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  1. GENZHASPHYR
  2. Genzhasphyr was always sort of an oddity, grating against social norms and holding dearly onto the tales of his youth for strength. With his Exaltation, his capacity for obsessing over bizarre ideas and childish dreams only grew in scale to match the power he wielded. While he has invented such grand titles as the Storm that Grasps the Horizon, the Contemptuous Tempest, and the Righteous Thunder to describe himself since his ascension to becoming a true Primordial Exalt, the base personality and ultimate goal of the Dark and Stormy Knight have remained much the same: to make the world a better and fairer place, whether it wants to be or not. To this end, he will become whatever is needed of him, so long as it does nothing to his gossamer heart. Only that will he not compromise, only that will he not burn to fuel the winds of his anguish and the bolts of his wrath.
  3.  
  4. THE GENZOUS URGE (THE URGE TO CORRECT)
  5. Genzous Urges are at once more and less obvious than the Urges of the Yozis. Initially, it may seem hardly different than the self-righteous overbearing demeanor of so many other Exalts or at most the Urges of the Principle of Hierarchy or the Endless Desert, but faint differences appear upon closer scrutiny. A Genzous Prince might crush a rebel movement, not because it has broken away from a hierarchy, but because its cause is corrupt in his eyes. He might seek out a position of power, not because he desires power as an end but because its current holder is incompetent. The Storm that Grasps the Horizon is neither compelled to order like the Pyrian Source nor selfish like the Lawmaker; he merely desires a brighter dawn. For that to occur, any sort of flaw, error, or inherent *wrongness* must be utterly stamped out. High-Compassion Genzous Princes are the most likely to become the heroes Sol Invictus meant them to be, albeit in a warped fashion. They tend to see their own elevation above their peers as a mistake or else some sort of cosmic joke and will strive to improve the lives of those around them by eliminating social inequality whether through stealing from the rich and giving to the poor or providing mercy-killings for "the other half." They will also tend to see the ails of society as true illness and ignore any arguments against "curing" them as the ravings of fever. High-Conviction Genzous Princes are likely to have an established "knightly" code of conduct to which they will anchor themselves and will not falter from their course under any circumstance, righting perceived wrongs even as the intended recipients of their justice get caught in the crossfire. Such Princes are likely to become judge, jury, and executioner beyond the power of anyone to stop.
  6.  
  7. High-Temperance Genzous Princes rail against the dreamlike notions of justice held by their patron and try to prevent others from tilting at windmills. They still suffer from a different sort of dreaminess, however: while they are likely to become high-ranking members of stable hierarchical organizations, most will only reach such a position by promptly eliminating any previous organization. For them to allow such corruption to continue an instant longer would be intemperate. High-Valor Genzous Princes are constantly trying to prove themselves, not only to others, but to themselves - unable to see the value of their own successes when compared to their unrealistic visions. They are likely to be unpredictable in anything but the tremendous force of the storm that they will unleash upon whatever they wish to "improve."
  8.  
  9. The Torment and Act of Villainy of Genzhasphyr: Do not exist. He is too focused on his own growth to waste time developing such things. While he may dislike the Torment of Malfeas as much as anyone else, he never suffers it due to his tendency to make best enemies.
  10.  
  11. Examples of Genzous Urges are:
  12.  
  13. Slay the Ebon Dragon.
  14. Establish a knightly order to defend the weak from the predations of gods.
  15. Integrate the blood of the Elemental Dragons into all humanity.
  16. Assassinate corrupt local gods and replace them with demons.
  17. Convince Malfeas that a King must never lose his temper.
  18.  
  19.  
  20.  
  21. Charge: Some Genzhasphyr Charms list a cost that is neither motes nor willpower. Called "charge," this represents a certain amount of Essential polarity neutralized to activate these Charms. A character may hold up to his permanent Willpower points of charge at once.
  22.  
  23. FIRST YOZI EXCELLENCY
  24. Genzhasphyr: The Storm that Grasps the Horizon is deliberately lazy, observing things at a safe distance before deciding to ignore them entirely or descend upon them with unrestrained passion, unwittingly blowing them away without considering his own good or ill. The roar of his thunder deafens him to other opinions, and the brilliance of his lightning blinds him so that all others seem dull in comparison. He is bitterly aware that his own might is a delusion of grandeur and seeks to engulf the heated passions of others to sustain his winds, bearing them up as he makes them colder. He guards his seemingly hollow heart jealously, rebuffing others and entrappnig what light shines through with a gale of self-depreciation. He constantly renews himself but inevitably repeats successes and failures alike as part of a vicious cycle. His clinging to idealistic notions and childish fantasies drives him to reach out to things beyond himself in a fever pitch but at the same time creates the cold and cynical winds that foil him once he sees the failures of those he considers his betters.
  25.  
  26. Characters may apply this Charm to any actions in which they choose to stand by a previous judgment or must desperately improvise because his best laid plans have already failed. Likewise, it may enhance the creation of derivative works but not the creation of an original work. Genzhasphyr's Excellency also aids actions the Infernal know will come back to haunt him or are hopelessly romantic, especially social attacks to instill negative Intimacies that challenge people to overcome themselves and their current situation. This Charm can never be used to enhance social attacks to strengthen positive Intimacies; it is only through recognition of the self as the greatest boundary and subsequent destruction of that boundary that the Storm that Grasps the Horizon may claw at the boundary of the Once-Guarding Star.
  27.  
  28. YOZI MYTHOS EXULTANT
  29. Genzhasphyr: Moments of exultation and personal pride drive the Dark and Stormy Knight higher and stronger - but only in the heat of the moment before reality brings him crashing down. Whenever an Infernal with this Charm would gain willpower from a stunt, he gains an equal amount of charge as well.
  30.  
  31. ASCENDENCY MANTLE OF YOZI
  32. Genzhasphyr: After every storm, there must be a moment of calm before emotions begin to stir the winds once more. After suffering Limit Break, the Infernal loses all benefit from excess Essence for (his natural Essence) days.
  33.  
  34. SORCEROUS ENLIGHTENMENT OF YOZI
  35. Genzhasphyr: The Storm that Grasps the Horizon is one of surpassing all competitors and all un-knightly pettiness. As such, any spells that would end a conflict diplomatically or enable one to use rhetoric when it would otherwise be impossible cost 10 motes and one Willpower less than normal (minimum five motes, one Willpower). By ending a conflict on his terms, the Righteous Thunder so declares himself the victor. Interestingly and perhaps contradictorily, this discount always applies to any spell that inflicts damage as its primary effect when specifically targeted at a major bureaucrat or bureaucratic headquarters if such a target would interfere with the Contemptuous Tempest's gracious diplomacy. Unfortunately, the Righteous Thunder is anything but subtle and may not cast any spells that principally involve deception.
  36.  
  37. Imperfection of the Storm that Grasps the Horizon
  38. For all his apparent stability, the Contemptuous Tempest is fundamentally a thing of great passions, winds railing against each other in a thunderous dance. If he were to stop and allow his bluster to cool, he would simply fade away into nothing. Charms that are noted to have this flaw cost one additional point of charge when used as a defense due to the fear of death destablizing the Righteous Thunder's Essence. The Dark and Stormy Knight must keep up a constant front of seeming power to build his wrath or be left defenseless as his core of dreams is laid bare to the darkness of the real world.
  39.  
  40. #
  41.  
  42. RISING WIND STEP
  43. Cost: 1m; Mins: Essence 1; Type: Reflexive
  44. Keywords: Combo-OK, Obvious
  45. Duration: Instant
  46. Prerequisite Charms: None
  47.  
  48. Before every storm breaks, there is an advance guard of lesser winds that announce its presence even before the sky begins to darken. Emulating these first gusts, the Infernal spends a single mote while taking a Move or Dash action. With his first step, his feet rise from the ground, causing him to ignore any penalties to movement from terrain as he glides along a faint current of Essence. On subsequent actions, paying to sustain this effect does not count as a Charm activation. The Infernal may cross any sort of solid terrain using this effect, but attempting to cross a pit causes him to immediately fall, though without injury. Attempting to cross liquid does not cause him to fall, but the ambient Essence pooling below him immediately halts his movement. He may continue to sustain this Charm's effect to remain in place over the water or paddle himself across through physical means. This Charm does nothing to prevent tracking or allow silent movement as the rush of wind at his feet is just as obvious as any other trace of his passage. This wind is one that will not be silent.
  49.  
  50. At Essence 3, this Charm improves so that as long as the Infernal ends his movement above a solid or liquid, he may leap across any sort of pit or vertical barrier within the range of his normal movement. A second purchase of this Charm at Essence 5 removes its mote cost and allows the Infernal to move across water normally. This purchase also allows him to move across air, but he cannot change the direction of his movement unless there is a solid object to push against.
  51.  
  52. SECOND IMPULSE STUMBLE
  53. Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 2)
  54. Keywords: Combo-OK, Obvious
  55. Duration: Instant
  56. Prerequisite Charms: Rising Wind Step
  57.  
  58. The winds of a storm grind against each other in a violent dance for supremacy. So too does the body of the Contemptuous Tempest rail against itself. By stepping in a way contrary to his movement and twisting his body with an awkward motion that would cause anyone unused to falling to hit the ground, the Infernal kicks with sudden blast of wind, driving himself in a different direction. If this Charm is used in response to an attack, he doubles his Essence for the purpose of calculating his Dodge DV. Immediately upon using this Charm, he must move a distance equal to his base movement rate in any direction, interrupting any nonmagical flurry. If he is flying using the second purchase of Rising Wind Step, then he must continue moving in this new direction as usual. The Infernal may also use this Charm while flying by that method to arrest his movement entirely, allowing him to "stand" in place.
  59.  
  60. FALLING BOLT STEP
  61. Cost: 3m 1c; Mins: Essence 3; Type: Reflexive (Step 2)
  62. Keywords: Charge, Combo-OK, Obvious
  63. Duration: Instant
  64. Prerequisite Charms: Rising Wind Step x2
  65.  
  66. The gradual approach of the Storm that Grasps the Horizon is an illusion. The slothful spinning of the clouds about his eye is nothing but a distraction from the true danger posed by the swift wrath of his thunderbolts. This Charm expends some of the Infernal's accumulated negativity, sending it coursing from his body along invisible lines of Essence for dispersal. Emulating a blazing lightning strike, the Infernal allows his body to follow the flow of his Essence and immediately moves to any position that he can see within Essence x 10 yards. If he cannot stand on this position, then he falls as normal. The deafening roar that accompanies this movement echoes Essence x 100 yards from the point of his reappearance, announcing the coming of the Storm to all that can hear. This Charm may be used as a perfect dodge; if so, it suffers from the Flaw of the Storm that Grasps the Horizon.
  67.  
  68. A second purchase of this Charm at Essence 6 increases the maximum distance that can be traveled to Essence x 100 yards as the Infernal leaps from his Essence trail to the sonic boom it generates and rides to the boundaries of his thunder.
  69.  
  70. LIGHTNING RIDER AUTHORITY
  71. Cost: - (+5m); Mins: Essence 3; Type: Permanent
  72. Keywords: None
  73. Duration: Permanent
  74. Prerequisite Charms: Falling Bolt Step
  75.  
  76. The Contemptuous Tempest has no time for the petty whims of nature. Should a lesser storm stand before him, he merely ignores its pathetic existence. This Charm makes the Infernal immune to all penalties from Creation's weather and temperature and from the effects of his own weather-changing Charms and spells. At Essence 4, this Charm grants the Infernal immunity to mundane weather-based environmental damage such as lightning and hail, though magical environmental attacks affect him normally. Additionally, this Charm's protection expands to include the unnatural weather of Autochthonia. At Essence 5, even the vicious weather of Malfeas does not affect the Infernal unless a Yozi targets him directly. Audacious Warlocks be forewarned: this Charm holds no sway over the cold, lifeless clouds of the Underworld.
  77.  
  78. A second purchase of this Charm allows the Infernal to extend the benefits of this Charm to any mount or vehicle he might be riding for a scene by reflexively spending 5 motes.
  79.  
  80. THIRD EYE OF THE STORM
  81. Cost: - (+1m); Mins: Essence 3; Type: Permanent
  82. Keywords: Obvious
  83. Duration: Permanent
  84. Prerequisite Charms: Lightning Rider Authority
  85.  
  86. Though dark clouds may hide the sky from the faceless multitudes, the Righteous Thunder can see through such paltry shrouds as a matter of course. This Charm permanently improves the Infernal's ability to ignore the negative effects imposed by natural weather. During inclement weather, his eyes light up like golden lanterns as Essence begins to pool behind them. He automatically sees through the haze caused by rain or fog, including seeing through stormclouds. Additionally, he may not be surprised by any attack upon which rain falls or any social attack carried by the wind, as his attunement to the storm allows him to become cognizant of such things the instant they begin. As a final benefit he may reflexively spend one mote to will any natural storm or any form of weather controlled by his own Charms to open an eye above another character or object, rendering it immune to the effects of the storm for one scene as if it knew Lightning Rider Authority. Any number of eyes may be opened at once, and the Infernal may close any eye with a reflexive action, though he must pay the cost again to reopen it.
  87.  
  88. #
  89.  
  90. KNUCKLEDUSTER DEVIL
  91. Cost: - (+3m); Mins: Essence 2; Type: Supplemental
  92. Keywords: Combo-OK
  93. Duration: Instant
  94. Prerequisite Charms: None
  95.  
  96. As a result of too much time spent studying things that are truly important, a man's body may waste away. Should his body be reduced to bones, he must not give his enemies rest, and when they refuse to listen to reason, he has no discourse but brute assault. Despite his apparent weakness, he knows that in the right circumstances, even a storm as small as a dust devil may prove fatal. The Warlock may activate this Charm whenever he makes an attack using the Martial Arts or Melee Ability. When doing so, he may reduce the damage pool by a number of dice no greater than his Essence in exchange for adding the same number to the attack pool. An attack enhanced by this Charm cannot inflict more than minimum damage as a result of the glancing blow given.
  97.  
  98. VOID VOODOO NEEDLE
  99. Cost: 5m, 1c, 1wp; Mins: Essence 3; Type: Supplemental
  100. Keywords: Combo-OK, Obvious
  101. Duration: Until released
  102. Prerequisite Charms: Knuckleduster Devil
  103.  
  104. The Contemptuous Tempest is not so refined as the Principle of Hierarchy, but his mental aptitude holds a thundrous echo of hers. When the Warlock activates this Charm after successfully striking a foe, he floods them with his negative energy, creating a powerful attraction toward the positivity of the Warlock's foolish dreams. The target of this Charm is immediately held by electrokinetic force as if in a clench. The Infernal maintains his hold reflexively, allowing him to perform other actions, though he cannot affect his victim without taking conscious action. Like Mind-Hand Manipulation, this Charm has a Dexterity equal to his Willpower and a Strength equal to his Essence. Likewise, the associated Ability to use this Charm is Occult to determine effective (Strength + Athletics) total for a mind-powered feat of strength, and its range interval is equal to his (Willpower + Essence) total. Within this distance, the Infernal has total control of his foe's movement and is able to send the unfortunate soaring through the air, crashing into environmental hazards and allies alike. A skilled Warlock can easily control his own movement within three dimensions by utilizing this Charm alongside Ionic Hellstorm Barrage.
  105.  
  106. SKY-SEVERING BLADE
  107. Cost: - ; Mins: Essence 4; Type: Permanent
  108. Keywords: Obvious
  109. Duration: Permanent
  110. Prerequisite Charms: Void Voodoo Needle
  111.  
  112. A thunderclap is an inevitable juggernaut of the natural world, permeating through wilderness and metropolis alike until all feel its violent rumble. It is a raucous cry that no mere mortal can block out. The crashing of the Righteous Thunder's fists against his foes is of such magnitude that even the heavens must fear their distant echoes. The gods may not hide from the cries of the mortals they have slighted. This Charm is a permanent enhancement to the Infernal's martial prowess. Whenever he expends charge, all his attacks become piercing until his DV next refreshes as residual electric Essence vibrates through his weapon and resonates destructively through his foes' defenses like being awakened from a dream by a sudden storm. If the Warlock uses an attack that is already piercing, it subtracts four from the halved soak and hardness and an additional four if the weapon used is adamant (minimum 0).
  113.  
  114. IRON ION FIST
  115. Cost: 3m, 2C; Mins: Essence 4; Type: Supplemental
  116. Keywords: Combo-OK, Obvious
  117. Duration: Indefinite
  118. Prerequisite Charms: Void Voodoo Needle
  119.  
  120. A lightning strike is something that a mere mortal can never escape, a blazing bridge from heaven to earth that destroys whatever would halt its path. The furious strikes of the Righteous Thunder are so vicious that the heavens are even less safe than the earth. Jagged are the vibrant blades that will clip the rengage gods' wings. Expelling a portion of his accumulated negative energy, a faint jagged line of blue lightning arcs from his weapon to his foe. In an instant, he strikes so quickly that none can react, azure Essence radiating from the point of impact. An attack enhanced by this Charm becomes undodgeable and unblockable. If the Warlock has used Ionic Hellstorm Barrage to create a bond between himself and his target, then he may immediately close the distance between them in order to make an attack with this Charm. Likewise if he has used Void Voodoo Needle to create a bond, he may instead force his victim to close the distance, ramming his foe directly into his attack.
  121.  
  122. IONIC HELLSTORM BARRAGE
  123. Cost: 5m, 1C; Mins: Essence 3; Type: Supplemental
  124. Keywords: Combo-OK, Obvious
  125. Duration: Until released
  126. Prerequisite Charms: Knuckleduster Devil
  127.  
  128. There is no escape from the clutches of the Storm that Grasps the Horizon. Once he has held victory in his gauntleted hand, no matter how briefly, he will not relinquish it. When the Warlock activates this Charm after successfully striking a foe, he expends a portion of his negativity, creating a magnetic attraction of killing intent between his foe and himself. Each time he strikes that foe in combat, including the attack immediately prior to this Charm's activation, he is propelled backward through the air a number of yards equal to the combination of his own and his foe's permanent Essence scores, automatically dodging any non-ranged or non-perfect counterattacks. If he strikes an object, then his movement stops immediately and he takes damage as if from knockback. If he is placed into a position that he cannot stand upon, then he falls unless he has a form of aerial movement. While he maintains commitment to this Charm, he adds his permanent Essence to his base movement speed, however Whenever his DV refreshes, he must immediately move at least his permanent Essence in yards toward his opponent as lines of electrical Essence drag him back.
  129.  
  130. DRAGON VANE GLORY
  131. Cost: - ; Mins: Essence 4; Type: Permanent
  132. Keywords: None
  133. Duration: Permanent
  134. Prerequisite Charms: Ionic Hellstorm Barrage
  135.  
  136. No one likes the Ebon Dragon, but few actually take action against him out of fear for retribution against the things they hold most dear. The Righteous Thunder will not stand for this. As a permanent enhancement to his capabilities, the Infernal automatically learns which Virtues, if any, the foe to which he has bonded with Ionic Hellstorm Barrage has lower than his own. The Contemptuous Tempest cannot stand his own failure, and his wrath toward others being less than even he is legendary. The Warlock is filled with self-righteous spite that assaults his foe and parazlyzes the wretch, subtracting the difference between the Infernal's Virtues and his target's from his foe's base movement speed and Dodge DV. Additionally, for each Virtue the target has that is less than his own, the Infernal gains one point of charge as his indignation roars.
  137.  
  138. SELF-AS-CLOUD DISPERSAL
  139. Cost: (+5m, 1wp); Mins: Essence 4; Type: Permanent
  140. Keywords: Combo-OK, Obvious
  141. Duration: Permanent
  142. Prerequisite Charms: Ionic Hellstorm Barrage
  143.  
  144. It is not difficult to track Essence; indeed, such is a basic skill to any sorcerer or craftsman. The movements of individual motes, though, are almost impossible to track. They can be manipulated as a whole, but they endlessly perform motions unfathomable to those who would study them. Perhaps their reason for acting in such a manner has been lost in the Three Sphere Cataclysm. Perhaps it is merely something that no First Age scientest felt deserved in-depth study. Speculation is meaningles; all that matters is that the Righteous Thunder has learned their spinning dances.
  145.  
  146. This Charm is a permanent enhancement to Ionic Hellstorm Barrage. When the Infernal pays an additional five motes and one willpower while activating its prerequisite, the edges of his form become fuzzy and indistinct. For the remainder of the scene, he does not physically exist in the normal sense of the term. Until he expends Essence, his component motes exist in an unstable state. As a reflexive action, he may relocate himself anywhere within his normal range of movement, even on the other side of walls or barriers. If he knows Second Impulse Stumble, then he may spend one mote to double this range. The Warlock may reposition himself up to his permanent Essence times before his Essence begins to stabilize. Once he has repositioned himself the maximum number of times or spent Essence, he may not benefit from this Charm's effects again until he has struck his bonded foe at least once. If this Charm is used in response to an attack, then it provides a perfect dodge with the Imperfection of the Storm that Grasps the Horizon.
  147.  
  148. #
  149.  
  150. THE DUBBING
  151. Cost: - ; Mins: Essence 2; Type: Permanent
  152. Keywords: None
  153. Duration: Permanent
  154. Prerequisite Charms: -
  155.  
  156. When a King takes a knight into his service, the knight ceases to exist as an fully independent being. He is the King's eyes, the King's hand, the King's sword. What he possesses is given by the grace of the King. As such, the King may choose to change his name to something more appropriate.
  157.  
  158. When a Green Sun Prince learns this Charm, his name changes retroactively in all records to something more becoming of his noble status. Memories do not change, and his old name can still be written if the writer specifically notes that it is an older name that no longer has meaning. Whenever the Infernal enters combat, he must immediately introduce himself or otherwise issue a challenge in a manner that is Obvious. As befitting of an honorable knight, however, he is protected by oaths not dissimilar to those that guard the Eclipse caste, and must be offered hospitality by spirits and demons, who cannot attack him unless he initiates conflict.
  159.  
  160. INHERITANCE OF A SWORD
  161. Cost: (0+m, 1wp); Mins: Essence 3; Type: Simple
  162. Keywords: Combo-OK, Obvious
  163. Duration: One scene
  164. Prerequisite Charms: The Dubbing
  165.  
  166. The might of an Exalt is not the might of a human. While it had to be earned, it was not something that just anyone could receive. Seven hundred is the Celestial Host. Even though there are many more heroes, even though there are many greater heroes, this particular man was chosen to become something more than a man. He was given a sword forged to kill the architects of Creation by those very same creators.
  167.  
  168. By their hopes, he was elevated, and by their hatred, he is brought low when he is foolish. He is but a wielder of a blade far more storied than he, and such a wielder can be replaced if need be. He cannot forget the reason for which he fights: for the dreams of those crushed underfoot by his predecessors.
  169.  
  170. When a Green Sun Prince learns this Charm, he must select either the Past Lives or Unwoven Coadjutor background. For each dot in this background, he receives one dot of "phantom" Artifact. The objects created by this background are iconic representations of himself, drawn from either the memories of his past lives or the mind of his coadjutor's progenitor and do not exist until he expends one willpower and pays the attunement cost to force the dream construct into the narrative fabric of Creation. The Artifacts created by this Charm are always the same, though the Warlock may add to or improve his collection if he gains additional dots of the background that he chose when purchasing this Charm.
  171.  
  172. JUDGMENT OF THE VERDIGRISED KNIGHT
  173. Cost: (+1wp); Mins: Essence 4; Type: Permanent
  174. Keywords: Combo-OK, Obvious
  175. Duration: Permanent
  176. Prerequisite Charms: Inheritance of a Sword
  177.  
  178. The Righteous Thunder once sought out the stories of a King brave and fair and his loyal knights who traveled throughout the kingdom righting wrongs. In one such tale, the whole of the court was faced with death, and even the King's courage failed him. His young and virtuous cousin saw this and rose to the challenge despite his fear. This was true Virtue, not the perfection of the Unconquered Sun, a flawless weapon who is little more than a brute without his mantle. The Knight of the tale was tempted four times, yet only his Valor failed him when he knew his death drew near. For his three triumphs, his deathblow from the challenger in emerald was lessened, and he suffered only a small cut on the back of his neck. Ashamed at his own cowardice, the King marked his own neck similarly and demanded all the rest do the same.
  179.  
  180. From this tale, the Dark and stormy Knight learned that sometimes Virtue is not enough. A Green Sun Prince can purchase this Charm once per dot of Integrity (to a maximum of four times), with each purchase enhancing one Virtue rated 5+. The choice can’t be altered, but the Charm’s effects recede if the Infernal lacks a sufficient Virtue rating for whatever reason. Whenever he rolls a Virtue augmented by this Charm, he may pay one point of willpower in order to enhance the roll with any Primordial Excellency, even if the action is not within the given themes. When he does this, his anima banner flares to the 16 mote level, but instead of manifesting his iconic anima, the symbol of the chosen Primordial appears around him, shuddering under the strain of reaching outside itself.
  181.  
  182. A second purchase of this Charm at Essence 6 enhances the Green Sun Prince's connection to Virtue and to his peers, allowing any character for which the Warlock has a positive Intimacy to benefit from the effects of this Charm on the next Virtue roll they make before his DV refreshes.
  183.  
  184. TALES OF THE TROUBADOUR
  185. Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
  186. Keywords: Shaping
  187. Duration: Instant
  188. Prerequisite Charms: The Dubbing
  189.  
  190. An excellent knight is at the heart of a hundred true stories and a thousand more wonderful fictions. Like an individual mote of Essence, his movement from tale to tale is impossible to track. When a Green Sun Prince activates this Charm, he decides that perhaps the reality in which he dwells is stranger than fiction and enforces a more likely narrative on causality. He suddenly exists in a second plausible location, taking with him any willing volunteers toward which he holds an Intimacy. The remainder of the current scene plays out as normal, but once it ends, the copy of the Infernal and those who traveled with him in their original location unravel into an amount of gossamer equal to his Essence. Likewise, any wounds inflicted by those affected by this Charm vanish, and the allegedly dead may return to life to be vanquished again another day. All characters retain full memory of the scene that did not occur as told, but the physical and mental effects vanish into legend.
  191.  
  192. MOUNTEBANK ASCENDANT SHINTAI
  193. Cost: 15m, 1wp; Mins: Essence 6; Type: Simple
  194. Keywords: Form-Type, Obvious
  195. Duration: One scene
  196. Prerequisite Charms: Self-As-Cloud Dispersal, Judgment of the Verdigrised Knight, Tales of the Troubadour
  197.  
  198. The Dark and Stormy Knight is a teller of fanciful stories. He is Righteous; he Grasps the Horizon. These were once lies that he told himself and others to hide his shame and his fear. Nothing more than a charlatan, a mountebank who sold stories, he was incapable of doing more than merely acting as a knight or a demon. Yet somehow, on one fateful night, he discovered that he was no longer acting. Burning away his outer armor with the gossamer spark in his heart, the Green Sun Prince's flesh gradually begins to sizzle away as he becomes a fiction more real than mere facts.
  199.  
  200. For the remainder of the scene, the Infernal's eyes are replaced with glowing orbs of Essence, making him immune to any effect that would impede his vision and granting the benefits of All-Encompassing Sorcerer's Sight.
  201. The Warlock's flesh no longer holds any value to him and gradually dissolves in lines, revealing brilliantly glowing Essence just below the surface. As a result, he cannot be harmed by any source of damage other than raw energy such as an implosion bow or the flames of Ligier.
  202. Wild winds lift his idealized form on high, allowing him to fly at his base movement rate. If he knows Falling Bolt Step, his base movement rate increases by Essence * 5.
  203. His positivity holds reign, causing him to be more easily attracted to killing intent. He may activate the effects of Ionic Hellstorm Barrage and Self-As-Cloud Dispersal at no cost whenever he strikes an enemy and may choose to automatically move toward any of them on his action rather than the last he struck.
  204. If he knows Implacable Soulsteel Finial, he may use that Charm as an innate power rather than a Charm activation as his chivalrous spirit rushes without thought to protect his allies.
  205. If he knows Armor of Blackened Dreams, he may pay that Charm's activation cost at the same time he activates Mounteback Ascendant Shintai, instead activating Hero's Memorial Shintai.
  206.  
  207.  
  208.  
  209. HERO'S MEMORIAL SHINTAI
  210. Cost: - ; Mins: Essence 6; Type: Simple
  211. Keywords: Form-Type, Obvious
  212. Duration: One scene
  213. Prerequisite Charms: Special
  214.  
  215. The Dark and Stormy Knight is a fanciful story. He is Righteous; he Grasps the Horizon. These are lies that a sad mounteback tells himself to hide his shame and his fear. He will never be more than a charlatan, a knight-pretender who fails because he is too afraid to dream. He knows his dreams cannot come true. Sighing with crushing depression, the Infernal wraps himself in burial shroud and prepares for his ultimate doom.
  216.  
  217. His body becomes heavy and static like the tombs of the Neverborn. His Essence pattern is locked in place and cannot be moved. For the remainder of the scene, he cannot be harmed by mere stories. He is immune to any effect bearing the Illusion or Shaping keyword and is also immune to non-physical damage. Likewise, he cannot use any Charms that create such an effect and cannot use Sorcery at all if he is initiated. The only exception to this rule is All Stories End, which has its willpower cost reduced to one instead.
  218. The sluggishness in his joints prevent rapid movement of any kind. He cannot use perfect dodges or any Charm that would allow for instantaneous movement, and any Charm that would raise his Dodge DV or increase his base movement rate have their mote cost increased by two.
  219. The depressing knowledge of his inevitable death cause him to automatically generate one point of charge each time his DV refreshes.
  220.  
  221. #
  222.  
  223. CYCLONE BEGUN ANEW
  224. Cost: - ; Mins: Essence 3; Type: Permanent
  225. Keywords: Native
  226. Duration: Permanent
  227. Prerequisite Charms: First Genzhasphyr Excellency
  228.  
  229. All paths eventually lead the Contemptuous Tempest back to where he started. Even if he were to grab hold of the Daystar and be carried beyond the horizon, he would return to Creation the following dawn. Ever wishing to change his course so that the voyage from beginning to beginning is less miserable, the Storm that Grasps the Horizon leaps for joy with every fresh start and every small victory. With each successive failure, though, his disappointment builds like clouds in the shape of a mighty fortress. The smoldering awareness of his own frailty brought by this miserable hatred he revels in as much as true joy. The Infernal gains a 10 mote Peripheral Essence pool which gains one mote for every hour spent forging or improving an Intimacy, whether positive or negative.
  230.  
  231. FOOLISH HOPE ELATION
  232. Cost: - ; Mins: Essence 2; Type: Permanent
  233. Keywords: None
  234. Duration: Instant
  235. Prerequisite Charms: Cyclone Begun Anew
  236.  
  237. For all his cynicism and judgemental self-righteousness, the Storm that Grasps the Horizon is truly a fool who will set aside his reservations at the first sign of success. Whenever the Warlock learns that another character shares a positive or negative Intimacy with him, regardless of the specific context, he immediately gains a positive Intimacy towards that character. He no longer has a limit on the number of positive Intimacies he may sustain and will recall at least the name of a one-time acquaintance even decades later, so long as the Intimacy remains positive. The Intimacies added by this Charm are not enforced by magic and may be changed as usual, though they may not fall off unless they have soured and gained a negative context. Additionally, whenever the Infernal gains a new positive Intimacy, he immediately gains a point of Willpower.
  238.  
  239. IMPLACABLE SOULSTEEL FINIAL
  240. Cost: 1m 1c; Mins: Essence 3; Type: Reflexive (Step 2)
  241. Keywords: Combo-OK, Obvious
  242. Duration: Instant
  243. Prerequisite Charms: Foolish Hope Elation
  244.  
  245. The Contemptuous Tempest may sometimes stumble, his winds scattering in every direction as he makes a false step. In doing so, he dissipates from his own movement - no mere foe may bow the force of the Storm that Grasps the Horizon. So too are those who ride the stormwind warded from being cast down as the Tempest draws incoming strikes to him like an immovable lightning rod. The Infernal may use this Charm in response to any attack that he can sense that targets the subject of a positive Intimacy. With the activation of this Charm, he floods his mind with positive emotions, burning off some of his negative charge as his Essence alters itself to match. This sudden pooling of positively-charged Essence attracts the negative intent of the attack toward him instead of its original target. If the attack requires physical contact to inflict damage and the Infernal is not near enough, then the aggressor simply swings ineffectively at empty air. Otherwise, the attack resolves itself normally with the Warlock as the target. If this Charm is comboed with an effect that provides a perfect defense, then this Charm suffers from the Imperfection of the Storm that Grasps the Horizon.
  246.  
  247. BEAUTY WITHOUT THOUGHT
  248. Cost: 10m 1wp; Mins: Essence 4; Type: Simple
  249. Keywords: Shaping, Sorcerous, Training
  250. Duration: Instant
  251. Prerequisite Charms: Foolish Hope Elation
  252.  
  253. Genzhasphyr believes he understands Malfeas better than most because they are much the same - only that Malfeas' sorrow is much deeper. In the manner of ice floating atop a pond is lesser than an iceberg are the Storm and the City different. For all the sense of scale and the mass of ice drowned under cold water, they are fundamentally the same. Perhaps he is right. Only time will tell.
  254.  
  255. In the meantime, he intends to save the onetime King of Kings from himself through example garnered from personal experience. Just as Malfeas can find beauty unpoisoned by malice, Genzhasphyr once found that there is a beauty in the stilled mind. By adhering so closely to a defined standard of beauty, one loses out on all other permutations: the Unconquered may win all beauty contests, but he will never truly be more beautiful than the Fickle Lady. Drawing inspiration from her Chosen, the Warlock allows his instincts to flow freely, seeing the dreamlike shapes in the cloud of form.
  256.  
  257. The subject of this Charm suddenly gains an Attribute Specialty of his player's choice. Due to the magic of this Charm temporarily making the character's Essence pattern amorphous as a cloud, his player may choose to spontaneously gain any number of negative mutations to help ameliorate the cost of the Specialty. Any excess negative points gained from mutations are lost if not used.
  258.  
  259. The Brass-Dancer is currently sporting a beauty mark under his right eye as a result of this Charm (Appearance +3; People Who Like Beauty Marks) as an attempt by the Storm that Grasps the Horizon to show how an imperfection might improve something rather than detract from it.
  260.  
  261. THUNDEROUS LEGEND DICTATION
  262. Cost: 10m, 5c, 2wp; Mins: Essence 6; Type: Simple
  263. Keywords: Shaping, Sorcerous
  264. Duration: One scene
  265. Prerequisite Charms: Implacable Soulsteel Finial, Beauty Without Thought
  266.  
  267. The Storm that Grasps the Horizon was not always so forward-facing as he is now. In a time gone by, he deliberately lost himself in a thousand fictions of his own devising, sinking further into the icy waters of his own flood with each successive dream. Only by constructing tale after tale of his triumph over adversity was he able to escape this stream and climb his falling tears to the heavens. Perhaps even that was a tale and the true Dark and Stormy Knight still lies drowning under the weight of his own armor. Such speculation is irrelevant and depressing.
  268.  
  269. The Infernal gathers as much of his own negativity as he can stomach before releasing it through nearby dragon lines, tinting everything within his (Essence x Willpower) yards royal blue. Refreshed, he immediately launches into a monologue narrating his own actions and those of anything he desires within this Charm's range, rolling (Manipulation + Performance or Presence) as he begins. For every three successes on this roll, he may perform one Wyld Stunt as if he were a raksha with five points of the Style background (minimum 1 Wyld Stunt). Once he has used up all his Wyld stunts, the blue color fades, and he is unable to use this Charm again for the remainder of the scene.
  270.  
  271. FOOLISH HATE DEPRESSION
  272. Cost: - ; Mins: Essence 2; Type: Permanent
  273. Keywords: None
  274. Duration: Permanent
  275. Prerequisite Charms: Cyclone Begun Anew
  276.  
  277. Most of the time, things just don't work the way they should. Humans ignore what the tales and legends of their childhood taught them and seek only their own gratification. From time to time, a hero will rise up against the darkness, but without the support of the people, he will fall. They don't want to escape their situation; they just want to say they tried. They'll raise a statue for their martyr, but they will not change. The Contemptuous Tempest sought to escape this hypocrisy amidst the perfect titans who shaped the world, but he has found this sickness among the Yozis as well. There is no way to win.
  278.  
  279. Whenever the Infernal witnesses a character perform an action contrary to their Motivation or Intimacies, he immediately gains one lost Virtue channel and one point of charge as his contempt roils into a new negative Intimacy.
  280.  
  281. DENIAL OF THE CHILDISH HEART
  282. Cost: 4m, 1wp; Mins: Essence 3; Type: Reflexive (Step 2)
  283. Keywords: Combo-OK
  284. Duration: Instant
  285. Prerequisite Charms: Foolish Hate Depression
  286. The Contemptuous Tempest has no time for idle fantasies or the senseless babblings of the infantile mind. These things he must necessarily ignore in order to maintain his sanity and the bluster of his winds. By activating this Charm, the Infernal suddenly gains insight into the workings of an opponent's mental or social attack; more specifically, he instantly discovers its greatest flaw and blurts it out without thinkng of the consequences. This provides a perfect defense for all listeners against the attack but also lowers his Dodge MDV by his foe's Charisma (maximum 5) until his MDV refreshes. After an outburst like that, he cannot simply ignore the faults in his own arguments.
  287.  
  288. ARMOR OF BLACKENED DREAMS
  289. Cost: 5m, 1wp; Mins: Essence 4; Type: Simple
  290. Keywords: Combo-Basic, Obvious, Shaping
  291. Duration: Indefinite
  292. Prerequisite Charms: Foolish Hate Depression
  293.  
  294. The Righteous Thunder long ago forsook sleep. With each night, he feared he would not awaken again, unable to face the harsh reality on the other side. He will not stand for others attempting to force dreams upon him so long as this world remains dark. When the Infernal activates this Charm, any armor he might be wearing takes on a sort of dark ephemeral haze. This haze functions as shaping armor of equal value to the Resources or Artifact rating of any ordinary armor or the minimum Essence rating of armor created by a Charm or spell. If ordinary armor is enhanced by a Charm, use the highest value.
  295.  
  296. If the Infernal does not possess any forged Graces, this Charm instead increases his natural resistance to shaping by an amount equal to this value. So long as the Warlock wears this armor, the use of shaping Charms also becomes more difficult relative to him. Any shaping Charms that he possesses cost one additional point of temporary willpower to activate, and any shaping Charm used against him cost one less willpower to resist (minimum zero).
  297.  
  298. If the Warlock also knows Lightning Rider Authority, then he adds the Wyld to the list of environments from which that Charm protects him while this Charm is active. Likewise, if he has The Dubbing, then the benefits of that Charm also include raksha while he is wearing the armor.
  299.  
  300. ALL STORIES END
  301. Cost: 10m, 5c, 2wp; Mins: Essence 6; Type: Reflexive (Step 5)
  302. Keywords: Combo-OK, Obvious, Shaping
  303. Duration: Instant
  304. Prerequisite Charms: Denial of the Childish Heart, Armor of Blackened Dreams
  305.  
  306. The Contemptuous Tempest is called such for his unrealistic expectations from comparing things of the real world to those of fiction. When cast against the ideal, what can stand? Yet even the flawless dreams of the Primordials were brought low by the crushing might of the real. If this is inevitable, then he will not fight it; he will bring the personal fictions of those fools who still believe crashing down and show them the ugliness of the world. To do otherwise would be cruel.
  307.  
  308. Gathering his negativity en masse, the Infernal forms an orb of blue-black energy in his hand, small trails of lightning flailing over the sides. With a painful cry, he forces this sphere against the alleged reality of a shaping attack, Charm, Sidereal astrology, or spell, ignoring its target and whether it is an instant effect or has been ongoing. He makes a reflexive Willpower roll against a difficulty equal to the targeted effect's minimum Essence. If the roll succeeds, then the effect is utterly dissolved into an amount of gossamer equal to its minimum Essence.
  309.  
  310. This Charm may also be used to enhance an attack. If this Charm is used against raksha, they must spend five willpower or immediately burst into gossamer as if they were a shaping effect. Dematerialized spirits struck by this attack must spend three willpower or become permanently locked in material form. As an exception to this rule, ghosts are instead cast into Lethe.
  311.  
  312. A second purchase of this Charm at Essence 8 allows this Charm to be used on a living Primordial. If this Charm is used against a Primordial, they must spend one willpower or be cut free from their soul hierarchy, losing all jouten but one of their choosing and becoming an Ishvara. The souls of a severed Primordial immediately become independent gods, though they retain the Creature of Darkness designation if they already possessed it.
  313.  
  314. CYCLONE REMAINS UNBROKEN
  315. Cost: 55m, 10c, 5wp; Mins: Essence 8; Type: Simple (dramatic action)
  316. Keywords: Obvious, Shaping, Training
  317. Duration: Instant
  318. Prerequisite Charms: Mountebank Ascendant Shintai, Thunderous Legend Dictation, All Stories End
  319.  
  320. The greatest thing that a man may do with his life is to give it entirely to a most worthy cause. For Genzhasphyr, this was to become the King's right hand, but for others he has paved another path that he deems himself unworthy to follow. It was the dreams of the Primordials that forged Creation, and those tales must never die. In order to use this Charm, the Green Sun Prince must be in physical contact with a Primordial's jouten and another target that is not a Primordial, which may be himself. When he activates this Charm, he gathers the whole of his negativity into his soul and releases it in a colossal wave of potential "bad endings" to the legends that comprise the touched Primordial. These endings disperse into Wyld energy, erased for the moment. With a colossal effort of will, he begins a new chapter of the legend wherein the Primordial ascends to greater glory. He makes a (Manipulation + Performance or Presence) roll against the combined Essence of the Primordial and the second target. For each point of willpower either target spends, the Warlock loses one die from this pool. If the Infernal succeeds, the non-Primordial target loses all of its Charms if it has any and is refunded their XP value. It immediately becomes a third circle soul of the chosen Primordial and may increase its traits as it desires as a training effect. This may also include learning unique panoply Charms befitting its status.
  321.  
  322. In order to select a Neverborn as the Primordial target of this Charm, the Green Sun Prince must stand at the heart of its tomb-body. If he succeeds, the non-Primordial target bursts into its component motes, and the Neverborn implodes around the Warlock, rebounding off of his Exaltation and inflicting 10 levels of aggravated damage. The Infernal automatically knows about this blood cost before using the Charm and may not defend against the damage as a willing penance to the fallen Primordial. The once-Neverborn immediately regenerates as a new Primordial as if it had merely suffered fetich death. It subsequently manifests a new jouten through (Primordial) Worldshaper Assumption. The Green Sun Prince reappears from the maelstrom of Essence within arm's reach, as does the non-Primordial target, who has become the new Primordial's fetich soul and as such contributes to a much larger part of its personality.
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