Before every storm breaks, there is an advance guard of lesser winds that announce its presence even before the sky begins to darken. Emulating these first gusts, the Infernal spends a single mote while taking a Move or Dash action. With his first step, his feet rise from the ground, causing him to ignore any penalties to movement from terrain as he glides along a faint current of Essence. On subsequent actions, paying to sustain this effect does not count as a Charm activation. The Infernal may cross any sort of solid terrain using this effect, but attempting to cross a pit causes him to immediately fall, though without injury. Attempting to cross liquid does not cause him to fall, but the ambient Essence pooling below him immediately halts his movement. He may continue to sustain this Charm's effect to remain in place over the water or paddle himself across through physical means. This Charm does nothing to prevent tracking or allow silent movement as the rush of wind at his feet is just as obvious as any other trace of his passage. This wind is one that will not be silent.

At Essence 3, this Charm improves so that as long as the Infernal ends his movement above a solid or liquid, he may leap across any sort of pit or vertical barrier within the range of his normal movement. A second purchase of this Charm at Essence 5 removes its mote cost and allows the Infernal to move across water normally. This purchase also allows him to move across air, but he cannot change the direction of his movement unless there is a solid object to push against.

SECOND IMPULSE STUMBLE
Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Rising Wind Step

The winds of a storm grind against each other in a violent dance for supremacy. So too does the body of the Contemptuous Tempest rail against itself. By stepping in a way contrary to his movement and twisting his body with an awkward motion that would cause anyone unused to falling to hit the ground, the Infernal kicks with sudden blast of wind, driving himself in a different direction. If this Charm is used in response to an attack, he doubles his Essence for the purpose of calculating his Dodge DV. Immediately upon using this Charm, he must move a distance equal to his base movement rate in any direction, interrupting any nonmagical flurry. If he is flying using the second purchase of Rising Wind Step, then he must continue moving in this new direction as usual. The Infernal may also use this Charm while flying by that method to arrest his movement entirely, allowing him to "stand" in place.

FALLING BOLT STEP
Cost: 3m 1c; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Charge, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Rising Wind Step x2

The gradual approach of the Storm that Grasps the Horizon is an illusion. The slothful spinning of the clouds about his eye is nothing but a distraction from the true danger posed by the swift wrath of his thunderbolts. This Charm expends some of the Infernal's accumulated negativity, sending it coursing from his body along invisible lines of Essence for dispersal. Emulating a blazing lightning strike, the Infernal allows his body to follow the flow of his Essence and immediately moves to any position that he can see within Essence x 10 yards. If he cannot stand on this position, then he falls as normal. The deafening roar that accompanies this movement echoes Essence x 100 yards from the point of his reappearance, announcing the coming of the Storm to all that can hear. This Charm may be used as a perfect dodge; if so, it suffers from the Flaw of the Storm that Grasps the Horizon.

A second purchase of this Charm at Essence 6 increases the maximum distance that can be traveled to Essence x 100 yards as the Infernal leaps from his Essence trail to the sonic boom it generates and rides to the boundaries of his thunder.

LIGHTNING RIDER AUTHORITY
Cost: - (+5m); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Falling Bolt Step

The Contemptuous Tempest has no time for the petty whims of nature. Should a lesser storm stand before him, he merely ignores its pathetic existence. This Charm makes the Infernal immune to all penalties from Creation's weather and temperature and from the effects of his own weather-changing Charms and spells. At Essence 4, this Charm grants the Infernal immunity to mundane weather-based environmental damage such as lightning and hail, though magical environmental attacks affect him normally. Additionally, this Charm's protection expands to include the unnatural weather of Autochthonia. At Essence 5, even the vicious weather of Malfeas does not affect the Infernal unless a Yozi targets him directly. Audacious Warlocks be forewarned: this Charm holds no sway over the cold, lifeless clouds of the Underworld.

A second purchase of this Charm allows the Infernal to extend the benefits of this Charm to any mount or vehicle he might be riding for a scene by reflexively spending 5 motes.

THIRD EYE OF THE STORM
Cost: - (+1m); Mins: Essence 3; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Lightning Rider Authority

Though dark clouds may hide the sky from the faceless multitudes, the Righteous Thunder can see through such paltry shrouds as a matter of course. This Charm permanently improves the Infernal's ability to ignore the negative effects imposed by natural weather. During inclement weather, his eyes light up like golden lanterns as Essence begins to pool behind them. He automatically sees through the haze caused by rain or fog, including seeing through stormclouds. Additionally, he may not be surprised by any attack upon which rain falls or any social attack carried by the wind, as his attunement to the storm allows him to become cognizant of such things the instant they begin. As a final benefit he may reflexively spend one mote to will any natural storm or any form of weather controlled by his own Charms to open an eye above another character or object, rendering it immune to the effects of the storm for one scene as if it knew Lightning Rider Authority. Any number of eyes may be opened at once, and the Infernal may close any eye with a reflexive action, though he must pay the cost again to reopen it.

Gensh
2012-02-05, 12:23 AM
Crack the Sky:


KNUCKLEDUSTER DEVIL
Cost: - (+3m); Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

As a result of too much time spent studying things that are truly important, a man's body may waste away. Should his body be reduced to bones, he must not give his enemies rest, and when they refuse to listen to reason, he has no discourse but brute assault. Despite his apparent weakness, he knows that in the right circumstances, even a storm as small as a dust devil may prove fatal. The Warlock may activate this Charm whenever he makes an attack using the Martial Arts or Melee Ability. When doing so, he may reduce the damage pool by a number of dice no greater than his Essence in exchange for adding the same number to the attack pool. An attack enhanced by this Charm cannot inflict more than minimum damage as a result of the glancing blow given.

VOID VOODOO NEEDLE
Cost: 5m, 1c, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Until released
Prerequisite Charms: Knuckleduster Devil

The Contemptuous Tempest is not so refined as the Principle of Hierarchy, but his mental aptitude holds a thundrous echo of hers. When the Warlock activates this Charm after successfully striking a foe, he floods them with his negative energy, creating a powerful attraction toward the positivity of the Warlock's foolish dreams. The target of this Charm is immediately held by electrokinetic force as if in a clench. The Infernal maintains his hold reflexively, allowing him to perform other actions, though he cannot affect his victim without taking conscious action. Like Mind-Hand Manipulation, this Charm has a Dexterity equal to his Willpower and a Strength equal to his Essence. Likewise, the associated Ability to use this Charm is Occult to determine effective (Strength + Athletics) total for a mind-powered feat of strength, and its range interval is equal to his (Willpower + Essence) total. Within this distance, the Infernal has total control of his foe's movement and is able to send the unfortunate soaring through the air, crashing into environmental hazards and allies alike. A skilled Warlock can easily control his own movement within three dimensions by utilizing this Charm alongside Ionic Hellstorm Barrage.

SKY-SEVERING BLADE
Cost: - ; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Void Voodoo Needle

A thunderclap is an inevitable juggernaut of the natural world, permeating through wilderness and metropolis alike until all feel its violent rumble. It is a raucous cry that no mere mortal can block out. The crashing of the Righteous Thunder's fists against his foes is of such magnitude that even the heavens must fear their distant echoes. The gods may not hide from the cries of the mortals they have slighted. This Charm is a permanent enhancement to the Infernal's martial prowess. Whenever he expends charge, all his attacks become piercing until his DV next refreshes as residual electric Essence vibrates through his weapon and resonates destructively through his foes' defenses like being awakened from a dream by a sudden storm. If the Warlock uses an attack that is already piercing, it subtracts four from the halved soak and hardness and an additional four if the weapon used is adamant (minimum 0).

IRON ION FIST
Cost: 3m, 2C; Mins: Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Void Voodoo Needle

A lightning strike is something that a mere mortal can never escape, a blazing bridge from heaven to earth that destroys whatever would halt its path. The furious strikes of the Righteous Thunder are so vicious that the heavens are even less safe than the earth. Jagged are the vibrant blades that will clip the rengage gods' wings. Expelling a portion of his accumulated negative energy, a faint jagged line of blue lightning arcs from his weapon to his foe. In an instant, he strikes so quickly that none can react, azure Essence radiating from the point of impact. An attack enhanced by this Charm becomes undodgeable and unblockable. If the Warlock has used Ionic Hellstorm Barrage to create a bond between himself and his target, then he may immediately close the distance between them in order to make an attack with this Charm. Likewise if he has used Void Voodoo Needle to create a bond, he may instead force his victim to close the distance, ramming his foe directly into his attack.

IONIC HELLSTORM BARRAGE
Cost: 5m, 1C; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Until released
Prerequisite Charms: Knuckleduster Devil

There is no escape from the clutches of the Storm that Grasps the Horizon. Once he has held victory in his gauntleted hand, no matter how briefly, he will not relinquish it. When the Warlock activates this Charm after successfully striking a foe, he expends a portion of his negativity, creating a magnetic attraction of killing intent between his foe and himself. Each time he strikes that foe in combat, including the attack immediately prior to this Charm's activation, he is propelled backward through the air a number of yards equal to the combination of his own and his foe's permanent Essence scores, automatically dodging any non-ranged or non-perfect counterattacks. If he strikes an object, then his movement stops immediately and he takes damage as if from knockback. If he is placed into a position that he cannot stand upon, then he falls unless he has a form of aerial movement. While he maintains commitment to this Charm, he adds his permanent Essence to his base movement speed, however Whenever his DV refreshes, he must immediately move at least his permanent Essence in yards toward his opponent as lines of electrical Essence drag him back.

DRAGON VANE GLORY
Cost: - ; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ionic Hellstorm Barrage

No one likes the Ebon Dragon, but few actually take action against him out of fear for retribution against the things they hold most dear. The Righteous Thunder will not stand for this. As a permanent enhancement to his capabilities, the Infernal automatically learns which Virtues, if any, the foe to which he has bonded with Ionic Hellstorm Barrage has lower than his own. The Contemptuous Tempest cannot stand his own failure, and his wrath toward others being less than even he is legendary. The Warlock is filled with self-righteous spite that assaults his foe and parazlyzes the wretch, subtracting the difference between the Infernal's Virtues and his target's from his foe's base movement speed and Dodge DV. Additionally, for each Virtue the target has that is less than his own, the Infernal gains one point of charge as his indignation roars.

SELF-AS-CLOUD DISPERSAL
Cost: (+5m, 1wp); Mins: Essence 4; Type: Permanent
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Ionic Hellstorm Barrage

It is not difficult to track Essence; indeed, such is a basic skill to any sorcerer or craftsman. The movements of individual motes, though, are almost impossible to track. They can be manipulated as a whole, but they endlessly perform motions unfathomable to those who would study them. Perhaps their reason for acting in such a manner has been lost in the Three Sphere Cataclysm. Perhaps it is merely something that no First Age scientest felt deserved in-depth study. Speculation is meaningles; all that matters is that the Righteous Thunder has learned their spinning dances.

This Charm is a permanent enhancement to Ionic Hellstorm Barrage. When the Infernal pays an additional five motes and one willpower while activating its prerequisite, the edges of his form become fuzzy and indistinct. For the remainder of the scene, he does not physically exist in the normal sense of the term. Until he expends Essence, his component motes exist in an unstable state. As a reflexive action, he may relocate himself anywhere within his normal range of movement, even on the other side of walls or barriers. If he knows Second Impulse Stumble, then he may spend one mote to double this range. The Warlock may reposition himself up to his permanent Essence times before his Essence begins to stabilize. Once he has repositioned himself the maximum number of times or spent Essence, he may not benefit from this Charm's effects again until he has struck his bonded foe at least once. If this Charm is used in response to an attack, then it provides a perfect dodge with the Imperfection of the Storm that Grasps the Horizon.

Gensh
2012-02-05, 12:28 AM
Stormbringer Coming:


THE DUBBING
Cost: - ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: -

When a King takes a knight into his service, the knight ceases to exist as an fully independent being. He is the King's eyes, the King's hand, the King's sword. What he possesses is given by the grace of the King. As such, the King may choose to change his name to something more appropriate.

When a Green Sun Prince learns this Charm, his name changes retroactively in all records to something more becoming of his noble status. Memories do not change, and his old name can still be written if the writer specifically notes that it is an older name that no longer has meaning. Whenever the Infernal enters combat, he must immediately introduce himself or otherwise issue a challenge in a manner that is Obvious. As befitting of an honorable knight, however, he is protected by oaths not dissimilar to those that guard the Eclipse caste, and must be offered hospitality by spirits and demons, who cannot attack him unless he initiates conflict.

INHERITANCE OF A SWORD
Cost: (0+m, 1wp); Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: The Dubbing

The might of an Exalt is not the might of a human. While it had to be earned, it was not something that just anyone could receive. Seven hundred is the Celestial Host. Even though there are many more heroes, even though there are many greater heroes, this particular man was chosen to become something more than a man. He was given a sword forged to kill the architects of Creation by those very same creators.

By their hopes, he was elevated, and by their hatred, he is brought low when he is foolish. He is but a wielder of a blade far more storied than he, and such a wielder can be replaced if need be. He cannot forget the reason for which he fights: for the dreams of those crushed underfoot by his predecessors.

When a Green Sun Prince learns this Charm, he must select either the Past Lives or Unwoven Coadjutor background. For each dot in this background, he receives one dot of "phantom" Artifact. The objects created by this background are iconic representations of himself, drawn from either the memories of his past lives or the mind of his coadjutor's progenitor and do not exist until he expends one willpower and pays the attunement cost to force the dream construct into the narrative fabric of Creation. The Artifacts created by this Charm are always the same, though the Warlock may add to or improve his collection if he gains additional dots of the background that he chose when purchasing this Charm.

JUDGMENT OF THE VERDIGRISED KNIGHT
Cost: (+1wp); Mins: Essence 4; Type: Permanent
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Inheritance of a Sword

The Righteous Thunder once sought out the stories of a King brave and fair and his loyal knights who traveled throughout the kingdom righting wrongs. In one such tale, the whole of the court was faced with death, and even the King's courage failed him. His young and virtuous cousin saw this and rose to the challenge despite his fear. This was true Virtue, not the perfection of the Unconquered Sun, a flawless weapon who is little more than a brute without his mantle. The Knight of the tale was tempted four times, yet only his Valor failed him when he knew his death drew near. For his three triumphs, his deathblow from the challenger in emerald was lessened, and he suffered only a small cut on the back of his neck. Ashamed at his own cowardice, the King marked his own neck similarly and demanded all the rest do the same.

From this tale, the Dark and stormy Knight learned that sometimes Virtue is not enough. A Green Sun Prince can purchase this Charm once per dot of Integrity (to a maximum of four times), with each purchase enhancing one Virtue rated 5+. The choice can’t be altered, but the Charm’s effects recede if the Infernal lacks a sufficient Virtue rating for whatever reason. Whenever he rolls a Virtue augmented by this Charm, he may pay one point of willpower in order to enhance the roll with any Primordial Excellency, even if the action is not within the given themes. When he does this, his anima banner flares to the 16 mote level, but instead of manifesting his iconic anima, the symbol of the chosen Primordial appears around him, shuddering under the strain of reaching outside itself.

A second purchase of this Charm at Essence 6 enhances the Green Sun Prince's connection to Virtue and to his peers, allowing any character for which the Warlock has a positive Intimacy to benefit from the effects of this Charm on the next Virtue roll they make before his DV refreshes.

TALES OF THE TROUBADOUR
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Shaping
Duration: Instant
Prerequisite Charms: The Dubbing

An excellent knight is at the heart of a hundred true stories and a thousand more wonderful fictions. Like an individual mote of Essence, his movement from tale to tale is impossible to track. When a Green Sun Prince activates this Charm, he decides that perhaps the reality in which he dwells is stranger than fiction and enforces a more likely narrative on causality. He suddenly exists in a second plausible location, taking with him any willing volunteers toward which he holds an Intimacy. The remainder of the current scene plays out as normal, but once it ends, the copy of the Infernal and those who traveled with him in their original location unravel into an amount of gossamer equal to his Essence. Likewise, any wounds inflicted by those affected by this Charm vanish, and the allegedly dead may return to life to be vanquished again another day. All characters retain full memory of the scene that did not occur as told, but the physical and mental effects vanish into legend.

MOUNTEBANK ASCENDANT SHINTAI
Cost: 15m, 1wp; Mins: Essence 6; Type: Simple
Keywords: Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Self-As-Cloud Dispersal, Judgment of the Verdigrised Knight, Tales of the Troubadour

The Dark and Stormy Knight is a teller of fanciful stories. He is Righteous; he Grasps the Horizon. These were once lies that he told himself and others to hide his shame and his fear. Nothing more than a charlatan, a mountebank who sold stories, he was incapable of doing more than merely acting as a knight or a demon. Yet somehow, on one fateful night, he discovered that he was no longer acting. Burning away his outer armor with the gossamer spark in his heart, the Green Sun Prince's flesh gradually begins to sizzle away as he becomes a fiction more real than mere facts.

For the remainder of the scene, the Infernal's eyes are replaced with glowing orbs of Essence, making him immune to any effect that would impede his vision and granting the benefits of All-Encompassing Sorcerer's Sight.

The Warlock's flesh no longer holds any value to him and gradually dissolves in lines, revealing brilliantly glowing Essence just below the surface. As a result, he cannot be harmed by any source of damage other than raw energy such as an implosion bow or the flames of Ligier.

Wild winds lift his idealized form on high, allowing him to fly at his base movement rate. If he knows Falling Bolt Step, his base movement rate increases by Essence * 5.

His positivity holds reign, causing him to be more easily attracted to killing intent. He may activate the effects of Ionic Hellstorm Barrage and Self-As-Cloud Dispersal at no cost whenever he strikes an enemy and may choose to automatically move toward any of them on his action rather than the last he struck.

If he knows Implacable Soulsteel Finial, he may use that Charm as an innate power rather than a Charm activation as his chivalrous spirit rushes without thought to protect his allies.

If he knows Armor of Blackened Dreams, he may pay that Charm's activation cost at the same time he activates Mounteback Ascendant Shintai, instead activating Hero's Memorial Shintai.

HERO'S MEMORIAL SHINTAI
Cost: - ; Mins: Essence 6; Type: Simple
Keywords: Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Special

The Dark and Stormy Knight is a fanciful story. He is Righteous; he Grasps the Horizon. These are lies that a sad mounteback tells himself to hide his shame and his fear. He will never be more than a charlatan, a knight-pretender who fails because he is too afraid to dream. He knows his dreams cannot come true. Sighing with crushing depression, the Infernal wraps himself in burial shroud and prepares for his ultimate doom.

His body becomes heavy and static like the tombs of the Neverborn. His Essence pattern is locked in place and cannot be moved. For the remainder of the scene, he cannot be harmed by mere stories. He is immune to any effect bearing the Illusion or Shaping keyword and is also immune to non-physical damage. Likewise, he cannot use any Charms that create such an effect and cannot use Sorcery at all if he is initiated. The only exception to this rule is All Stories End, which has its willpower cost reduced to one instead.

The sluggishness in his joints prevent rapid movement of any kind. He cannot use perfect dodges or any Charm that would allow for instantaneous movement, and any Charm that would raise his Dodge DV or increase his base movement rate have their mote cost increased by two.

The depressing knowledge of his inevitable death cause him to automatically generate one point of charge each time his DV refreshes.

Gensh
2012-02-05, 12:38 AM
Time to Die:

CYCLONE BEGUN ANEW
Cost: - ; Mins: Essence 3; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: First Genzhasphyr Excellency

All paths eventually lead the Contemptuous Tempest back to where he started. Even if he were to grab hold of the Daystar and be carried beyond the horizon, he would return to Creation the following dawn. Ever wishing to change his course so that the voyage from beginning to beginning is less miserable, the Storm that Grasps the Horizon leaps for joy with every fresh start and every small victory. With each successive failure, though, his disappointment builds like clouds in the shape of a mighty fortress. The smoldering awareness of his own frailty brought by this miserable hatred he revels in as much as true joy. The Infernal gains a 10 mote Peripheral Essence pool which gains one mote for every hour spent forging or improving an Intimacy, whether positive or negative.

FOOLISH HOPE ELATION
Cost: - ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Cyclone Begun Anew

For all his cynicism and judgemental self-righteousness, the Storm that Grasps the Horizon is truly a fool who will set aside his reservations at the first sign of success. Whenever the Warlock learns that another character shares a positive or negative Intimacy with him, regardless of the specific context, he immediately gains a positive Intimacy towards that character. He no longer has a limit on the number of positive Intimacies he may sustain and will recall at least the name of a one-time acquaintance even decades later, so long as the Intimacy remains positive. The Intimacies added by this Charm are not enforced by magic and may be changed as usual, though they may not fall off unless they have soured and gained a negative context. Additionally, whenever the Infernal gains a new positive Intimacy, he immediately gains a point of Willpower.

IMPLACABLE SOULSTEEL FINIAL
Cost: 1m 1c; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Foolish Hope Elation

The Contemptuous Tempest may sometimes stumble, his winds scattering in every direction as he makes a false step. In doing so, he dissipates from his own movement - no mere foe may bow the force of the Storm that Grasps the Horizon. So too are those who ride the stormwind warded from being cast down as the Tempest draws incoming strikes to him like an immovable lightning rod. The Infernal may use this Charm in response to any attack that he can sense that targets the subject of a positive Intimacy. With the activation of this Charm, he floods his mind with positive emotions, burning off some of his negative charge as his Essence alters itself to match. This sudden pooling of positively-charged Essence attracts the negative intent of the attack toward him instead of its original target. If the attack requires physical contact to inflict damage and the Infernal is not near enough, then the aggressor simply swings ineffectively at empty air. Otherwise, the attack resolves itself normally with the Warlock as the target. If this Charm is comboed with an effect that provides a perfect defense, then this Charm suffers from the Imperfection of the Storm that Grasps the Horizon.

BEAUTY WITHOUT THOUGHT
Cost: 10m 1wp; Mins: Essence 4; Type: Simple
Keywords: Shaping, Sorcerous, Training
Duration: Instant
Prerequisite Charms: Foolish Hope Elation

Genzhasphyr believes he understands Malfeas better than most because they are much the same - only that Malfeas' sorrow is much deeper. In the manner of ice floating atop a pond is lesser than an iceberg are the Storm and the City different. For all the sense of scale and the mass of ice drowned under cold water, they are fundamentally the same. Perhaps he is right. Only time will tell.

In the meantime, he intends to save the onetime King of Kings from himself through example garnered from personal experience. Just as Malfeas can find beauty unpoisoned by malice, Genzhasphyr once found that there is a beauty in the stilled mind. By adhering so closely to a defined standard of beauty, one loses out on all other permutations: the Unconquered may win all beauty contests, but he will never truly be more beautiful than the Fickle Lady. Drawing inspiration from her Chosen, the Warlock allows his instincts to flow freely, seeing the dreamlike shapes in the cloud of form.

The subject of this Charm suddenly gains an Attribute Specialty of his player's choice. Due to the magic of this Charm temporarily making the character's Essence pattern amorphous as a cloud, his player may choose to spontaneously gain any number of negative mutations to help ameliorate the cost of the Specialty. Any excess negative points gained from mutations are lost if not used.

The Brass-Dancer is currently sporting a beauty mark under his right eye as a result of this Charm (Appearance +3; People Who Like Beauty Marks) as an attempt by the Storm that Grasps the Horizon to show how an imperfection might improve something rather than detract from it.

THUNDEROUS LEGEND DICTATION
Cost: 10m, 5c, 2wp; Mins: Essence 6; Type: Simple
Keywords: Shaping, Sorcerous
Duration: One scene
Prerequisite Charms: Implacable Soulsteel Finial, Beauty Without Thought

The Storm that Grasps the Horizon was not always so forward-facing as he is now. In a time gone by, he deliberately lost himself in a thousand fictions of his own devising, sinking further into the icy waters of his own flood with each successive dream. Only by constructing tale after tale of his triumph over adversity was he able to escape this stream and climb his falling tears to the heavens. Perhaps even that was a tale and the true Dark and Stormy Knight still lies drowning under the weight of his own armor. Such speculation is irrelevant and depressing.

The Infernal gathers as much of his own negativity as he can stomach before releasing it through nearby dragon lines, tinting everything within his (Essence x Willpower) yards royal blue. Refreshed, he immediately launches into a monologue narrating his own actions and those of anything he desires within this Charm's range, rolling (Manipulation + Performance or Presence) as he begins. For every three successes on this roll, he may perform one Wyld Stunt as if he were a raksha with five points of the Style background (minimum 1 Wyld Stunt). Once he has used up all his Wyld stunts, the blue color fades, and he is unable to use this Charm again for the remainder of the scene.

FOOLISH HATE DEPRESSION
Cost: - ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cyclone Begun Anew

Most of the time, things just don't work the way they should. Humans ignore what the tales and legends of their childhood taught them and seek only their own gratification. From time to time, a hero will rise up against the darkness, but without the support of the people, he will fall. They don't want to escape their situation; they just want to say they tried. They'll raise a statue for their martyr, but they will not change. The Contemptuous Tempest sought to escape this hypocrisy amidst the perfect titans who shaped the world, but he has found this sickness among the Yozis as well. There is no way to win.

Whenever the Infernal witnesses a character perform an action contrary to their Motivation or Intimacies, he immediately gains one lost Virtue channel and one point of charge as his contempt roils into a new negative Intimacy.

DENIAL OF THE CHILDISH HEART
Cost: 4m, 1wp; Mins: Essence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Foolish Hate Depression
The Contemptuous Tempest has no time for idle fantasies or the senseless babblings of the infantile mind. These things he must necessarily ignore in order to maintain his sanity and the bluster of his winds. By activating this Charm, the Infernal suddenly gains insight into the workings of an opponent's mental or social attack; more specifically, he instantly discovers its greatest flaw and blurts it out without thinkng of the consequences. This provides a perfect defense for all listeners against the attack but also lowers his Dodge MDV by his foe's Charisma (maximum 5) until his MDV refreshes. After an outburst like that, he cannot simply ignore the faults in his own arguments.

ARMOR OF BLACKENED DREAMS
Cost: 5m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Obvious, Shaping
Duration: Indefinite
Prerequisite Charms: Foolish Hate Depression

The Righteous Thunder long ago forsook sleep. With each night, he feared he would not awaken again, unable to face the harsh reality on the other side. He will not stand for others attempting to force dreams upon him so long as this world remains dark. When the Infernal activates this Charm, any armor he might be wearing takes on a sort of dark ephemeral haze. This haze functions as shaping armor of equal value to the Resources or Artifact rating of any ordinary armor or the minimum Essence rating of armor created by a Charm or spell. If ordinary armor is enhanced by a Charm, use the highest value.

If the Infernal does not possess any forged Graces, this Charm instead increases his natural resistance to shaping by an amount equal to this value. So long as the Warlock wears this armor, the use of shaping Charms also becomes more difficult relative to him. Any shaping Charms that he possesses cost one additional point of temporary willpower to activate, and any shaping Charm used against him cost one less willpower to resist (minimum zero).

If the Warlock also knows Lightning Rider Authority, then he adds the Wyld to the list of environments from which that Charm protects him while this Charm is active. Likewise, if he has The Dubbing, then the benefits of that Charm also include raksha while he is wearing the armor.

ALL STORIES END
Cost: 10m, 5c, 2wp; Mins: Essence 6; Type: Reflexive (Step 5)
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Denial of the Childish Heart, Armor of Blackened Dreams

The Contemptuous Tempest is called such for his unrealistic expectations from comparing things of the real world to those of fiction. When cast against the ideal, what can stand? Yet even the flawless dreams of the Primordials were brought low by the crushing might of the real. If this is inevitable, then he will not fight it; he will bring the personal fictions of those fools who still believe crashing down and show them the ugliness of the world. To do otherwise would be cruel.

Gathering his negativity en masse, the Infernal forms an orb of blue-black energy in his hand, small trails of lightning flailing over the sides. With a painful cry, he forces this sphere against the alleged reality of a shaping attack, Charm, Sidereal astrology, or spell, ignoring its target and whether it is an instant effect or has been ongoing. He makes a reflexive Willpower roll against a difficulty equal to the targeted effect's minimum Essence. If the roll succeeds, then the effect is utterly dissolved into an amount of gossamer equal to its minimum Essence.

This Charm may also be used to enhance an attack. If this Charm is used against raksha, they must spend five willpower or immediately burst into gossamer as if they were a shaping effect. Dematerialized spirits struck by this attack must spend three willpower or become permanently locked in material form. As an exception to this rule, ghosts are instead cast into Lethe.

A second purchase of this Charm at Essence 8 allows this Charm to be used on a living Primordial. If this Charm is used against a Primordial, they must spend one willpower or be cut free from their soul hierarchy, losing all jouten but one of their choosing and becoming an Ishvara. The souls of a severed Primordial immediately become independent gods, though they retain the Creature of Darkness designation if they already possessed it.

CYCLONE REMAINS UNBROKEN
Cost: 55m, 10c, 5wp; Mins: Essence 8; Type: Simple (dramatic action)
Keywords: Obvious, Shaping, Training
Duration: Instant
Prerequisite Charms: Mountebank Ascendant Shintai, Thunderous Legend Dictation, All Stories End

The greatest thing that a man may do with his life is to give it entirely to a most worthy cause. For Genzhasphyr, this was to become the King's right hand, but for others he has paved another path that he deems himself unworthy to follow. It was the dreams of the Primordials that forged Creation, and those tales must never die. In order to use this Charm, the Green Sun Prince must be in physical contact with a Primordial's jouten and another target that is not a Primordial, which may be himself. When he activates this Charm, he gathers the whole of his negativity into his soul and releases it in a colossal wave of potential "bad endings" to the legends that comprise the touched Primordial. These endings disperse into Wyld energy, erased for the moment. With a colossal effort of will, he begins a new chapter of the legend wherein the Primordial ascends to greater glory. He makes a (Manipulation + Performance or Presence) roll against the combined Essence of the Primordial and the second target. For each point of willpower either target spends, the Warlock loses one die from this pool. If the Infernal succeeds, the non-Primordial target loses all of its Charms if it has any and is refunded their XP value. It immediately becomes a third circle soul of the chosen Primordial and may increase its traits as it desires as a training effect. This may also include learning unique panoply Charms befitting its status.

In order to select a Neverborn as the Primordial target of this Charm, the Green Sun Prince must stand at the heart of its tomb-body. If he succeeds, the non-Primordial target bursts into its component motes, and the Neverborn implodes around the Warlock, rebounding off of his Exaltation and inflicting 10 levels of aggravated damage. The Infernal automatically knows about this blood cost before using the Charm and may not defend against the damage as a willing penance to the fallen Primordial. The once-Neverborn immediately regenerates as a new Primordial as if it had merely suffered fetich death. It subsequently manifests a new jouten through (Primordial) Worldshaper Assumption. The Green Sun Prince reappears from the maelstrom of Essence within arm's reach, as does the non-Primordial target, who has become the new Primordial's fetich soul and as such contributes to a much larger part of its personality.

InfiniteNothing
2012-02-05, 09:10 PM
Um, Cyclone Remains Unbroken mentions Improvisational Legend Engine as a prerequisite, but I don't see that Charm on the list. Do you mean Thunderous Legend Dictation?

Gensh
2012-02-08, 12:57 PM
Um, Cyclone Remains Unbroken mentions Improvisational Legend Engine as a prerequisite, but I don't see that Charm on the list. Do you mean Thunderous Legend Dictation?

Whoops! Nice catch there! I actually went through something like a dozen names for that one and I guess I forgot to change it in the prereqs list.