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  1. Each Green Sun Prince carries within her both a guide and a watchdog in the form of an unwoven coadjutor, the consciousness of a First Circle demon condensed into an immaterial state and ingrained into her soul through the mechanisms of the Chrysalis Grotesque. Sometimes, this voice is quiescent, content merely to regulate the functioning of the Prince's Urge and to inflict the Torment of the Yozi when the Prince strays too far from her mission. In other cases, the coadjutor is more proactive and is capable of giving guidance to the Prince and even limited aid; his fate is, afterall, now bound to the infernal's own.
  2. Ratings:
  3. 0 dots - None. Your unwoven coadjutor generally remains silent save for when the vagaries of Torment send its message through loud and clear.
  4. Alternatively, your coadjutor never shuts up, and you must actively ignore its constant babble lest it drive you mad. Or perhaps it was damaged by holding the Exaltation for too long, capable of nothing more than gurgling into your dreams only once in a while. Another possibility sees your Coadjutor as being cheerful and well-intended, earnestly wishing to help and always ready to give advice to their prince... however, all such advice is invariably bad. The point is that the zero dot rating is never helpful, at best providing only a bit of companionship and at worst is an active burden. (It is the player not the storyteller who chooses how the zero dot coadjutor manifests)
  5. • Your coadjutor speaks to you on occasion and is willing to share with you its knowledge of Hell. When consulted, the demon has an effective dice pool of 3 for the purposes of Lore and Occult checks dealing with the Demon Realm, demon society, demonology, or similar. It may also serve as a tutor for learning any ability specialties that directly concern themselves with demon culture.
  6. If the Infernal does not already know Old Realm their coadjutor is willing and able to translate both written and spoken form of the laguage; as well as teach it to her over the course of one week of training time, or in small sessions over three weeks that do not require a full training commitment, potentially including time spent asleep for training, and without taking up a language dot.
  7. •• As 1 dot, and your coadjutor has an encyclopedic knowledge of demonic society and advises you on interactions with other demons. Add a two-die bonus to all Social rolls against demons. Additionally, you gain a free specialty in the Ability of your choice provided that the specialty pertains to demons or the Yozi Realm. Examples of suitable specialties include: Performance (Prayers to Cecelyne), Occult (Demon Summoning), Larceny (Malfean Street Gangs), War (Demon Mass Combat). If your infernal learns specialities that would invalidate this free speciality you may replace the useless speciality with a new one the next time she sleeps.
  8. Finally, his knowledge pool increases to 4 dice rather than three.
  9. ••• As two, and your coadjutor has made numerous forays into Creation and can recognize the sickly sweet scent of corruption that clings to mortals who worship the Yozis. You can detect and identify a Yozi cultist of any type, no matter how carefully he conceals his infernalist beliefs, through a successful (Perception + Socialize) roll, and your player adds a two-die bonus to all Social rolls made to command or manipulate such cultists.
  10. Additionally, the coadjutor's knowledge pool is 6 dice, rather than 4.
  11. Finally, at the 3 dot rating the Infernal gains one free merit from the provided list(see merits marked 'coadjutor'). She should remember, however, that this isn't actually her merit and is granted through the cooperation of her Coadjutor, Should he become uncooperative this merit may be withheld or potentially even be used against her.
  12. •••• As 3, and your coadjutor constantly studies your surroundings for possible dangers to you, ever ready to cry out a warning. Add a two-die bonus to all Join Battle rolls
  13. •••••As 4, and: Your coadjutor is so attuned to what happens around you that it literally provides a sixth sense. Add a two-die bonus to all Perception rolls.
  14. Additionally, at the 5 dot rating the Infernal gains one more free merit from the provided list(see merits marked 'coadjutor') for a total of two.
  15.  
  16. ___________________
  17. coadjutor free merit list:
  18.  
  19. -Common Sense
  20. Your character has an inner voice that warns her when her present course of action is unwise or dangerous, a voice that sounds remarkably like that of the Storyteller. Whenever the character prepares for a course of action that is objectively a bad idea (and especially when it is a very bad idea), the Storyteller will warn the character's player of the danger he has apparently failed to see. The Storyteller is obliged only to warn the player. Nothing prevents a stubborn or bull-headed character from doggedly pursuing a course of action that a more reasonable character would avoid.
  21. This advice is recieved in character through the coadjutor
  22.  
  23. -Cultists
  24. Your coadjutor kept a modest cult who remain active after his disappearance. One free dot of cult rating as their prayers now pass on to you, and a chance to gain either an additional dot of cult or up to two dots of followers if you act quickly to claim it.
  25.  
  26. -Danger Sense
  27. Your character has a knack for sensing treachery and other impending dangers. Through your coadjutor's warnings, a two-die bonus is gained on all Perception-based rolls for the character to detect ambushes, traps and other hidden dangers and also on Join Battle rolls.
  28. (or it allows you to purchase the 5 point dangersense for 2 points)
  29.  
  30. -Favor
  31. Your coadjutor had extensive dealings with powerful Citizens, and it just so happens that there is a Second Circle Demon in Malfeas who both owes them a favor, and considers it fair that such a favor be called in by the thing that their acquaintance has been spiritually pureed and glued onto. They may be requested to perform one service that is seriously inconvenient for them, but is not obviously life threatening, and they will do so without chicanery.
  32.  
  33. -Demon Eye
  34. The coadjutor posesses the ability to see patterns of Essence. This allows the coadjutor to see motes, Essence-fueled effects, power and invisible but magical creatures and effects. These things become valid targets for the coadjutor's visual Awareness rolls, including reflexive Awareness rolls, for which he uses the infernal's eyes and stats.
  35. The ability to perceive Essence patterns has the following effects. All Charms are treated as Obvious with respect to the coadjutor. Dematerialized and invisible creatures and effects are considered visible. The coadjutor can automatically recognize a creature with Essence 4+ as a supernatural creature. Characters using Stealth to avoid detection are not automatically revealed by their Charms, Essence trait or carried artifacts---for the same reason that colorful clothing does not automatically void mundane attempts at stealth. Instead, add the target's Essence in dice to any attempt by the coadjutor to pierce mundane or magical Stealth. Similarly, this Merit does not automatically void disguises, magical disguises and similar deceptions, although circumstances might warrant a bonus to see through them. If the coadjutor makes a conscious attempt to analyze what he sees, this Charm allows a roll to do so(using the coadjutor's dice pool of 6). Identifying the exact effects of an unknown Charm or spell is difficulty 5. Gauging the rating of a person's Essence trait, a demesne, a manse or an artifact has difficulty 2.
  36. The utility of this merit is dependant upon the coadjutor informing the Infernal of anything that seems important, whether because it was asked or chose to volenteer this information. Furthermore it's effectiveness is limited by the coadjutor's ability to describe what he senses in a way the Infernal can understand and react to.
  37. Finally, the coadjutor's alertness automatically gives the infernal +1 Awareness on all rolls.
  38.  
  39. -Eidetic Memory
  40. Your coadjutor is always watching and has a remarkable memory, able to recall anything she has ever observed with picture perfect clarity. She can recognize someone by a whiff of perfume, repeat verbatim an epic poem first heard years earlier or recognize a specific person from among a crowd of hundreds. Generally, there is no roll to recall anything the character has ever experienced. Yet, if the character
  41. either attempts to recall something while under stress or tries to remember some detail she first observed during a stressful situation, the player must roll (Intelligence + Awareness), with a difficulty assigned by the Storyteller based on the level of stress involved. If the character with Eidetic Memory has a low Intelligence, the Storyteller may allow the substitution of Wits instead.
  42. -Healing Factor
  43. The Infernal's coadjutor actively knits her flesh together, enabling her to heal one level of bashing damage every minute or one level of lethal damage per hour. The healing of aggravated damage is unaffected. Furthermore, this healing occurs whether or not the character is resting.
  44.  
  45. -Improved Join Battle
  46. Your character can smell an oncoming battle as easily as others might scent the smoke from a slow-building fire. Your Character's Coadjutor adds a three-die bonus to the character's Join Battle rolls.
  47.  
  48. -Improved Resistance
  49. Improved Resistance assists the character in resisting the effects of poisons, drunkenness and/or disease. The Coadjutor's efforts to maintain the Infernal's body give her an Improved Resistance, adding a three-dice bonus to all (Stamina + Resistance) rolls to resist disease, poison or intoxication.
  50.  
  51. -Inheretance
  52. up to two dots, mutations taken must reflect the coadjutor.
  53. {The power of the Yozis courses through the character's veins, making her far more than the pitiful mortals who surround her. This Background represents the extent to which the raw mystical power of the Yozis and their offspring permeate the character's Essence, augmenting her physical, mental and spiritual abilities but often warping her soul as well. It confers the blessings of the Yozis, but such blessings usually come with curses attached. Each dot of Demonic Ingeritance gives the character additional bonus points to apply at character creation. These bonus points can be spent on anything except Backgrounds. Each dot also represents the maximum number of negative demonic mutations the character can take in order to acquire even more bonus points.
  54. If a character acquires a Demonic Inheritance after character creation (either through the Investiture of Infernal Glory or through the Demon-Blooded Endowment), the Background instead grants a certain number of experience points, with additional experience points available if the character also acquires demonic mutations.
  55. Among the Yozi-Kin, a character's Demonic Inheritance rating is determined by the demon who originally used the Demon-Blooded Endowment Charm to transform the character. Amon Hellspawn and devil beasts, the character's maximum rating in this Background is (half the sum of the parents' Essence ratings, rounded up). All akuma automatically gain Demonic Inheritance 5, which costs them nothing.
  56. Regardless of the source of the character's Demonic Inheritance, each dot of this Background makes it progressively easier to identify the character as one who has been touched by the Yozis. If another character's player rolls (Perception + Occult) for his character to notice the tell-tale signs of demonic corruption which linger about the Demon-Blooded, he will gain (Demonic Ingeritance / 2) bonus dice (rounded up) to the roll.
  57. Certain beings, most notably the direct Demon-Blooded progeny of the Yozis themselves such as Lintha Ng Oroo and the four lesser Malfean winds, effectively have Demonic Inheritance N/A. The benefits that accrue to such potent Demon-Blooded beings are best left to the Storyteller's discretion.
  58. 0 dots - You have no discernible demonic heritage.
  59. 1 dot - Your demon blood is thin. Your sire and/or patron was likely a demon of the First Circle. It is possible that you don't even know the circumstances of your birth. You gain six additional bonus points at character creation and may take up to 10 points in negative demonic mutations. If you acquire your inheritance later, you gain up to 10 experience points, plus up to five points from negative mutations. (Perception + Occult) rolls made to notice your demonic heritage gain a one-die bonus.
  60. 2 dots - Your blood runs true. Your sire was a powerful First Circle demon, or you were anointed as a favored servant of a small Yozi cult. You gain 12 additional bonus points at character creation and may take up to 15 points in negative demonic mutations. If you acquire your inheritance later, you gain up to 30 experience points, plus up to 15 points from negative mutations. (Perception + Occult) rolls made to notice your demonic heritage gain a one-die bonus.}
  61.  
  62.  
  63. -Internal Compass
  64. Your character has an intuitive sense of direction. She can automatically orient herself according to the cardinal directions without effort, and she gains a one-die bonus on all navigation rolls made for her, whether to pilot a ship or to find her way through a maze. If your character finds herself in an unfamiliar realm(such as a creation-born stumbling into autochthonia) she finds herself quickly adjusting to navigating this new place as well.
  65.  
  66. -Internal Compass(Malfeas)
  67. as above, but limited to malfeas for flavor reasons
  68.  
  69. -Coadjutor:Lacky
  70. Your coadjutor survived and perhaps thrived by being useful. Just having him grants you two points of specialties that may be spread among the following abilities: (Craft, Bureaucracy, Linguistics, Ride, Sail, Preformance, Larceny)
  71.  
  72. -Limit
  73. So woven are you and your coadjutor’s minds that playing to the mad impulses of the demon can soothe the madness of the Exalted mind. You acquire a unique Act of Villainy identical to the default Motivation of your coadjutor's species; spending a scene working toward that Motivation allows you lose a single point of Limit. If this Motivation would be impossible for a human, it is adapted to a more usable version that is similar in spirit; a decanthrope coadjutor, for example, would allow you to lose a single point of Limit at the end of any scene in which you acquired a useful underling, while a firmin coadjutor would reduce Limit at the end of any scene in which you built or improved your current dwelling.
  74. However, your coadjutor also provides you with a single intimacy, which counts toward your normal (Willpower + Compassion) limit. This intimacy is always appropriate to the demon realm and the coadjutor; a marotte coadjutor might provide a positive intimacy toward demonic craft, greasy hair, bezoars, Malfean architecture, human babies, Gumela, Jacint or Adorjan, or a negative intimacy toward idleness. This intimacy can be eroded as normal, but you effectively spend a scene renewing it whenever you regain Willpower from sleeping or(if you also chose one of the backgrounds that allow it) increase a trait/learn a language/gain a specialty with the help of your coadjutor. (Should the coadjutor's nature undergo a significant shift, so can this intimacy, though it must remain appropriate.)
  75.  
  76. -Linguistic Genius
  77. Your character has a knack for picking up additional languages, more so than his Linguistics rating might indicate.
  78. the player may learn up to 3 free additional languages beyond what his linguistics rating would allow, and training times for these are as if she had a tutor(and halved if she actually does)
  79.  
  80. -Lucid Dreamer
  81. When your character dreams her coadjutor remains vigilant. As a result, she is immune to any supernatural effects that might attempt to influence her dreams or harm her through them, including the dream-manipulating powers of gods, demons and Fair Folk.
  82.  
  83. -Lucid Dreamer-alt
  84. When your character dreams her coadjutor is aware of it and can even help the Infernal influence the nature of her own dreams. As a result, she is immune to any supernatural effects that might attempt to influence her dreams or harm her through them, including the dream-manipulating powers of gods, demons and Fair Folk.
  85. In addition, the character possesses the Alternative Divination (Oneiromancy) Merit:
  86. The character is gifted with precognitive dreams that foretell future events. The character rarely has any choice over what he chooses to dream about, but by spending one Willpower before retiring for the night, she can ensure that she has a precognitive dream. After awakening, she must then record the events she saw in this dream and attempt to interpret them. The hazy, abstract nature of precognitive dreaming makes such interpretation difficult, and the normal difficulty for dream interpretation is an intellegence roll of 5, however, if the character posesses licid dreamer merit, the base difficulty for her to interpret her own prophetic dreams is reduced to 3.
  87. While usually smart enough to refrain from tampering with the Infernal's dreams, if the coadjutor is pissed enough to try it would be the equivilant of spending a scene building or eroding an intimacy. Sometimes this would be an attempt to convince you to work harder at fufilling your urge, but more often it would be an attempt at personal comfort or control, generally something appropriate to the demon realm and the coadjutor; a marotte coadjutor might provide a positive intimacy toward demonic craft, greasy hair, bezoars, Malfean architecture, human babies, Gumela, Jacint or Adorjan, or a negative intimacy toward idleness. This intimacy can be eroded as normal and such attempts are extremely unlikely to go unnoticed by the Infernal.
  88.  
  89. -Manse
  90. Your coadjutor was fabulously wealthy by First Circle Demon standards. They owned a small 1-dot townhouse-manse in Hell with some kind of demonic aspect, which is furnished with both amenities and a few slaves. The manse, its hearthstone, and its furnishings are all now legally yours, provided you can get to them before some other enterprising demon claims it.
  91.  
  92. -Mentor
  93. Your Coadjutor functions as per the Mentor 1 background; what the demon lacks in ability to affect the outside world, it adds in willingness to communicate – its half-life is dependent on yours, after all, and so it is in its interests that you survive – and always being available. You and your Storyteller should stat up the demon suitably, as per Demonic Familiar 5; and assign an extra 5 Ability points and 3 specialities over that. The coadjutor always counts as a valid trainer for Attributes, Abilities and Virtues it has, up to its own limits.
  94.  
  95. -Ordination of Lies
  96. +1 Automatic success to Social rolls for subterfuge, misdirection, etc. when following the coadjutor's advice.
  97. Constant use of this ability may count as a training effect for the infernal to gain this merit herself.
  98.  
  99. -Ordination of Pain
  100. +1 automatic success for rolls involving torture and interrogation when following the Coadjutor's advice.
  101. Constant use of this ability may count as a training effect for the infernal to gain this merit herself.
  102.  
  103. -Pack Instincts
  104. This mutation links the creature to a single “pack”. The pack’s makeup may change over time, but all of its members must be first circle demons of the same type as the Infernal's Coadjutor. The difficulty for any member of that pack to launch a co-ordinated attack (Exalted, p. 144) is halved, provided all of the attackers are its packmates (or reduced by one, if only the majority of the attackers are its packmates). Whenever the creature receives teamwork bonuses, the maximum co-operation bonus increased by (relevant Ability ÷ 2), rounded up, provided all of its helpers are members of its pack (or one, if only the majority of helpers are its packmates).
  105.  
  106. -Pain Tolerance
  107. The character is remarkably resistant to the debilitating effects of injury. She still suffers from the existence of such injuries, but in terms of the dice penalties associated with lost health levels, she simply doesn't notice pain. Through the actions of her coadjutor, the character treats her -1 health levels as being -0 health levels, ignoring all wound penalties before the -2 level.
  108. Normally this is granted without the usual touch dulling drawback...although the exact mechanics of this merit vary(the coadjutor somehow distracts the infernal from or hides the pain, possibly taking it himslef) and it is possible the coadjutor could apply that as well if asked or if it saw the need(or possibly attempting to lash out, and same goes for withholding this benefit), in which case the difficulty of all touch-based Perception rolls increases by one.
  109. This Merit does not stack with supernatural effects that negate wound penalties. Only the most powerful applicable effect applies.
  110.  
  111. -Possession Immunity
  112. The Infernal's head is more than crowded enough as it is! Spirit Charms and Arcanoi meant to allow for it simply fail to effect them.
  113. -Coadjutor:Savant
  114. Your Coadjutor was cleverer and more studious than those around him. Just having him grants you two points of specialties that may be applied to one of the following abilities: (Awareness, Craft, Lore, Medicine, Occult, Investigation, War). In the case of Lore and Occult, these specialties do not apply to the Infernal's abilities, but rather to the Coadjutor's own knowledge die pool.
  115.  
  116. -Sense Motive
  117. Through her Coadjutor the Infernal makes a roll to evaluate another character’s motives (Exalted, pp. 131) with an unflurried miscellaneous action (or reflexively once per action, if they are operating on a social timescale), rather than a few minutes of analysis.
  118.  
  119. -Sifu
  120. Your coadjutor has learned and can teach a handful(up to 3 full styles) of the terestrial martial arts. (perhaps having learned at and earned Suntarankal's mark?)
  121.  
  122. -Silver Tongue
  123. Your character is a skilled con artist and inveterate liar. The character's player gains a two-die bonus to all rolls based on deliberate deception when following the advice or script of her coadjutor.
  124. Constant use of this ability may count as a training effect for the infernal to gain this merit herself.
  125.  
  126. -Coadjutor:Socialite
  127. Your Coadjutor was a bit more personable and socially aware than your average demon. Just having him grants you two points of specialties that may be spread among the following abilities: (Bureaucracy, Integrity, Investigation, Performance, Presence, Socialize, Stealth)
  128.  
  129. -Sorcerer
  130. Your coadjutor was one of the ludicrously illegal First Circle Demon Sorcerers in Hell. He has learned several (up to ten) spells from the Emerald Circle, for which he can serve as a tutor. He can also coach the Infernal through the trials of initiation into sorcery.
  131. Finally, if the Thaumaturge option was also chosen, he knows an additional two degrees
  132.  
  133. -Spotter
  134. The Infernal is always treated as being actively wary for detecting unexpected attacks (see Exalted, pp. 155). This grants a single bonus die to all rolls to detect ambushes, and allows the Infernal to ignore any penalties on such rolls for being distracted.
  135.  
  136. -Tactical Instincts
  137. Whether watching pieces glide across a Gateway board or observing the clash of armies on a battlefield, your character has an intuitive grasp of the ebb and flow of combat. A prodigy at military tactics, the character can easily discern the enemy's plans and spot the enemy's weak points. In mass combat, after the character observes the enemy's tactics for a single long tick, her player may roll (Wits + War) as a simple action. Each success on this roll goes into a pool of bonus dice the player can add to the attacks of any unit of which her character is the commander or of which she is a special character (provided that she has the opportunity to communicate her observations to the commander). No more than three bonus dice may be added to a single attack. When the entire pool is expended, the player can roll (Wits + War) again and gain a new bonus dice pool, but doing so is a full action that may leave the character's unit exposed if she is the commander.
  138. In addition to its implications for mass combat, this Merit grants the character a natural brilliance at games of strategy such as Gateway. As a reflexive action, a character with Tactical Instincts involved in such a game may review the board, and the player may roll (Wits + War), putting any successes into a pool that may be used on subsequent rolls made during the game. Again, no more than three bonus dice may be added to any single roll.
  139. Constant use of this ability may count as a training effect for the infernal to gain this merit herself.
  140.  
  141. -Thaumaturge
  142. Your coadjutor was legally sanctioned to learn and utilize high degrees of Thaumaturgy(perhaps a student of the Tin Orchid Academy?). he possess and retains knowledge of six degrees, from which he can teach the Infernal at half the normal experience cost and training time, and ignoring the occult rating prerequesite.
  143.  
  144. -Coadjutor:Thief
  145. Your Coadjutor was sneakier and survived more by guile than others of his kind. Just having him grants you two points of specialties that may be spread among the following abilities: (Stealth, Survival, Larceny, Dodge, Athletics, Socialize, Investigation)
  146.  
  147. -Coadjutor:Warrior
  148. Your Coadjutor was slightly tougher and more violently proficient than others of his kind. Just having him grants you two points of specialties that may be spread among the following abilities: (Archery, Dodge, Martial Arts, Melee, Resistance, Thrown, War)
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