Advertisement
Mjohns40

Untitled

Apr 1st, 2017
244
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.25 KB | None | 0 0
  1. FIRST ENGISHENA EXCELLENCY
  2. The Grey Maybe is patient and calculating. He prefers to operate in subtle ways, unseen by most, yet his influence is both undeniable and profound. His power resides in his works and his ever evolving designs reinforce each other in complement to his own power. He is a ruler, who guides chosen vessels to undertake his plans, remaining aloof and objective. Thus he is most invisible in the very heart of his power. Yet for all his self-serving ambition, his domain is a place of awe and wonder, for his pride will not permit anything less. His worth is in the grandeur of what he has brought forth.
  3.  
  4. Characters may apply this Charm to any actions in which they achieve their ends without drawing attention to themselves. Additionally, Engishena's Excellency aids in gaining control of something, be it a person's emotions or a kingdom, and in changing it to better serve the character's purposes. He also assists in covering up the character's involvement after the task is done. The Charm may assist any attempt to gain followers and servants and to direct the character's resources, human and otherwise, in carrying out plans. Attempts to improve the character's reputation or increase their fame must be done without Engishena's magic. This charm may also not be used on any Presence rolls, or any rolls to built trust, mutual understanding, or familiarity. The Grey Maybe's power works best where he is least.
  5.  
  6. WADE THE BLOODY MIRE
  7. Cost: 4m; Mins: Essence 2; Type: Reflexive
  8. Keywords: Combo-OK, Shaping
  9. Duration: One Scene
  10. Prerequisite Charms: None
  11.  
  12. The far road Engishena walks is remote not in location but in spirit. Apathy pools like grasping muck, washed down the unfeeling monoliths of nations by the river of time. Madly woven cobwebs of fate bind souls of power and purpose captive for the clockwork predation of the ruthless. Men and beasts stand like trees with tangled roots as they crowd each other for the light of life so that a gloom of sorrows hangs over the whole of the world-wood. This is the bloody mire, the wood in Engishena’s keeping.
  13.  
  14. This charm transforms the characters experience of the world into one of allegorical symbolism and shapes them to interact with the symbols in turn. They reduce by (Essence) any penalties imposed on their movement by the environment, gaining a bonus instead if their essence exceeds the penalty. As their enlightenment grows, they seem to walk on water and through walls.
  15. Stamp 1:
  16. Stamp 2:
  17.  
  18. DON THE EMPTY GARMENT
  19. Cost: 10m ; Mins: Essence 2; Type: Simple
  20. Keywords: Illusion, Obvious, Shaping, Sorcerous
  21. Duration: Indefinite
  22. Prerequisite Charms: Wade the Bloody Mire
  23.  
  24. All that any ever see of Engishena is a shadow, the cloak of their own prejudices and expectation they lay upon his shoulders to make him a character in the play of their lives. They will weave that shadow themselves, Engishena has no need to wear it himself.
  25.  
  26. By expending 10 motes, which are committed for the duration, the character becomes incorporeal and imperceptible as though affected by the charm Dematerialize, save that he cannot be seen even by other immaterial beings. The character gets (Essence) in bonus dice in roll-offs against Charms and other magic that would contest this. The character creates a copy of himself, with a number of health levels equal to the character's Essence, that is bound to a radius of Essence*10 yards from the character's true location. When the Double is destroyed, the charm ends and the character reappears and is stunned.
  27.  
  28. This charm may be repurchased at Essence 4. Doing so removes the Illusion keyword and allows the double to act as though it were the character, allowing it to make use of charms and stats though it draws from the character's Willpower and mote pools.
  29.  
  30. SOUL OF FIRE
  31. Cost: 5m; Mins: Essence 2; Type: Simple
  32. Keywords: Emotion, Obvious,
  33. Duration: Indefinite
  34. Prerequisite Charms: None
  35.  
  36. Meditating on a way the world might be, any goal appropriately epic for an Exalted motivation, the character warps their essence into a truth-sign foreign to both Creation and the Wyld. It appears before them as a blazing token of essence that wordlessly expresses the future it embodies. All mortals who view such a token are overcome with visions of that future and the desire to bring it forth. Unless they pay a number of Willpower equal to the token maker’s essence, they take the shining thing into their soul where it kindles their potential into power. Such a mortal automatically becomes heroic and enlightened as well as receiving a magical intimacy toward the future the token embodies that may not be weakened or removed so long as the token remains in their soul. Essence sight reveals the unnatural sign at the center of their being and only appropriate countermagic may remove it. In exchange for this gift, the token begins to consume the mortal, using them to fuel its fire. The mortal’s player selects an intimacy other than the one granted by this charm and each scene the mortal bears the token counts as a scene weakening that intimacy until it is destroyed at which point it may never be regained and the process begins again with another intimacy of the player’s choice. A mortal who has no other intimacies beside the one granted by this charm transforms their motivation to match the intimacy.
  37.  
  38. A repurchase at Essence 3 causes mortals who bear a token to become Enlightened. At Essence 5 the repurchase automatically upgrades, allowing the infernal to add the Sorcerous keyword to this charm.
  39. Stamp 1:
  40. Stamp 2:
  41.  
  42. VANITY OF THE BONFIRES
  43. Cost: - (+10m); Mins: Essence 2; Type: Permanent
  44. Keywords: Blasphemy
  45. Duration: Permanent
  46. Prerequisite Charms: A Heart of Fire
  47. A single life is a candle that any instant might extinguish, but the fire of inspiration is dangerous because it spreads. A single spark can cover the whole world. Perhaps something might even survive amid the ashes.
  48.  
  49. This charm upgrades its prerequisite. The Infernal may spend an additional ten motes to place their conjured token into the very essence of the world, unleashing a great conflagration that carries the visions of inspiration outward for (Essence) miles. The site of the token itself flares with the supernatural imagery of an uncapped demesne, and mortals may draw a number of tokens from it equal to the character’s Essence.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement