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  1. Source=Revlid
  2. name=First Achsam Excellency
  3. Cost=1m per die, essence=1, type=Reflexive (Step 1 for attacker, Step 2 for defender)
  4. keywords=Combo-OK
  5. duration=Instant
  6. prereqs=None
  7. text=The Mask of Unbrazen Pyrite is a whimsical entity, one who never takes anything seriously. To him, lies and truth, madness and sanity, tragedy and comedy, and even masks and faces are all largely interchangeable; what matters is that they are as grand and theatrical as possible. When Achsam makes war, he does so with sweeping gestures and melodramatic trumpets. When Achsam dances, he does so as the center of attention, all others conducted around and about him. Often, he will lead others to act out his devious narrative, but he does so as the theatre and director in one; none ever doubt that the play is his work. He never hides; his true identity is simply overlooked, a fact that the Primordial is willing to exploit. Achsam is a prankster and a child, demanding attention and praise from his universal audience. His accomplices are well-rewarded, but often find themselves the butt of his next joke, a position that is often fatal; some might even prefer to be caught in one of his seething tantrum. Achsam is both mask and actor, and plays his roles perfectly, but cannot bear to be boring. Whatever his character from moment-to-moment, whether petty and crude or elegant and poised, he loves to be big and loud. He extends this preference to others, turning them into gross caricatures of themselves; nuance is mostly beyond the Puppeteer Impatient.
  8.  
  9. This Excellency can enhance any action in which the Infernal acts in accordance with a defined character, rather than merely being his drab self. Deception and larceny generally benefit, provided they are done in aid of excitement', but Achsam cannot abide slow, dull work, preferring to conjure flimsy props. The extended rolls for a single dramatic action taking more than a day cannot benefit from this Excellency; building manses, for example, or creating a functional bureaucracy. In effect, actions with overlong intervals are far too boring to enhance. This restriction can only be circumvented by at least doubling the time interval between rolls, and taking a break in the excess time.
  10.  
  11. Source=Arrghus
  12. name=Achsam Mythos Exultant
  13. cost=—
  14. essence=3, type=Permanent
  15. keywords=none
  16. duration=Permanent
  17. prereqs: First Achsam Excellency
  18. text=Reveling in the games of his nature, Achsam shifts fortune around him, and brings his games to others. One perceived target within (Essence) yards suffers an internal penalty on their next action in that scene equal to the stunt rating, as the world itself plucks at their actions, causing them to trip, lose their grip or get distracted. As always, targets with the appropriate Excellencies may use them to rebuy their lost dice without it counting against the dice cap.
  19.  
  20. source=Revlid
  21. name=Ascendancy Mantle of Achsam
  22. cost=0m
  23. essence=5, type=Permanent
  24. keywords=Native
  25. duration=Permanent
  26. pc1=First Achsam Excellency
  27. text=The Infernal can spend experience to buy his Essence rating up to a dot higher than his age should permit (see Exalted Corebook, p. 275). Whenever the Infernal spends a point of Willpower in order to act contrary to his primary Virtue, he does not just gain one point of Limit. Instead, he must roll his permanent Essence, with each success adding one point of Limit, to a minimum of one. This drawback persists only as long as the character’s Essence rating is higher than it could be without this Charm. Upon reaching the age that Essence 10 is naturally available, the Infernal replaces this Charm with another of his choice. The Infernal may learn only a single Ascendancy Mantle Charm.
  28.  
  29. Source= Revlid
  30. name=Sorcerous Enlightenment of Achsam
  31. cost=—
  32. essence=3, type=Permanent
  33. keywords=Sorcerous
  34. duration=Permanent
  35. pc1=First Achsam Excellency
  36. text=The Mask of Unbrazen Pyrite extends his thematics across the Sorcerous arts; his spells incorporate colored streams, stylized motonic manifestations, and bursts of random music. Those spells that disguise an individual, object or place as something other than what it is have their cost reduced by ten motes and one Willpower (minimum five motes and one Willpower), such as Disguise of the New Face, Ivory Orchid Pavilion, or Outside Worlds Within. Paradoxically, this benefit is also granted to those spells that allow one to see through deception or disguise, such as Fugue of Truth. However, his initiation penalizes Magics meant for concealment rather than deception. Achsam cannot be denied his audience, so spells that are intended to prevent interaction, whether by stealth or by barring passage, increase their cost by the same amount. Examples include Private Plaza of Downcast Eyes and Mirage of Protective Shelter.
  37.  
  38. #
  39.  
  40. THEATRICAL CHARMS
  41. Source=Arrghus
  42. name=Talent-Locating Audition
  43. cost=2m
  44. essence: 2, type=Simple
  45. keywords=Combo-OK
  46. duration=Instant
  47. prereqs: None
  48. text=In many ways, Achsam is the most perceptive of the Yozis, able to comprehend both the surface and core of an individual in ways that baffle his titanic kin. Upon using this Charm, the Infernal chooses any one character he can perceive. He is instantly made aware of both their Character Concept and the Ability in which they have the highest rating (any specialties in this ability are also perceived). In the case of a tie, the target's player chooses the Ability he considers most relevant to the target's Concept. Any Charm which allows a character to disguise their identity allows a roll-off against this Charm, supplying the target’s fake identity if they win. Talent-Locating Audition does not grant any bonus to this roll.
  49.  
  50.  
  51. At Essence 3+, this Charm becomes Reflexive. The Infernal no longer needs more than a moment to perceive someone's nature.
  52.  
  53. Source=Arrghus
  54. name=The Play is the Thing
  55. cost=— (+1wp)
  56. Essence=3, type=Permanent
  57. keywords=none
  58. duration=Permanent
  59. prereqs=Talent-Locating Audition
  60. text=Achsam does not merely play his games for his sake. A properly performed story should be interesting to all participants, and he knows to accommodate for others. This Charm is a permanent enhancement to all the Infernal's Charms which generate Compulsion effects. Whenever the Infernal activates such a Charm, he may choose to increase its cost by one Willpower, imbuing the Charm with the pure joy that follows the Mask of Unbrazen Pyrite. Anyone who chooses not to resist the Compulsion then gains a point of temporary Willpower, though this increases the cost to resist or the reject the Compulsion at a later date by one point of Willpower. The Infernal may grant any one character a maximum of (Essence) Willpower points per day in this way.
  61.  
  62. source=Arrghus
  63. name=Fury of the Scorned
  64. cost=—
  65. essence=3, type=Permanent
  66. keywords=Overdrive
  67. duration=Permanent
  68. prereqs=The Play is the Thing
  69. text=There are few things that can drive the Mask of Unbrazen Pyrite into a true rage, as opposed to a petulant tantrum, but rejecting his carefully-crafted masquerade is one. This Charm grants the Infernal a ten-mote Overdrive pool. Whenever a character resists any Compulsion effect created by the Infernal, the Infernal gains two offensive motes, up to once per tick. Fury of the Scorned does not grant these motes if the Infernal intended for the activated Compulsion to be resisted (such as by using it on a friend and telling them to resist it), as there is no need for anger when things are proceeding as planned.
  70.  
  71. Source=Arrghus
  72. name=Eternal Enjoyment Promise
  73. cost=—
  74. essence=4, type=Permanent
  75. keywords=none
  76. duration=Permanent
  77. prereqs=The Play is the Thing
  78. text=The Veil of Illusory Truth's plays are things of such transcendent enjoyment that those caught up in them never want to stop. This Charm enhances Play is the Thing. Whenever the Infernal pays an additional point of Willpower to apply the effects of that Charm, he may choose to reduce any Willpower costs to resist the Compulsion to zero; the Compulsion must be accepted willingly or not at all. Any character who does accept the Compulsion in this manner increases the amount of Willpower they gain to the amount they would normally have had to pay in order to resist the Compulsion, to a minimum of two. However, a character who accepts such a Compulsion suffers an internal penalty of -1 to all his Conviction rolls to restore Willpower for the next week. Repeated applications of this Charm do not stack the penalty, but do reset the duration. In addition, for each week beyond the first that a character suffers from this penalty, it increases by one. Any character who suffers from a penalty equal to or greater than his Conviction may not choose to resist the Infernal's Compulsions, even if the Willpower cost is 0 or they have Charms that would normally defend against it. Note that even if the character in question cannot actually choose to resist the Infernal's Compulsions, their player may specify whether or not they wish to submit to the Compulsion, allowing them to continue gaining Willpower from the effect of this Charm while resetting the duration of the penalty, or subconsciously rebel and eventually slip out from under the Infernal's control.
  79.  
  80. Source=Revlid
  81. name=Clutching the Baton
  82. cost=—
  83. essence=4, type=Permanent
  84. keywords=none
  85. duration=Permanent
  86. prereqs=Eternal Enjoyment Promise
  87. text=Achsam doesn't recommend going cold turkey. He really doesn't; such a deprivation of joy and light would hurt his audience as much as him. This Charm permanently enhances its prerequisite. The internal penalty to Conviction rolls inflicted by that Charm does not simply vanish at the end of its duration. Instead, it simply decreases by one at each week-long interval, wracking the target with cold shakes and maddening dreams.
  88.  
  89. source=Arrghus
  90. name=Pauper's Kingly Mask
  91. cost=6m
  92. essence=2, type=Simple
  93. keywords=Combo-OK, Compulsion
  94. duration=One day
  95. pc1=Talent-Locating Audition
  96. text=When the Mask of Unbrazen Pyrite takes on a role, those around him must play along, hoping against hope he has chosen to be the glorious hero and not the terrible monster. Upon using this Charm the warlock rolls ([Charisma or Manipulation] + Performance + Essence) and defines a character Concept, which cannot be longer than five words. All who observe him and have a Dodge MDV lower than his total successes are compelled to act as if the Infernal actually was the person defined by the character concept (for example, if the Infernal chose the Concept “King of all things”, then everyone he met would be forced to bow before him and obey his orders, though they would still be aware of who he actually was). This Compulsion lifts when the Charm ends, or one scene after affected characters can no longer perceive the Infernal, or immediately if they spend two points of temporary Willpower. Donning any kind of prop suitable to the assumed role always counts as a stunt for the purposes of this Charm's activation roll.
  97. At Essence 3+ this Charm may be purchased again, increasing its duration to Indefinite and reducing its cost by two motes. In addition, the Charm gains the Touch keyword, allowing the warlock to grant new Concepts to other characters. If he does so, then he rolls to activate the Charm as normal, but is treated as having rolled a flat number of successes equal to twice his permanent Essence rating for the purposes of applying the Compulsion to observers.
  98. A third purchase at Essence 4+ decreases the cost of this Charm by another mote, and makes it Reflexive.
  99.  
  100. Source=Arrghus
  101. name=Unexpected Revelation Protection
  102. cost=8m
  103. essence=2, type=Reflexive (Step 2)
  104. keywords=Combo-OK
  105. duration=Instant
  106. prereqs=Pauper's Kingly Mask
  107. text=The Master of Ceremonies is a creature completely at home in the ebb and flow of his theatrics, and it is well within his capabilities to use that flow to defend himself. This Charm is a perfect dodge against any attack the Infernal is aware of, even undodgeable attacks. The Infernal appears to be struck, only to reveal some hitherto unknown (indeed, often hitherto nonexistent) event or quality which negates the effect of the attack (examples include a pocket-watch blocking a cannonball, having caught the blade of a sword in one's armpit, and the like). This Charm is susceptible to the Imperfection of the Mask of Unbrazen Pyrite.
  108.  
  109. ==== Imperfection of the Mask of Unbrazen Pyrite ====\
  110. Achsam is a creature who lives inside of theatrics and role-play, and within these boundaries he is invincible. Only when others break their role does he become vulnerable, paralyzed by their unprofessionalism. As such, Charms with this Imperfection may only be used against individuals acting in line with their Character Concept (this includes the false Concept generated by Pauper's Kingly Mask), so long as the attacker in question is under the effects of the Compulsion generated by Imbued Script Awareness.
  111.  
  112. Source=Revlid
  113. name=Painted Tears Swansong
  114. cost=— (+1wp)
  115. essence=3, type=Permanent
  116. keywords=Counterattack
  117. duration=Permanent
  118. prereqs=Unexpected Revelation Protection
  119. text=While less is sometimes more, Achsam is loathe to leave his audience with a fizzle rather than a bang. This Charm upgrades its prerequisite. The Infernal may increase the cost of that Charm by one point of temporary Willpower. If he does so, he makes a reflexive social counterattack in Step 9 of the resolution of that attack. This social attack resolves just as though the Infernal and his audience were engaged in social combat, and uses Performance and either Charisma or Manipulation. After making such a speech, he must wait until his DV refreshes before doing so again. If the Infernal knows Shattered Mask Realism, he may instead pay one point of temporary Willpower and one mote to have his substitute body deliver the soliloquy, before it collapses. At Essence 4+, the effects of this Charm may also be applied whenever the Infernal takes enough damage to drop him into Dying health levels, or actually kill him, as he bemoans his sorry and unjust destiny before he falls.
  120.  
  121. source=Revlid
  122. name=Fools Cast as Sages
  123. cost=— (+2-4m per dot)
  124. essence=3, type=Permanent
  125. keywords=Shaping, Sorcerous, Training
  126. duration=Permanent
  127. prereqs=Pauper's Kingly Maskx2
  128. text=Sometimes the most vital parts are assigned to those least suited to them, and despite all his pretensions to chaos, Achsam cannot bear to see a player fall flat in his role. It is believed that at least one Exalt benefited from this Charm during the Primordial War, empowered into their archetypal roles even as they cut down the lesser souls of The Child of Beads and Joy. Of course, just as many were crippled, skills deemed unnecessary to the epic spectacle sheared from their very souls. This Charm upgrades Pauper's Kingly Mask. When applying that Charm, the Infernal may increase the Attribute or Ability ratings of the affected character as a Sorcerous Shaping effect, provided the changed ratings in question are suited to the character’s new Concept. A fool cast as a wise sage might have his Intelligence increased, while a weakling cast as a tough soldier might have his Resistance, War, and Melee increased. Each new dot in an Attribute costs four motes. Each new dot in an Ability costs three motes. Each new specialty dot costs two motes. Ratings may not be increased past their normal maximums.
  129. Alternatively, if the character has Attributes or Abilities that are now inappropriate to the Concept granted by Pauper’s Kingly Mask (such as high Athletics on a frail old woman, or high Intelligence on the village idiot), the Infernal may reduce these traits. This costs the same amount of motes as adding the same number of dots would.
  130. All of these changes last as long as the applied Concept does, or until they are dispelled. When the concept ends, the targeted character may treat their time under the Concept as training time in any of the increased Abilities or added Specialties, drawing on their memories of their time as a true method actor.
  131.  
  132. Source=Arrghus
  133. name=Imbued Script Awareness
  134. cost=— (+2m)
  135. min=0
  136. essence=3, type=Permanent
  137. keywords=Compulsion
  138. duration=Permanent
  139. prereqs=Pauper's kingly Mask (x2)
  140. text=When Achsam plays his pipe, those who follow never miss a single step. When he directs his grand theatrics, those who take part play their roles perfectly, even as their eyes dart back and forth in frantic helplessness. This Charm is a permanent enhancement to Pauper's Kingly Mask. By paying an additional two motes when activating that Charm, the Infernal grants her target an automatic understanding of the Concept chosen at the activation of Pauper's Kingly Mask, as well as an instinctive understanding of how appropriate different actions are to it (The Storyteller should always warn the character's player if they are about to break role). If the initial activation roll had enough successes to overcome the target’s Dodge MDV, this includes a Compulsion effect forcing the target to stay in character, which costs one point of temporary Willpower to resist for a scene, and two points to resist for a whole day. Once the target has spent five points of temporary Willpower on resisting this Charm, he automatically and totally rejects the compulsion, making another application of Pauper’s Kingly Mask necessary if he is to be kept in role. If the Infernal uses this improved Charm on herself, he is not immune to this Compulsion. However, while deliberately terminating the Charm always counts as breaking character, activating it again (in order to change role) never does.
  141. A second purchase of this Charm at Essence 4+ removes the additional mote cost, but forces the Infernal to apply Imbued Script Awareness to all uses of Pauper's Kingly Mask.
  142.  
  143. source=Revlid
  144. name=Disruptive Hecklers Silenced
  145. cost=— (+1 Limit)
  146. essence=3, type=Permanent
  147. keywords=None
  148. duration=Permanent
  149. prereqs=Imbued Script Awareness
  150. text=One of Achsam’s greatest tantrums came when Szoreny poisoned a blood-ape he had chosen as the lead role, annoyed at the way the demon’s constant rehearsals echoed off of every quicksilver branch. Since then, The Puppeteer Impatient guards his works with jealous care, chasing away those who would seek to compromise his designs with adlib and unplanned farce. Whenever a character the Infernal has granted a Concept to is affected by any mental influence that would lead them to take actions directly contrary to that Concept, they treat such influence as unacceptable orders.
  151. At Essence 4+ this Charm automatically upgrades, extending the Infernal’s artistic integrity to the physical realm. Any Shaping effect that would affect (or is affecting) him or a character he has granted a Concept to becomes Obvious. If it does not suit their Concept, the Infernal may gain one point of Limit in order to totally reject the Shaping effect. If the target is wearing a mask augmented by Director Demands Contortion, he may replace this cost with one point of temporary Willpower.
  152.  
  153. Source=Revlid
  154. name=Vermillion Garb Dismissal
  155. cost=—
  156. essence=3, type=Permanent
  157. keywords=none
  158. duration=Permanent
  159. prereqs=Imbued Script Awareness
  160. text=The Mask of Unbrazen Pyrite is well-versed in the patterns of the world, and pays little mind to the agonies of background filler. The Infernal never rolls Compassion in reaction to the death or hardship of Extras, or characters he does not know the name of (false names count, as do nicknames). He also becomes unable to channel Compassion to aid such characters. However, Achsam deplores the loss of key actors; he may always channel Compassion to aid any character he has an intimacy toward (regardless of its context), and gains a single point of Limit in any scene that he directly witnesses such a character’s permanent death.
  161. At Essence 5+, the Infernal also stops rolling Compassion in reaction to the hardship of any character he does not know the Concept of (false Concepts count, as do any close guesses on the Infernal’s part), and cannot channel Compassion to aid them. If he has an intimacy toward such a character, the intimacy takes precedence, and they are not excluded from the Infernal’s interest.
  162.  
  163. Source=Arrghus
  164. |name=Many Faces Masquerade
  165. cost=—
  166. min=0
  167. essence=4, type=Permanent
  168. keywords=none
  169. duration=Permanent
  170. prereqs=Pauper's Kingly Mask
  171. text=Achsam is the uncrowned king of all actors, the master of consensual deceit. This is but one of many, many reasons the Ebon Dragon cannot stand him. This Charm enhances its prerequisite, but also adds a number of benefits dependent on what other Charms the Infernal has purchased.
  172. • When activating Pauper's Kingly Mask, the Infernal may define a more complex identity of up to (Essencex10) words. Alternately, he may choose to cast himself as a specific individual whose Concept he knows.
  173. • If the Infernal knows Imbued Script Awareness: The temporary Willpower cost to break role for a scene increases by one, and the cost to do it for a day increases by two.
  174. • If the Infernal knows Prop-Generating Gesture: The warlock gains a special Combo of Pauper's Kingly Mask and Prop-Generating Gesture, costing no xp, which does not cost Willpower to activate. If one of these Charms is placed into a normal Combo, the Infernal may add the other for free. When using these Charms in a combo together, the duration of Prop-Generating Gesture is extended to last exactly as long as that iteration of Pauper's Kingly Mask, and Prop-Generating Gesture may only be used to create props appropriate to the identity assumed with Pauper's Kingly Mask.
  175. • If the Infernal knows Tools of the Trade: Whenever a character with a Concept defined by Pauper’s Kingly Mask is within (Essencex3) yards of the Infernal, he may use Tools of the Trade to grant them an Artifact prop, rather than himself. This prop is then attuned to that person rather than the Infernal, and the duration of Tools of the Trade is extended to last exactly as long as that iteration of Pauper's Kingly Mask. Notably, when used in this manner, both the Infernal and the target must reflexively commit the attunement cost (unless the target chooses not to commit motes to the Artifact, in which case it is obviously deattuned).
  176.  
  177. Source=Arrghus
  178. name=Prop-Generating Gesture
  179. cost=2m
  180. essence=2, type=Reflexive
  181. keywords=Combo-OK, Shaping
  182. duration=One scene
  183. prereqs=Talent-Locating Audition
  184. text=The Mask of Unbrazen Pyrite never finds himself lacking the tools needed for his plays. How could he? The universe itself is just such a prop, and creating more such elements of the mise-en-scène is as natural as breathing to him. This Charm allows an Infernal to instantly create a convincing prop from raw Essence. This object cannot be larger than the warlock (or twice that size, if he knows Perceived Innocence Internalized) and is indistinguishable from an actual item of that type to all mundane senses (although magically-enhanced senses perceive the flimsiness of their existence, automatically revealing them as fakes). However, as it is a mere prop, it lacks any traits and provides no bonuses to rolls (save for aiding with Stunts). A sword created with this Charm is no sharper than the hand that wields it, and though the warlock can create all the sophisticated tools he desires, they do not actually allow him to craft anything. When this Charm ends, the prop disappears from existence, as inconspicuously or dramatically as the warlock desires.
  185. At Essence 3+, this Charm may be purchased a second time, allowing the warlock to increase the realism of his props, creating actual tools rather than flimsy facsimiles. So long as a created object would have a Resources cost equal to or lower than his (Essence), the warlock may solidify its existence by increasing the mote cost of the Charm by the Resources cost of the object in question, to a minimum increase of one. Such solid props are indistinguishable from the real thing, even to magical senses, but still vanish at the end of the scene.
  186. The warlock’s more illusory creations are also enhanced, becoming more resistant to supernatural scrutiny. Rather than being automatically revealed by magical senses, they allow a roll-off against such Charms, and add (Performance) bonus dice to the Infernal's dice pool for this roll.
  187. At Essence 4+, this Charm's base cost lowers to one mote. The Infernal may repurchase this Charm again at this level in order to increase its duration to Indefinite, allowing the items it creates to last until he dismisses them, with no mote commitment necessary. This also decreases the additional cost of creating a solid item from (Essence) to (Essence/2) motes.
  188.  
  189. Source=Revlid
  190. name=Shaping the Stylized Visor
  191. cost=— (+1wp)
  192. essence=3, type=Permanent
  193. keywords=Illusion, Sorcerous
  194. duration=Permanent
  195. prereqs=Pauper's Kingly Mask, Prop-Generating Gesture
  196. text=Achsam has masks great and small, brazen and demure, pyrite and jade. He has a mask of the Empress, and a mask of the Dragon. He has a mask for every minor role he might ever need to play, and for every universe-shaking archetype there could ever be. This Charm upgrades Pauper’s Kingly Mask. Whenever the Infernal creates a character Concept with that Charm, he may pay one point of temporary Willpower to form a stylized mask appropriate to the concept over the face of the character in question, which grows into existence like the roots of a tree or a sugar crystal over string. Any character affected by the Compulsion exuded by a character wearing this mask also suffers from a Sorcerous Illusion effect. If the masked character is imitating a specific character with his Concept, then the illusion makes him appear to be that character to all senses. If the masked character is portraying a more generalized Concept, then the illusion makes him appear to be an example of that concept to all senses, although he has little control over the specifics. The Infernal is never affected by this Illusion – stagehands can see the flaws in costumes better than anyone. The Illusion obviously covers the mask itself, despite it being a gaudy affair of paint and gilding. The mask may not be removed by mundane means, and upon its removal by some magical larceny or countermagic (or when the duration of Pauper’s Kingly Mask ends) it falls inert into a mundane mask.
  197.  
  198. Source=Revlid
  199. name=Director Demands Contortion
  200. cost=— (+1m per mutation point)
  201. essence=3, type=Permanent
  202. keywords=Desecration, Sorcerous
  203. duration=Permanent
  204. prereqs=Shaping the Stylized Visor
  205. text=Sometimes, for the more outlandish parts he wants played, Achsam needs his actors to put in just a bit more effort, to really understand the horrifying fang-beast’s motivation in the scene. Enforced method acting is as good a path as any. This Charm upgrades its prerequisite. Upon applying a mask created by Shaping the Stylized Visor to a character, or at any point after this as a Touch effect, the Infernal may pay motes to mutate the form of the mask-wearing character into one befitting its role. This is a Sorcerous Desecration effect that adds mutations worth up to (Infernal’s Essencex3) mutation points at a cost of one mote per mutation point. These mutations last as long as the mask does, but they must be appropriate to the Concept in question – adding the Wings or Claws mutations to one who wears the mask of a hawk or hawkman would be appropriate, but adding the Toxin mutation would not. Appropriate negative mutations may also be applied, and cost the same number of motes as their positive counterparts.
  206. At Essence 4+ the Infernal may make these mutations permanent, remaining in place even after the mask is removed.
  207.  
  208. Source=Revlid
  209. name=Carved Smirk Costume Box
  210. cost=— (+2m)
  211. essence=3, type=Permanent
  212. keywords=none
  213. duration=Permanent
  214. prereqs=Shaping the Stylized Visor
  215. text=This Charm upgrades Pauper's Kingly Mask. The Infernal may now use that Charm with a surcharge of two motes, targeting no particular character as he mystically coagulates the narrative resonance of a particular Concept into physical form. If he does so, he creates a mask, just like the ones generated by this Charm’s prerequisite. The mask can last up to (Essence) days independently before disintegrating (or until the Infernal stops committing the motes used to create it), and immediately bonds to the first character to put it on, just as though the Infernal had targeted them with Shaping the Stylized Visor, applying the chosen Concept, and the Compulsion and Illusion that goes with it, as well as any mutations added through Director Demands Contortion or traits added through Fools Cast as Sages. In addition, the Infernal may, as a Touch effect costing a point of Willpower, reflexively remove any Concept he has granted to someone, provided it was enhanced by Shaping the Stylized Visor, as he peels off the mask he bestowed upon them. It persists just as masks created through the above method.
  216.  
  217. Source=Revlid
  218. name=I Got Your Face
  219. cost=3m, 1wp
  220. essence=4, type=Reflexive
  221. keywords=Combo-OK, Shaping, Touch
  222. duration=Instant
  223. prereqs=Carved Smirk Costume Box
  224. text=The fallen actor has breathed his last, and played his part well. But what of his role? The play goes on without him, and it is up to the Veil of Illusory Truths to fill the gap he has left. The Infernal may use this Charm to target the body of any character that has died in the past hour (it may also enhance an unarmed attack, applying its effects if that attack kills the target). The victim’s features melt and blur, leaving their face a blank slate. They also lose any other identifying traits. Their hair, tattoos, scars, etc, all slough from their form, leaving them an anonymous ragdoll – even their species cannot be determined, as their limbs and proportions randomize and even out into an alien configuration similar to a race created by Achsam before the Primordial War. All the lost identifying traits congeal immediately above their face, hardening into a stylized-but-recognizable mask of the victim. This mask can be applied in the same manner as the ones created by its prerequisite, and carries the exact Concept of the victim. In addition, the illusion it carries is enhanced, being both immune to mundane senses, and to being resisted by spending Willpower. Appropriate non-Excellency Charms may pierce the illusion using standard roll-off rules, though the Infernal gains (Essence) automatic successes. Otherwise, the illusion really is perfect – it mimics the target’s anima (though not any anima powers or flux), species, Essence rating, native realm of existence, and even whether or not they are a creature of darkness. Until Essence 6+, it can only be applied to a character of roughly the same size as the victim. Wearing this mask also usurps the Fate of the character in question, making the masked character show up as the original in the Loom of Fate and granting him any destiny the original may have possessed. The victim does not register on the Loom as deceased, except for the time between their demise and their role being passed to an understudy. The corpse itself is placed outside Fate, for all that matters. If a mask created by this Charm is destroyed by any means (such as being removed through magical larceny or falling inert once the duration of Pauper’s Kingly Mask comes to an end), then the Infernal may recreate it after at least a month has passed by reactivating this Charm and snatching at the air. If this Charm is ever used on a god, it gains the Blasphemy keyword for the duration of its activation, with a reported Essence rating equal to that of the victim.
  225.  
  226. Source=Arrghus
  227. name=Instant Slapstick Prana
  228. cost=1m
  229. essence=2, type=Simple (Variable)
  230. keywords=Combo-OK, Obvious, Shaping
  231. duration=Instant
  232. prereqs=Prop-Generating Gesture
  233. text=Sometimes the most intricate plots, the most tense face-offs, the most heartrending moments must give way to baser, blunter forms of entertainment, and Achsam is not one to disappoint his audience. This Charm is a single attack, made with any object the Infernal could create via Prop-Generating Gesture. The required object pops into existence just long enough to perform the attack, before vanishing again. This attack otherwise works just as a normal attack with the relevant object would, save that the Infernal takes no penalty from a negative accuracy value (as he normally would with such an improvised weapon) and that the attack can originate from any point within (Essencex3) yards of the Infernal. If the Infernal does not meet the minimum traits for wielding the created object normally, the penalties inflicted by his deficiency are halved. The Speed and DV penalty of this Charm is the same as that of the created weapon in question, as indicated in the Charm Type. At Essence 3+, an Infernal using Instant Slapstick Prana increases her Strength by her Performance for the purposes of determining whether she meets the prerequisites of the object she attacks with. The Infernal may also make multiple attacks with a single object, restricted as normal by its Rate. At Essence 4+, an Infernal with this Charm automatically and permanently upgrades Prop-Generating Gesture, multiplying the maximum size of created objects by her (Essence). At this level, the Infernal may also use objects she could create with Tools of the Trade for the attacks granted by Instant Slapstick Prana.
  234.  
  235. Source=Arrghus
  236. name=Tears to Roses Thematics
  237. cost=—
  238. essence=2, type=Permanent
  239. keywords=none
  240. duration=Permanent
  241. prereqs=Prop-Generating Gesture
  242. text=Achsam demands that his plays be perfect. Not only must all the appropriate things be present, those unnecessary must be absent, so as not to distract the audience. This Charm is a permanent upgrade to Prop-Generating Gesture. Whenever the Infernal creates a prop with that Charm, he may instead choose one object within (Essencex5) yards and transform that object into the prop he needs as a Shaping effect. The chosen object may not exceed the size limitations of Prop-Generating Gesture. If this Charm is used on magical objects (such as Artifacts or objects created by Charms) it still functions, but the object retains all of its original traits, and the Infernal may only create props which could believably possess these traits (e.g. while a Daiklave could take on the mien of an ordinary sword, it could not imitate a mundane chicken).
  243.  
  244. Source=Arrghus
  245. name=Figurant-Spawning Design
  246. cost=2m per dot of Magnitude (+1wp)
  247. essence=2, type=Simple
  248. keywords=Combo-OK, Illusion, Sorcerous
  249. duration=One scene
  250. prereqs=Prop-Generating Gesture
  251. text=Achsam's plays do not only require leads; there are countless lesser roles to be filled as well, hundreds of tiny background roles that are far from important enough to recruit people for. This Charm creates an illusory group of Extras of any type with a Magnitude no higher than the Infernal's Essence. The group behaves in accordance with a Concept designated by the Infernal, which cannot be longer than five words (stunts allow the Infernal to allocate specific roles within this concept to certain extras). They are indistinguishable from actual extras of their type. This illusion effect can be overcome by spending two points of temporary Willpower, revealing them to be wispy, frail imitations of life, lacking in any substance. At Essence 3+, the Infernal may choose to commit the motes spent activating this Charm, extending its duration to Indefinite. A second purchase of this Charm at Essence 3+ allows the warlock to make his extras real, by paying one point of temporary Willpower when activating this Charm and doubling its mote cost. This replaces the Illusion keyword with the Shaping keyword. The created extras behave exactly as normal extras for all purposes, save as dictated by this Charm. They possess whatever traits are appropriate to their roles in the group's overarching Concept (though the Storyteller should make extras more potent than Elite Soldiers count as several extras for the purposes of Charm cost and limitations on created Magnitude). They each have a Motivation towards fulfilling their part in the Concept, which cannot be changed by any mundane means, and are fully aware of their Charm-born origins, though they bear it little mind unless the Infernal designs them to do so (as part of an existential drama, for instance). They are also creatures of darkness and outside Fate. When their duration ends, they dissolve into the ether, their part in the play finished. At Essence 5+, the Infernal may purchase this Charm a third time, extending the duration of created extras (real or illusory) to permanent, requiring no mote commitment. In addition, whenever the Infernal creates extras with this Charm, he may choose to integrate them into the Loom of Fate at no additional cost, rearranging causality to make a place for them in the world. Extras integrated this way gain whatever memories are appropriate to their role (losing the knowledge of their true origin) while also creating corresponding alterations to their surrounding threads in the Loom, creating the appearance that they had always existed. Integrating more than one hundred and eight extras into the Loom this way in the span of one day is a Blasphemy effect.
  252.  
  253. Source=Revlid
  254. name=Friends With Glass Eyes
  255. cost=—
  256. essence=3, type=Permanent
  257. keywords=Native
  258. duration=Permanent
  259. prereqs=Figurant-Spawning Design
  260. text=Achsam’s world is one of dolls and toys. Despite his love for the play, he finds it hard to appreciate actors as anything more than extensions of his own theatreself, puppets on strings. The Infernal gains a 10-mote Peripheral Essence pool, to which he adds one mote of Essence at the end of every hour he spends interacting only with characters created through Figurant-Spawning Design or granted a Concept by Pauper’s Kingly Mask.
  261.  
  262. Source=Arrghus
  263. name=Arranging the Scenery
  264. cost=5m, 1wp
  265. essence=4, type=Simple
  266. keywords=Combo-Basic, Illusion, Sorcerous
  267. duration=One scene
  268. prereqs=Figurant-Spawning Design, Tears to Roses Thematics
  269. text=All the world is a stage to the Mask of Unbrazen Pyrite, and he decorates it whatever way best suits his current narrative, painting the Jade Pleasure Dome a moody, atmospheric black or hanging brightly colored streamers from the Fortress Of Crimson Ice. To activate this Charm, the Infernal selects a Concept (suited to a landscape or aesthetic, not an individual) and rolls his (Performance+ [higher of Charisma and Manipulation]). This Charm generates an Illusion with a radius of (Essencex20) yards from where the Infernal stands, redecorating the world in accordance with the Concept. Any objects or structures will seem to have roughly the same dimensions and positioning, but their appearance will be warped to fit the Concept. Extras are similarly redecorated, although non-Extras and magical objects are left unchanged. If the Infernal wishes, however, he may have the non-magical objects and equipment carried or worn by non-extras affected, as well. For example, the chosen Concept “Malfean horror” would disguise an apparently peaceful hut as a fearsome construct of black basalt and brass spikes, turning the sky green and making its inhabitants look like blood apes or rhanglas. The Exalt himself would not be affected, but could easily change his mundane clothing into an emerald robe or breeches of human skin to better fit the background. The Illusion affects all the senses, not just sight; as a “Malfean horror”, birdsong would become demonic clamor, and the scent of flowers might be disguised as the sharp scent of vitriol, and soft soil might feel like cracked brass. The Illusion is perfect to mundane senses, and may not be ignored simply by spending Willpower – however, non-Excellency perceptual Charms trigger a roll-off, to which the Infernal adds her (Essence) in automatic successes. Finally, the Infernal may use the successes on the activation roll to add impressive special effects to her”stage”.
  270. • He may spend any number of successes to create or remove any one object fitting in a sphere no larger than (Essence x Spent successes) in diameter, including part of an object. This is still an Illusion effect; the object is not real if created, and simply hidden if removed. This cannot affect magical objects.
  271. • By spending two successes, he may add background music. This music soon fades into the subconscious, but affects everyone within the area with an unblockable, undodgeable Emotion effect. This effect inflicts a strengthened emotion of the Infernal’s choice for as long as the targets are in the radius of the Illusion, with the same effects as listed on page 147 of Manual of Exalted Power: Alchemicals. These effects may be ignored for the remainder of the scene by paying two points of temporary Willpower.
  272. • By spending two successes, the Infernal may increase the duration of this Charm to a day. If the Infernal pays three successes, the duration becomes a week. If the Infernal pays four successes, the duration becomes Indefinite for as long as he commits the motes used to activate it.
  273. • By spending two successes, the Infernal may increase the size of the stage to (Essencex50) yards. For four successes, he may increase it to (Essencex100) yards.
  274. • At Essence 5, the Infernal may pay one success to make all the thematic changes (but not any special effects) real, exchanging the Illusion keyword with the Shaping keyword for these effects. By default, this does not affect extras within the Illusion, but the Infernal may transform them as well by paying an additional success per (Essencex2) extras so affected (this does not actually effect their traits, but simply inflicts a horrible transformation). For an additional success, he may choose to make up to two successes worth of other special effects real as well, adding the Shaping tag to them.
  275. At Essence 5, the Infernal may repurchase this Charm, adding the following special effect:
  276. • The Infernal may choose to swap any number of successes for manse power points, at a cost of one success per two points, which may be spent as normal. For the purposes of purchasing and applying these powers, the stage counts as a manse aspected to Achsam with a rating of the Infernal's (Essence/2). The stage does not generate a hearthstone or accelerate Essence respiration; however, if a stage is kept active over an existing demesne for ([demesne ratingx5]/Essence) years, it will automatically become aspected to Achsam, and the stage may be converted into a true manse using the creation and Shaping special effects. At Essence 6+, this Charm replaces the Combo-Basic keyword with the Combo-OK keyword.
  277.  
  278. Source=Arrghus
  279. name=Tools of the Trade
  280. cost=Variable
  281. essence=3, type=Simple
  282. keywords=Combo-OK, Shaping
  283. duration=One scene
  284. prereqs=First Achsam Excellency, Prop-Generating Gesture
  285. text=Often, the tools of mere mortals are insufficient to properly represent the glories of the Veil of Illusory Truth's plays. No matter, he has far greater props at his disposal. When purchasing this Charm, the Infernal chooses an Artifact, which he must have seen and understood the powers of, and which cannot have an Artifact rating higher than ([Essence/2]+1). Upon activating this Charm, the Infernal pays a number of motes equal to the Artifact’s attunement cost and creates a replica of it. This replica is perfect (though stunts may change the details of its appearance or even its composite magical material) and is automatically attuned to the Infernal, requiring the commitment of the motes spent on this Charm. This Charm cannot be used to create any Artifact with a finite number of uses, nor any Artifact with a Repair or Sapience rating, and fades into nothingness at the end of the scene. The Infernal may change the Artifact he creates with this Charm by drawing pictures, sculpting or imagining the new Artifact for one full day, which he may do no more than once a week. At Essence 4+, the Infernal may purchase this Charm again, increasing the number of Artifact templates he may have ready for duplication at any one time to (Essence). He may still only change one of these templates at a time when choosing a new Artifact. At Essence 5+, the Infernal may pay an additional two motes (which are not committed, but spent normally) when activating this Charm to make it Reflexive.
  286.  
  287. Source=Revlid
  288. name=Golden Mask Shintai
  289. cost=14m, 2wp
  290. essence=4, type=Simple (Speed 10)
  291. keywords=Form-type, Shaping, Sorcerous
  292. duration=Indefinite
  293. prereqs: Tools of the Trade, Pauper's Kingly Mask (x2)
  294. text=The Mask of Unbrazen Pyrite is possibly the humblest of the Yozis, for he can ensconce himself into the tiniest of beautiful forms, to better play his games. Watch, as he shifts his form into that of a bauble of great power and desirability. When purchasing this Charm, the Infernal creates a special Artifact – this will act as his form when entering this Shintai. Generally, the Artifact’s appearance will relate in some way to the Infernal, perhaps bearing his name or motto in Malfean Old Realm, or partially resembling his anima or totem. It may appear to be made of any material the Infernal desires, and need not appear overtly hellish. It may not be an internal prosthetic or a consumable item, and generally does not appear to be magitech (i.e. few non-ornamental moving parts). It also cannot be larger than the Infernal himself (or twice his size, if he knows Perceived Innocence Internalized). The Infernal may only alter the appearance and properties of the Artifact by surrounding himself with valuable baubles and redesigning his Shintai-form, a task which takes one full day and may only be accomplished once per year. The Artifact has an attunement cost of (Infernal's Essence+2) motes, and an effective Artifact rating of 5. Its effects are as follows:
  295. • The character attuned to the Artifact gains access to (Infernal’s Essencex2) of the Infernal’s Charms, chosen by the Infernal when creating this Artifact. The character must pay for these Charms as normal, but does not know what they are - they will likely view them as Essence-fueled powers of the Artifact. The Infernal may change the flavor of these Charms to match the aesthetics of the Artifact as though stunting. All of these Charms are considered to be in a special Combo with each other that requires no Willpower to use, but may not be added to Combos including the attuned character's actual Charms. At the end of any scene in which the attuned character has used one of these Charms, he gains a point of Limit. They may gain a maximum of one Limit per day in this way.
  296. • The character attuned to the Artifact gains access to the Infernal’s Personal Pool of motes, which he may spend on any non-Holy effect. At the end of any scene in which the attuned character has spends motes from this pool; they gain a point of Limit. They may gain a maximum of one Limit per day in this way.
  297. • The Infernal may choose to withhold the Charms and/or motes granted by this Artifact at any point, immediately ending any active Charms granted by the Artifact, or any commitments using motes granted by it. The Infernal may withhold individual Charms if he so desires, and may withhold the Artifact’s powers for as long as he wants.
  298. • This Artifact exudes an illusion effect that makes it appear to be a normal artifact of its type, affecting anyone with a Dodge MDV lower than the Infernal’s (Performance + Essence) and causing them to ignore discrepancies in the artifact’s abilities. Effects that pierce this illusion or make it Obvious will reveal it as a demonic relic, but nothing more.
  299. • If the optional rules for destroying artifacts are being used, then it has a Lethal Soak and Hardness of (Essencex4), and a Bashing Soak of (Essencex5). It has a number of health levels equal to the Infernal’s, plus (Essencex2). If these rules are not being used, then the Artifact is indestructible as normal, except when faced with something that might reasonably destroy an artifact, such as being thrown into a volcano or crushed by a Deathlord (at which point it might be wise for the Infernal to revert to his true form and use a perfect defense of some kind).
  300. Upon taking the form of the Artifact, the Infernal becomes inanimate (although he is able to influence his movement to a degree when dropped or thrown), and all of his equipment is shunted into Elsewhere for the Charm’s duration. He retains all of his senses (with his sight not tied to any particular point of his new body), and may sense the Essence of living things or spirits within (Essencex3) yards. He is only able to use those Charms he assigned to the Artifact, and may only access his Personal Pool for the purposes of mote expenditure. He may telepathically communicate with (and make social attacks against) anyone within (Essencex3) yards, and this may be in the form of a direct voice inside their head, or as a more subtle empathetic contact.
  301. When attuned to a character, he gains automatic knowledge of that character’s Motivation and (if they have one) Urge. If the Infernal desires, he may inflict an internal penalty of (Essence/2) to the attuned character's rolls to regain Willpower by sleeping, filling his bearer’s dreams with dark fevers and unsettling figments. The attuned character may ignore this penalty by gaining a point of Limit. Whenever the Infernal makes a social attack against their bearer, the attuned character suffers a penalty to their MDV equal to their current number of Limit points.
  302. Finally, if the attuned character is a Solar or Lunar and undergoes Limit Break, the Infernal may prevent them from taking partial control, forcing them into an uncontrolled Limit Break. If they choose not to take partial control for themselves anyway, the Infernal’s influence grows even further; he may spend one point of temporary Willpower to gain partial control for himself, defining "friends", "enemies", "essential duties" etc, for the purposes and duration of the Limit Break. It should be noted that in this case, whether or not the attuned character regains Willpower for their Limit Break depends on whether or not they tried to take partial control, not whether they actually achieved it. If the bearer of the Artifact is an Abyssal, replace all mention of "Limit" with "Resonance". The Abyssal is not immediately aware of Resonance points gained in this way, as he would normally be, but instead must actively check how many he has before he becomes aware of the apparent displeasure of the Neverborn. Golden Mask Shintai has no control over Dark Fate - the Neverborn punish their "wayward" champion as they will. If the bearer of the Artifact is an Alchemical, the corrupted Primordial Essence interacts oddly with his mind, inflicting the Gremlin Syndrome mutation for the duration of his attunement. Replace all mention of "Limit" with "Dissonance". Replace mentions of "undergoes Limit Break" with "reaches Dissonance 10". As the Alchemical cannot achieve partial control of this state, the Infernal may always pay Willpower to take partial control for himself for the duration of a scene; however, an Alchemical attuned to this Artifact does not permanently gain Gremlin Syndrome by reaching Dissonance 10. Upon deattuning from this Artifact, he loses the Gremlin Syndrome mutation, and all his Dissonance points are converted into Clarity as his mind desperately struggles to compensate. If the bearer of the Artifact is any other type of character (or has been cured of the Great Curse), they ignore all mentions of Limit or Limit Breaks. Instead, they spend temporary Willpower where they would normally gain Limit from this Artifact. Whenever they are reduced to fewer temporary Willpower than the Infernal's Essence rating, his social attacks against them automatically become unexpected.
  303.  
  304. Source=Revlid
  305. name=Gilded Dagger Soul
  306. cost=—
  307. essence=4, type=Permanent
  308. keywords=none
  309. duration=Permanent
  310. prereqs= Golden Mask Shintai
  311. text=Be wary, heroes of Creation, when you see a dagger before you. It might be that which you thought banished, returned to play another game. This Charm upgrades its prerequisite. When designing or redesigning his Golden Mask Form, the Infernal may choose to remove up to (Essence) of the Charms assigned to the Artifact in order to have it mimic another Artifact, taking on all of its powers and traits. The mimicked artifact must still conform to the restrictions laid down in Golden Mask Shintai, and the resultant Golden Mask Form must echo its shape, either as a twisted parody or a perfect imitation. The mimicked artifact may not have a rating higher than (Charms sacrificed/2), and benefits from no Magical Material bonus.
  312.  
  313. Source=Revlid
  314. name=Hero's Plunder Trap
  315. cost=—
  316. essence=4, type=Permanent
  317. keywords=none
  318. duration=Permanent
  319. prereqs=Golden Mask Shintai
  320. text=Whether he has taken the form of a wide-eyed child or a simple gold ring, Achsam is nothing if not precious. This Charm upgrades its prerequisite. Whenever the Infernal perfectly dodges an attack with Unexpected Revelation Protection, he may reflexively activate Golden Mask Shintai as a non-Charm activation, as he transforms into the Artifact created by that Charm, likely with a dramatic wail. Shattered Mask Realism may be used alongside this Charm to result in the appearance of a more mundane form of looting, as transforming into the Golden Mask counts as concealment for the purposes of Exit Stage Left, allowing the Infernal to transform into an artifact somewhere on “his” person.
  321.  
  322. #
  323.  
  324. CHILDHOOD CHARMS
  325.  
  326. Source=Arrghus
  327. name=Skipping Through Life
  328. cost=2m
  329. essence=1, type=Simple
  330. keywords=Combo-OK, Compulsion, Illusion
  331. duration=One scene
  332. prereqs=None
  333. text=The Veil of Illusory Truths is the happiest of all Yozis (save possibly Adorjan) for in spite of all that has happened to him, he yet retains his innocence, free from the delusions of reality and personality. This Charm appears to regress the Infernal's body to that of a child somewhere around the age of ten for the rest of the scene as an Illusion effect. In addition, the warlock's new physique exudes an aura of innocence, a helplessness that paradoxically protects her. Any character attempting to harm the Infernal must fail a Compassion roll, or find themselves unable to follow through with whatever they were trying to do as a Compulsion effect. Any affected character may reject this Compulsion by spending one point of temporary Willpower (which will also break the illusion), or by witnessing the Infernal entering combat or causing harm to another.
  334.  
  335. name=Seen But Not Seen
  336. cost=4m
  337. essence=2, type=Reflexive
  338. keywords=None
  339. duration=One scene
  340. prereqs=Skipping Through Life
  341. text=Achsam can go anywhere, for he is not merely a Yozi, he is also a child, the first of his kind, and it is a testament to his mastery of this role that, no matter how much his servants may respect and fear Achsam the Yozi, they step by Achsam the child without a second thought. This Charm makes the Infernal supernaturally stealthy, especially with regards to those older than her. Any attempts to find or even notice the Infernal suffer a -1 external penalty, which increases to -3 if the apparent age of the penalized character is at least ten years above the Infernal's. In addition, the Infernal may easily fade into crowds, glossed over as just someone's kid (even in situations where this is unlikely, such as Malfeas, where children are a rarity) increasing the external penalty by one per dot of Magnitude of the group the Infernal is hiding within (she need not actually be part of the group), to a maximum increase of (Essence). This also allows her to treat all groups of Magnitude 1 or higher as cover for the purposes of hiding. This Charm is inimical in nature to Pauper's Kingly Mask, and coming under the effects of one cancels the other (even if another entity uses it on the Infernal). Not even Achsam can be both noticeable and unnoticed at the same time. At Essence 4+ the Infernal may purchase this charm a second time. This changes its duration to Permanent, but reduces the penalty suffered by individuals who appear to be roughly the same age as the Infernal by one. However, the effects of the Charm are still lost any time the Infernal comes under the effects of Pauper's Kingly Mask, and are only reapplied once that Charm’s effects end.
  342.  
  343. Source=Arrghus
  344. name=Tearful Eyes Apology
  345. cost=3m
  346. essence=2, type=Reflexive (Step 9)
  347. keywords=Combo-OK, Counterattack, Illusion, Social
  348. duration=Instant
  349. prereqs=Skipping Through Life
  350. text=For the Veil of Illusory Truths, every moment is part of a great game. However, there are times when others lose their nerve and claim that the game has gone too far. While Achsam will often simple cackle and let the ox-cart continue to fall off the edge of the cliff, other times he will recognize the prudence in apology, no matter how false it may be or how hilarious his practical joke may have been. After all, enmity could easily hamper later razor-edged japes. This Charm is a supernatural counterattack to any Social attack that attempts to induce guilt, remorse or reflection in the Infernal, or made by a character with authority (real or perceived) over the Infernal. The warlock’s eyes widen and fill with tears (though this may be stunted as any overt expression of shame) as he delivers a Social attack using any ability; this is mostly visual, and does not rely solely on language. If this attack beats the enemy's MDV, it places them under an illusion, convincing the enemy of the Infernal’s innocence and forcing them to explain away the Infernal’s wrongdoings as a misunderstanding, no matter how convoluted. The target may spend one point of temporary Willpower to reject this unnatural mental influence; this cost is increased to two points of temporary Willpower if the Infernal's apparent age is at least ten years lower than the target’s.
  351.  
  352. Source=Arrghus
  353. name=Alone No More
  354. cost=4m
  355. Essence=2, Type=Reflexive
  356. duration=Instant
  357. keywords=Combo-OK, Overdrive, Social
  358. prereqs=Tearful Eyes Apology
  359. text=It should come as no surprise to scholars that Achsam authored childhood. More than this, however, the Veil of Illusory Truths worked alongside the Whispering Flame and Kimbery as the codifier of all familial ties, be it the love of a mother or the rivalry of an older sibling. Upon activating this Charm, the Infernal immediately gains an intimacy towards a willing character. That person immediately grows a reciprocal Intimacy (if the Infernal designates someone as her “mother”, that person gains an Intimacy towards her “daughter”, and so on). The Infernal may not have more than (Essence) Intimacies created by this Charm at the same time, and may not use this Charm to grant multiple Intimacies to one character. She may not target herself with this Charm to create a recursive intimacy, although if there are multiples of her (through Splintered Gale Shintai, for example), she may target them. Whenever the Infernal is attacked by a character who appears to be at least ten years older than him, any character with a familial intimacy toward the Infernal (whether acquired through a use of this Charm or naturally) who witnesses the act gains two offensive motes (if they lack an Overdrive pool, they gain a temporary one capable of storing up to five motes). They may gain a maximum of two motes per tick in this way. This does not apply if they are the attacker, or are allied with them.
  360.  
  361. Source=Arrghus
  362. name=Perceived Innocence Internalized
  363. cost=—
  364. essence=2, type=Permanent
  365. duration=Permanent
  366. keywords=None
  367. prereqs=Skipping Through Life
  368. text=The Mask of Unbrazen Pyrite does not wear childhood as he does his other roles; at heart, he is a child as joyful and cruel as any other, for all that his exaggerated and stylized masks hinder those who attempt to truly describe him. This Charm is a permanent enhancement to Skipping Through Life, which changes its duration to Permanent and removes the Combo-OK and Illusion keywords; the Infernal's body is truly and permanently changed into that of a pre-adolescent child. In addition, the Willpower cost to reject the Compulsion effect of the Charm increases to (Infernal’s Essence/2), and it is no longer automatically thrown off if the affected character witnesses the Infernal enter combat; only if he is seen openly causing harm to another character can the compelled character overcome the feeling of ravaging something that could not possibly deserve such treatment. Finally, even if the Compulsion is rejected, it reasserts itself after one day, as the nausea of striking down something so pure returns. The Infernal’s physical traits (Attributes, etc) are unaffected by his transformation.
  369.  
  370. Source=Revlid
  371. name=Games Without Frontiers
  372. cost=10m, 1wp
  373. essence=4, type=Simple
  374. keywords=Combo-Basic, Illusion, Sorcerous
  375. duration=One scene
  376. prereqs=Perceived Innocence Internalized
  377. text=War without tears. This Charm allows the Infernal to extend his aura of false innocence and puerile purity to all things. This Charm may be used to target any (and all) characters engaged in a combat the Infernal can perceive. Roll ([Charisma or Manipulation] + Performance). Every character with a Dodge MDV lower than the total successes who has joined the combat is immediately affected by an Illusion effect, convincing them that the conflict is harmless fun. They reduce any wound penalties by (Infernal’s Essence/2), and add (Infernal’s Essence/2) successes to any attempt to ignore fear or anger-based Emotion effects, instead laughing gaily as blood flows and gore splatters. They will likely be less vigorous in their defense of themselves, focusing more on attacking and showing off, and (if the activation roll exceeds their Dodge MDV by more than their own Essence) will lose the ability to immediately distinguish between friend and foe, requiring a reflexive (Perception + Integrity) roll to successfully do so (if they bother). This unnatural mental influence may be rejected by paying three points of temporary Willpower at any point, and is automatically rejected by a character once they begin to suffer wound penalties – it’s all fun and games until someone loses an eye. At Essence 6+, natives of Malfeas affected by this Charm have their wound penalties reduced by a full (Infernal’s Essence) and add the same amount of successes to any attempt to ignore fear or anger-based Emotion effects.
  378.  
  379. Source=Revlid
  380. name=Revelation or Risk Decision
  381. cost=5m, 1wp
  382. essence=3, type=Simple (Three Long Ticks)
  383. keywords=Combo-OK, Compulsion, Social
  384. duration=Instant
  385. prereqs=Skipping Through Life
  386. text=Despite most often disdaining it, a child’s mind understands fairness quite well – one thing for another. In this case, that exchange is a truth for a demand, or a dare in its place. This Charm gives the Infernal an unblockable, undodgeable social Investigation attack – they ask a single question, which the target must respond to truthfully. The only ways the target may resist this questioning are to pay two points of temporary Willpower, or to agree to a single action of the Infernal’s choice. They are not made aware of the specifics of the action in question until they agree to it, at which point the Infernal gives them his command (“run around the manse naked” or “steal that Daiklave” or “murder your father”). This is a Compulsion that may resisted by paying three points of Willpower.
  387.  
  388. Source=Revlid
  389. name=Demon-Designating Tag-Touch
  390. cost=4m
  391. essence=3, type=Reflexive
  392. keywords=Combo-OK, Compulsion, Illusion, Obvious, Touch
  393. duration=One scene
  394. prereqs=Skipping Through Life
  395. text=It is in the nature of children to bully and ostracize, and the nature of monsters to hunt children down. Neither really grows out of this trait, and Achsam feels free to declare which is which. This Charm may be activated whenever the Infernal touches another character and declares them a Demon. The target is affected by a compulsion to pass on this effect by touching another character and declaring them a Demon. If they successfully do so, then they are no longer the subject of the compulsion, and it is transferred to the touched character. This continues until the end of the scene, or until an affected character pays one point of temporary Willpower to resist the compulsion. The compulsion is always accompanied by an illusion that affects anyone with a Dodge MDV lower than ([Higher Of Compelled Character’s Performance or Presence] + Infernal’s Essence), portraying the compelled character as having become a monster appropriate to the watcher – a member of the Immaculate Faith might see the tagged character as a raging Anathema, while a Lunar might see them as a Chimera or Wyld Mutant. The illusion can be overcome by paying a single point of temporary Willpower to see through it. A second purchase of this Charm at Essence 4+ upgrades this Charm – the compelled character gains the creature of darkness mutation as a Desecration effect for the duration of their compulsion, the compelled character's [Performance or Presence] can be replaced with the Infernal's (Essence) for the purposes of calculating the Dodge MDV necessary to see through the illusion, and the Willpower cost to resist the compulsion and/or illusion created by this Charm is increased by one. In addition, the Infernal may choose to specify the type of monster he is declaring the target as – be that a specific breed of Demon, a type of Anathema, a beastman or mutant, an Apostate or Gremlin, or even a renegade god or Terrestrial of some variety. The illusion accompanying the compulsion automatically matches his declaration.
  396.  
  397. Source=Revlid
  398. name=Lost Boys Found
  399. cost=— (+1wp)
  400. essence=3, type=Permanent
  401. keywords=none
  402. duration=Permanent
  403. prereqs=Demon-Designating Tag-Touch
  404. |text= Don’t try and hide when Achsam wants to play. Ever. This Charm permanently upgrades its prerequisite. When activating that Charm, the Infernal may pay an additional point of Willpower - if he does so, he rolls (Charisma + Performance). Everyone other than the Infernal who witnesses the initial application of the Charm with a Dodge MDV lower than his successes immediately suffers a Compulsion to hide from the designated Demon, fleeing and rolling (Dexterity + Stealth) to try and hide as soon as they find a plausible spot, where they will stay as long as the Compulsion holds sway. The designated Demon himself is compelled to remain immobile for six ticks, covering his eyes. After these six ticks are over, his compulsion also changes – rather than grabbing random bystanders, he will try to find the characters compelled to hide. Whenever he finds a character compelled to hide by this Charm, he will attack them (he may not significantly hold back with this attack - if possible, it must be a blow with a reasonable chance of damaging its target). The first attack the designated Demon makes against a character compelled to hide is unexpected. The compulsion to hide ends for each character after a number of ticks equal to (Infernal’s Essence+1)x5, or immediately after the character in question is first attacked by the designated Demon, or whenever the character in question pays two Willpower to reject it, whichever comes first. The designated Demon’s compulsion ends after there are no more characters compelled to hide by that activation of this Charm.
  405.  
  406. Source=Revlid
  407. name=Wyld Hunt and Anathema Division
  408. cost=4m, 1wp
  409. essence=3, type=Simple
  410. keywords=Combo-OK, Compulsion
  411. duration=One scene
  412. prereqs=Demon-Designating Tag-Touch
  413. text=Fights between children quickly escalate, whether into mock play fights or vicious scraps. Battles between adults are rarely any different, but tend to be taken unnecessarily seriously by both sides. The Infernal rolls ([Charisma or Manipulation] + Performance). The Compulsion of this Charm affects any character that can perceive him and has a Dodge MDV lower than his successes. In order for this Charm to take effect, it must affect at least two characters – any fewer, and it automatically fails. The Infernal immediately divides those affected by this Charm into two groups of roughly equal size (i.e. neither can be more than one point of Magnitude higher or lower than the other). For the rest of the scene, each group is compelled to fight the other as though they were dire enemies. The cost to reject this unnatural mental influence is one point of temporary Willpower (or [Infernal’s Essence] points of Loyalty, to a maximum of 5). If both groups possess a common trait in their members mutually exclusive to the trait of the other group, the need for roughly equal Magnitude is waived, and the cost to resist the unnatural mental influence is doubled (to a maximum of 5). Examples include one group being comprised of members of House Cynis, while the other is of House Ledaal, or a mob comprised of mortals opposing a group of anathema, or a gang of redheads against a gang of brunettes.
  414.  
  415. Source=Revlid
  416. name=Switch-Over Surprise
  417. cost=— (+1wp)
  418. essence=3, type=Permanent
  419. keywords=none
  420. duration=Permanent
  421. prereqs=Wyld Hunt and Anathema Division
  422. text=Pulling the rug out from his playmates is a favorite activity of the Puppeteer Impatient. Assumptions can be deadly. This Charm permanently enhances its prerequisite. The Infernal may increase the cost of that Charm by one point of temporary Willpower. If he does so, he immediately applies an illusion to himself and one of the characters struck prone by the Charm, perfectly swapping their appearances. This illusion may be ignored by anyone with a Dodge MDV higher than the Infernal's (Performance + Essence), or one who pays one point of temporary Willpower after having been given some reason to doubt their senses. The Infernal immediately falls prone, exactly as though he were affected by the main Charm. The affected character does not fall prone, but instead may do nothing but stand still (moving only to avoid danger) until an affected character rises from prone, at which point he will teleport and make an unexpected attack, as per the main Charm (the Infernal has no control over this, and the character may use any attack, so long as it is not one he knows his target is immune to). This total control effect fades the moment the character has made the attack, but the illusion stays in place until the end of the scene.
  423.  
  424. Source=Revlid
  425. name=Crimson and Azure Rivalry
  426. cost=10m, 1wp
  427. essence=3, type=Simple (Dramatic Action)
  428. keywords=Combo-OK, Compulsion, Emotion
  429. duration=Instant
  430. prereqs=Wyld Hunt and Anathema Division
  431. text=The Infernal selects two separate social groups that he has interacted with in the past week. These need not be actual factions (such as the Glass Street Crew and the Handy Shanks Gang) but may be imposed by the Infernal, provided they have a common trait that ties them together, mutually exclusive to the other group (such as everyone in Skullstone with blue eyes, and everyone with brown eyes). He then spends a dramatic action atop the highest point that could be said to be roughly equidistant between the two groups, capering, dancing, and acting out insane solo dramas in which slapstick violence is perpetrated against caricatures of each group. He rolls ([Charisma or Manipulation] + Performance). If his rolled successes are higher than the combined Magnitude of the two groups, then both are affected (otherwise, neither are affected). Each faction gains a negative intimacy toward the other faction, of hatred, rivalry, or disgust (the Infernal decides which) as a one-time Emotion effect, which may be resisted at this point by paying (Infernal’s Essence) Loyalty. Any attempts to dissuade characters from acting on this intimacy suffer an internal penalty of (Infernal’s Essence). This intimacy is special in that it takes effect only when the faction gathers in numbers – the effective Conviction of each affected character for the purposes of this intimacy is equal to the Magnitude of the nearby members of their faction (i.e. those gathered into the same crowd). So a character on their own would have an effective Conviction of 0, and thus be unaffected by this intimacy, while a character who was part of a Magnitude 3 mob of his fellows would have an effective Conviction of 3. As Magnitude rises and falls (as crowds break up or reinforcements arrive) throughout a scene, so does the crowd’s effective Conviction (taking the required number of scenes of erosion with it). If this effective Conviction ever rises above a character’s Temperance, they are immediately Compelled to act on the intimacy as though it were a Motivation, attacking or taunting their opposing faction and encouraging others to do the same. Obviously, given its nebulous and self-sustaining nature, totally eroding this intimacy is difficult. Record the total Magnitude of each affected faction. This is the necessary amount by which the intimacy must be eroded. At the end of a scene in which that intimacy has been eroded from a crowd of that faction, reduce the recorded amount by the Magnitude of the surviving crowd members. At the end of a scene in which that intimacy would have been reinforced (e.g. a brawl between the two factions) increase the recorded amount by the Magnitude of the surviving crowd members. If the recorded amount is ever reduced to 0, the intimacy is totally eroded within that faction and has no further effect. No faction may ever have more than one intimacy of this type. The only other way this intimacy can be removed short of large-scale magical intervention is for a natural three-dot stunt to occur, showcasing a positive intimacy (however tragic) between two characters from opposing factions. Both factions must be largely aware of this stunt, which immediately wipes the intimacy from both sides. If Wyld Hunt and Anathema Division is used with members from these two groups as the sole target, directing them against each other, then the cost to activate it is reduced by one point of temporary Willpower.
  432.  
  433. Source=Revlid
  434. name=Boiling Root Abhorrence
  435. cost=3m, 1wp
  436. essence=2, type=Simple (Speed 4)
  437. keywords=Combo-OK, Emotion
  438. duration=One scene
  439. prereqs=Skipping Through Life
  440. text=On the verge of the Primordial War, Sol was shocked to hear the Puppeteer Impatient warn his sibling Primordials of a rebellion amongst the mortal races. It was to the Incarna’s relief that the Mask giggled and claimed it was the Lintha who were rebelling. Truly, the Yozis are blessed to have Achsam on guard, ready to cry wolf. The Infernal chooses one item within (Essencex5) yards of himself that he can perceive, and declares it volatile, rolling ([Charisma or Manipulation] + Performance) and adding (Essence) automatic successes. For the rest of the scene, anyone with a Dodge MDV lower than the Infernal’s rolled successes is struck with a dreadful fear; they will attempt to keep the item away from them, while avoiding any damage to it. They will most likely achieve this by throwing it to the nearest character, friend or foe, and catching it themselves when it is thrown to them (if the alternative is to let it fall). The Infernal is immune to this mental influence, and others may resist it for the rest of the scene by paying one point of temporary Willpower while touching the item. A second purchase of this Charm at Essence 4+ makes the false danger rather more serious to anyone who is both affected by this Charm and aware of their possession of the item in question. They treat the item as an environmental hazard, affecting only them, with a Trauma of (Performance), a damage of (Essence) L, and an interval of one action. In addition, when declaring an item volatile, the Infernal may specify one character who absolutely must not receive possession of the item – they are a pig after a turnip or an Demon after a hearthstone. Everyone affected by this Charm avoids passing the item to the designated character, keeping it on their person if need be, though it burns them terribly. The designated character is automatically exempt from the unnatural mental influence exerted by the Charm.
  441.  
  442. Source=Revlid
  443. name=Terrible Danger Declaration
  444. cost=—
  445. essence=2, type=Permanent
  446. keywords=None
  447. duration=Permanent
  448. prereqs=Boiling Root Abhorrence
  449. text=A temple floor is hot lava, a shallow pond is infested with sharks – Achsam knows the whimsical terrors of the world as only a child can, and grants this knowledge with a pointed finger and a shout. This Charm upgrades its prerequisite – the Infernal may now use it to declare surfaces within range to be hazardous, with a maximum radius of (Essencex2) yards. Anyone affected is immediately struck by a terrible fear of that area, as though it were a true hazard. If they are within the “hazardous” area they must focus all of their efforts on leaving it (although they will not view an actual hazard as being any less dangerous than the false one). The Infernal is immune to this mental influence, and others may resist it for the rest of the scene by paying one point of temporary Willpower at any point. The second purchase of this Charm’s prerequisite functions as normal, turning the entire designated area into an environmental hazard.
  450.  
  451. Source=Revlid
  452. name=Debilitating Backchat Duel
  453. cost=3m, 1wp
  454. Essence=3, type=Simple (Four Long Ticks)
  455. keywords=Combo-OK, Compulsion, Social
  456. duration=Instant
  457. prereqs=Skipping Through Life
  458. text=Achsam enjoys viciously difficult riddles as much as he does simply mocking his adversaries. To the Ebon Dragon's chagrin, he has yet to defeat the youngest of Yozis in such a competition, if only because Achsam keeps running away or arbitrarily declaring their contest invalid. This Charm may target any one individual who the Infernal can converse with, compelling them to engage in a battle of wits. The Infernal first chooses a number, with a minimum of one and a maximum of (Essence), increasing the Speed of this Charm by the chosen number. This is the number of opposed rolls made by the Infernal and his target. The Infernal first rolls (Manipulation + Performance) to perform his riddle, while his target rolls (Intelligence + Investigation) to uncover its answer; after determining the winner of that opposed roll, the two of them each swap the (Attribute + Ability) they roll for the next roll, as the target devises a riddle and the Infernal attempts to crack it. When all the opposed rolls are complete, the character who won the most roll-offs is the winner of the contest. The loser immediately becomes subject to a boon of their choice. This demand may not be an unacceptable order, nor may it be something that is physically impossible to achieve, but otherwise the winner may demand the darkest deeds, the most forbidden treasures, the most hopeless quests. They need not make their demand immediately; the debt can hang over the loser until the winner’s death, if they so desire. Once the demand is made the loser is free to refuse, but doing so results in their suffering the dreadful luck of a sore loser. They suffer a number of botches equal to the winner’s (Essence + margin of victory), distributed and applied just as though they had broken an oath made through the Eclipse anima power.
  459.  
  460. Source=Revlid
  461. name=Suitably Dramatic Leap
  462. cost=2m
  463. essence=2, type=Reflexive
  464. keywords=Combo-OK
  465. duration=One action
  466. prereqs=Skipping Through Life
  467. text=There is little that inspires awe in an audience more than feats of balance and athletic prowess. There is little that inspires excitement in children more than jumping really high. For the rest of his action, the Infernal may jump as a move action, rather than a miscellaneous one. In addition, he automatically succeeds on any Athletics roll to keep his balance, and may do so on any surface at least as wide as a human hair (treating it as a three-foot ledge capable of supporting a thousand pounds of weight for the purposes of determining what actions he can take). Finally, provided someone can see the Infernal (either at the start, apex or end of his jump); the distance he may jump is tripled. At Essence 3+, the Infernal may increase the cost of this Charm by three motes in order to increase its duration to One Scene. This also increases the multiplication of his jump-distance to four times the norm (again, provided he has an audience).
  468.  
  469. Source=Revlid
  470. name=Exit Stage Left\
  471. cost=3m
  472. essence=2, type=Reflexive
  473. keywords=Combo-OK, Obvious
  474. duration=Instant
  475. prereqs=Suitably Dramatic Leap
  476. text=Whether pursued by a bear or vanishing in a burst of smoke, how an actor leaves is just as important as how he enters. This Charm may be used whenever the Infernal successfully dodges an attack. He immediately vanishes from sight, reappearing somewhere within (maximum jumping distance) yards. He may not reappear anywhere that someone can see him; although nothing prevents him from revealing himself immediately after, and he may make a reflexive (Wits + Stealth) roll to avoid being seen if the cover of his position is dubious. If there is nowhere available for the Exalt to reappear, the motes spent on this Charm are wasted, as the smoke fades and he remains sheepishly in the same spot. If the Infernal's anima is flaring upon his use of this Charm, he may choose to increase its cost by one point of temporary Willpower in order to immediately shut it off; however, any subsequent use of peripheral motes in that scene will immediately flare it back to its previous level.
  477.  
  478. Source=Revlid
  479. name=Shattered Mask Realism
  480. cost=— (+4m)
  481. essence=3, type=Permanent
  482. keywords=Illusion
  483. duration=Permanent
  484. prereqs=Exit Stage Left
  485. text=As much as Achsam adores the spotlight, he seems surprisingly mature about the concept that every actor must someday leave the stage, and surrender his mask to Oblivion. How else can his death scene be truly convincing? This Charm permanently enhances Exit Stage Left. Whenever the Infernal uses it to disappear after dodging an attack, he may spend an additional four motes to fake his own death. If he does so, he creates the illusion that the attack actually found its mark and killed him. While the Infernal still vanishes, he does so without the normal Obvious display, and an illusionary body is left in his place, suffering from the same wound the dodged attack would have inflicted. A magically-enhanced medical examination at difficulty (Infernal’s Essence+2) will reveal the corpse as fake, but otherwise it is identical to the Infernal’s own corpse had he died under those circumstances. If the attack was dodged through Unexpected Revelation Protection, the mote cost to apply the effects of this Charm is reduced to two motes.
  486.  
  487. Source=Revlid
  488. name=Carried On Whispers of Delight
  489. cost=—
  490. essence=4, type=Permanent
  491. keywords=None
  492. duration=Permanent
  493. prereqs=Suitably Dramatic Leap
  494. text=This Charm upgrades its prerequisite, making its enhancements to balance permanent. In addition, when it is active the Infernal may choose to change the amount his jump-distance is multiplied by to (Magnitude of audience) rather than three or four. An audience in this case is defined as the highest number of characters that can see the Infernal at any one point throughout the beginning, duration or end of his jump. In addition, while the Charm is active, the Infernal may pay one point of temporary Willpower to jump (Magnitude of audience x 5) miles as a dramatic action usually taking about five minutes. The Infernal continues along the same trajectory even if he is interrupted mid-jump and forced to take non-reflexive actions, but his landing is considered to be the end of a fall, rather than a successful jump.
  495.  
  496. Source=Arrghus
  497. name=Proclamation of Nature
  498. cost=4m, 1wp
  499. essence=3, type=Reflexive
  500. keywords=Combo-OK, Obvious
  501. duration=One scene
  502. prereqs=Suitably Dramatic Leap
  503. text=Though Achsam would think nothing of dancing to a tune only he could hear, such is his generosity that he extends his inner music to all the world, allowing all to hear the song of his greatness. Upon activating this Charm, the Infernal's anima immediately flares to the 8-10 level display, accompanied by a musical score which is unique to the Infernal and adapts with the narrative requirements of the scene to always maximize the dramatic impact of his actions (incidentally, this invalidates any attempts at audial stealth). So long as this music plays and the Infernal maintains an audience with a Magnitude of at least his (Essence), all the Infernal's stunts increase their rating by one as though they resonated with his Motivation, drawing on the joy Achsam feels whenever in the spotlight. If the Infernal activates this Charm while dramatically revealing himself to his audience, its cost is decreased to four motes. At Essence 4+, this Charm activates automatically, at no cost, whenever the Infernal's anima flares to the 8-10 level and remains until it subsides below that level.
  504.  
  505. Source=Revlid
  506. name=Hopping Tartan Amusement
  507. cost=4m
  508. essence=3, type=Simple
  509. keywords=Combo-OK, Compulsion, Obvious
  510. duration=One scene
  511. prereqs=Suitably Dramatic Leap
  512. text=Achsam refuses the mundanity of walking – whether leaping to the center-stage of Creation or skipping through Malfeas in his jouten humaniform, the Yozi moves in bounds. The Infernal rolls (Charisma + Performance) and adds (Essence) automatic successes. Everyone who can see or hear him with a Dodge MDV lower than his successes immediately suffers a compulsion to move only by jumping. This unnatural mental influence automatically affects the Infernal, and lasts until the end of the scene or until the Infernal reflexively deactivates the Charm, whichever comes first. A character may ignore this compulsion for a scene by paying one point of temporary Willpower (the Infernal may not ignore the compulsion in this way - Achsam leads by example!). A second purchase of this Charm at Essence 6+ adds a Permanent effect – anyone with a Dodge MDV lower than the Infernal’s Essence who can see him is affected by the compulsion. The Infernal must pay one point of temporary Willpower in order to deactivate this aspect of the Charm for a day.
  513.  
  514. Source=Revlid
  515. name=Spotlight Stealing Scarecrow Shintai
  516. cost=8m, 1wp
  517. essence=3, type=Simple (Speed 3)
  518. keywords=Combo-Basic, Compulsion, Form-type, Obvious
  519. duration=One scene
  520. prereqs=Hopping Tartan Amusement
  521. text=One of Achsam’s jouten is a doll, which shifts from ragged to ornate from moment to moment, its only constant a smile (though the lips change from rough stitching to delicate brass beads even as the Yozi talks). The Infernal's skin shifts in color, becoming like silk or rough sacking as he desires, while the edges of his limbs gain distinct seams or patching. His eyes harden and increase in size to look like glass or sewn buttons, eyelids vanishing completely. His innards undergo the most obvious transformation, as his internal organs convert to sacking, powdered vitriol, and beads of a substance similar to a shattered, calcified raksha. While in this ragdoll form, the Infernal is able to fold and contort himself into impossible shapes. Unrolled applications aside, this adds (Essence) dice to all appropriate Athletics or Stealth rolls. His natural soak against bashing damage increases by (Essencex3), and he ignores all damage incurred from falling. In addition, the Infernal always suffers knockback in response to taking bashing damage, travelling one yard for every dice of raw, pre-soak damage inflicted immediately after the attack. Rising from prone in this form is a reflexive action that imposes no multiple-action penalty if performed as part of a flurry. Finally, whenever the Infernal lands from a jump, suffers knockback of more than 15 yards, or spends a miscellaneous action posing, he may spend two motes and roll (Charisma + Performance). Anyone within (Essencex20 yds) who would be able to draw a line of sight to the Infernal (or those at any range who actually can see him) and possesses a Dodge MDV lower than his rolled successes is affected by a compulsion to watch him. Those who were unaware of his presence have their eyes drawn to him, while those who could see him before simply cannot look away. This imposes an internal penalty of -2 to the attack and defense pools of any affected characters not attacking or defending against the Infernal, as they have to split their attention between the ragged actor and their actual opponent. In addition, affected characters dashing in any direction other than toward the Infernal must make a (Dexterity + Awareness) roll to avoid tripping and falling prone. This compulsion lasts for (Essence) actions. A character that has resisted this compulsion, whether by paying one point of temporary Willpower, applying his Dodge MDV, or through any other method, is immune to the compulsion for the next three of the Infernal's actions. At Essence 4+, any attempt to scry an area within (Essencex30) yards of the Infernal causes the scrying medium to immediately focus entirely on the Infernal instead, broadcasting his actions with loving fidelity. This effect burdens all magical attempts to remotely view the area surrounding the Infernal - when the spotlight falls on Achsam's doll-jouten; he refuses to let it move away! In addition, all thaumaturgical divinations used with a mile automatically fail, instead bearing the simple message: "THE STAR IS HERE".
  522.  
  523. Pain-Passing Playmates
  524. Cost: 10m, 1wp (1wp); Mins: Essence 4; Type: Simple (Dramatic Action)
  525. Keywords: Shaping, Sorcerous
  526. Duration: Indefinite
  527. Prerequisite Charms: Spotlight Stealing Scarecrow Shintai
  528. In mimicry of his most dynamic jouten, Achsam makes dolls of his favoured playmates. The fact that aforesaid playmates often become far less dynamic shortly afterward distresses him. Whether it surprises him is another question entirely. The Infernal may use this Charm to mark others as his playmates, activating it and engaging in at least an hour of "play" (be that frolicking, carousing, board games or murderous rampages) with the target as his willing partner. Once the dramatic action is finished a small trinket representing the target is shaped into existence, and hangs from the Infernal’s person. This Charm is Obvious to the Infernal’s playmate, and they may prevent the creation of the trinket by paying 0 points of temporary Willpower, just as though they were resisting a Compulsion, but after its creation they have no power over it. This Charm may mark up to (Essence-1) characters at any one time, and no more than one trinket per playmate may exist at once. These trinkets are as indestructible as level-one artifacts, and cannot be thrown away; they subtly return to the Infernal's person whenever his DV refreshes. If countermagic of the appropriate circle is used on this Charm, it destroys a single trinket of the Infernal's choice, with the same effects as if it had been used up.
  529.  
  530. Whenever an attack hits the Infernal, he may reflexively pay one point of temporary Willpower in Step 7 to perfectly soak all damage from the attack, transferring all of the attack’s raw damage to any one of his playmates within (Essencex20) yards. This damage affects them as though they were the Infernal – they are treated as Creatures of Darkness even if they are not, any effects specifically targeting the Infernal still harm them, etc. This is a Shaping effect. Once the damage has been resolved, the trinket disintegrates (generally reflecting the type of damage taken) and the character is no longer affected by the Charm, requiring another use of this Charm to become a playmate once more.
  531.  
  532. A second purchase of this Charm at Essence 4+ enhances it – if the Infernal is using Spotlight Stealing Scarecrow Shintai (or has a mutually positive intimacy with the chosen playmate) then the trinket disintegrates at the start of the Infernal’s next action tick, rather than at the end of the attack, allowing for more damage to be passed on to the unfortunate playmate with further expenditures of Willpower.
  533.  
  534. At Essence 6+ removes any range restrictions on this Charm – provided the Infernal and the selected playmate are in the same realm of existence, the damage may be transferred.
  535.  
  536.  
  537. Source=Revlid
  538. name=Dolls Fall Limp
  539. cost=4m, 1wp
  540. Essence=3, type=Simple
  541. Keywords=Combo-Basic, Obvious, Total Control
  542. duration=Indefinite
  543. prereqs=Spotlight Stealing Scarecrow Shintai
  544. text=When Achsam is tired of his dolls, he throws them down. This can be an entertainment in itself. The Infernal rolls (Charisma + Performance). Everyone with a Dodge MDV lower than the rolled successes that can perceive the Infernal is forced to immediately fall prone. The Infernal himself may not target any of them or move more than (Essencex20) yards away from his original position for this Charm’s duration without ending it immediately. Affected characters may reflexively rise from their prone position – however, the Infernal may immediately teleport to the position of the first one to rise, benefiting from an automatic unexpected attack against the rising character. After this attack has been resolved, the Charm ends, and any subsequent characters to rise do so freely. If multiple characters rise on the same tick, the Infernal may declare which one was first to break out of character in their role as a discarded toy, and attack them. All characters that have been struck prone by this Charm are made aware of these conditions. A second purchase of this Charm at Essence 5+ removes all its range limitations, provided the target is in the same realm of existence. Another purchase at Essence 7+ removes even that restriction - even the Neverborn and Celestines must beware their noses being tweaked by the child-king of pranksters.
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