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  1. Asarkos
  2. The Cathedral of Flesh, The Hortus Grotesque, The Garden of Carnal Delights
  3.  
  4. Associations
  5. Flesh, Bone, Blood, Disease, Infection, Deformity, Consumption, Assimilation, Seduction, Fear, Madness, Paranoia, Obsession
  6.  
  7. The Sarxian Urge (The Urge to Converge)
  8. There are things in this world that are not Asarkos; these things are fundamentally imperfect, and must be made whole. But therein lies the problem: If everything that is not Asarkos is incomplete, how can anything be made whole? Why, the answer is simple: All things must be subsumed into the Cathedral of Flesh. It's influence must infect every fiber of existence. Only then will It be content.
  9.  
  10. Compassionate Sarxian Princes feel great pity for all things, and believe they are the only ones with the vision to change the world for the better. They mirror Asarkos's affinity for the weak and downtrodden, who cannot accomplish much individually, but when brought together for a common purpose, they can build nations... or tear them down. Those with high Conviction are nigh unstoppable in the desire to spread their viral influence. It doesn't matter if the Prince destroys that which is important to him; all that matters is that his goals are accomplished. Princes with high Temperance are incredibly patient, willing to wait years, even decades, for their power to grow before beginning their relentless march toward their ultimate destination. There is no need to rush, all will be subsumed in due time. Valorous Princes find tremendous joy in conflict, almost begging for something to stand in their way. Anything that tries to stop them will be assimilated, making the Prince even stronger.
  11.  
  12. Example Urges:
  13. Infiltrate the Silver Pact to initiate a program of selective breeding to replace humanity.
  14. Introduce polygamist relations as the new social-norm in all of the Realm, all children are community children.
  15. Cull the inferior of Nexus and redistribute their property to a greater good.
  16.  
  17. The Torment of Asarkos
  18. The influence of the Cathedral pervades everything it touches, forcing those Infernals bound to It to share in It's Torment. When a character bearing a Sarxian Urge acquires 10 points of limit, the suffer the Curse of Asarkos, forcing It's infection to spread uncontrollably. A horrible infection radiates from the Infernal, blighting everything with (Essence x 200) yards. This corruption manifests as fleshy growths that consume the object entirely if given enough time. Any creatures with a (Stamina + Resistance) less than the Infernal's (Essence + Primary Virtue) has (Infernal's Essence) health levels infected (as per the Infection keyword), and is driven to horrible rage (as per an uncontrolled Berserk Anger limit break). Those already infected by other methods are driven mad regardless of their traits. This Curse also effects any intimacies the Cathedral of Flesh does not approve of.
  19.  
  20. Precipitous Fiat: Incomplete Existence Suggestion
  21. The Cathedral of Flesh is not some unthinking beast, devouring everything It can, rather It is a careful seducer, only assimilating that which is willing... and useful. Whenever the Infernal convinces someone that they are unable to succeed at an important task (usually their Motivation) without joining the Infernal in completing his own goals, he may roll his Compassion and reduce his limit by the successes.
  22.  
  23. Sarxian Essence Overwhelming
  24. The Hortus Grotesque is obsessive and determined, always striving toward one goal, which it will endure any agonies and inflict any horrors to achieve. It is patient, loathing sloth, and persistent, shunning despair. Each victory is a finished step to be exulted in, while each defeat is a setback to be brooded over. Asarkos has faith that its success is inevitable, for its form is utterly perfect. It is self-reliant and self-perpetuating, with no need to rely on the trash known as other beings. Indeed, to need others is a dreadful weakness, one that Asarkos long purged from itself; it trusts no-one, for it can only rely on itself. Asarkos leaves no space and has no time for others – its victory must be absolute, with no half-measures. It is all-consuming, a prideful carrion-feeder, turning each fallen enemy and seduced foe into further strength for itself. It enjoys goading others into conflict, preferring to react to their foolishness rather than risk overreaching itself. In this, its competitive nature is made clear; Asarkos is a perfectionist, and applies this demanding elitism to its own form, pitying the pathetic efforts of others to match its organic beauty. The weakness of others is irredeemable, so their only hope is to become one with Asarkos itself, joining the Garden of Carnal Delights in full. Asarkos is a hedonist, and sees little difference in conquering others physically or spiritually; temptation is a viral tool, and one that it luxuriates in, calling it necessary.
  25.  
  26. This Excellency can enhance any action taken by the character to protect their own form or reputation. It also aids the genesis of organic life, though Asarkos favours self-righteous plagiarism and alteration over outright creation. It also enhances attempts at seduction. The Excellency can never be used to enhance an action taken with a teamwork bonus, unless the characters granting that bonus were directly created by the Infernal; the Body Most Exulted scorns aid, knowing that others must come to him, not vice-versa.
  27.  
  28. Mythos Exultant
  29. Nothing thrills the Cathedral more than the prospect showing other's how weak they are when compared to It's own perfection. For every stunt die the Violator rolls, she chooses two characters within (Essence x 10) yards of her. If the threshold successes on that roll exceed these characters' Dodge MDV, they loose a number of dice on their next rolled action equal to twice the stunt's value. The Infernal gains one extra mote for each character so awed, or one extra point of willpower for every two characters. Exalts may spend one point of temporary willpower to ignore this effect for the scene, whereas other essence users must pay two points of temporary willpower. Mortals must spend three point of temporary willpower, as it is all they can do to not fall to their knees in wonder.
  30.  
  31. Ascendancy Mantle of Asarkos
  32. Asarkos needs nothing beyond Itself, for that which is not Itself is useless. Infernals with this charm are incapable of attuning to artifacts not forged from their own flesh or essence.
  33.  
  34. Sorcerous Enlightenment
  35. The Cathedral of Flesh is a living infection, blighting all that It touches. It's initiation allows for absolute mastery over spells that create diseases, corruption, infections, and spread effects in a viral manner. Any such spells do not require willpower to cast. Some example spells are Corrupted Words, Malediction of the Distorted Compass, River of Blood, Hideous Confusion of Tongues, Enemy of Nature, and Essence Inversion. Asarkos is incapable of casting spells that summon creatures of any sort (save those spells that summon creatures the Body Most Exulted Itself has created). One final restriction exists: This sorcerous enlightenment cannot be used to cast Unconquerable Self, as the Cathedral loves Itself far too much to cast this spell under any circumstances.
  36.  
  37. New Keywords:
  38.  
  39. Infection:
  40. Whether harming others, or healing them, the Cathedral of Flesh leaves its mark on all that It touches. Infection is marked as Health Levels (with the brackets colored or highlighted to mark the taint).
  41.  
  42. Vector:
  43. A charm with this keyword has effects on those who have been tainted by way of charms with the Infection keyword.
  44.  
  45. Mass:
  46. A charm with this keyword has effects based on how many creatures the Infernal has absorbed with Worthless Rabble Assimilation.
  47.  
  48.  
  49. Viral Core Apotheosis
  50. Cost: (1bhl); Mins: Essence 1; Type: Permanent
  51. Keywords: Infection, Vector
  52. Duration: Permanent
  53. Prerequisite Charms: None
  54.  
  55. The Cathedral of Flesh is not so much a creature as It is a disease, a sentient virus living only to infect all that is. Upon learning this charm, all of the Infernal's health levels become permanently, and irrevocably, infected. Characters with this charm also gain immunity to all spiritual diseases of the First Circle, as Asarkos is unimpressed with those diseases that merely leave their victims begging for death after months of suffering. This effect upgrades automatically at Essence 3, granting immunity to diseases of the Second Circle as well.
  56.  
  57. This charm also makes the Infernal highly contagious. Anyone who partakes of the fluids one so infected (such as someone ingesting their blood, or engaging in sexual intercourse) must roll (Stamina + Resistance) at (Infernal's Resistance) difficulty. Failure results in (Essence) infected health levels. Those who have been infected gain the same immunities, and spread the corruption in the same way, save they use the Infernal's traits rather than their own.
  58.  
  59. As a final benefit, the Infernal can pay one bashing health level, and force themselves to bleed. For the next (Stamina) actions, anyone the Infernal successfully damages with their natural weapons must roll for exposure to his infection, save that all the damaged health levels are infected.
  60.  
  61.  
  62.  
  63. Worthless Rabble Assimilation
  64. Cost: -; Mins: Essence 2; Type: Permanent
  65. Keywords: Mass, Vector, Obvious
  66. Duration: Permanent
  67. Prerequisite Charms: Bone and Blood Hound Scent
  68.  
  69. The only way for one's life to have any true meaning is to become one with the Cathedral of Flesh; it must be truly unbearable to be separate from such perfection. Whether punching a whole through their chests, crushing their heads, or simply ripping their bodies to pieces, the Infernal messily absorbs those who die by his hand. This charm permanently enhances the Infernal's killing blows, but only those performed with his own body. Whenever the Infernal absorbs a living character, he regains one mote for each dot of that character's permanent essence. A second purchase of this charm at Essence 3 rewards the Infernal by healing one bashing health level for every two dots of his victim's permanent essence; at Essence 4, this automatically upgrades to one bashing health level for every dot of permanent essence. The Infernal can only assimilate (Essence x 2) creatures per scene, as he is too “full” to eat another bite. If the Infernal's victim has been infected, then he recovers twice as many motes or health levels.
  70.  
  71.  
  72. Virulent Consumption
  73. Cost: 1m; Mins: Essence 2; Type: Simple
  74. Keywords: Vector, Touch, Combo-OK
  75. Duration: Instant
  76. Prerequisite Charms: Viral Core Apotheosis
  77.  
  78. Nothing can stop the march of the All Plague, for It shall consume everything. Upon activating this charm, the Infernal touches infected character and rolls their (Resistance + Essence), adding a number of dice to this pool equal to the target's already infected health levels. Each success beyond the target's (Resistance) infects another health level.
  79.  
  80. Cancerous Euthanasia Technique
  81. Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)
  82. Keywords: Vector, Combo-OK, Obvious
  83. Duration: Instant
  84. Prerequisite Charms: Virulent Consumption
  85.  
  86. Asarkos does not kill out of hate, It does so out of pity. It cannot bear to see that which is not Itself continue to live in such misery. This charm enhances an attack with the Infernal's own body. The infection dwelling within the target explodes into horrid life, blackening flesh and boiling blood. This charm creates a separate pool of bashing damage equal to the target's infected health levels which can only be soaked with Stamina. Each successful die of post-soak damage further infects an untainted health level (if any remain). The damage caused by this charm automatically upgrades to lethal at Essence 3. The flesh of those killed by this charm melt into puddles of red and black ooze, fit only for consumption through Worthless Rabble Assimilation.
  87.  
  88. Bone and Blood Hound Scent
  89. Cost: (3m); Mins: Essence 2; Type: Permanent
  90. Keywords: Vector
  91. Duration: Permanent
  92. Prerequisite Charms: Viral Core Apotheosis
  93.  
  94. The Hortus Grotesque has consumed much in It's lifetime, and in this time It has learned to detect the subtle nuances of It's many meals. There are so many aromas and textures, so many undertastes and aftertastes. It is all Asarkos can do not to... sample everything that comes It's way. This charm permanently enhances the Infernal, giving them the benefits of Keen (Sense) Discipline and Unsurpassed (Sense) Discipline for Smell, Taste, and Touch, though the latter only applies to what the Infernal touches with his mouth. This allows the Infernal to track those who have been infected with greater ease, providing one bonus die on tracking rolls for each of the target's infected health levels. By committing three motes to this charm, these bonus dice become automatic successes, though they count towards dice adder caps.
  95.  
  96. These heightened senses do not come without a price however. Such sensitivity makes the Infernal painfully aware of the insidious rotten quality of dead meat. It doesn't matter how well it is cooked, or how delicately it is seasoned, the foulness beneath always rises to the surface. Actually consuming such filth nauseates the Warlock, forcing them to roll (Stamina + Resistance) at (Essence) difficulty. Success allows them to vomit, expelling the disgusting material, while failure imposes an internal penalty on all non-reflexive actions equal to their own Resistance. This roll may be made once per tick as a Miscellaneous action during combat.
  97.  
  98. This condition forces the Infernal to only gain sustenance fresh meat, the kind you only get from a body that's still warm. This by no means forces the Infernal to go on a killing spree whenever he is feeling peckish; he may still gain nutrition from fresh fruits and vegetables, though meat remains the only thing that will truly quiet his belly. If the Infernal knows Worthless Rabble Assimilation, those he absorbs are acceptable meals for his discerning pallet.
  99.  
  100.  
  101. Exultant (Humor) Overflow
  102. Cost: -; Mins: Essence 2; Type: Permanent
  103. Keywords: None
  104. Duration: Permanent
  105. Prerequisite Charms: None
  106.  
  107. Asarkos does not waste It's time with the non-physical aspects of virtue; as far as It is concerned, what others call “Valor” and “Compassion” are as much a part of It as It's own flesh and bone. Infernal Exalts can purchase this charm once per dot of Resistance (to a maximum of four times), with each purchase enhancing a virtue rated at 5. The choice cannot be altered. Learning this charm permanently raises the Virtue of the corresponding Humor to six (if it were not at that level already). So long as the Infernal retains all six virtue channels, he automatically succeeds on all virtue rolls (requiring the expenditure of willpower to resist the urges of extreme virtues), and experiences other benefits based on the corresponding humor.
  108.  
  109. Sanguine Humor: The organic beauty of Asarkos is beyond compare, and It sees any who would mar that beauty as obstacles to be overcome by It's glorious sensual might. This charm permanently enhances the Infernal's Valor, replacing any courageous context a sexual context. For example, rather than feeling the urge to defeat a foe in combat, the Infernal would feel a desire to seduce and copulate with them. So long as he retains all six Valor channels, he ignores any penalty for having a lower appearance when trying to seduce someone better looking than himself.
  110.  
  111. Choleric Humor: There is only one way Asarkos knows how to show kindness: And that is by culling the masses and leaving only the strong. Of course, Asarkos Itself is the only Thing that can truly be called “Strong,” leaving everyone else two options: Accept assimilation, or die. This iteration of the charm permanently enhances the Infernal’s Compassion, replacing any display of kindness and mercy with one of consumption and murder.
  112.  
  113. For example, rather than offering a small orphan girl something to eat, the Infernal would offer her his own infection. If she refused, she would have to die (barring the expenditure of willpower on the Infernal’s part). There’s no conceivable way she could survive on her own, so the only option is a merciful death. Unfortunately, a young Sarxian Prince would find weakness everywhere he turned. To avoid this pitfall, the Infernal chooses a number of “triggers” equal to his permanent essence. These “triggers” are generic situations in which the Infernal’s heart weeps for the less fortunate, and where he is compelled to spread his benevolent cancer.
  114.  
  115. So long as the Infernal retains all six Compassion channels, he may make those foolish enough to resist him more… pliable. The Infernal constantly exudes a thin red mist that spreads out to (Essence x 5) yards. All within this area suffer an internal penalty to all MDVs to resist the Infernal’s generosity equal to (Essence/2).
  116.  
  117. Melancholic Humor: Asarkos laughs at It’s former masters; they’re entire predicament was brought on by a search for an end to “despair,” whatever that is. Asarkos does not have time to weep, for It is far too busy moving forward. This version of the charm permanently enhances the Infernal’s Conviction, making his motivation absolute. Any effect that would alter his Motivation may be perfectly dodged at the cost of 1 point of temporary willpower. Doing so breaks any ongoing effects from the dodged influence, and this may be done later to throw off influence as an alternative to dodging the initial social attack or other source. In addition to the normal restrictions of high Conviction, the Infernal is unable to act against his Motivation without spending a point of temporary willpower, and wholly unable to change it until it is complete.
  118.  
  119. So long as he retains all six of his Conviction channels, he does not require sleep, and suffers no penalties for sleep deprivation. Since he does not require sleep, the Infernal does not roll for willpower in the morning; instead he is awarded one point of temporary willpower for each hour of uninterrupted work, so long as it brings him closer to completing his motivation. Unfortunately, the Infernal also suffers from the partial version of the Heart of Flint limit break as long as he retains that excess Conviction channel.
  120.  
  121. Phlegmatic Humor: (This one continues to trouble me).
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