Radiant Eagle Soaring Over the Desolate Battlefield: Difference between revisions

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Hardened Devil Body x2
Hardened Devil Body x2
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
Though the Yozis are beyond awareness of most damage,
let alone threatened by it, their servants can only manage
to embody a fraction of this durability. This Charm may be
purchased a maximum number of times equal to the lesser
of (Stamina or Resistance). Each purchase gives the Inferna


By Pain Reforged
By Pain Reforged
Cost: 1hl; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Pain puts life in perspective, pushing aside all other distractions.
This is the simplest truth Malfeas has learned from
his imprisonment within himself. Use of this Charm allows an
Infernal to ignore all negative effects associated with bashing
damage she has suffered. Such injuries do not cause wound
penalties or slow her down in any way. If reduced to Incapacitated
by bashing wounds, she does not fall unconscious,
but remains fully aware as further bashing trauma converts
to lethal. Aggravated and lethal injuries penalize characters
protected by this Charm normally. When this Charm ends,
all suspended penalties resume immediately.


Purity of Madness Defence
Purity of Madness Defence
Cost: — (1 Limit); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: By Pain Reforged
The Demon City is his own architect and does not abide
the designs of other artists marring the blueprints of his will.
Whenever the Infernal would be altered by a Shaping effect
that qualifies as an attack (see Exalted, p. 179), that effect
becomes Obvious to his senses so he can make an informed
decision before permitting or rejecting the change. Resistance
perfectly negates the changes at the cost of gaining one point
of Limit from the strain of asserting inviolability. Infernals
with Essence 3+ may also use this Charm to stop Shaping
effects from altering any owned inanimate object within three
yards, though each change to each separate object requires
another point of Limit to stop.


Scar-Writ Saga Shield x3
Scar-Writ Saga Shield x3
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: By Pain Reforged
Malfeas does not quietly accept his tortured inversion,
but builds up calloused layers and folds them in a vain attempt
to seal his wounds and inoculate against future injury. Such
efforts cannot achieve their goal, but incidentally toughen
the Demon City further. The first purchase of this Charm
raises the character’s natural lethal soak to her Stamina
rating (rather than half) and gives her bashing Hardness
equal to her Stamina.
The second purchase of Scar-Writ Saga Shield requires
Essence 3+ and adds the character’s Essence rating to her natural
bashing and lethal soak. Her Hardness remains unaffected.
An Infernal needs Essence 4+ to buy this Charm a third
time, at which point her natural bashing and lethal Hardness
increase to match her natural soak. Additionally, attackers
with a permanent Essence at least four dots less than the
Infernal can no longer inflict minimum damage to her with
their attacks if they fail to penetrate her soak.


Viridian Legend Exoskeleton x2
Viridian Legend Exoskeleton x2
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 7)
Keywords: Combo-Basic, Obvious
Duration: One scene
Prerequisite Charms: Scar-Writ Saga Shield (x1)
A fine patina of blue-green tarnish rapidly spreads like
mold over the character’s body, flaking away to reveal a
more durable layer of shining brass etched with maddening
spiral patterns and Old Realm characters that tell the stories
of Malfeas and foretell the punishments he would inflict
upon his enemies. Players of observers literate in Old Realm
receive a three-die bonus on all Occult rolls to know such
facts while they can see the Infernal. These characters glow
pale green, impairing their bearer’s stealth as per a four- to
seven-mote anima banner display.
Viridian Legend Exoskeleton is not studied for its luminous
history lessons, however. The exoskeleton of living
brass provides powerful armor with the following statistics:
Soak +10L/+10B, with no mobility or fatigue penalty. This
organic alloy has Hardness equal to its soak against attacks
made without help of a Charm or artifact weapon. By default,
this Charm is incompatible with other armor.
Infernals with Essence 4+ may purchase this Charm a
second time, allowing the exoskeleton to grow around and
reinforce existing armor. This hybrid armor can’t be removed
while the Charm is active and has the combined soak of the
two armors, the best Hardness values between the armors, no
fatigue or movement penalties and all other powers either
armor possessed (such as Hardness equaling soak against nonmagical
attacks). This purchase also increases the Charm’s
duration to Indefinite.


Pathetic Distraction Rebuke
Pathetic Distraction Rebuke
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: By Pain Reforged
Having been humbled once, Malfeas is not keen to
repeat the experience. This Charm enhances any attempt
to parry an incoming attack, allowing the Infernal to
ignore all penalties that apply to her Parry DV (regardless
of which Ability or weapon she uses to block). If
the Exalt has By Pain Reforged active, she also adds the
greatest wound penalty she should suffer as a bonus to her
Parry DV and can block lethal or ranged attacks with an
unarmed parry.
Infernals may purchase this Charm a second time, in
which case, each use of Pathetic Distraction Rebuke cumulatively
reduces the cost to do so again by one mote until
the Exalt’s next action. For example, the cost to defend
against a flurry with four attacks would be six motes (3m +
2m + 1m + 0m).


Invulnerable Wounding Futility
Invulnerable Wounding Futility
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Pathetic Distraction Rebuke (x1)
The foolish and the mad sometimes beat their fists
against the impregnable walls of the Demon City as though
they might crack anything but their own hands. The meaningless
rhythms of their blows soothe the Yozi’s raging heart
to laughter. Invulnerable Wounding Futility momentarily
hardens the Infernal’s body into a passive weapon upon
which attackers crash and break.


Ablation of Brass and Fire
Ablation of Brass and Fire
Cost: 4m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Invulnerable Wounding Futility
In his torment, Malfeas sheds constant layers in a vain
effort to expand past his oaths. The wholesale destruction
of a single layer and its inhabitants to push out unwanted
injury is as inconsequential as the natural shedding of dead
skin. By use of this Charm, an Infernal confidently steps
into the path of an attack and chooses for it to hit him full
on. The deliberateness of his interposed self perfectly parries
the attack regardless of whether it is normally blockable.
This Charm can also defend against any environmental
hazards (including falling), though it must be activated
at each interval at which the hazard inflicts damage.
This Charm is a form of parry, not a soak, so the attack
doesn’t count as having hit when it uselessly impacts the
Infernal’s body with a spray of sparks and brass shavings.
This Charm suffers the Imperfection of the Demon City
(see sidebar).


Nightmare Fugue Vigilance
Nightmare Fugue Vigilance
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: By Pain Reforged
The Infernal exists at the cusp between sleeping and
waking, unable to shake the nagging suspicion that everything
she experiences is merely a dream. She truly slumbers only
to commune with her subconscious and then only to refresh
her psyche in contemplation of terrible things. This Charm
permanently improves the character so that she ignores all
penalties from sleep deprivation and can always stay awake
without a roll. However, when she does choose to sleep, she
suffers an internal penalty of -1 on all rolls to regain Willpower
upon awakening from the disturbing content of her dreams.


By Agony Empowered
By Agony Empowered
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance
This Charm permanently improves By Pain Reforged,
allowing that Charm to ignore deleterious effects from lethal
damage. In addition, if lethal damage would reduce the Infernal
below Incapacitated while he is using By Pain Reforged,
the damage does not continue into his Dying levels, instead
upgrading existing lethal wounds into aggravated damage.
Once the Infernal has aggravated wounds in all health levels,
further damage can mortally wound or kill him normally.
When purchased, By Agony Empowered does not mitigate
penalties imposed by aggravated damage. Infernals with Essence
5+ may ignore even these penalties, fighting to the last breath
without any sign of slowing or acknowledging their wounds.


Insignificant Embers Intuition
Insignificant Embers Intuition
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The heart of Malfeas burns jealously, invisible tongues
grasping like talons at the lesser flames smoldering in other
souls. This Charm enhances any standard (Perception +
Awareness) roll to notice sensory details about a targeted being.
In addition to whatever other information the character
notices with any threshold of success, the Infernal also discerns
the strength and aspect of the target’s Essence relative to his
own. The Storyteller should communicate this information
numerically, even though the experience is more abstract and
typically involves some form of personalized synesthesia.
Anyone observing this Charm in use may notice a
momentary green glint that flashes in the Infernal’s eye
with a reflexive (Perception + Awareness) roll at difficulty
4. This telltale sign does not make the Charm Obvious, so
astute observers will have to draw their own conclusions.
This Charm is not a means of bypassing stealth and costs no
motes when activated by Infernals with Essence 4+, though
it still requires a Charm activation.


Green Sun Nimbus Flare
Green Sun Nimbus Flare
Cost: 3m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Insignificant Embers Intuition
The Infernal’s blows spark and seethe with the acid-green
radiance of Malfeas’s heart, burning opponents. Green Sun
Nimbus Flare may enhance any physical attack whose target
is (Essence) yards or less away. If the attack inflicts any levels
of damage, this Charm then inflicts two additional levels of
unsoakable lethal damage from fiery tongues of Primordial
Essence erupting from the wound. This damage is applied
after the damage for the wound transmitting


Cold Fire Desolation Brand
Cold Fire Desolation Brand
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Sickness
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
When Malfeas strikes down the impudent, only the most
fortunate die quickly. This Charm permanently improves
Green Sun Nimbus Flare, causing all burns that Charm
inflicts to automatically infect their victims with Green Sun
Wasting (see p. 110).
Infernals with Essence 4+ inflict a disease with penalties
that start at full strength rather than building over the course
of hours, though this does not accelerate other symptoms. With
Essence 5+, Cold Fire Desolation Brand infects victims with
Final Viridescence. At Essence 6+, the type of Final Viridescence
is so extreme that only magical treatment can remove
it; all Morbidity checks automatically fail absent such magic.


Gifts of Invisible Flame
Gifts of Invisible Flame
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sickness, Sorcerous, Touch
Duration: Special
Prerequisite Charms: Cold Fire Desolation Brand
The Infernal touches an object (see Exalted p. 213)
and bathes it in the Essence of Malfeas. Although the item
does not appear any different to normal senses, all forms of
Essence perception can automatically sense the terrible power
radiating from it. Any being that isn’t native to Malfeas must
check for exposure to Green Sun Wasting (see p. 110) every
full hour that they spend within one yard of the tainted
object. If the object is consumed, infection is automatic.
The Virulence of this infection starts at 6 and drops by 1
per week. If a tainted object is scattered among non-tainted
goods (such as when poisoning a well or a grain silo), the
Storyteller should assign a reduced Virulence proportional
to the level of contaminant present. Once there is more
non-tainted material than tainted in an object, the effect is
too dilute to do more than induce mild queasiness.
Infernals with Essence 4+ may target themselves with
this Charm as if they were objects. At Essence 6+, the speed
of infection increases so that potential victims must make an
exposure check as soon as they enter into range of a cursed
object (and after every full hour of exposure thereafter).


Sun-Salted Fields
Sun-Salted Fields
Cost: 15m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Sickness, Sorcerous
Duration: (Essence rating) days
Prerequisite Charms: Gifts of Invisible Flame
Though the Green Sun of the primeval epoch once
nourished the land and life, the heart of Malfeas is mad and
terrible, poisoned against all he once ruled. Upon activating
this Charm, the Infernal’s anima radiates a burst of Malfean
Essence that fills a radius of 50 yards. Normal senses can’t
detect this burst, though Essence users feel a characteristic,
nauseating tingle as long as they remain among the lingering
energies. Essence-based perception instantly recognizes the
burst as if the Charm were Obvious.
In its passage, the burst poisons the air, the land and even
space itself. The healthy green of foliage sickens unnaturally
over the span of a week with a fine patina of tarnish on every
leaf. Any being that isn’t native to Malfeas must check for
exposure to Green Sun Wasting (see p. 110) every full hour
that they spend within the blight at a Virulence of the Exalt’s
Essence rating. Each day that passes reduces the disease’s
Virulence by 1 until it fades completely and the area becomes
healthy again. Whenever an Infernal who knows this Charm
dies, she may reflexively bathe her surroundings in blight


Rebuking Impudent Arms
Rebuking Impudent Arms
Cost: 5m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious, Sorcerous
Duration: Instant/one minute
Prerequisite Charms: Cold Fire Desolation Brand
In the time before time, weapons knew their place, and
even the sharpest blades dulled lest they scratch the King
of the Primordials where he tread. The passing of Ages has
diminished the world, but arsenals may yet be reminded of
their place. This Charm can enhance any disarm attempt
within the range limit of Green Sun Nimbus Flare. If the
attack hits, the weapon superheats and glows brilliant green
as if Ligier held it. Mortal weapons melt into slag or crumble
to ash on the spot. Artifact weapons and those formed entirely
of Essence are unharmed but remain superheated for
a minute afterward, increasing the difficulty of the wielder’s
roll to resist the disarm attempt by 2.
Anyone holding a superheated weapon suffers one level
of unsoakable lethal damage per action of contact (or fraction
thereof). If the wielder forgoes the roll to maintain control and
drops the superheated weapon immediately or that weapon is
vaporized, he suffers no damage. Because the fire ignited by
Rebuking Impudent Arms burns through Yozi power rather
than heat alone, flame-resistant adversaries have as much to
fear from this Charm as anyone else. Appropriate countermagic
can cool a heated artifact back to normal temperature.


Vitriolic Corona Endowment x2
Vitriolic Corona Endowment x2
Cost: 6m, 1lhl; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: One scene
Prerequisite Charms: Rebuking Impudent Arms
The Infernal brandishes her weapon and salutes the sky
with it, drawing and readying that weapon for use as part of
activating this Charm. Green light falls upon the weapon from
distant skies, superheating it as per Rebuking Impudent Arms
for the rest of the scene. The Infernal becomes immune to the
heat of her enchanted weapon once it chars one lethal level
of damage from her hand. While this enchantment lasts, the
Exalt may activate Green Sun Nimbus Flare to enhance any of
the glowing weapon’s attacks as an innate power rather than a
Charm activation, though this still costs the usual motes.
With a second purchase of this Charm, she can summon
a spear of radiant green light in lieu of enchanting an
existing weapon. The spear has all the statistics of an attuned
dire lance with no magical material bonus and the following
improvements: infinite Rate, aggravated damage to gods and
the usual enhancements provided by a single purchase of this
Charm. Like all infinite rate weapons, this spear can’t attack
in the absence of any dice pool to do so, even with additional
successes supplied by Excellencies or other Charms.


Wrath-Stoken Bonfire Soul
Wrath-Stoken Bonfire Soul
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Green Sun Nimbus Flare
The Infernal feeds the cosmic fires that rage within her.
She inflicts up to (Essence) lethal levels of damage with
Green Sun Nimbus Flare rather than a flat 2L. This damage
is aggravated against gods. If she has Essence 6+, her surges
inflict aggravated damage to all targets, though she may still
vary the number of levels inflicted with each use. The bodies
of victims killed by an augmented flare twist inside out as
they burn, leaving jagged bone fragments penetrating like
haphazard quills from between ropy masses of viscera and slabs
of folded meat hot with boiled gore. The cadavers mummify
over time but do not naturally decay. Natural animals will
starve to death before they scavenge such remains, and even
erymanthoi won’t lick the marrow from the refuse. Curiously,
starving humans seldom have such qualms and can eat the
preserved corpses centuries later if they stumble upon them,
but humans were always filthy creatures.


Triumph of the Will
Triumph of the Will
Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Nightmare Fugue Vigilance
Malfeas will tolerate nothing which stands between him and the execution of his will. Those who attempt to do so rarely survive to make the effort again. This Charm may enhance any attack directed at a character being protected by a Defend Other action. If the Infernal successfully strikes his original target, all of the attack roll's remaining successes are counted twice for the purpose of determining damage. If the warlock aborts to strike his target's defender instead, then he counts his Strength and remaining successes twice for the purpose of determining damage.
At Essence 5+, attacks redirected against a defender count Strength and remaining successes three times rather than twice. At Essence 7+ this becomes a fourfold increase.
A second purchase of this Charm grants the Infernal the option to pay a two mote surcharge in step 7 to knock the character he hits back on a successful strike. In addition to the Charm’s usual effects, the unfortunate is hurled ([Charisma + Presence] x 5) yards, and if he strikes any unyielding surface, he takes dice of bashing damage equal to the number of remaining yards he did not travel (or lethal damage at the Storyteller’s discretion, depending on the surface in question).


Star-Piercing Spear of Glory
Star-Piercing Spear of Glory


By Hunger Nourished
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Vitriolic Corona
Endowment (x2)
This Charm upgrades the spear conjured by
repurchasing Vitriolic Corona Endowment. The
summoned spear may fire blasts of cosmic energy
as an alternative to close combat use. These blasts
may be fired with a range increment of (Essence x
5) yards using Archery or Melee and require no ammunition
or additional cost. Ranged attacks with the
spear otherwise follow the same rules as attacking
in close combat.
With Essence 4+ the Infernal can hurl bolts
with identical statistics from any part of his body,
even without summoning the spear.


==She Who Lives in Her Name:==
==She Who Lives in Her Name:==

Revision as of 18:02, 13 November 2010

Name: Radiant Eagle Soaring Over the Desolate Battlefield

Caste: Slayer Favored Yozi: She Who Lives in Her Name

Motivation: To see the rule of the Dragon-Blooded obliterated utterly - along with the Dragon-Blooded.
Urge (Cecylean): Subvert Lookshy's army to his own control
Essence: 4
Personal Essence: 22
Peripheral Essence: 54
(Dedicated Essence: 18)
Essence Recovery:
Willpower: 10
Health: 0/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/-4/-4/Incapacitated
Join Battle:

Intimacies:

Virtues:

Compassion: *+* (-*)
Conviction: *+*** (+*)
Temperance: *+****
Valor: *+***

Backgrounds:

Backing (Malfeas); **
Influence (Malfeas): **
Cult: **
Manse: ***** (Gem of the Green Spear)
Manse: * (Hardened Spirit Gemstone)
Tainted Starmetal Celestial Battle Armour (*****)
Green Iron Heart (****)

Attributes:

Physical: (9+3BP)
Strenght:*+**** (+****)
Dexterity:*+****
Stamina:*+**** (+****)
Social: (6)
Charisma:*+**
Manipulation:*+***
Appearance:*+*
Mental: (7)
Perception:*+**
Wits:*+**
Intelligence:*+***

Abilities:

Slayer: (50)

Archery:****

+1 Beams

Martial Arts:****
Melee:*****

+1 Daiklaves, +1 Spears

Thrown:*
War:*+****

+1 Strategy

Malefactor:

Integrity:***** (+** Green Iron Heart)
Performance:***

+1 Public Speeches, +1 Mocking Enemies

Presence:*****

+1 Intimidation, +1 Interrogation

Resistance:*+****
Survival:

Defiler:

Craft:
Investigation:*
Lore:****
Medicine:
Occult:**

Scourge:

Athletics:*+****
Awareness:*
Dodge:*

+1 Armoured

Lacerny:
Stealth:

Fiend:

Bureaucracy:**

+1 Rule of Law

Linguistics:*** (Native: Riverspeak; Old Realm, High Realm, Low Realm)
Ride:
Sail:**
Socialize:**


Charms:

Malfeas:

First Malfeas Excellency (free)

Second Malfeas Excellency (free)

Effortless Malfeas Dominance (free)

Reduces Excellency cost by 1 for each use during the scene

Malfeas Mythos Exultant (free)

Double mote reward for successful Malfeas-appropriate stunts

Malfeas Inevitability Technique (free)

So Speaks Malfeas (free)

Hardened Devil Body x2 Cost: —; Mins: Essence 1; Type: Permanent Keywords: Stackable Duration: Permanent Prerequisite Charms: None Though the Yozis are beyond awareness of most damage, let alone threatened by it, their servants can only manage to embody a fraction of this durability. This Charm may be purchased a maximum number of times equal to the lesser of (Stamina or Resistance). Each purchase gives the Inferna

By Pain Reforged Cost: 1hl; Mins: Essence 2; Type: Reflexive Keywords: Combo-OK Duration: One scene Prerequisite Charms: None Pain puts life in perspective, pushing aside all other distractions. This is the simplest truth Malfeas has learned from his imprisonment within himself. Use of this Charm allows an Infernal to ignore all negative effects associated with bashing damage she has suffered. Such injuries do not cause wound penalties or slow her down in any way. If reduced to Incapacitated by bashing wounds, she does not fall unconscious, but remains fully aware as further bashing trauma converts to lethal. Aggravated and lethal injuries penalize characters protected by this Charm normally. When this Charm ends, all suspended penalties resume immediately.

Purity of Madness Defence Cost: — (1 Limit); Mins: Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: By Pain Reforged The Demon City is his own architect and does not abide the designs of other artists marring the blueprints of his will. Whenever the Infernal would be altered by a Shaping effect that qualifies as an attack (see Exalted, p. 179), that effect becomes Obvious to his senses so he can make an informed decision before permitting or rejecting the change. Resistance perfectly negates the changes at the cost of gaining one point of Limit from the strain of asserting inviolability. Infernals with Essence 3+ may also use this Charm to stop Shaping effects from altering any owned inanimate object within three yards, though each change to each separate object requires another point of Limit to stop.

Scar-Writ Saga Shield x3 Cost: —; Mins: Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: By Pain Reforged Malfeas does not quietly accept his tortured inversion, but builds up calloused layers and folds them in a vain attempt to seal his wounds and inoculate against future injury. Such efforts cannot achieve their goal, but incidentally toughen the Demon City further. The first purchase of this Charm raises the character’s natural lethal soak to her Stamina rating (rather than half) and gives her bashing Hardness equal to her Stamina. The second purchase of Scar-Writ Saga Shield requires Essence 3+ and adds the character’s Essence rating to her natural bashing and lethal soak. Her Hardness remains unaffected. An Infernal needs Essence 4+ to buy this Charm a third time, at which point her natural bashing and lethal Hardness increase to match her natural soak. Additionally, attackers with a permanent Essence at least four dots less than the Infernal can no longer inflict minimum damage to her with their attacks if they fail to penetrate her soak.

Viridian Legend Exoskeleton x2 Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 7) Keywords: Combo-Basic, Obvious Duration: One scene Prerequisite Charms: Scar-Writ Saga Shield (x1) A fine patina of blue-green tarnish rapidly spreads like mold over the character’s body, flaking away to reveal a more durable layer of shining brass etched with maddening spiral patterns and Old Realm characters that tell the stories of Malfeas and foretell the punishments he would inflict upon his enemies. Players of observers literate in Old Realm receive a three-die bonus on all Occult rolls to know such facts while they can see the Infernal. These characters glow pale green, impairing their bearer’s stealth as per a four- to seven-mote anima banner display. Viridian Legend Exoskeleton is not studied for its luminous history lessons, however. The exoskeleton of living brass provides powerful armor with the following statistics: Soak +10L/+10B, with no mobility or fatigue penalty. This organic alloy has Hardness equal to its soak against attacks made without help of a Charm or artifact weapon. By default, this Charm is incompatible with other armor. Infernals with Essence 4+ may purchase this Charm a second time, allowing the exoskeleton to grow around and reinforce existing armor. This hybrid armor can’t be removed while the Charm is active and has the combined soak of the two armors, the best Hardness values between the armors, no fatigue or movement penalties and all other powers either armor possessed (such as Hardness equaling soak against nonmagical attacks). This purchase also increases the Charm’s duration to Indefinite.

Pathetic Distraction Rebuke Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: Instant Prerequisite Charms: By Pain Reforged Having been humbled once, Malfeas is not keen to repeat the experience. This Charm enhances any attempt to parry an incoming attack, allowing the Infernal to ignore all penalties that apply to her Parry DV (regardless of which Ability or weapon she uses to block). If the Exalt has By Pain Reforged active, she also adds the greatest wound penalty she should suffer as a bonus to her Parry DV and can block lethal or ranged attacks with an unarmed parry. Infernals may purchase this Charm a second time, in which case, each use of Pathetic Distraction Rebuke cumulatively reduces the cost to do so again by one mote until the Exalt’s next action. For example, the cost to defend against a flurry with four attacks would be six motes (3m + 2m + 1m + 0m).

Invulnerable Wounding Futility Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Pathetic Distraction Rebuke (x1) The foolish and the mad sometimes beat their fists against the impregnable walls of the Demon City as though they might crack anything but their own hands. The meaningless rhythms of their blows soothe the Yozi’s raging heart to laughter. Invulnerable Wounding Futility momentarily hardens the Infernal’s body into a passive weapon upon which attackers crash and break.

Ablation of Brass and Fire Cost: 4m; Mins: Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Invulnerable Wounding Futility In his torment, Malfeas sheds constant layers in a vain effort to expand past his oaths. The wholesale destruction of a single layer and its inhabitants to push out unwanted injury is as inconsequential as the natural shedding of dead skin. By use of this Charm, an Infernal confidently steps into the path of an attack and chooses for it to hit him full on. The deliberateness of his interposed self perfectly parries the attack regardless of whether it is normally blockable. This Charm can also defend against any environmental hazards (including falling), though it must be activated at each interval at which the hazard inflicts damage. This Charm is a form of parry, not a soak, so the attack doesn’t count as having hit when it uselessly impacts the Infernal’s body with a spray of sparks and brass shavings. This Charm suffers the Imperfection of the Demon City (see sidebar).

Nightmare Fugue Vigilance Cost: —; Mins: Essence 2; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: By Pain Reforged The Infernal exists at the cusp between sleeping and waking, unable to shake the nagging suspicion that everything she experiences is merely a dream. She truly slumbers only to commune with her subconscious and then only to refresh her psyche in contemplation of terrible things. This Charm permanently improves the character so that she ignores all penalties from sleep deprivation and can always stay awake without a roll. However, when she does choose to sleep, she suffers an internal penalty of -1 on all rolls to regain Willpower upon awakening from the disturbing content of her dreams.

By Agony Empowered Cost: —; Mins: Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Nightmare Fugue Vigilance This Charm permanently improves By Pain Reforged, allowing that Charm to ignore deleterious effects from lethal damage. In addition, if lethal damage would reduce the Infernal below Incapacitated while he is using By Pain Reforged, the damage does not continue into his Dying levels, instead upgrading existing lethal wounds into aggravated damage. Once the Infernal has aggravated wounds in all health levels, further damage can mortally wound or kill him normally. When purchased, By Agony Empowered does not mitigate penalties imposed by aggravated damage. Infernals with Essence 5+ may ignore even these penalties, fighting to the last breath without any sign of slowing or acknowledging their wounds.

Insignificant Embers Intuition Cost: 2m; Mins: Essence 2; Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: None The heart of Malfeas burns jealously, invisible tongues grasping like talons at the lesser flames smoldering in other souls. This Charm enhances any standard (Perception + Awareness) roll to notice sensory details about a targeted being. In addition to whatever other information the character notices with any threshold of success, the Infernal also discerns the strength and aspect of the target’s Essence relative to his own. The Storyteller should communicate this information numerically, even though the experience is more abstract and typically involves some form of personalized synesthesia. Anyone observing this Charm in use may notice a momentary green glint that flashes in the Infernal’s eye with a reflexive (Perception + Awareness) roll at difficulty 4. This telltale sign does not make the Charm Obvious, so astute observers will have to draw their own conclusions. This Charm is not a means of bypassing stealth and costs no motes when activated by Infernals with Essence 4+, though it still requires a Charm activation.

Green Sun Nimbus Flare Cost: 3m; Mins: Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Insignificant Embers Intuition The Infernal’s blows spark and seethe with the acid-green radiance of Malfeas’s heart, burning opponents. Green Sun Nimbus Flare may enhance any physical attack whose target is (Essence) yards or less away. If the attack inflicts any levels of damage, this Charm then inflicts two additional levels of unsoakable lethal damage from fiery tongues of Primordial Essence erupting from the wound. This damage is applied after the damage for the wound transmitting

Cold Fire Desolation Brand Cost: —; Mins: Essence 3; Type: Permanent Keywords: Sickness Duration: Permanent Prerequisite Charms: Green Sun Nimbus Flare When Malfeas strikes down the impudent, only the most fortunate die quickly. This Charm permanently improves Green Sun Nimbus Flare, causing all burns that Charm inflicts to automatically infect their victims with Green Sun Wasting (see p. 110). Infernals with Essence 4+ inflict a disease with penalties that start at full strength rather than building over the course of hours, though this does not accelerate other symptoms. With Essence 5+, Cold Fire Desolation Brand infects victims with Final Viridescence. At Essence 6+, the type of Final Viridescence is so extreme that only magical treatment can remove it; all Morbidity checks automatically fail absent such magic.

Gifts of Invisible Flame Cost: 10m, 1wp; Mins: Essence 3; Type: Simple Keywords: Combo-OK, Sickness, Sorcerous, Touch Duration: Special Prerequisite Charms: Cold Fire Desolation Brand The Infernal touches an object (see Exalted p. 213) and bathes it in the Essence of Malfeas. Although the item does not appear any different to normal senses, all forms of Essence perception can automatically sense the terrible power radiating from it. Any being that isn’t native to Malfeas must check for exposure to Green Sun Wasting (see p. 110) every full hour that they spend within one yard of the tainted object. If the object is consumed, infection is automatic. The Virulence of this infection starts at 6 and drops by 1 per week. If a tainted object is scattered among non-tainted goods (such as when poisoning a well or a grain silo), the Storyteller should assign a reduced Virulence proportional to the level of contaminant present. Once there is more non-tainted material than tainted in an object, the effect is too dilute to do more than induce mild queasiness. Infernals with Essence 4+ may target themselves with this Charm as if they were objects. At Essence 6+, the speed of infection increases so that potential victims must make an exposure check as soon as they enter into range of a cursed object (and after every full hour of exposure thereafter).

Sun-Salted Fields Cost: 15m, 1wp; Mins: Essence 3; Type: Simple Keywords: Sickness, Sorcerous Duration: (Essence rating) days Prerequisite Charms: Gifts of Invisible Flame Though the Green Sun of the primeval epoch once nourished the land and life, the heart of Malfeas is mad and terrible, poisoned against all he once ruled. Upon activating this Charm, the Infernal’s anima radiates a burst of Malfean Essence that fills a radius of 50 yards. Normal senses can’t detect this burst, though Essence users feel a characteristic, nauseating tingle as long as they remain among the lingering energies. Essence-based perception instantly recognizes the burst as if the Charm were Obvious. In its passage, the burst poisons the air, the land and even space itself. The healthy green of foliage sickens unnaturally over the span of a week with a fine patina of tarnish on every leaf. Any being that isn’t native to Malfeas must check for exposure to Green Sun Wasting (see p. 110) every full hour that they spend within the blight at a Virulence of the Exalt’s Essence rating. Each day that passes reduces the disease’s Virulence by 1 until it fades completely and the area becomes healthy again. Whenever an Infernal who knows this Charm dies, she may reflexively bathe her surroundings in blight

Rebuking Impudent Arms Cost: 5m; Mins: Essence 3; Type: Supplemental Keywords: Combo-OK, Obvious, Sorcerous Duration: Instant/one minute Prerequisite Charms: Cold Fire Desolation Brand In the time before time, weapons knew their place, and even the sharpest blades dulled lest they scratch the King of the Primordials where he tread. The passing of Ages has diminished the world, but arsenals may yet be reminded of their place. This Charm can enhance any disarm attempt within the range limit of Green Sun Nimbus Flare. If the attack hits, the weapon superheats and glows brilliant green as if Ligier held it. Mortal weapons melt into slag or crumble to ash on the spot. Artifact weapons and those formed entirely of Essence are unharmed but remain superheated for a minute afterward, increasing the difficulty of the wielder’s roll to resist the disarm attempt by 2. Anyone holding a superheated weapon suffers one level of unsoakable lethal damage per action of contact (or fraction thereof). If the wielder forgoes the roll to maintain control and drops the superheated weapon immediately or that weapon is vaporized, he suffers no damage. Because the fire ignited by Rebuking Impudent Arms burns through Yozi power rather than heat alone, flame-resistant adversaries have as much to fear from this Charm as anyone else. Appropriate countermagic can cool a heated artifact back to normal temperature.

Vitriolic Corona Endowment x2 Cost: 6m, 1lhl; Mins: Essence 3; Type: Simple Keywords: Combo-OK, Obvious, Touch Duration: One scene Prerequisite Charms: Rebuking Impudent Arms The Infernal brandishes her weapon and salutes the sky with it, drawing and readying that weapon for use as part of activating this Charm. Green light falls upon the weapon from distant skies, superheating it as per Rebuking Impudent Arms for the rest of the scene. The Infernal becomes immune to the heat of her enchanted weapon once it chars one lethal level of damage from her hand. While this enchantment lasts, the Exalt may activate Green Sun Nimbus Flare to enhance any of the glowing weapon’s attacks as an innate power rather than a Charm activation, though this still costs the usual motes. With a second purchase of this Charm, she can summon a spear of radiant green light in lieu of enchanting an existing weapon. The spear has all the statistics of an attuned dire lance with no magical material bonus and the following improvements: infinite Rate, aggravated damage to gods and the usual enhancements provided by a single purchase of this Charm. Like all infinite rate weapons, this spear can’t attack in the absence of any dice pool to do so, even with additional successes supplied by Excellencies or other Charms.

Wrath-Stoken Bonfire Soul Cost: —; Mins: Essence 4; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: Green Sun Nimbus Flare The Infernal feeds the cosmic fires that rage within her. She inflicts up to (Essence) lethal levels of damage with Green Sun Nimbus Flare rather than a flat 2L. This damage is aggravated against gods. If she has Essence 6+, her surges inflict aggravated damage to all targets, though she may still vary the number of levels inflicted with each use. The bodies of victims killed by an augmented flare twist inside out as they burn, leaving jagged bone fragments penetrating like haphazard quills from between ropy masses of viscera and slabs of folded meat hot with boiled gore. The cadavers mummify over time but do not naturally decay. Natural animals will starve to death before they scavenge such remains, and even erymanthoi won’t lick the marrow from the refuse. Curiously, starving humans seldom have such qualms and can eat the preserved corpses centuries later if they stumble upon them, but humans were always filthy creatures.

Triumph of the Will Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 1) Keywords: Combo-OK Duration: Instant Prerequisite Charms: Nightmare Fugue Vigilance

Malfeas will tolerate nothing which stands between him and the execution of his will. Those who attempt to do so rarely survive to make the effort again. This Charm may enhance any attack directed at a character being protected by a Defend Other action. If the Infernal successfully strikes his original target, all of the attack roll's remaining successes are counted twice for the purpose of determining damage. If the warlock aborts to strike his target's defender instead, then he counts his Strength and remaining successes twice for the purpose of determining damage. At Essence 5+, attacks redirected against a defender count Strength and remaining successes three times rather than twice. At Essence 7+ this becomes a fourfold increase. A second purchase of this Charm grants the Infernal the option to pay a two mote surcharge in step 7 to knock the character he hits back on a successful strike. In addition to the Charm’s usual effects, the unfortunate is hurled ([Charisma + Presence] x 5) yards, and if he strikes any unyielding surface, he takes dice of bashing damage equal to the number of remaining yards he did not travel (or lethal damage at the Storyteller’s discretion, depending on the surface in question).

Star-Piercing Spear of Glory

Cost: —; Mins: Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Vitriolic Corona Endowment (x2) This Charm upgrades the spear conjured by repurchasing Vitriolic Corona Endowment. The summoned spear may fire blasts of cosmic energy as an alternative to close combat use. These blasts may be fired with a range increment of (Essence x 5) yards using Archery or Melee and require no ammunition or additional cost. Ranged attacks with the spear otherwise follow the same rules as attacking in close combat. With Essence 4+ the Infernal can hurl bolts with identical statistics from any part of his body, even without summoning the spear.

She Who Lives in Her Name:

First She Who Lives in Her Name Excellency (free)

Second She Who Lives in Her Name Excellency (free)

Effortless She Who Lives in Her Name Dominance (free)

Reduces Excellency cost by 1 for each use during the scene She Who Lives in Her Name Mythos Exultant (free)

Double mote reward for successful She Who Lives in Her Name-appropriate stunts She Who Lives in Her Name Inevitability Technique (free)

So Speaks She Who Lives in Her Name (free)