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- Adeimantus
- Custodian of Utopia
- Background: Through the mine-streets of Gahana, dust-painted horsewomen ride down glittering serpents with hunting picks. In Fang,
- wind-scarred urchins swing across the spire’s enamel, carrying parcels on frayed wires. Sewer-farmers hack mushrooms from the lower
- labyrinth of Black Migao, racing to finish work before tiderise. All dream of something more. Something better.
- This is how it starts.
- Architects, revolutionaries, children — Adeimantus approaches such visionaries in dreams. The muse-king bestows the insight these
- fantasists need, and all he asks in return is a shrine. Their ambition grows, infecting streets like a beautiful disease, and the
- shrine swells with it. It becomes a temple, a forum, a palace. It becomes the foundation for Beimeni-Ta.
- O Beimeni-Ta, jewel of a bygone age! Seat of philosophy for the Shogunate! Harmonious home to beauty and thought, where anarchy sat
- chained in the dungeons! Such virtues were nothing before the Wyld, which swallowed the perfect city whole.
- Lost beyond even the grip of the scavenger lords, the Wyld preserves Beimeni-Ta like a corpse in brine, ruled by Adeimantus, the
- raksha king, and his devil’s senate. The people are puppets, Wyld figments who indulge in illusory pleasures. The culture is
- Madness, a melange of koans and trends stewed over centuries. The towers are dust, held together by the mortar of memory.
- Once he establishes his foothold in Creation, Adeimantus works to spread utopia. His surroundings adopt aspects of Beimeni-Ta —
- veined marble, sweet air, distant music, rich simplicity — and his city shimmers like a congealing mirage over Wyld-slick rooftops.
- King and courtiers cannot venture far beyond its limits, but these grow with every mortal enthralled and slum purged.
- In time, the host city becomes Beimeni-Ta in truth. What beast would oppose the return of perfection? Adeimantus elevates idealists
- to ambassadors, and his city creeps street by street into Creation, replacing structures and citizens like a cuckoo hurling ugly
- siblings from the nest.
- Image: a short and delicate lordling with soft, hairless features, clad in loose midnight robes, a silvery sash, and simple white
- stone ornaments. Adeimantus has short crimson horns, trimmed claws, and chalk-blue skin tattooed with Beimeni-Ta’s history in
- scrolling red letters.
- Intimacies: Defining: Beimeni-Ta (Devotion); Major: Artists & Scholars (Covetousness); Minor: “Compassion is no substitute for
- civility.”; “Violence is beneath me.”
- Secrets: Beimeni-Ta was real, once. Its city father, Broad Cypress, fled the Wyld, and foreswore greater dreams to become the
- kindly patron of a fishing village. He is a per-fect anchor for the perfect city. Permanently banishing Beimeni-Ta would be a
- mystical act on the order of an Ambition 1 Solar working or other equivalent feat, with Broad Cypress’ sacrifice as an
- irreplaceable component.
- Equipment: Adeimantus bears a red-gold diadem of false sunlight, a scepter studded with the jewels of Beimeni- Ta’s desires, and a
- black-emerald kris which hangs from his sash, forged from the dream-city’s absent sorrows.
- Roleplaying Hints: Adeimantus is a condescending sophisticate who only wants the best for Beimeni-Ta, and regards other
- civilizations as mere echoes. Creation’s inhabitants are all citizens-in-waiting, and he delights in meeting those of refinement —
- such arts are jewels for Beimeni-Ta’s crown, so he obsessively courts sages, courtesans, and martial artists.
- Adeimantus does not lower himself to fighting unless he must, appealing to reason when defied and expressing pity for those he
- considers blind to the virtue of his cause. His death would banish Beimeni-Ta for a time — but his heir, chosen by quarreling
- raksha senators, would be free to claim it for themselves. Beimeni-Ta was dangerous enough when it aspired to perfection; what form
- might the parasitic dollhouse take when remade in a new devil’s image?
- Attributes: Strength 4, Dexterity 5, Stamina 4; Cha-risma 7, Manipulation 6, Appearance 6; Perception 5, Intelligence 6, Wits 5
- Essence: 5
- Willpower: 8
- Join Battle: 9 dice
- Personal Motes: 50
- Health Levels: −0x2/−1x2/−2x4/−4x1/Incap.
- Abilities: Athletics 4, Awareness 4, Bureaucracy (Civic Leadership) 5, Craft (Artwork) 4, Dodge 4, Integrity (Condescension) 5,
- Investigation 3, Linguistics 5, Lore 5, Martial Arts (Dreaming Pearl Courtesan) 2, Medicine 3, Occult 3, Performance 5, Presence
- (Philosophical Justification) 5, Resistance 3, Socialize (Polite Dismissal) 5, War 3
- Merits: Cult 0-5 (see “Wyldcraft”), Fae Nature (Exalted, p. 535), Retainers 4 (see “Escort”), Martial Artist, Unlettered Bane
- (below)
- Attack (Unarmed): 11 dice (Damage 11); Tags: Bashing, Brawl, Grappling, Natural
- Attack (Grapple): 7 dice (6 to control)
- Attack (Invocation): (Cult + 8) dice (Damage 15/2); see Prescient Nightmare Invocation
- Combat: Soak 9, Hardness 4 (Midnight Robe: +5/4); Parry 4 (Martial Arts); Evasion 5; Rush 9 dice; Disengage 9 dice
- Social: Resolve 5 (6 while condescending), Guile 6
- Escort: Raksha senators equivalent to cataphracts and lorelei (Exalted, pp. 534-535) dwell within Beimeni-Ta. They visit Wyld-
- tainted Creation as Adeimantus’ Retainers. Mortals who make up his Cult use monk/warrior priest traits (Exalted, p. 499).
- New Merit: Unlettered Bane
- Unlike those fae who suffer iron’s bite, Adeimantus is vulnerable to enemies who neglect the history drawn upon his skin. Attackers
- with Linguistics 0 deal aggravated damage to him.
- Wyldcraft
- Once per story, Adeimantus can use raksha witchcraft to mimic Silent Words of Dreams and Nightmares (Exalted, p. 475). Each Wyld
- dream grants the recipient (Adeimantus’ Cult + 2) banked non-Charm successes, which she can add one or multiple at a time to
- actions that work toward bringing Beimeni-Ta to reality; any left unused fade at the end of the story. If no player character is
- involved, Storyteller characters who receive these dreams simply achieve their works more quickly and extravagantly than they
- otherwise would.
- Adeimantus needs no link to his target. Instead, she must possess some symbolic link to Beimeni-Ta, such as an ornament, a song,
- or an ancestor. The Immaculate Order demolishes tainted buildings and purges poets wherever they banish Adeimantus, in an attempt
- to prevent his return.
- Once his dreamers have completed his shrine, the village, small town, or neighborhood surrounding it becomes Wyld bordermarches —
- Beimeni-Ta’s foothold in Creation. Its mortal population becomes Adeimantus’ Cult. Only mortals with an Intimacy opposing Beimeni-
- Ta can live within the foothold without reinforcing the parasite reality. Cultists act to spread Adeimantus’ gospel and pieces of
- Beimeni-Ta’s culture to provide new links for him to expand his foothold with new shrines elsewhere; his Cult rating reflects the
- total population of all tainted places, adjacent or not. If another new foothold is established after he achieves Cult 5, all foot
- holds manifest as middlemarches. Left unchecked, these eventually transplant the actual city from its place in the deepmarches into
- Creation.
- Beimeni-Ta blesses tainted areas with magical conveniences beyond compare — fountains of healing water, street-cleaning automata,
- weather divided by district — which grow in potency and wondrousness as Adeimantus’ Cult increases.
- Charms
- OFFENSIVE CHARMS
- Footprints in Rhapsody (3m, 1i; Reflexive; Instant; Perilous, Psyche; Essence 2): The philoso-pher-king leads victims down distant,
- idealized paths. Adeimantus activates this Charm at the end of his turn, choosing a single character he successfully disen-gaged
- from or hit that turn. That character moves to close range with Adeimantus, which doesn’t count as her move action, and suffers a
- −1 to her Resolve and Guile until the end of Adeimantus’ next turn. She treats this Charm as unacceptable influence if the movement
- would be obviously fatal.
- Prescient Nightmare Invocation (2m or 7m, 3i, 1wp; Simple; Instant; Withering-only; Essence 1): Adeimantus speaks to conjure half
- solid visions, warnings of the sorrows facing Creation without Bei-meni-Ta. For two motes, he makes a withering in-vocation attack
- at close or short range. The enemy’s maximum applicable soak against this attack is equal to her Resolve, if it’s lower, modified
- by applicable Intimacies. Though Adeimantus prefers not to fight himself, his dire warnings galvanize his followers; he can instead
- pay the increased cost to apply this attack to all enemies in contact with an allied battle group, adding its (Size + Might) to his
- attack and damage rolls. He gains no Initiative from this attack. Instead, the battle group regains Magnitude equal to half the
- Initiative the enemies collectively lost, up to its maximum.
- Shun the Murk-Blind Host (10m, 1wp; Simple; Instant; Decisive-only; Essence 2): Weeping, Adei-mantus shatters his emerald kris. The
- shards make one decisive attack against each character within close range with 9 dice, which ignores Hardness and divides his
- Initiative evenly among all targets. Each shard carries a poison (Damage 1wp/day, Duration 7 days, penalty −3), resisted with (Wits
- + Integrity). While suffering the poison’s effects, victims are con-sidered Hideous (Exalted, p. 162) by anyone with Linguistics
- 1+.
- Wyld-Gospel Gathering (10m; Simple; One scene; Essence 2): Once per scene, Adeimantus may rally citizens real and unreal, creating
- a battle group with Size equal to his Cult, Might 1 when within Bei-meni-Ta or its foothold in Creation, average Drill, and the
- traits of battle-ready troops (Exalted, p. 496). Enemies with Linguistics 0 treat the battle group as having Defense 0, and may
- move through its space without paying Initiative. The group disperses when the Charm ends.
- DEFENSIVE CHARMS
- Infinity Mirror Bedevilment (4m, 2i; Reflexive; Instant; Perilous; Essence 2): Adeimantus may only use this Charm on his turn.
- Briefly trapping foes in a web of endless rumination, he reflexively reads the in-tentions of every character at close range,
- rerolling 5s and 6s until they fail to appear. If he beats the Guile of every opponent, he may immediately disengage.
- Municipal Perfection Decree (8m, 1wp; Simple; One scene; Eclipse; Essence 3): The perfect city flows into forms both aesthetic and
- defensible with a tap of its lord’s scepter. Adeimantus can reflexively take cover (Exalted, p. 198) on his turn, making dream
- city features briefly real, and reduces the Defense bonus of all cover by one against his own attacks. He can use a miscellaneous
- action to alter or create one urban feature at close range, such as carving a gateway or forming a beautiful bridge to escape;
- doing so to harm or inconvenience an opponent requires a gambit with difficulty (6 − Cult). These changes revert when the round
- ends. An Eclipse who learns this Charm can only use it within a city where she holds some position of authority; her gambit
- difficulty is (6 − higher of Cult or Essence), minimum 1.
- Steel-to-Silk Deferral (3m, 1i; Reflexive; Instant; Perilous, Uniform): Adeimantus politely drifts away from bloodshed, movements
- veiled by illusory sy-cophants. He gains +1 Evasion against one attack, which does not increase his onslaught penalty. If his
- attacker has an Intimacy that supports Beimeni-Ta, the Evasion bonus matches its intensity instead.
- Vaunted Paradise Defense (4m, 1wp; Reflex-ive; Instant; Clash, Decisive-only, Psyche; Essence 2): Adeimantus demands justification
- for violence with a reflexive (Charisma + Socialize) clash attack against an incoming decisive attack. Instead of inflicting
- damage, the clash acts as an instill action, weakening any Intimacies which oppose Beimeni-Ta. Adeimantus can use this Charm once
- per scene, unless it’s reset by a significant enemy’s surrender.
- SOCIAL CHARMS
- False Enlightenment Crucible (4m; Supplemen-tal; Instant; Essence 2): Enlightened reason prevails over absurd attachments.
- Adeimantus rerolls 1s until 1s fail to appear on an inspire action. On success, he suppresses one Intimacy that opposed his
- influence; characters with Linguistics 1+ who failed to resist con-sider the Intimacy a childish, petty concern, which cannot
- modify their Resolve for the rest of the scene.
- Wishful Temptation Appeal (3m; Simple or Re-flexive; Instant; Eclipse; Essence 3): Illusory tapestries display ills that utopia
- might avert. Adeimantus uses Performance to persuade listeners to act on Beimeni-Ta’s behalf, ignoring the penalty for influencing
- multiple characters. Choose a specific person or place; listeners with a Tie toward it treat it as a Tie toward Beimeni-Ta, and
- treat its intensity as one step higher for purposes of modifying Resolve. Adeimantus can use this Charm reflexively upon crashing a
- significant enemy with Prescient Nightmare Invocation, but must choose a Tie that modified his victim’s Resolve against the attack.
- MISCELLANEOUS CHARMS
- Dream-Wrought Ascendancy (2m; Supple-mental; Instant; Stackable; Essence 4): Adeimantus adds one success to any roll that supports
- an Intimacy gained through Unborn Echo Ripple (below). He can use this Charm once per roll for each supporting Inti-macy, adding up
- to (Cult) successes.
- Smoke-and-Mirror Retreat (20m, 1wp; Simple; Instant; Essence 4): Adeimantus declares this land an unsuitable foundation for
- perfection and fades away on his next turn, returning to the true Beimeni-Ta in the Wyld. As a shaping effect, the most tainted
- structures are spirited away with him on the turn after that, as are any inhabitants with a positive Major or Defining Intimacy for
- the city who fail a (Wits + Integrity) roll with a difficulty equal to Adeimantus’ Cult.
- Unborn Echo Ripple (1wp; Reflexive; Instant; Essence 5): Adeimantus opens the vault of dreams, choosing one character present who
- must introduce a fact (Exalted, p. 237) about Beimeni-Ta that sup-ports one of her Intimacies, without a roll. The fact becomes
- true, and Adeimantus gains an appropriate Minor Principle. For example, Ku Nenaveya’s con-tempt for bandits might turn Beimeni-Ta
- into a fortress against crime, giving Adeimantus a Minor Principle of justice. These changes have a visible impact on the city, but
- inhabitants retroactively accept them as if they were always present.
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