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Obsidian Overlord
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ObsidianOverlord's Custom Infernal Stuff

09 Apr 2009, 17:51

Everybody's doing it! =D

First off, a couple Charm ideas, starting with an Extra Action Charm. Other than Scorpion-Tailed Mirage Technique, which requires an Excellency and has weird Cult-based limitations, and Scarlet Rapture Shintai, which has 6 prerequisites making it undesirable for anyone who doesn't have Adorjan Caste or Favored, there's not much in the way of magical flurries for Infernals. So I made one for Malfeas.

Crashing Layers Onslaught
Cost: 4m, 1w
Mins: Essence 3
Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Pathetic Distraction Rebuke
When Malfeas' rage boils over, he unleashes it in an unceasing torrent of fury as he slams his layers together over and over, heedless of his own integrity until the layers spring apart, repelling his anger. This Charm is a magical flurry of attacks with a DV penalty equal to the highest penalty for any one attack in the flurry. The Infernal must continually make attacks until one of them fails to hit the target, he reaches the maximum number of attacks equal to (weapon Rate + Essence), or he runs out of Essence to fuel other Charms if part of a Combo.

This charm is based on Ceaseless Progressive Arguments from the Art of Forceful Declaration in the Imperfect Lotus. It can get a pretty significant number of attacks with the right weapon(up to 4 + Essence with orichalcum weapons), but that's only 1 more than a flurry with Solar EA charms enhanced by Invincible Fury of the Dawn, and one less than what Ceaseless Progressive Arguments can get(which uses Valor + Essence) It's main drawback is that if a target blocks or dodges the first attack, it's basically wasted.

Inescapable Grasp of Order
Cost: -
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mind-Hand Manipulation

Before her imprisonment, the reach of She Who Lives In Her Name was limitless, able to span the breadth of Creation and into the limitless depths of the Wyld to bring order and judgement to all who would disrupt it. Inescapable Grasp of Order enhances its prerequisite by eliminating range increment penalties and and making maximum range of Mind-Hand Manipulation to (Willpower + Essence x 10).

Simple upgrade charm for people who want to dispense telekinetic death from a distance. Even with maxed stats, it doesn't exceed the range of mortal bows, and it can't exceed that interval like other ranged weapons.

Efficient Enemy Deconstruction Methods
Cost: - (1wp)
Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Mind-Hand Manipulation

Efficiency is paramount to the ideals of She Who Lives In Her Name, and so the fewer blows it takes to dispatch an enemy, the better. This charm allows an Infernal to enhance Mind-Hand Manipulation by spending an additional point of Willpower when activating it, increasing the base damage of its attacks to (Essence + Occult). In exchange, the ability to cause Crippling effects that becomes available at Essence 4 is not compatible with the use of this increased damage, as such viciously destructive effects are not conducive to the surgical precision needed to cleanly amputate limbs with this Charm.

Mind-Hand Manipulation's damage basically sucks. Even with Willpower + Occult as its attack pool, that pool is only slightly better than the pool of a character using normal attacks with specialties and weapon accuracy bonuses, if at all. The weapon-user also gets the benefit of increased damage as well. This charm makes Mind-Hand Manipulation a viable attack method in exchange for removing its ability to inflict Crippling effects.
Last edited by Obsidian Overlord on 15 Apr 2009, 12:21, edited 1 time in total.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

15 Apr 2009, 01:01

New Charms! Two more charms made for Malfeas' list. If it looks like I'm playing favorites, it's because I am. :razz: Also, because it's really easy to come up with new ways to tear shit apart. >_>

Sun-Scorning Verdigris Infusion
Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Scar-Writ Saga Shield(x2)
Some take comfort in the foolish notion that the light of the traitor sun can protect them from those he arrogantly passes judgement on. But the Yozis created that light, and know its power better than anyone. This Charm permanently enhances its prerequisite, adding half the total soak that Scar-Writ Saga Shield provides to the Infernal's aggravated soak.

Aggravated soak? OMG! Well, aggravated soak isn't that uncommon, actually. All armor has it equal to their lethal soak, and Iron Skin Concentration and Iron Kettle Body give Solars +4 aggravated soak, the latter for a whole scene, and they're only Essence 2. I figured an Essence 4 charm would be able to give someone 4-5 agg soak permanently without being overpowered(with a maximum of 10 at Essence 10, like that's going to stop anything at those levels).

Vigor Wrought From Torment
Cost: 4m
Mins: Essence 2
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: By Pain Reforged
The gods were fools to listen to Gaia's pleas and spare the life of the King of the Primordials, for in his current twisted state, pain and hate have made Malfeas more violent and destructive than could ever have imagined. This Charm increases the Infernal's Strength by a number of dots equal to his current wound penalty(or, if By Pain Reforged is active, the penalty he would normally be experiencing), and this bonus is treated as a dice bonus from Charms, until the Infernal reaches Essence 5+, when they may purchase it a second time and eliminate this limitation so it stacks with any other Strength-boosting powers.

Yay wound bonuses! This charm only really works for Infernals, since they can actually reach and maintain a -4 wound penalty without being at risk of immediately dying right afterwards thanks to the roll-over effects of By Pain Reforged and By Agony Empowered. The fact that the bonus maxes out at +4 is the reason why I thought being able to turn it into a non-Excellency-limiting bonus would be acceptable, along with the fact that they don't have any other Strength-boosting charms. Yet. <_<

Next time, I'll probably make some more Charms for She Who Lives In Her Name. Having only 19 named charms in the book, she's woefully undernourished in that respect. Some of my ideas involve expanding the telepathic aspects of her mind-reading powers(long distance communication? Social defense charms built around reading a person's mind and knowing the true intentions behind their words?), the references to her understanding of the shinma being greater than any other Primordial(special effects against raksha? Shaping Combat???), and her ability to enforce the Principle of Hierarchy on people through the use of her secret name(imposing akuma-like Urges on people, recruiting Followers/Henchmen/Retainers, destroying hierarchies that are not SWLIHN's).
Last edited by Obsidian Overlord on 26 Apr 2009, 17:34, edited 2 times in total.
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Moonsword
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Re: ObsidianOverlord's Custom Infernal Stuff

17 Apr 2009, 18:22

Crashing Layers Onslaught: Looks good, fits thematically and mechanically. I especially like the idea of them flailing around, only to accomplish nothing, very telling for the way some rage-fueled characters wind up working, but other time, accomplishing greatness.

Inescapable Grasp of Order: It looks okay on its own, but...

Efficient Enemy Deconstruction Method: ...together, I wonder if this is really a good idea balance-wise. Either Charm on its own, fine. Not so sure, because I think the devs want to avoid ranged magical attacks being relied upon instead of physical weapons.

That caveat aside, the first set looks fine. If an individual group doesn't think it suits their game, Rule Zero it.

Sun-Scorning Verdigris Infusion: It's not, and it's not like agg is that common, anyway. This also offsets Holy effects, thematic for the fallen makers of Creation to ignore the power of one of their rebellious tools.

Vigor Wrought From Torment: It looks okay to me, but might want to get someone with a better feel for Infernal numbers to look it over.
 
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

17 Apr 2009, 20:36

Moonsword wrote:
Inescapable Grasp of Order: It looks okay on its own, but...

Efficient Enemy Deconstruction Method: ...together, I wonder if this is really a good idea balance-wise. Either Charm on its own, fine. Not so sure, because I think the devs want to avoid ranged magical attacks being relied upon instead of physical weapons.

That caveat aside, the first set looks fine. If an individual group doesn't think it suits their game, Rule Zero it.

The thing is, Mind-Hand Manipulation is SWLIHN's ONLY combat method. The other Yozis have stuff that applies to basic melee and ranged attacks, but SWLIHN only has this, so it lets a Defiler use the charms they're best with instead of relying on another Yozi's powers. In addition, just about all the other splats have a scene-long willpower charm that lets them conjure a powerful ranged weapon. Immaculate Golden Bow, for example, has half the mote cost, but gets twice the range, adds Essence to Accuracy and Damage, and it can't be dispelled with countermagic. Compare the stats of, say, an Ess 5 Solar with a maxed dice pool for Archery and an Ess 5 Infernal with max pools for Mind-Hand Manipulation + the upgrade charms I made.

Solar: Speed 5, Accuracy 18(Dex 5 + Archery 5 + Specialty 3 + weapon Accuracy 5), Damage 12L(Strength 5 + weapon Damage 5 + arrow type 2), Rate 5, Range 300
Total Charm Cost: 5m, 1w; Total Charms Needed: 2(Phantom Arrow Technique + Immaculate Golden Bow)

Infernal: Speed 5, Accuracy 18(Willpower 10 + Occult 5 + Specialty 3), Damage 10L(Essence 5 + Occult 5), Rate 5, Range 150(Willpower 10 + Essence 5 x 10)
Total Charm Cost: 10m, 1w; Total Charms Needed: (Factual Determination Analysis + Essence-Dissecting Stare + Mind-Hand Manipulation + Inescapable Grasp of Order + Efficient Enemy Deconstruction Method)

Take into account that Occult is a much more utilitarian skill than Archery and so it's an overall bigger decision to focus all your specialties on one thing(whereas with Archery you're probably relying on one weapon type all the time anyways), the fact that Mind-Hand Manipulation can be dispelled with Countermagic(which, although less common than just being disarmed, also requires you to reactivate the charm for another 10m 1w rather than just picking your weapon up again), the reduced range(the Immaculate Golden Bow has twice the range, and it can go BEYOND that range to up to 900 yards for extra penalties that are easily removed with Charms), and that it requires three more Charms than Immaculate Golden Bow to get this good. On the plus side, you can defend yourself with M-HM, which the upgrade charms do nothing to enhance anyways, and lift and move things, which is a significant advantage that probably makes it worth the extra motes and prerequisite charms. But still, under normal circumstances, Mind-Hand Manipulation won't be as effective in combat as someone with Archery Charms, without dipping into another Yozi's charmlist to enhance it. All in all, Mind-Hand Manipulation doesn't get nearly the same XP mileage as other ranged combat methods when it comes to making them effective. And that makes sense since it can do more than just ranged combat, which evens it out, in my opinion.
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Re: ObsidianOverlord's Custom Infernal Stuff

17 Apr 2009, 23:58

Obsidian Overlord wrote:
Solar: Speed 5, Accuracy 18(Dex 5 + Archery 5 + Specialty 3 + weapon Accuracy 5), Damage 12L(Strength 5 + weapon Damage 5 + arrow type 2), Rate 5, Range 300
Total Charm Cost: 5m, 1w; Total Charms Needed: 2(Phantom Arrow Technique + Immaculate Golden Bow)


3 Charms, not that it actually makes quite so great an impact.
I write stories. No, really.
 
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

18 Apr 2009, 00:42

Dinosaur wrote:
Obsidian Overlord wrote:
Solar: Speed 5, Accuracy 18(Dex 5 + Archery 5 + Specialty 3 + weapon Accuracy 5), Damage 12L(Strength 5 + weapon Damage 5 + arrow type 2), Rate 5, Range 300
Total Charm Cost: 5m, 1w; Total Charms Needed: 2(Phantom Arrow Technique + Immaculate Golden Bow)


3 Charms, not that it actually makes quite so great an impact.

Whoops, that's right, Essence Arrow Attack should be there too. My bad. But Immaculate Golden Bow's prerequisites actually ENHANCE your combat ability, while the ones SWLIHN needs to get Mind-Hand Manipulation, while useful, do not.
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Re: ObsidianOverlord's Custom Infernal Stuff

18 Apr 2009, 01:12

Hey guys! More new charms! First, some new ones for Malfeas.

Insects Swept Aside
Cost: 3m
Mins: Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Vigor Wrought From Torment
Nothing stands between Malfeas and his goals. Not for long, at the very least. This Charm supplements an attack, causing the target to be thrown one yard for each point of pre-soak damage. Targets that strike hard objects take one die of damage for each yard they would have otherwise traveled. This damage is typically bashing but it can be lethal if the target strikes a sufficiently dangerous object.

It's, uh, it's Heaven Thunder Hammer. Yeah. Pretty much. :^_^;:

World-Shattering Wrath
Cost: 3+m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Vigor Wrought From Torment
All of Creation will suffer Malfeas' vengeance once he is free. Meanwhile, he urges his minions to get the process started. This charm supplements an attack against an inanimate object, multiplying the raw, pre-soak damage of the attack by up to (Essence) times the original value. Each increase of the multiplier costs three motes, so doubling the damage costs three motes, tripling the damage costs 6 motes, etc. Purchasing this charm a second time allows the Infernal to spend an additional point of Willpower to ignore the object's soak completely.
HULK SMASH!!!

Yeah, this one is kind of Sledgehammer Fist Punch with extras due to the higher Essence requirement. It lets you pour more Essence into it for more damage, and eventually spend Willpower to ignore soak completely. Seeing as most 'important' objects will be made of First Age materials that these kinds of Charms can't apply to, all it does is let you knock down mortal mundane walls and stuff.

Swarm-Smiting Stroke
Cost: 6m
Mins: Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Invulnerable Wounding Futility
When Malfeas slams his layers together, entire cities worth of of demons perish. When Ligier unveils his emerald brilliance, whole armies are reduced to ash. And when the Chosen of Malfeas strike, the fodder of mortal armies fall by the score. This Charm enhances any physical attack whose target is within (Essence) yards so that the attack is applied to all extras within(Strength + Essence) yards of the primary target as a shockwaves of force, bursts of green fire, or some other destructive effect thematic to the Yozis is unleashed.

When this Charm is used in mass combat against a unit of Magnitude 3+, it instead adds the Exalt's (Strength + Essence) to the post-soak damage of the attack, provided the Infernal is fighting as a solo unit. If the target unit loses Magnitude as a result of the attack, all members lost die rather than escaping, thus preventing them from being gathered as reinforcements by any rally action later in the scene.

This Charm can be further enhanced at Essence 4+ by a second purchase of the charm. By spending a point of Willpower, it allows the area attack to be applied to all targets within range instead of just extras in normal combat, while in mass combat it allows the Infernal to ignore the unit's DV bonus from superior Magnitude. In addition to this, the range limitation on this Charm can be removed by the Charm Kissed By Hellish Noon in the manner of Green Sun Nimbus Flare by a separate purchase of Kissed By Hellish Noon.

This is a biggun, made from an idea that Grinning Lie from the IRC chat had. The mass combat effects I thought of when I realized that although this thing is designed for smashing lots of people, the mechanics don't really work against units, what with there generally being huge distances between seperate units, and casualties being abstracted so that you can't really determine how much damage you did based on how many people you were able to reach with it. So I took a little bit of Glorious Carnage Typhoon and put it in here, with a smaller increase in damage in exchange for it being post-soak instead of pre-soak, and letting you upgrade it to get the DV bonus negating effect. Having it be upgradable by Kissed By Hellish Noon was done because I didn't think Archery and Thrown should be left out of the loop any more than they already are with Malfeas' charms.

--------------------------------------------------
Next, we've got a charm for She Who Lives In Her Name and an upgrade for it that I put lots of work into, and I hope don't cause too much controversy.

Whispered Name Recruitment
Cost: 10m, 1wp
Mins: Essence 3
Type: Simple
Keywords: Combo-Basic, Compulsion, Social, Sorcerous, Touch
Duration: Infernal's Essence in days
Prerequisite Charms: Factual Determination Analysis
Many have heard of She Who Lives In Her Name's ability to whisper her true name to lesser beings and recruit them into the Principle of Hierarchy, but they take comfort in the fact that with her trapped in Malfeas she can no longer threaten their freedom with this power. They are fools. This Charm is an unparryable social attack that exerts unnatural mental influence as a Compulsion effect. The Infernal's player rolls (Willpower + Occult) against the target's Mental DV. If the roll succeeds, the victim must spend a number of points of willpower equal to the Infernal's Essence or his will is subsumed into the Principle of Hierarchy and is given a compulsion to carry out one task that the Infernal designates, which may be as complex as he likes. The Infernal needs not speak the order out loud, as it is flawlessly transmitted through the subject's connection to the Princible of Hierarchy without any chance of being misconstrued, and will be carried out to the best of the victim's abilities. The victim does not remember the whispered name, or any of the time they spend under the influence of this Charm unless they spend four Willpower immediately after the Charm's duration ends. Remembering the influence does not count as resisting it, and thus does not cause Exalted to gain Limit.

Beings subsumed into the Principle of Hierarchy effectively have no Virtues and determine success or failure on Virtue rolls in the same manner that automata do. They posess all their original memories and Abilities, but their mechanical, unnaturally-efficient ways they move and speak can give away the fact that they are being controlled in some way. A successful (Perception + Socialize) roll with a difficulty equal to the Essence of the Infernal who used the Charm can determine that the victim is being controlled, but determining that the source of the influence stems from the Principle of Hierarchy requires essence sight and a Charm-enhanced (Intelligence + Occult) roll with a difficulty of (5 + the Infernal's Essence). A being under the influence of Whispered Name Recruitment is immune to any further uses of the Charm until the duration of the first instance runs out. There can only be one proper place in the Principle of Hierarchy for any being at one time.

Whispered Name Recruitment cannot force a victim to carry out unacceptable orders until the Infernal reaches Essence 6+, when this Charm can be taken a second time. With this purchase, the victim is so entrenched in the Principle of Hierarchy that the Infernal can issue any order that the victim is physically capable of carrying out, even up to ordering the will-less unfortunate's heart to stop.

Unbreakable Shackles of Authority
Cost: -
Mins: Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Whispered Name Recruitment
Under the direction of She Who Lives In Her Name, the Principle of Hierarchy is nearly inviolate. The Green Sun Princes are less so, but as their power grows, so does their authority. This Charm enhances Whispered Name Recruitment so that the circle of countermagic needed to dispel it is determined by the Essence of the Infernal using the Charm, rather than the minimum Essence requirement of the Charm itself. Thus, if used by an Infernal with Essence 4 or 5, it would require Sapphire Circle Countermagic to dispel, and Adamant Circle Countermagic if the Infernal is Essence 6+.

Whispered Name Recruitment is based off of Hypnotic Tongue Technique, and has both advantages and disadvantages over it. The theme of this charm is also different, as rather than being supernatural persuasion, it's more straight-up sorcerous mind control.

The advantages it has over Hypnotic Tongue Technique starts with it being unparryable. This isn't the sort of effect you can argue against, because it's not trying to convince you to do something so much as take over your mind and FORCE you to do it. Perfect social parries still work, though. Second, the dice pool uses Willpower + Occult, which gives it a somewhat higher maximum dice pool, especially when combined with an Excellency. Next, rather than being able to resist it over time, the Willpower cost is an all-or-nothing affair. This makes it more draining since you don't get a Conviction roll to recover Willpower between intervals. Next, the victim doesn't remember what they do while under the effects of the Charm. This makes it more noticeable, but also lets you hide your activities unless they spend the extra willpower to remember it. Finally, the people under the effects of this charm have automaton Virtue mechanics. This is both a strength and a weakness because under the basic rules, they always succeed Valor rolls, but they never succeed on any others.

The disadvantages this charm has starts with its keywords. First of all, it requires Essence 3, which helps justify any increased effectiveness it has over Hypnotic Tongue Technique. Secondly, it's Combo-Basic. Only excellencies can be comboed with it, so it can't be improved beyond that. It's also Sorcerous, which means it can be dispelled with countermagic, or even prevented from happening in the first place. The Duration is based on Essence, which is twice as costly to raise as Charisma, and even moreso for Infernals thanks to Excellency debt. Likely the biggest disadvantage that Whispered Name Recruitment has is that people can tell that there's something wrong with them without magical assistance. It's hard to determine the true source of the mind control, since it comes from the obscure power of one of the Yozis, but much easier to be ferreted out in general. Finally only one command can be in place at a time. With Hypnotic Tongue Technique, you can layer multiple uses of the Charm on a person, but Whispered Name Recruitment can only give someone one job at a time.

The upgrade effect of Whispered Name Recruitment is very powerful, which is why it's Essence 6+. It lets you give unacceptable orders, and the 'making their heart stop' thing is mainly fluff for the ability to make them commit suicidal actions. Unbreakable Shackles of Authority just increases the countermagic necessary to dispel it, an effect which is a few other Yozi charms.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

26 Apr 2009, 17:34

New Malfeas Charm.

Reckless Destruction Mastery
Cost: -
Mins: Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Vigor Wrought From Torment
The relentless fury of Malfeas appears aimless, but those unfortunate enough to bear the brunt of his rage soon learn it makes up for this with indescribable force. This Charm permanently enhances an Infernal Exalt's capabilities, increasing the damage he does with fierce blows (see Exalted, p. 158) by a number of dice equal to his Essence.

Pretty self-explanatory. Got the idea when Infernal Monster Style brought fierce blows out of obscurity with Fist of the Old Ones.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

28 Apr 2009, 19:15

A new Charm for She Who Lives In Her Name! Even though I'm the only one who's interested in these, apparently. >_>

Synchronicity of Violence
Cost: 3m per attack
Mins: Essence 3
Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Mind-Hand Manipulation
The crystal spheres of She Who Lives In Her Name move in perfect simultaneity, removing anything that stands in the way of her goals with deadly precision. This Charm is a magical flurry of two or more attacks consisting entirely of attacks made using Mind-Hand Manipulation towards a single target, as the Exalt generates and directs multiple destructive principles towards a target simultaneously. Each attack costs three motes, including the first attack, and the Exalt can buy up to (Essence) number of attacks. These attacks disregard multiple action penalties and the DV penalty for the flurry is equal to the highest penalty for any one attack. In addition, rather than inflicting onslaught penalties, this charm applies a coordinated attack penalty to the target's DV against each attack equal to the number of attacks in the flurry.

Coordinated Attacks seem pretty themely for SWLIHN. Acting in sync and performing your assigned tasks and all that. So applying them to her Charms seems appropriate. I used Peony Blossom Attack as a baseline for the power level of the charm, since Solars and Infernals are supposed to be on equal footing, with Infernals being more specialized. The significant DV penalty against each attack is balanced by the fact that the charm costs more per attack than Peony Blossom, it has a higher Essence requirement, it only affects a single target, and the maximum number of attacks is lower.
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Re: ObsidianOverlord's Custom Infernal Stuff

29 Apr 2009, 01:59

Obsidian Overlord wrote:
A new Charm for She Who Lives In Her Name! Even though I'm the only one who's interested in these, apparently. >_>
I'm reading them. :)
However, since I haven't read Infernals, the only thing I can say about them is that they don't seem to be ridiculously overpowered. :D


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Re: ObsidianOverlord's Custom Infernal Stuff

29 Apr 2009, 06:26

Yay wound bonuses! This charm only really works for Infernals, since they can actually reach and maintain a -4 wound penalty without being at risk of immediately dying right afterwards thanks to the roll-over effects of By Pain Reforged and By Agony Empowered. The fact that the bonus maxes out at +4 is the reason why I thought being able to turn it into a non-Excellency-limiting bonus would be acceptable, along with the fact that they don't have any other Strength-boosting charms. Yet.

:objection:
Cadaverous Torpor Technique lets Abyssals skirt death with little chance of actually dying from it, which is quite nice for Laughing Wounds. =p
Also, if you think Infernals have no way to increase Strength, you must not have read Infernal Monster Style.

Yeah, this one is kind of Sledgehammer Fist Punch with extras due to the higher Essence requirement. It lets you pour more Essence into it for more damage, and eventually spend Willpower to ignore soak completely. Seeing as most 'important' objects will be made of First Age materials that these kinds of Charms can't apply to, all it does is let you knock down mortal mundane walls and stuff.

Also incorrect. Oedanol's Codex has rules for breaking artifacts, just as the core has rules for breaking hearthstones. Even the 'indestructible' adamant walls of Yu Shan can be broken.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

01 May 2009, 20:40

Kaen wrote:
:objection:
Cadaverous Torpor Technique lets Abyssals skirt death with little chance of actually dying from it, which is quite nice for Laughing Wounds. =p
Also, if you think Infernals have no way to increase Strength, you must not have read Infernal Monster Style.

Cadaverous Torpor Technique keeps you from dying, but you still fall down when you hit incapacitated. Which means you're still one health level away from being out of the fight if you're at your -4 health level. But Infernals get A. Charms that let them keep fighting until their health track is filled with aggravated damage, and B. multiple -4 health levels. And Infernal Monster Style is a Martial Arts style, which means its Charms are incompatible with anything other than unarmed attacks and form weapons. So Infernal Monster Form is useless for anyone who isn't a martial artist.

Also incorrect. Oedanol's Codex has rules for breaking artifacts, just as the core has rules for breaking hearthstones. Even the 'indestructible' adamant walls of Yu Shan can be broken.

Not the same thing. I'm absolutely certain that somewhere in the books it explains the difference between vehicles made of mundane materials and First Age artifact vehicles. The difference being that unlike normal vehicles, which have any damage that exceeds their soak applies as automatic levels of damage, you have to roll damage normally against First Age materials. It also mentions that charms like Sledgehammer Fist Punch don't apply to objects and vehicles that you have to roll damage against. This Charm applies under the same rules.

Also, those rules in the Codex for breaking and damaging artifacts are bad, and should feel bad. It makes artifact weapons trivially easy to break, since they only raise the Str + Athletics level by 1 or 2, and the soak and health levels by 2 or 4. So to break a magical sword that's made of metal that's stronger than any mortal metal and is two inches thick over your knee you'd need Str + Ath 6 instead of 4? I don't think so.

Anyways. New Charms. Partly inspired by Berserk, partly inspired by D&D.

Nuisance-Cleaving Sweep
Cost: 2+m
Mins: Essence 2
Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Vigor Wrought From Torment
When the masses rise up against Malfeas in droves, they die in droves. Likewise, the Green Sun Princes can cut bloody swaths through the throngs of foes that stand before them. When the Infernal successfully kills or incapacitates an enemy in hand-to-hand combat range with a melee attack, the Exalt may immediately activate this charm to make another reflexive attack against another target within hand-to-hand combat range with the same weapon as the Infernal swats him aside, runs him straight through, or chops him in half. This reflexive attack imposes no multiple action or DV penalties, disregards weapon rate, and may also be supplemented with this Charm, allowing the Exalt to continually use this Charm until he fails to kill or incapacitate a foe, runs out of Essence, or runs out of enemies within melee range.

CLEAVE! It's a fake Extra Action Charm, with a lot of conditions that must be met to be used. On the one hand, you can activate it after the fact instead of buying all your actions at the start of your turn. On the other hand, you have to take down an opponent before you can move to another one. You also can't use it multiple times against the same opponent. This mostly means it gets most of its use out of clearing out extras, or otherwise weak enemies. Hence why it's Nuisance-Cleaving Sweep, not Credible Threat-Cleaving Sweep. Although you can use it on the last attack that takes out an already wounded enemy to hit another one. Also, since the number of enemies that can surround you in hand-to-hand combat is limited to 5 barring Charms, that puts a limit on how many things you can hit in one action. Well, it does until you get...

Unstoppable Juggernaut Rampage
Cost: - (1m)
Mins: Essence 3
Type: Permanent
Keywords: Combo-OK
Duration: Permanent
Prerequisite Charms: Nuisance-Cleaving Sweep
Although the King of Primordials is currently caged within himself, when he is free, nothing will be beyond his vengeful grasp. When the Exalt makes a flurry of attacks or otherwise makes multiple attacks in a single action, he may spend a mote of essence as a non-Charm action after killing a target to reflexively make a move action towards the nearest target between attacks. If there are no targets within range of his move action, he may not use this Charm.

5-foot step! I compared this with Leaping Horror Approach when I made it, and I think it's pretty balanced. Firstly, its advantages are, well, it's a non-charm action, so you don't need to Combo it. That's really its only advantage over Leaping Horror Approach. The disadvantages include higher Essence requirement, a likely higher overall cost to use it(3 motes for any number of attacks with LHA compared to 1 mote for each attack for this), a requirement to kill the target, the fact that wound and mobility penalties still apply to the distance you can travel(though Infernals can mitigate wound penalties pretty easily), you have to move towards the nearest enemy as opposed to any enemy within reach, and three prerequisite Charms instead of one.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

02 May 2009, 20:15

Hey! You know what Infernals are like completely lacking? War Charms. They've got like nothing made for mass combat. So I made some! :D For Malfeas and SWLIHN. Malfeas because VIOLENCE, SWLIHN because chain of command hierarchy stuff. And because I don't know how any of the others would work with War Charms. I guess Cecelyne could have some. But I'm not sure how they'd work or where they'd start from. Anyways. First we have Malfeas.

Cowardice-Reining Execution
Cost: 1+ lhls
Mins: Ess 2
Type: Reflexive
Keywords: Combo-OK, War
Duration: Instant
Prerequisite Charms: Insignificant Embers Intuition
The armies of Malfeas fear their king more than any foe, for the price of desertion is death. The Exalt may use this Charm in mass combat whenever a unit he is currently a part of as a commander or a special character fails a rout check. The unit immediately takes an unsoakable level of lethal damage and rerolls the rout check with a +1 dice bonus as the Exalt makes a bloody example of one or more hesitating troops. If the reroll also fails, the Infernal may continue to use this charm, with the rout check bonus increasing by +1 for every time this charm is used(i.e., the first reroll provided by this charm gains +1 dice, the second gains +2, etc.) until the morale check succeeds.

Classic villain move. Killing a soldier to scare the rest of them into continuing to fight. It's set up so that you can potentially always succeed and prevent outright Magnitude loss, but if you have to use it enough then you might end up losing Magnitude anyways.

Hateful Berserker Horde Incitement
Cost: 10m, 1w
Mins: Ess 3
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Cowardice-Reining Execution
The infinite wellspring of hatred that fuels the King of the Primordials fills those who serve him with an unstoppable fury. This Charm affects any mass combat unit under the Infernal's command, infusing them with an inexhaustable battle rage. For the rest of the scene, the unit automatically succeeds Valor rolls, rout checks, and are immune to Endurance loss. In exchange, the unit's Drill is reduced to 0, forcing it into an Unordered formation, and the bloodlust-crazed soldiers fight to the death, preventing the unit from increasing Magnitude from a Rally action by recovering its own soldiers, though the soldiers from any other allied units that have lost Magnitude may be infected with Malfeas' rage and recruited with a Rally action, unless those other units also had this Charm active or had their lost soldiers killed to the last man through some other effect.

It's similar to Heroism-Encouraging Presence, only with a higher cost, a few more benefits, and a lot more drawbacks.

Now for SWLIHN's War Charms.

Flawless Battlefield Hive-Mind
Cost: 5m, 1w
Mins: Ess 2
Type: Simple(Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Factual Determination Analysis
The ideals of She Who Lives In Her Name resonate with the command structures of organized warfare. This Charm may be used to link the minds of all members of a mass combat unit that the Exalt is commanding to his, allowing them to instinctively intuit the Exalt's orders. This effect negates the possibility of communication failure due to a lack of sufficient relays, and adds the Exalt's Essence to the unit's Drill.

This one's pretty all-around useful in mass combat. It eliminates the need for relays, and raises Drill, which is used a lot for difficulty reduction and a few dice pools, as well as increasing Endurance.

Single-Minded Formation Methodology
Cost: 3m
Mins: Ess 2
Type: Reflexive(Step 2)
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisite Charms: Flawless Battlefield Hive-Mind
Those under the command of the Principle of Hierarchy move in unnatural synchronicity, and react to the chaos of the battlefield with perfect unity. This Charm requires Flawless Battlefield Hive-Mind to be active to function, and allows an Exalt in command of a mass combat unit to make a reflexive Change Formation action, automatically succeeding the (Charisma + War) roll, and negating the DV penalty for the action. The Infernal can activate this Charm in response to attack, and any bonuses or penalties that the new formation gives apply to the attack.

This one sort of works like a reflexive defense charm by letting you switch to a formation that gets bonuses against a form of attack. It requires the prerequisite Charm to be active, though.

Both pairs of Charms have one of the 'starter' Charms of each Yozi's list as their first prerequisites. I did this so that GSPs could get into mass combat capable Charms without taking much longer than the other splats with Ability-based Charmlists, who can just pick up a War Excellency and get straight into it. I also might make a few more charms to increase the number of prerequisites for the more powerful ones.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

04 May 2009, 01:56

So, new charm for Malfeas. It's another strength-boosting Charm since the one I did before, Vigor Wrought From Torment, has lost a lot of it's original appeal with me since it's kind of initially useless until you've been severely beat up. So I made this one, which is immediately useful, but has different drawbacks and a willpower cost.

Hate-Spawned Might
Cost: 4m, 1w
Mins: Ess 2
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: By Pain Reforged
The rage of Malfeas gives rise to unfathomable strength. This Charm adds a number of dots to the character's Strength equal to his Essence for the rest of the scene, and is treated as a dice bonus from Charms. In exchange for this increased strength, the Exalt enters a state equivalent to a partially controlled Berserk Anger limit break, and he cannot end the Charm prematurely without spending an additional point of Willpower.

You could possibly replace Vigor Wrought From Torment with this charm as the prerequisite for my other Charms, too, since they both build upon the same things.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

02 Apr 2010, 22:14

*casts Void Circle Thread Necromancy*

Wow, nearly a year since I posted stuff! Well, might as well dust the thread off and showcase a few more things that nobody will look at! :haw:

Anyways. Today we have my first Charms for Cecelyne! Social Charms! Something she desperately needs, considering she has all the Zenith Caste Abilities and her only notable social charm is only notable for being terrible. Anyways. I tried to avoid making straight-up lifts of Solar social Charms as much as possible, but it's hard to be unique and still be effective, so some of them may look a little familiar.

Measure of Might
Cost: 5m
Mins: Ess 1
Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Cecelyne intuits the personal power of others with but a glance. This Charm targets one individual the character can sense. The Infernal's player rolls [Perception + Awareness, Investigation or Socialize], and adds [Essence] automatic successes to the roll, ignoring all non-magical efforts to contest the Charm. If successful, the Exalt learns the target's Essence rating, as well as his rating in any Backgrounds involving control or authority over other people, such as Backing, Cult, Followers and Influence, and any other forms of leverage or dominance the target has over other people, such as blackmail or mind-controlling Charms. The Infernal learns the identities of the people the target controls if the target himself knows them(the general of an entire legion won't know the names or faces of every soldier in his army except under extreme circumstances, but he will likely know his officer staff), as well as the general details of his control, though specific subjects like the information being used to blackmail someone or the specific method of mind control used require more focused methods than this Charm. In addition to the control the target has over others, the Exalt learns the general details about whether the target is beholden to others and how, though who his superiors is not revealed by this Charm, as it is not his place to betray the identities of those he serves.

This one is a lot like Courtier's Eye Technique, but filtered through the lens of Cecelyne's themes of dominance and submission. I took a lot of time detailing the extent of the Charm's effects because I thought it would be required with how vague a term 'authority' can be. The main idea is that this Charm shows where in the web of connections to subordinates and superiors someone sits. Later Charms would likely be able to ferret out more detailed information.

Deference-Imposing Demeanor
Cost: 5m
Mins: Essence 2
Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequisite Charms: Measure of Might
The Endless Desert reminds those who hear her voice who their masters truly are, and that they should hang upon their every word. This Charm functions identically to the Solar Charm Respect Commanding Attitude(Exalted, p. 202).

It's, um, Respect Commanding Attitude. Like it says on the tin. I know I said I didn't want to lift these straight from the Solars, but when your job is to convince people to worship the Yozis, you need to have some way of keeping people from running off to grab the torches and pitchforks, and I couldn't think of any better way.

Resplendent Power Unveiled
Cost: 5m, 1w
Mins: Ess 3
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Measure of Might
Cecelyne knows that true beauty comes from within, but not as some pathetic metaphor for kindness. Power is what makes one truly beautiful. Upon activating this Charm, the Infernal's Appearance is considered (Essence) dots higher for the purpose of determining the MDV penalty or bonus inflicted in social combat. In addition, the maximum modifier the Exalt can attain is increased by (Essence) against anyone whose Essence is lower than theirs.

Appearance modifier Charm! Hot topic on the forum lately. This is probably the only Cecelyne Charm I've made that wasn't inspired by a specific other Charm. Which is why its effects are relatively simplistic.

Instinctive Essence Subordination
Cost: 5m (+1wp)
Mins: Ess 3
Speed: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Illusion, Social
Duration: One scene
Prerequisite Charms: Resplendent Power Unveiled
If the wayward masses refuse to bow to their true masters, then the Endless Desert will usurp the usurpers and don the mantle of those they will obey. The Infernal rolls (Charisma + Presence + Essence) against a single target's Dodge MDV. If the roll succeeds, the victim suffers from an Illusion effect that makes him believe the Infernal is someone with authority over him. The nature of this authority depends defaults to the most likely form judging from the circumstances of the encounter, though the Infernal can imply a specific type that she knows applies to the target to be beholden to. For example, an assassin posing as a Guild merchant would assume the Infernal to be a Guild superior, but if the Infernal implies herself to be a superior of the assassin's order when activating this Charm, the assassin will believe this if the Charm is successful. Most victims will follow orders to do anything that is part of their responsibilities without complaint. A peasant will hand over taxes on tax day to someone he believes to be a tax collector, and a soldier will follow orders given by someone he believes to be a superior officer. Less official commands will require seperate social attacks, though the Infernal may take advantage of any Intimacies the victim may have related to the illusion(a career soldier typically has an Intimacy towards his duty to follow superior officers and the like). This unnatural mental influence can be recognized and resisted by spending a number of points of Willpower equal to the amount that the Infernal's Essence exceeds the victim's (minimum 1, maximum 5). Purchasing this Charm a second time allows the Infernal to use Performance in the place of Presence in the initial roll, and affect multiple people with it by spending a point of Willpower when activating the Charm. All the affected people generally believe the Infernal to be the same sort of authority, whether due to the Exalt announcing herself as such or due to a general consensus among the affected people. Thus, this Charm can be less effective if used to imply a specific authority figure, as not everyone may be beholden to such a person, though they will believe the Infernal's claims to such.

This was inspired Authority-Radiating Stance, when I noticed Authority-Radiating Stance has a lot of problems. Mainly not detailing exactly how that illusion of authority worked. So I made my own version of an authority figure illusion. I gave it an actual roll, and made it only affect one target until the Charm is upgraded. This is another explanation-heavy Charm, since again, authority is pretty vague, and a lot of people consider authority to come from a lot of different places. This Charm makes people assume the most likely one at the moment, but against unique, specialized targets(like the assassin mentioned in the Charm) it's most effective with prior information on the target. Of course, if the Charm fails, then problems may occur as you probably just made the target very suspicious, and they'll probably ask for proof instead of accepting it at face value like the Charm makes happen.
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Mount Mostath
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Re: ObsidianOverlord's Custom Infernal Stuff

03 Apr 2010, 03:09

Nice stuff! I'll just comment on your most recent post, since the older stuff has already been covered by others.

-Measure of Might: It's a good charm, but the roll mechanics are a little weird. Are we supposed to assume that it suffers the same external penalty as the Solar version, assuming charms are involved? And why does it ignore non-magical resistance, when the Solar version (which should be of equal power) does not?

-Deference-Imposing Demeanor: I'd say this is a perfect Cecelyne charm as it is. Then again, I'm of the opinion that many of the canon Infernal charms would have been better if they had simply followed the Solar model (like the perfect parry that can block falling damage :roll: ), so make of that what you will.

-Resplendent Power Unveiled: The flavor text made me laugh. :D That said, a full +(Essence) bonus feels a bit overpowered; even for a Solar-level charm, a potential scene-length -8 penalty to the opponent's social attacks and MDVs feels overblown. I'd reduce it to (Essence/2, rounded up) myself.

-Instinctive Essence Subordination: Except for maybe the +Essence dice bonus (which could be justified, given the slightly higher cost of the Infernal version), I have no complaints on this one. I really like your detailed interpretation of Authority-Radiating Stance, and I'll be sure to use it in any future games of mine.
 
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

03 Apr 2010, 08:42

Mount Mostath wrote:
-Measure of Might: It's a good charm, but the roll mechanics are a little weird. Are we supposed to assume that it suffers the same external penalty as the Solar version, assuming charms are involved? And why does it ignore non-magical resistance, when the Solar version (which should be of equal power) does not?

Well, generally, when magic or Charms do oppose something, the Charm lists the kind of penalties it inflicts itself. And I made it ignore non-magical resistance because I also raised the cost on it, and because with Yozi Charms not being tied to an ability, a lot of the time they won't have the Ability that the Charm requires, which I tried to avoid with the multiple possible Abilities, and I increased the cost of it over the Solar version to try and even that out.

-Resplendent Power Unveiled: The flavor text made me laugh. :D That said, a full +(Essence) bonus feels a bit overpowered; even for a Solar-level charm, a potential scene-length -8 penalty to the opponent's social attacks and MDVs feels overblown. I'd reduce it to (Essence/2, rounded up) myself.

An important thing to note is that the cap enhancer only applies to beings with Essence lower than you. Also, the Charm only adds (Essence) to the initial +3. So at the start, it'd max out at a -6 penalty. Which, of course, is reliant on just how much higher your Appearance is even before you use the Charm. Still, I see your point. I might rewrite this, either in the way you suggested, or come up with some other way of lessening it. Maybe something that lets you compare Essence scores like a 'second Appearance'...

-Instinctive Essence Subordination: Except for maybe the +Essence dice bonus (which could be justified, given the slightly higher cost of the Infernal version), I have no complaints on this one. I really like your detailed interpretation of Authority-Radiating Stance, and I'll be sure to use it in any future games of mine.

I added Essence to the dice roll because I noticed a lot of social Charms added Essence as bonus dice or even successes. Plus, I'm trying to keep a mechanical theme for Cecelyne involving Essence a lot in her Charms, since it's closely tied to her theme of dominance(like her Imperfection, for example). Sort of like the way SWLIHN uses Willpower a lot almost like as a 10th Attribute.
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Obsidian Overlord
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Re: ObsidianOverlord's Custom Infernal Stuff

26 Apr 2012, 12:47

Man, it's been a while. Spending too much time on the chat and not enough on the forums. Well, might as well get back to it. There's a lot of Charms I've made that have been piling up. I think I'll start with some Heretical Charms, since that concept was introduced while I was away. These Charms are made to fix what feel to me like character-ruining drawbacks built into two of my least favorite Yozi Charms, and Heretical Charms seem like the sort of thing to get around that by combining Yozi themes.

Impartial Peer Position
Cost: 2+m
Mins: Essence 2
Type: Simple (DV -0)
Keywords: Combo-OK, Heretical
Duration: Indefinite
Prerequisite Charms: Demonic Primacy of Essence, Cracked Cell Circumvention
Although the Descending Hierachy is absolute among demonkind as ordained by Cecelyne, the Infernal Exalted are not demons. Green Sun Princes gain the protection of Hell's laws, without obligation to follow them. And by utilizing the power of the Ebon Dragon, they exploit this ruthlessly and slip free from the restrictions of Cecelyne's law. Every two motes the Infernal commits when activating this Charm increases his Essence by one only for comparing it against beings of higher Essence to determine the DV penalties inflicted on him by Demonic Primacy of Essence. This does nothing to increase the penalties he inflicts on beings of lower Essence, however, nor does it prevent the penalties and unnatural mental influence inflicted by others who possess Demonic Primacy of Essence.

Blissfull Ignorance of Clamor
Cost: -
Mins: Essence 3
Type: Permanent
Keywords: Compulsion
Duration: Permanent
Prerequisite Charms: Hateful Wretched Noise, Solipsistic Rejection of Impossibilities
When Adorjan cannot avoid noises sufficient to rouse her ire, she is forced to destroy it. But by using the supernaturally potent megalomania of Malfeas, the Green Sun Princes can avoid these compulsions by denying that they even exist. This Charm enhances its prerequisite, allowing the Exalt to act in areas of loud noise without suffering from the Compulsion effect to silence it, and can act without penalty. While doing so, however, the Infernal does not benefit from the positive effects of the Charm, and indeed, cannot hear anything at all that exceeds the volume of a whisper other than allies(who can be heard up to normal speaking volume), effectively deaf to such things. The Infernal can refine their delusions so that they percieves louder noises as tolerable whispers with additional purchases of this Charm, allowing noises softer than shouting with a second purchase at Essence 3+, and all noises with a third purchase at Essence 4+. In order to benefit fully from Hateful Wretched Noise, however, the Exalt must deactivate this Charm, and thus spend Willpower or suffer its Compulsion as normal.
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