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Apr 1st, 2017
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  1. Now, it's important that, while the idea of this is to offer a Yozi as a potential replacement of ED for the Eclipse-slot, one should never think like that. You don't design god-monsters around a Caste, you design how the Caste reacts around the God-Monster. So if it ever looks like I'm going the wrong way, feel free to tell me.
  2.  
  3. Eridu, being the remainder of Mardukth, is similar to Mardukth but different in the sense of being less then him. Based on Revlid's assertion of his BIGness, one might guess that Eridu is still rather large, but not so overwhelemingly BIG as he was before. One might very well envision Mardukth similar to the picture presented, a BIG mountain and the creature perched atop it like King Kong swatting at flies. Eridu is what would happen if said mountain were carved down into a half-mountain-sized ziggurat and the Creature,it's arms broken, now resides within the deepest hall of said ziggurat.
  4.  
  5. In fact, let's make it an entire collection of ziggurats, worked and crafted with utmost detail and style until the whole thing shines like fresh marble. Still very impressive, but ultimately less than the mountain the entire complex was carved from. The Beast aspect resides within the central, largest pyramid, wherein in its thrashing and sense of loss i cries out for the loss of itself. A part of him desperately wants to be Mardukth again, sending out First Circle Demons and runts to fetch more building materials (most of which is plundered from the walls of Malfeas, the ruins surrounding Oramus, the wrecks caused by Isidoros, and no less then fourteen high-level manses pilfered almost brick by brick and placed in the complex of Eridu). It's never enough, though. Eridu can only expand horizontally, for the demons dare not deface the beautiful ziggurats of Eridu proper, so pristine that even erymanthoi occasionally sit in idle contemplation of them and starve to death, which Erideu (in his split-despair madness) has yet to even really comprehend. He's so wrapped up trying to find a way to be Mardukth again that he can't even see how wonderful he could be as Eridu. (How's that for Breaking the Yozi?) And of course, every time Eridu breaks down and mentions Mardukth (which is still a no-word in Malfeas) large amounts of Orabillis swatbots descend and murder everyone, the legacy of Mardukth continuing to lead to ruin and the demise of what could be a wonderful new beginning.
  6.  
  7. Eridu, The Temples Held in Thrall and the Thing Within Them
  8. First Excellency:
  9. Eridu is calm, most of the time, a being of outer joy and peace. His face and person bring happiness and frivolity to those who meet him, drawing in stranger and aquaintance alike to bask in his uplifting presence. However, though his ever-present smile speaks of serenity and acceptance of the burdens of life, his eyes speak only of of emptiness and the despair of someone who cannot admit to themselves that they have lost all that they were, and must settle for less. Deep inside, Eridu imagines himself as the charismatic doomed hero, having lost both crown and kingdom, now constantly scheming to rebuild himself to his past, rather then genuinely improving himself towards to future. He is the retired fallen general who, desperate for one last taste of glory, calls upon allies and preaches to the masses in the vain hope that he will, in fact, regain everything that has been stolen from him and achieve his revenge at last. A small voice whispers in the back of his mind to move on, but to do so would be to change who he is now and place the final nail in what he was. This, he cannot do, until absolutely certain that the world will never again reduce him to such lows, and what he is and what he was are One.
  10. Those who use Eridu's First Excellency may freely exploit their master's need to rebuild himself and the world he left behind, as well as aid those who seek retribution, revenge, or reclamation of lost grandeur. His priority is to himself, though, and so the Infernal is highly encouraged to build his own power structure, even in rivalry to one he's supposed to be helping, or even exploit his pawn's power as his own. However, Eridu cannot escape his past (at least not mentally), and so the Infernal cannot use the Excellency to begin any new act of creation or crafting unless it incorporates some part of his old work, which is revealing and intrinsic to him. Neither can he knowing aid efforts to diminish himself or his presence, even if such actions would be beneficial in hiding the Infernal long enough to try again. Eridu banks on his predecessor's reputation, and his followers must learn to do the same.
  11.  
  12. Mythos Exaultant:Ver3. Eridu was once a being whose very existence expanded the boundaries of the universe, and by taking the Mythos of Eridu into themselves, the Infernal shares in the fallen legacy. Dice generated bu stunts consistent with the First Excelleny are doubled, or tripled when in the company of a Magnitude equal to his Essence.
  13.  
  14. The Eridan Urge: The Urge to Seize
  15. To the viewpoint of the other Yozis, Eridu is a greedy, insufferable fool whose half-humility only illuminates his naked hunger and irrational commitment to building himself back into Mardukth (Malfeas, in particular, finds Malfeas insufferable, and routinely makes an odd habit of smashing layers with Eridu's sprawling temple grounds into each other). Eridu, however, is simply recalling everything that 'belongs' to him. His Infernals, likewise, are compelled to seek things which they believe to be their right, whether this is accurate or not. A Compassionate Exile finds his compulsions originating from the acquisition of people, blending the obsessive love of a stalker, the smothering of a mother bear, and the tact of a slavemaster to ensure that every person they love understands the full meaning of the phrase "You Are Mine." Conviction lends the Exile's greed the backing of his own ethos, justifying every gain as necessary for the continued efforts of the Reclamation. A Temperate Hollow-Marble Prince may try to explain that by taking things like drugs, money, and life from others, he is freeing them of unneeded temptations (which the Infernal knows all too well) and an Exile ruled by Valor needs no excuses at all, only his own sense of entitlement and the bravado to rob king and peasant alike. Occasionally, the Urge also includes a clause wherein the Infernal must not only take, but ensure that others cannot gain (or regain) the same things.
  16.  
  17. Example Eridan Urges...
  18. -Become the power behind the throne of Paragon... by making off with the Staff of Order.
  19. -Steal the heart of every fair maiden in An Teng.... by slaying every rival.
  20. -Acquire the land rights to the farmland around Thorns ... in order to starve the city.
  21. -Gain control of House Regara's banking system.... and the loans of House Mnemon as well.
  22. -Own Chiaroscouro outright.
  23.  
  24. Imperfection: Eridu claims to be Mardukth sometimes, but he is not Mardukth. He never can be. But in his flaw, he is indeed his Primordial's broken idol. Whenever the Infernal would be placed in a situation where there is no proof of his past accomplishments or his previous mortal self (most Infernals with Eridu's Charms scour the globe for trinkets of scraps of clothing from before), any perfect-effect powered by Eridu costs 3m more. Even more crippling, if the Infernal should ever be placed in a situation wherein every person and place within Essence x 10 yards has no connection of ownership or Intimacy towards the Infernal, his perfect effects simply fail to work at all. A lord without vassals, allies, or lands is no better then a peasant, and is doomed to the same fate as when he lost them all.
  25.  
  26. Torment: Self-Void Desire of Inheritance. Eridu wishes to be Mardukth so much, sometimes he forgets that he is Eridu. The same thing can happen to those who displease either of them. The Infernal is struck with a case of mistaken identity, wherein they believe themselves to be someone to whom they have a strong personal intimacy towards (picked by the ST, with Intimacies focusing on specific people being primary). The Intimacy may be positive or negative, and the Infernal spends the rest of the day in caricatured parody of that character, completely forgetting their surroundings or their personal schedule until the end of the day. This envy-and-loss tinted madness is highly contagious, and spreads in a matter similar to that of Adorjan's. Those that do not or can not feel such intimacies are rendered inert, having no one to envy or hate, left as blanks wandering the streets at random muttering and mumbling desperate pleas to Eridu, to Mardukth, to someone to assign them an identity.... who am I? Won't someone please tell me.....
  27.  
  28. Act of Villainy: Truth-Unveiling Boast: There is no secret that Eridu wishes to reclaim his previous self, to merge with it and become greater then Malfeas, to become the King of Creation once more. How he wishes to cry his lost-name, and for the world to respond in kind in awe and terror at the Mountain reborn. How much then, does he enjoy the small gesture of his subjects doing likewise. Once per day, when an Infernal tosses aside a disguise to reveal their true visage (but not necessarily their existence as an Infernal, let's not be stupid) before someone who has a strong Intimacy toward him, they may roll Valor for the purposes of losing Torment. If this act is done before a Magnitude equal to or higher then their Essence, then the Infernal receives the difference in automatic successes (if tied, only one die is automatic, and the number of automatic successes cannot exceed the Infernal's actual rating in Valor, although extra successes rolled do).
  29.  
  30.  
  31. Potential Space for Eridu's "Come to Me, Make Me Grand Again" Charms
  32.  
  33. THE SUZU RUMBLES
  34. Cost: 2m; Mins: Essence 2; Type: Simple
  35. Keywords: Sorcery, Obvious
  36. Duration: Indefinite
  37. Prerequisite Charms: None
  38.  
  39. Eridu's presence is felt in the bones of those he wishes to make his own, like a shrine bell heard from afar. As the Infernal draws close to a new town, he commits two motes so that his body likewise emits a soft subsonic clanging noise which draws the attention of whoever he meets. People surrounding him in an Essence-yard radius suffer a -2 to their MDV to the Infernal's antics, as the Infernal becomes nearly impossible to ignore, although PMDV is unaffected by this. For the duration of the charm, the Infernal also suffers penalties to stealth equal to his (Essence/2), generated from sound. Each additional purchase of this charm increases the drop of MDV by 1 and the stealth-obviation by 1, until the Infernal becomes so noticable, he cannot hide at all.
  40.  
  41. MARBLE-HEWN MASK
  42. Cost: 0m; Mins: Essence 2; Type: Simple
  43. Keywords: Shaping,
  44. Duration: Permanent
  45. Prerequisite Charms: THE SUZU RUMBLES
  46.  
  47. Eridu does not just draw attention to himself for the mere pleasure of it, although most of the other Yozis would swear by it; no, he must draw his prey to himself, and make them his own. Whenever the Infernal is using this Charm's prerequisite, the Infernal also counts as possessing an Appearance two dots higher than he actually has for the sole purpose of seducing others or tricking them with flashy first appearances into believing that he is a man worthy of trust and respect. This bonus applies to anyone within the radius, whether they possess a gender preference contrary to the Infernal or not. This offers the Infernal no actual dice in Appearance, or protect him from the beauty of others.
  48.  
  49. THY LODESTONE PLACED
  50. Cost 4m 1wp; Mins Essence 3, Eridu 0, Type: Simple
  51. Keywords: Compulsion, Emotion
  52. Duration: Indefinite
  53. Prerequisite Charms: The Suzu Rumbles, Patience in Anonymity
  54.  
  55. The moment a demon wanders within sight of Eridu, and gazes upon the alabaster and marble walls of his cage, they know their place and what they must do to serve him. The Infernal may target a single person with a task-specific position, like cook or guard (or anything where the verb and the noun are similar enough like bureaucrat to bureaucracy) and give the target a 2-die specialty at that task as a Training effect. The target then feels compelled to serve the Infernal in that specific way, and every scene spent doing so counts as a scene building an Intimacy to that particular career, as well as an Intimacy of awe for the Infernal himself. If the target submits willingly to this blessing before the Infernal compels him so, the act is considered to be the equivalent of (Infernal's Essence) scenes spent building said intimacies. Exalts and heroic mortals may spent one or more Willpower a scene trying to remove this dubious compulsion, up to the Infernal's Essence, in which case the specialty and the magic fade. The mote and Willpower cost for this Charm is considered commited until the Intimacies are complete.
  56.  
  57. At Essence 3, the compulsion cannot force people to be something completely different from what they already are, as the Infernal has not developed the clout and prestige to turn a pacifist into a soldier or an Immaculate monk into a prostitute. A second purchase at Essence 6, however, removes such blocks, and even a king can be turned into a shoeshiner at the foot of the Infernal.
  58.  
  59. SKY AND SEWER EXPANSION UNDERSTANDING
  60. Cost: -; Mins: Essence 3, Eridu 0; Type: Simple
  61. Keywords: Permanent
  62. Duration: One Day
  63. Prerequisite Charms: Lost Dens Recalled, Thy Lodestone Placed, Patience in Anonymity
  64.  
  65. Eridu, if he was able to escape the bounds of his imprisonment, would feel at home in all lands of Creation and Yu Shan; after all, did he not once serve as the anchor of existence, pinning the whole universe to his sense of being? Even the Wyld, where endless tides of Fair Folk roam and curse the originators of shape, would be impossibly charmed by the presence of so great a luminary as Eridu. This charm expands the benefits of its prerequites to include all manner of supernatural creatures and locations, turning both gods and demons, Fair Folk and elementals into viable sources of hospitality for the Infernal who learns this charm. This does not alter the core of each of the supernatural worlds in terms of essence or Shaping effects; a demon's home still crawls with demonic essence, a god's sanctum still flows with Ambrosia, and the Wyld's favored form of hospitality is mutation form Wyld exposure. The Infernal however simply suffers no damage from the environmental effects of the world he lives in currently under the effects of the charms he knows, and the residents become friendly toward the Infernal as long as they don't know exactly who he is (demons likely will stay friendly, but those who claim to serve the Yozis find that although they may claim the homes of the gods and the Fair Folk, they may be unable to hold them long without consequences from nearby residences of less friendly hosts.) For all intents and purposes, the Infernal has learned to expand his power to those beings that used to obey the Primordials in ages past.
  66.  
  67. There is, however, a major exception to this clause; the Underworld. Its hateful Essence, fueled by the deaths of many Primordials, refuses to bow to the pleas of the Infernal; the very realm itself instinctually knows who its true masters are, and the Neverborn are of the opinion that there is no such thing as "ownership" or "rest;" only death and the Void. The Infernal may not use his charms in the Underworld to steal the homes of the dead, nor gain ownership over the lands forged by the eternal agony of Eridu's fallen brothers and sisters. The Exalted likewise remain as unaffected as always; they booted Mardukth from his throne before, and so remain the watchful keepers of the Throne of Creation, forever guarding reality from the schemes of the Wandering Prince.
  68.  
  69.  
  70. Potential Space for Eridu's "I was _____ And I Will Be Again" Charms
  71.  
  72. WHISPERS OF THE VAULT
  73. Cost: --; Mins: Essence 2, Eridu 0; Type: Permanent
  74. Keywords: --
  75. Duration: Permanent
  76. Prerequisites: None
  77.  
  78. That which was once called Mardukth had been lord of all things below the earth. His mastery over the creatures and the wealth that were once bound within his domain was absolute. Now, though he is diminished, that mastery still remains strong, if fractured. Through his reconstruction into Eridu, the Yozi managed to reassemble this power, giving him hope that he might do the same with the rest of his bygone greatness.
  79.  
  80. The character may purchase this charm a number of times equal to his essence. Each purchase grants him one of the following abilities:
  81.  
  82. Knowing The Deephome - He adds [essence] successes to any attempt to navigate while underground, whether it's a deep cave system, a vast, man-made labyrinth or a system of underground rivers, the character always seems to know exactly where he is going to and why. Furthermore, the character may move freely even in the darkest of conditions, so long as his feet are firmly on the ground. He may detect creatures and the features of nearby objects, so long as they are also connected to the ground. Anything that may be airborne is invisible to this new sense. However, this attunement with the underground makes him uncomfortable with open spaces. When in a location that is completely open and bright within a radius of [Essence x 10] yards of the Infernal, he suffers a -2 internal penalty to all actions.
  83.  
  84. The Golden Rule - Wealth comes naturally to the Infernal, and it seems as though it is attracted to him like Luna to Gaia, or like a Lunar to their Solar Mate. Whenever the Infernal engages in gambling, or acts to accumulate material wealth through business, bartering, bureaucracy, mining or any other means, he rolls an additional [essence] dice. If the primary goal of a particular enterprise is not profit, then he does not benefit from this charm. However, the Infernal becomes enamored with the pursuit of wealth. He must roll his Temperance at a difficulty of 3 the first time he is presented with the opportunity to bolster his personal resources. If he fails, then he must find a way to work such opportunity into his plans.
  85.  
  86. Addition to Whispers of the Vault
  87.  
  88. Vault-heart Supremacy: Eridu, as its predecessor, is disgusted by the idea of actually giving things away. To give for no return is tantamount to tearing off a limb. The Infernal adds [Essence] to the difficulty of any action made to take an item from his person or property he currently inhabits. Whether that is disarming a weapon or stealing a wallet. However, he finds acts of generosity incredibly difficult. In order to give a service or item for any reason or to sacrifice material wealth for another, he must roll his compassion against half his permanent essence or spend a point of temporary willpower. If this is the first time he has not spent willpower to resist unnatural mental influence in the scene, he gains a point of limit from this expenditure.
  89.  
  90. Opening the Inner Coffer
  91. Cost: 3m; Mins: Essence 3, Eridu 0. Type: Reflexive
  92. Keywords: Sorcerous, Combo-OK
  93. Duration: Indefinite
  94. Prerequisites: Whispers of the Vault x2, Borrowed Pebbles Returned
  95.  
  96. Eridu still remembers what it was like, to own the world singular and unquestioned. Everything was once at his beck and call, ready to wait on his every command. Now, he is limited, but his capacity is still impossibly vast. Activating this charm allows an Infernal access to a vault in Elsewhere that he may use to store his treasures. After activating this charm, the Infernal needs only to touch something that he owns as personal property to transport it to his personal vault. He may store a number of items of resource dots equal to his [Essence] in his vault at any one time. Retrieving any item from the vault is a reflexive action, but may only be done [Essence] times per tick.
  97.  
  98. Should this charm be dispelled through countermagic, the Infernal is cut off from his riches until he is able to reactivate Opening the Inner Coffer.
  99.  
  100. A second purchase requiring Essence 4+ also allows the Infernal to store a number of Arsenal dots equal to his [Essence] within the vault at any one time. These may be recalled as detailed above.
  101.  
  102. At Essence 5+, the dots of resources that the Infernal stores within his vault is tallied as separate to the resources he otherwise owns. When calculating the Infernal's total resources dots, these values are added to one another. Furthermore, a third purchase at Essence 5+ allows him to store a number of artifacts within his vault of total dots no more than his [Essence + 2]
  103.  
  104. Resplendent Reliquary of Souls
  105. Cost: (+3m 1wp), (+3m); Mins: Essence 4, Eridu 0; Type: Permanent
  106. Keywords: Obvious
  107. Duration: Permanent
  108. Prerequisites: Opening the Inner Coffer
  109.  
  110. The living are as much property to Eridu as the material. Nothing is outside the breadth of his ownership.
  111.  
  112. This charm permanently upgrades its prerequisite. The Infernal becomes capable of storing a number of living humans within his vault, put into stasis within Elsewhere. These individuals must be either Followers or Retainers. He may store dots of each no more than his permanent [Essence]. For instance, he may contain a maximum of 5 dots of Followers and 5 dots of Retainers at Essence 5. When storing people within his vault, the Infernal pays 6m 1wp and instantly transports them to his vault. He may draw in a maximum of [Essence] dots of either Followers or Retainers at any one time.
  113.  
  114. When he needs to call upon them, the Infernal pays 3m and disgorges up to a number of dots of either Followers or Retainers equal to his essence.
  115.  
  116. At Essence 5, this charm may be purchased a second time to allow the Infernal to contain a number of dots of Command equal to his essence as well. If he is storing sufficient dots of Resources or Arsenal in his vault, he may choose to have his army appear already completely outfitted as they step out of the gate.
  117.  
  118. He may not summon his servants if he is for any reason cut off from Opening the Inner Coffer. Furthermore, these servants, while stored in the vault, do not count as being in range to defend against the Imperfection of He Who Holds in Thrall.
  119.  
  120. Law-Damning Wealth Dominion
  121. Cost: 3m; Mins: Essence 3, Eridu 0; Type: Reflexive
  122. Keywords: Combo-OK, Social
  123. Duration: Instant
  124. Prerequisites: Opening the Inner Coffer
  125.  
  126. Eridu knows all that lies within the earth as his dominion. His realm is as deep as it is infinite, and the riches it contains are unparalleled. How, then, can others claim to be able to speak against him, when he owns the very land beneath their feet?
  127.  
  128. The Infernal may use this charm acts as a perfect social dodge in response to any social attack or unnatural mental influence by an entity or caused by an effect generated by an entity whose essence is equal to or lower than the lowest of his [Essence] or his total resource dots.
  129.  
  130. Opening the Golden Gate
  131. Cost: (+1m) 1wp, 6m 1wp; Mins: Essence 5, Eridu 0; Type: Multiple Action
  132. Keywords: Combo-OK, Obvious
  133. Duration:Instant
  134. Prerequisites: Opening the Inner Coffer, Paved with Perfection Understanding
  135.  
  136. Those who dare to strike at Eridu face not only the Primordial that was Mardukth, but all that is within his domain. Eridu is his wealth, and wealth is Eridu.
  137.  
  138. In order to activate this charm, the Infernal must have Opening the Inner Coffer active. As the charm is activated, the Infernal conjures an impossible number of weapons from his vault. These need not be weapons he actually owns, but may never be of any greater quality than allowed by the lower of his [Essence] or total resource dots. The Infernal hurls the summoned weapons in a harrowing rain of blades.
  139.  
  140. If the Infernal targets a single individual, he may make a number of attacks at the lowest dice penalty for any one attack by paying one dot of temporary willpower and one mote per each strike, up to the lower of his [essence] or total resource dots. These attacks are made with either Thrown, Archery, or Martial Arts, plus the relevant Attribute, depending on how it has been stunted. The projectiles have a total range of the Infernal's [Essence x 10] yards.
  141.  
  142. The weapons have statistics equal to a single class of perfect weapons of the Infernal's choice.
  143.  
  144. The charm may also be used to target a mass combat unit of maximum magnitude of less than or equal to the lowest of the Infernal's [Essence] or total Resources.
  145.  
  146. PATIENCE IN ANONYMITY
  147. Cost: 2m; Mins: Essence 2; Type: Simple
  148. Keywords: Comulsion, Shaping, Social
  149. Duration: Scene
  150. Prerequisite Charms: None
  151.  
  152. The universe once bowed to the mere existence of Mardukth, before the Empreyan Chaos arose or the Exalted further tarnished his clout. Still, even as Eridu, the universe will provide if asked politely. And so, Eridu, and the Infernal provide a small act of mock humility, bowing slightly to the ground. Used in a social context, the Exalt gains his Essence in dice to compel those around him to provide food, sustenance, and the occasional paltry gift. In the wilds of Creation, this augment Survival rolls to do similar things, as the world falls for the Infernal's veneer of culture and command.
  153.  
  154. AS MOLEHILLS TURN TO MOUNTAINS
  155. Cost: 3m (8m 1wp); Mins: Essence 3, Eridu 0; Type: Simple
  156. Keywords: Shaping, Obvious
  157. Duration: Instant
  158. Prerequisite Charms: Patience in Anonymity
  159.  
  160. Eridu, now so diminished from great and mighty Mardukth, can no longer twist the world by merely existing. He is no longer that great mountain- but slowly, surely, he seeks to return himself to that greatness. However, the world is not mighty enough, that even if it were all gathered together, it would not be sufficient to recreate the titan that once was at the center of all things- but still Eridu gathers, pulling the component parts of the universe together in a futile effort to recreate that ancient entity.
  161.  
  162. By paying 3 motes, the Infernal may emulate this grandiose effort on the small scale. He may take any number of items of a value of resources no more than his ([Essence] + 2), and dissolve them into a single object. This process ignores mass and may transmute one material into another, but may never do so to objects made of magical material. The objects he creates in such a way are always incredibly beautiful, majestic or awe-inspiring, but may never be worth resources over his ([Essence] + 2).
  163.  
  164.  
  165. WHISPERS OF THE VAULT
  166. Cost: --; Mins: Essence 2, Eridu 0; Type: Permanent
  167. Keywords: --
  168. Duration: Permanent
  169. Prerequisites: None
  170.  
  171. That which was once called Mardukth had been lord of all things below the earth. His mastery over the creatures and the wealth that were once bound within his domain was absolute. Now, though he is diminished, that mastery still remains strong, if fractured. Through his reconstruction into Eridu, the Yozi managed to reassemble this power, giving him hope that he might do the same with the rest of his bygone greatness.
  172.  
  173. The character may purchase this charm a number of times equal to his essence. Each purchase grants him one of the following abilities:
  174.  
  175. Knowing The Deephome - He adds [essence] successes to any attempt to navigate while underground, whether it's a deep cave system, a vast, man-made labyrinth or a system of underground rivers, the character always seems to know exactly where he is going to and why. Furthermore, the character may move freely even in the darkest of conditions, so long as his feet are firmly on the ground. He may detect creatures and the features of nearby objects, so long as they are also connected to the ground. Anything that may be airborne is invisible to this new sense. However, this attunement with the underground makes him uncomfortable with open spaces. When in a location that is completely open and bright within a radius of [Essence x 10] yards of the Infernal, he suffers a -2 internal penalty to all actions.
  176.  
  177. The Golden Rule - Wealth comes naturally to the Infernal, and it seems as though it is attracted to him like Luna to Gaia, or like a Lunar to their Solar Mate. Whenever the Infernal engages in gambling, or acts to accumulate material wealth through business, bartering, bureaucracy, mining or any other means, he rolls an additional [essence] dice. If the primary goal of a particular enterprise is not profit, then he does not benefit from this charm. However, the Infernal becomes enamored with the pursuit of wealth. He must roll his Temperance at a difficulty of 3 the first time he is presented with the opportunity to bolster his personal resources. If he fails, then he must find a way to work such opportunity into his plans.
  178.  
  179.  
  180. BEAST AND NATURE RECLAIMATION
  181. Cost: -; Mins: Essence 3, Eridu 0; Type: Simple
  182. Keywords: Permanent
  183. Duration: One Day
  184. Prerequisite Charms: Lost Dens Recalled
  185.  
  186. Having learned to impress mere mortals with his natural ownership, how can the beasts of the field or the birds of the sky deny the wandering prince who is Eridu? For as Mardukth was once The Mountain and The Beast Upon It, Eridu, even in lessened form, is still the future king of both the world and everything upon it. The Infernal may now extend the benefits of Lost Dens Recalled to the animals of the world, claiming the lion's den and shark's reef like he does with human dwellings; though it is unlikely that an animal "created" its den, animals that build their own nests and lairs may resist by the same willpower expenditure. Animals who give up their lairs protect the Infernal who resides there, and will always do so as long as the Infernal makes his home there, returning to natural instinct upon the Infernal's leave taking. Animals compelled by this charm do not become Familiars, nor gain an Intimacy of any type toward the Infernal; he simply uses the beast's lair as a temporary home. In such a way does the Infernal make the world begin to remember the glory of Mardukth once more.
  187.  
  188. This claim of ownership actually bends the natural lair's landscape to reflect the glory of the Infernal who resides there; trees bend to keep rain water from soaking the Infernal's clothes, branches or grass grows to keep the sun out of his eyes, and streams alter course to provide fresh water. After the Infernal leaves, the lair returns to its true natural state, obfuscating the Wandering Prince from those who would try to disturb him even in the wilds of Creation. Nature recognizes its future king, and does not desire to be on the bad side of Mardukth when he reawakens.
  189.  
  190.  
  191.  
  192.  
  193.  
  194. PAVED WITH PERFECTION UNDERSTANDING
  195. Cost: +4m; Mins: Essence 4, Eridu 0, Type: Extended
  196. Keywords: Sorcery, Obvious
  197. Duration: Permanent
  198. Prerequisite: As Molehills Turn to Mountains
  199.  
  200. The Infernal expands upon this charm's prerequisite, turning his compiling power on the very legendary weapons that slew the Primordials in ancient days with a mixture of grace and sadistic glee. Objects made of the magical materials may be merged together with similar ordinary objects (provided that said ordinary object be of expectional or perfect quality) in order to make new artifacts equal to (total rating of artifacts used+1). For instance, a short daiklave and a perfect curved sword might make a majestically-brilliant wavecutter. This new weapon keeps both the artifcact and the excetional-perfect bonuses. However, unlike the raw creation of its prerequisite,the Infernal must have an understanding of how each piece was made, as well as the finished product, and satisfy all Craft, Lore, and Occult dot requirements. He also suffers a 2-die penalty to making artifacts when none of the objects involved have been deconsecrated in the name of the Yozis. ERRATA BELOW
  201.  
  202. LOST DENS RECALLED
  203. Cost: 3m 1wp; Mins: Essence 2, Eridu 0; Type: Simple
  204. Keywords: Illusion, Social
  205. Duration: Instant
  206. Prerequisite Charms: Patience in Anonymity
  207.  
  208. Mardukth once claimed Zen Mu as his own simply by the assertion that the universe had to respond to his questioning or be crushed. To Eridu, then, every inch of existence once belonged to him, and will belong to him agian. The Infernal approaches the owner (or highest-ranking tenant) of a structure or piece of land which cannot exceed his Essence x 10 yards in any direction except height, and introduces himself as the previous owner or landholder, here to reclaim it for as long as he pleases. If the Infernal beats his target's MDV with a Manipulation+Presence roll, the target believes this once-lie fullheartedly, and welcomes the Infernal back into 'his' home. As long as the original tenant believes this, metaphysical ownership of the area is given to the Infernal. This social attack is unnatural mental influence, costing two Willpower to resist, and the Infernal is given a warning from his coadjutor whether the Charm has worked or not.
  209. At Essence 4, this charm may be purchased again to improve the radius to Essence x 100 yrds, then purchased again at E5 to make it Ex1000 yrds, and finally again at E8 to (Essence)miles, provided all of the encompassed area is owned by a single tenant. Once the area bypasses five miles, such a rapid change of ownership is consdered a Blasphemy. Eridu has yet to figure out if he can get away with making a fourth extension that would let him claim entire kingdoms... perhaps if Malfeas were to be humiliated and weakened in some lasting way..... No, the time is not right yet.
  210.  
  211. BORROWED PEBBLES RETURNED
  212. Cost: 2m (+1wp)(8m 1wp); Essence 3, Eridu 0; Type: Simple
  213. Keywords: Illusion, Social, Combo-OK
  214. Duration: One action
  215. Prerequisities: Lost Dens Recalled
  216.  
  217. Just as all lands were, and will be the property of Eridu-Mardukth, so too will every thing else. The Infernal casually walks up to an object which he could hold in one hand and rolls Manipulation+Larceny to steal it. If anyone is watching this act of theft, the Infernal may add a dot of Willpower in order to aid any assertion that he is merely taking back something borrowed. This natural mental influence costs one Willpower to resist.
  218. At Essence 4, the charm is upgraded to include objects that could be held by two hands (but still only the infernal) and extras designated as slaves. A second purchase at Essence 5 aids looting actions taken by parties led by the Infernal with an Magnitude of (Essence-2) at a cost of 8m1wp, which still requires the band to carry away everything "borrowed" with their bare hands.
  219.  
  220.  
  221. Potential Space for "How Can You Fight Me, for I am ________" Charms
  222.  
  223. WHAT THE TEMPLE HIDES
  224. Cost: 0m; Mins: Essence 2; Type: Reflexive
  225. Keywords: Compulsion
  226. Duration: Permanent
  227. Prerequisite Charms: The Suzu Rumbles
  228.  
  229. Many are those pathetic souls who gaze upon the Temples Held In Thrall and believe themselves falsely safe, for surely something so immaculate in the middle of the torments of Malfeas must be sacred. This masquerade of purity works perfectly to draw in more servants for The Thing Within, as well as ward off enemies. In order to contemplate harming the Infernal while in his presence (as defined by The Suzu Rumbles), opponents must make a Compassion roll and fail. Otherwise, they suffer a 1-die external penalty. If the Infernal should bare his fangs first, such as drawing his weapon with no provacation, this effect is negated. Exalts need only roll once per scene in order to uncover the beast waiting in the eyes of the Infernal, whereas heroic mortals and extras must make the roll for every action.
  230.  
  231. GREAT LEGACIES UNYIELDING
  232. Cost: --; Mins: Essence 2, Eridu 0;, Type: Permanent
  233. Keywords: --
  234. Duration: Permanent
  235. Prerequisite Charms: None (or On Stone Walls Etched)
  236.  
  237. Eridu remembers what he once was- and he will never forget the greatness of days long past. Upon learning this charm, the Infernal becomes capable of perfectly remembering any event in his life to the finest detail. Nothing is outside his recall, so long as he had personally observed it. However, if he was not aware of the existence of something at the time, he is unable to reflect and recall its existence. He could not notice an assassin in those old memories if he did not perceive their presence at the time.
  238.  
  239. At Essence 3+, the Infernal's memories become even more inviolate. Establishing or dissolving any sort of intimacy requires additional scenes equal to the Infernal's essence. Furthermore, any magical influence that would modify his intimacies or memories have their difficulty increased by the Infernal's [Essence]. This applies even if the Infernal wishes to forget or otherwise change his intimacies or memory- Eridu can never forget.
  240.  
  241. LIVING PAST GLORIES
  242. Cost: 3m (3m 1wp); Mins: Essence 3, Eridu 0; Type: Reflexive
  243. Keywords: Social, Combo-OK
  244. Duration: One Scene
  245. Prerequisite Charms: Great Legacies Unyielding
  246.  
  247. Eridu is diminished, but that does not make him any less memorable than what he once was. The Infernal may only activate this charm against individuals upon whom he has already made a first impression through interacting with them for at least one scene. He rolls his [Essence + Presence] against a single individual's MDV. If he succeeds, the individual's opinion of the Infernal shifts, for the scene, to that which was established upon their first meeting.
  248.  
  249. At Essence 4+, the Infernal may pay an additional 1wp to address a magnitude equal to the Infernal's [Essence]. The same criteria must apply- this may not be their first meeting. If individuals do not know of the Infernal, they are unaffected by the charm, but still contribute to the overall magnitude of the group the Infernal targets. He rolls his [Essence + Presence] against the group's MDV, and if he succeeds, their opinion is, again, restored to their first impression of the Infernal for the duration of the scene.
  250.  
  251. BODY-MEMORY UNITY
  252. Cost: 3m/8m 1wp; Mins: Essence 2, Eridu 0; Type: Reflexive
  253. Keywords: Combo-OK, Obvious
  254. Duration: Instant
  255. Prerequisite Charms: Great Legacies Unyielding
  256.  
  257. The body of the diminished titan is tied to the integrity of his very soul. Damaging irredeemably is impossible so long as he can impose himself on the world. This charm acts as a perfect soak. The attack may connect, but as the Infernal's body is struck, the wounds he would have endured immediately mend, his body restored to its state just prior to the attack's impact. This defense suffers from the Imperfection of The Splintered Unquestionable (That Which Holds In Thrall?)
  258.  
  259. A second purchase at Essence 4+ allows the Infernal to activate this ability to restore himself to a previous state at any point. The Infernal must first activate the charm for three motes, which produces a 'freeze frame' of the Infernal's current physical status. At any point the future, the Infernal may activate the charm, paying 8m 1wp to restore himself to the 'freeze frame.' He does not regain any motes or any willpower through this, and it may only reverse crippling effects, diseases, poisons, wounds, mutations and any other such effects. Doing so consumes the 'freeze frame,' requiring him to produce another to restore to upon activating the charm in this way in the future. This charm may not reverse death, nor can it artificially expand the Infernal's lifespan.
  260.  
  261. INVIOLATE MEMORIAL-SELF
  262. Cost: +3m, +3m 1wp, +20m 3wp; Mins: Essence 3, Eridu 0; Type: Permanent
  263. Keywords: --
  264. Duration: Permanent
  265. Prerequisite Charms: Body-Memory Unity
  266.  
  267. A single strike is not enough to scatter that which commemorates its own greatness. Eridu's body may be more fragile than Malfeas' brass walls, its strength may be less than the thunderous footsteps of the Black Boar that Twists the Heavens, but its memory, its soul, are the greatest amongst its siblings. This charm allows its prerequisite to be used as a tick-long perfect defense.
  268.  
  269. A second purchase at Essence 5+ allows it to be used as an action-long perfect defense, while a final purchase, unattainable by many, resides at Essence 8+. So long as he remembers himself, Eridu is utterly inviolate. By paying an additional 20 motes and three willpower when activating Body-Memory Unity as a perfect defense, the defense becomes scene-long. Though, should an attack utilize his imperfection, it can still bypass this great aegis.
  270.  
  271.  
  272. AS MOLEHILLS TURN TO MOUNTAINS
  273. Cost: 3m (8m 1wp); Mins: Essence 3, Eridu 0; Type: Simple
  274. Keywords: Shaping, Obvious
  275. Duration: Instant
  276. Prerequisite Charms: Patience in Anonymity
  277.  
  278. Eridu, now so diminished from great and mighty Mardukth, can no longer twist the world by merely existing. He is no longer that great mountain- but slowly, surely, he seeks to return himself to that greatness. However, the world is not mighty enough, that even if it were all gathered together, it would not be sufficient to recreate the titan that once was at the center of all things- but still Eridu gathers, pulling the component parts of the universe together in a futile effort to recreate that ancient entity.
  279.  
  280. By paying 3 motes, the Infernal may emulate this grandiose effort on the small scale. He may take any number of items of a value of resources no more than his ([Essence] + 2), and dissolve them into a single object. This process ignores mass and may transmute one material into another, but may never do so to objects made of magical material. The objects he creates in such a way are always incredibly beautiful, majestic or awe-inspiring, but may never be worth resources over his ([Essence] + 2).
  281.  
  282.  
  283. GREAT LEGACIES UNYIELDING
  284. Cost: --; Mins: Essence 2, Eridu 0;, Type: Permanent
  285. Keywords: --
  286. Duration: Permanent
  287. Prerequisite Charms: On Stone Walls Etched (Or none, if On Stone Walls Etched is deemed as unusable)
  288.  
  289. Eridu remembers what he once was- and he will never forget the greatness of days long past. Upon learning this charm, the Infernal becomes capable of perfectly remembering any event in his life to the finest detail. Nothing is outside his recall, so long as he had personally observed it. However, if he was not aware of the existence of something at the time, he is unable to reflect and recall its existence. He could not notice an assassin in those old memories if he did not perceive their presence at the time.
  290.  
  291. At Essence 3+, the Infernal's memories become even more inviolate. Establishing or dissolving any sort of intimacy requires additional scenes equal to the Infernal's essence. Furthermore, any magical influence that would modify his intimacies or memories have their difficulty increased by the Infernal's [Essence]. This applies even if the Infernal wishes to forget or otherwise change his intimacies or memory- Eridu can never forget.
  292.  
  293.  
  294. (Magical Material)-Kissed War Raiment
  295. Cost: --; Mins: Essence 5, Eridu 0. Type: Permanent
  296. Keywords: --
  297. Duration: Permanent
  298. Prerequisites: Opening the Inner Coffer
  299.  
  300. All things that Eridu owns are blessed by simply being owned by him. All that he wields, all that he summons to his defense, were they not worth their weight, would not be touched by the Temples Held in Thrall.
  301.  
  302. By purchasing this charm, the Infernal specifies one specific magical material. Thereafter, whenever he would summon weaponry as per Opening the Inner Coffer, the weapon is automatically considered to have the corresponding magical material bonus. The Infernal may purchase this charm as many times as he likes, picking and choosing a new magical material bonus each time.
  303.  
  304. This charm may not enhance weapons already created of a particular magical material. It is also unable to replicate the effects of Soulsteel. The touch of the void terrifies Eridu- it is a sign of further loss, and the Temples Held in Thrall shuns it wherever possible.
  305.  
  306. A second purchase, separate from the individual purchases of Magical Material-versions of this charm, allows the Infernal's might to influence the armor the Infernal summons from his vault. It may not be already made of Magical Material.
  307.  
  308. At E6+, this enhancement also applies to the arms (and armor, if the second iteration of the charm is purchased) of any weapon or armor wielded by the soldiers called out through Resplendent Reliquary of Souls.
  309.  
  310. The Ecstacy of Gold
  311. Cost: 10m, 1wp; Mins: Essence 5, Eridu 0. Type: Simple
  312. Keywords: Combo-OK, Obvious
  313. Duration: One Scene
  314. Prerequisites: Resplendent Reliquary of Souls x2, Lord of the Mountain Shintai, (Magical Material)-Kissed War Raiment
  315.  
  316. What was Eridu before Eridu was? Great, magnificent, unparalleled. What is now what came before Eridu? Shards, scattered and struck against the fabric of the world. Splintered, dispersed, cast into the whipping gales of Creation. It is now nothing. It is now everything. But it is no longer Eridu. In a vain hope to once again obtain that which he had long since lost, Eridu gathers all that he once was to him, plating himself, covering his body, his flesh, with everything that Eridu once was and now is.
  317.  
  318. Many call this avarice. Eridu knows that this is merely a Reclamation.
  319.  
  320. By activating this charm, the Infernal infuses himself with the powers invested inside his vault. His servants become his sword, his wealth becomes his shield. By gathering his power once more, Eridu becomes a greater shadow of what he once was. The Infernal's flesh splits and his armor tears as molten gold pours out of his veins like magma from a volcano. It fuses with his fragile, humanoid form and renders him greater.
  321.  
  322. The Infernal's arms and armor burst aglow with inner power. Immediately, they gain a number of magical material bonus the Infernal has available to him through (Magical-Material)-Kissed War Raiment, up to the Infernal's [Resources]. These bonuses do not overlap- he may not double up on the damage reduction from Starmetal, for instance.
  323.  
  324. Furthermore, whenever the Infernal strikes a foe or a structure, the impact of his blow creates a pool of molten gold that acts as an environmental hazard as per Covet Not the Dragon's Gold.
  325.  
  326. At Essence 6+, if both this charm and Lord of the Mountain Shintai are active simultaneously, the Infernal's radiant glory causes all those who would raise a hand against him to falter. Enemy troops suffer a -[Lower of Infernal's Essence or Resources] internal penalty to any attempt to strike the Infernal, or his loyal legions.
  327.  
  328.  
  329.  
  330. FIRST ERIDU EXCELLENCY
  331. Cost: 1m per die; Mins: Eridu 0, Essence 1; Type: Reflexive (Step 1 or Step 2)
  332. Keywords: Combo-OK
  333. Duration: Instant
  334. Prerequisite Charms: None
  335.  
  336. The Temple and the Horror Bound Within is outwardly grandiose, eloquent, and jovial, especially in front of people who possess something he desires. He feigns patience and humility in front of those whom he would want enslaved to him, ensnaring and ingratiating them to himself. Once those who have listened to his tales of lost glory and reclamation submit themselves to being vassals and slaves to his cause, he is able to use them as extensions of himself, their wealth, lands and bodies bending to him even as they themselves bend to him. However, once they are his, he cares for them, for they too are part of his wealth, and he despises thieves and usurpers.
  337.  
  338. The veneer of culture fades when looked at closely, as his humiliation over losing what he holds dear is made evident in the greed and emptiness of his eyes and tongue. If he could, Eridu would bind and consume everything around him, piling the accomplishments and wealth of his minions to stroke his own ego until his lost glory is matched pound for pound. As he wanders in exile, his presence calls out for all to become part of him. Small things and scattered individuals become unified into terrible, all-consuming monoliths to match his incessant, wanton hunger.
  339.  
  340. This Charm can be used to enhance any action which he attempts to seduce or entice the world and others into following his agenda and convince them that their goals match, or are part of his own. It can also be used in situations where he possesses an advantage in terms of material resources or persons. Finally, it can be used when the character builds upon existing structures or expands prior works, provided that the Infernal works to either become its head or maintain that status.
  341.  
  342. This Charm cannot be used to disguise or lie about the Infernal’s identity, though it may hide his presence in either mass units or underground, The ultimate goal of Eridu is undeniable. If the Charm is used to aid or assist another being that the character recognizes as a rival, the maximum number of dice it can add is halved. If the character seeks to aid or assist someone in a way which would visibly diminish his holdings without recompense or purposely leave behind resources (even as a trap), the Charm cannot be used at all.
  343.  
  344.  
  345.  
  346. Spire-Raising Drumsteps
  347. cost: 8m (+2m/action after initial) 1wp, Mins: Eridu 0 Essence 3 Type:Dramatic Action
  348. Tags: Obvious, Shaping, Compulsion
  349. Duration: Indefinite
  350. Prerequisites: From Molehills to Mountains, others
  351.  
  352. In the revelry of his followers, in the pounding of his armies' feet, Eridu finds at last the strength to call the world to heel as did in ages past. The Infernal rolls (Charisma + current Magnitude of the unit he is leading). Each additional roll costs an additional 2m, and requires some sort of continuous action on the part of the followers such as marching in a pattern or engaging in drunken partying with the Infernal as the center of the activity. Followers are subjected to a Compulsion to continue the activities until the Infernal ceases to spend motes to prolong the Charm, and must spend two Willpower to stop temporarily for sleep or food until then, or three Willpower to stop permanently.The Infernal may use the successes however he wishes throughout the duration of the Charm, should the extended action be disturbed somehow the Infernal loses half the unused successes as the ;private world' chases down to reveal reality.
  353. -Land: Shaping the world around him according to the asthetics of Eridu, the Infernal may spend successes to reorganize (successes) miles around him. Spending 5 successes on this aspect may generate small jade deposits to be mined later, but changing more than (Infernal's Essence) miles of Creation or the Wyld at any given time is considered a Blasphemy effect, as the Infernal oversteps the bounds of his hidden might. He may also not change lands which are hidden from his sight by the horizon (typically avatars of Eridu construct some sort of temple or tower to bypass this limitation).
  354. -Resources and Wonders: the Infernal may spend succeesses to generate objects and goods worth (successes expended) Resources. No one object can ever exceed the Infernal's Essence rating, and he may not generate magical materials from this.
  355. -If the Infernal knows Reliquary of Souls, the Magnitude of those souls removed from the Vault for the purpose of empowering this Charm is considered automatic successes (with the rest of the Magnitude rolled as normal).
  356.  
  357. The Infernal may purchase this Charm again at Essence 4, expanding the capacity of uses to include the production of magical materials except for soulsteel under Resources and Wonders, demenses at five successes/level using the ascthetics of Eridu, or generate people at 4 successes per Magnitude. These 'people' are all creatures of darkness, soulless until having spent a month interacting with Creation or Malfeas, cannot be used to empower the Infernal until the Infernal has spent exp to make them Followers, Retainers, or Command, and subject to immediate mutation rolls if made near a demense.
  358.  
  359.  
  360. Loyalty Justly Rewarded
  361. Cost: 30m, 2wp; Mins: Essence 3; Type: Simple (Dramatic action)
  362. Keywords: Combo-OK, Obvious
  363. Duration: One day
  364. Prerequisite Charms: Great Legacies Unyielding, Whispers of the Vault x2
  365.  
  366. How bitter it was for Mardukth to be cast down from the throne of the universe, and how great the rewards for those proclaim their renewed allegiance to Eridu through word and gift. Whenever a person gives a gift (of money, slaves, whatever) sufficient to reduce their Resource rating by one dot, any Crippling, Disease, or Poison effects affecting them, or a character they have an intimacy towards, are immediately removed.
  367.  
  368. As a non-Obvious function of this charm, anyone who gives the gift to the infernal gains an intimacy of devoted vassalage. At Essence 4 this intimacy becomes unbreakable, though Heroic characters may spend one willpower for each scene they want to spend eroding that intimacy, though any scene spent interacting with the infernal counts as a scene reinforcing that intimacy.
  369.  
  370. World Worshippers’ Respite
  371. Cost:15m, ; Mins: Essence 2; Type: Reflexive
  372. Keywords: Combo-OK, Sorcerous
  373. Duration: One day
  374. Prerequisite Charms: Great Legacies Unyielding
  375.  
  376. Once Mardukth was the inspiration for the pole of Earth. While Eridu cannot match his splendor, he can at least try. The Infernal extends his protection over everyone within [Essence x 10] yards whom he holds an intimacy towards, or who holds an intimacy towards him. All affected characters are immune to Shaping effects while they remain within range of the Infernal, and the Infernal is immune to Shaping effects while at least one affected character is in range. The charm immediately fails if there are no valid characters in range.
  377. This charm may be repurchased in order to protect all affected characters from environmental damage.
  378. At Essence 3, 5, 7, and 9, this charm may be repurchased to multiply its range by 10.
  379.  
  380.  
  381. Once Mine, Always Mine
  382. Cost: -; Mins: Essence 2; Type: Permanent
  383. Keywords: None
  384. Duration: Permanent
  385. Prerequisite Charms: Great Legacies Unyielding
  386.  
  387. Just as Eridu can never forget, he can never let go of what belongs to him. Intimacies towards objects, places, or people that belong to the Infernal do not count against the limit of his number of intimacies, and intimacies towards the Infernal do not count against the owner’s intimacy limit number.
  388.  
  389.  
  390. Hollow Marble Prince Shintai
  391. Cost: 0m; Mins: Essence 3; Type: Something
  392. Keywords: None
  393. Duration: Permanent
  394. Prerequisite Charms: Loyalty Justly Rewarded, Paved With Perfection Understanding, ?
  395.  
  396. Those who visit the ziggurats of Eridu can never forget them, nor the thousands of sculptures which adorn them in testament to all that he possesses. The Infernal takes on some of the properties of these statues, and the power the Temple and the Horror Housed Within can express through them. Henceforth, any Intimacy generated by a Charm the Infernal knows towards himself is magical, and cannot be eroded by scenes spent away from him (although the context may still be changed or destroyed outright by Charms). The Infernal also gains the ability to use Loyalty Justly Rewarded or From Molehills to Mountains as an innate ability which does not count as Charm activation, provided he is touching the object or person. As a consequence, the Infernal's skin takes on the texture, complexion, and slight coldness of finely-polished stone.
  397.  
  398. And now, something I've been wanting to do for quite a while: Heresy! Of course, part of this particular charm-idea is something of a rough draft.
  399.  
  400. Succor in Idolatry
  401. Cost: - (+Xm, 1wp), Essence 4 Type: Supplemental (Dramatic Action)
  402. Keywords: Heretical, Obvious, Sorcerous
  403. Duration: Permanent
  404. Prerequisites: Loyalty Justly Rewarded, Penitents Like Scattered Grains
  405.  
  406. Whether the followers of the Infernals are wondering in empty wastelands or inside the gilded cages he has prepared for them, no prayer goes unheard or unexploited. This Charm extends the reach of Penitents Like Scattered grains, allowing the Infernal to hear prayers directed to him through any detailed statue of himself with a total Resources cost of (Essence/2) as well as regions of desolation, and through them channel Loyalty Justly Rewarded provided the supplicate is touching the statue. If no statue currently exists in the region of the supplicant, the Infernal may spend Xm, 1wp (X being twice the required Resources cost) to conjure one into existence at the penitent's current location as a Dramatic Action. If the Infernal knows Verdant Emptiness Endowment, he may demand such a statue be built by the supplicate as payment.
  407.  
  408.  
  409. FRAGMENTS INTO MONOLITHS CONCENTRATION
  410. COST: 8m 1wp; MINS: Essence 4, Eridu 0; TYPE: Simple
  411. KEYWORDS: Obvious, Combo-Basic
  412. DURATION: One scene
  413. PREREQUISITES: As Molehills Turn To Mountains
  414.  
  415. Once upon a time, there was a beast upon a mountain. Long was his shadow and immeasurable was his grandeur. Before the coming of the King, all those who lived in his presence revered him as their lord, though he paid them little heed. Now, Eridu longs to return to the days when he could stand astride the heavens and rival even mighty Qaf in his magnificence. He cannot. Instead, he gathers fragments of the world, searching desperately for his lost name, and in doing so, he clings greedily to every shard he might find- in the hope that, maybe, if assembled in just the right way, he may just become the Mountain once more.
  416.  
  417. By activating this charm, the Infernal gathers rocks, stones and other earthen works to himself. These objects must have a resource value of at least one, or must belong to the Infernal. Cobblestone walkways and broken bricks are appropriate, as are statues, pottery and so on, but loose sand or raw earth are not- unless the Infernal owns the land he gathers. At Essence 5, this criteria expands to include to anything that the Infernal owns, as long as it possesses a resource value of his [Essence/2]. If no suitable material is present, the charm fails.
  418.  
  419. If successful, the Infernal builds a shell for himself. This functions as though it were a suit of any sort of armor the Infernal could theoretically own, by resources, arsenal, or even by producing a replica of a beloved artifact. In the case of the latter, the Infernal must own the artifact in question. Any mundane equipment produced by this charm always generates armor of the Perfect quality, while any Artifact equipment produced requires that the Infernal commit motes equal to the cost of this charm for its duration.
  420.  
  421. If artifact armor is so generated, replace its magical material bonus with the following:
  422. +2 bashing/4 Lethal soak, +1B/+2L Hardness.
  423.  
  424. A second purchase at E4+ allows the Infernal to replicate weapons in much the same way he can produce armor. He must do so one at a time, however- he cannot generate both a suit of armor and a daiklaive in one action. Any artifacts thus replace their magical material bonus with the following:
  425.  
  426. O Tag, dealing [Essence + 1] Overwhelming damage.
  427.  
  428. A third purchase at E5+ allows the Infernal to create a copy of any artifact armor he has ever attuned to.
  429.  
  430.  
  431. NOT FOR ALL THE WORLD
  432. Cost: —; Mins: Essence 5; Type: Permanent
  433. Keywords: Obvious, Shaping
  434. Duration: Permanent
  435. Prerequisite Charms: Fragments Into Monoliths Concentration, Whispers of the Vault
  436.  
  437. It is one of the darkest secrets of Eridu that he is not actually truly greedy; the world and all of its glories are trophies in his collection, surely, but they aren't really him. No, Eridu is not greedy at his core, but jealous, horrifically so, for once upon a time he was the greatest being in existence and none gainsayed or denied him in his glory. Then Malfeas came.... and all that changed. Then the Exalted brought him low, but still he lived, surrounded by the debris of his self-contained world and the broken ego existence has denied him through all those who stole and mutilated his power. Reflecting upon a darker nature not even he knows beats deep within his breast, chained beneath a slab of dark and faded obsidian, Eridu's destructive urges sometimes bubble up to the surface whenever he sees a thief steal his jewels or spirit away his followers. For Eridu CAN endure without his trinkets and glittering marble halls, and release the beast within to destroy that which his opponents covet. For if Eridu cannot have the world..... no one can.
  438.  
  439. The charm enables the Infernal to deny his opponents the goods they steal form the Vaults the Infernal has made. Whenever someone steals a replica of an item in the Vaults made by Fragments Into Monoliths Concentration, or the actual item itself if the thief is that bold, the Infernal feels deep within himself a sudden surge of blackened spite, and gains a general location of where and when the theft occurred. His mind travels to the core of the crafted item and seeks to remove the power that made it, turning the item to blackened debris and the dust from whence it came in a flurry of white hot sparks, like steel against stone. The thief and the Infernal instantly engage in an Essence based roll-off, The Infernal rolling Ess+Integrity versus the opponent's Ess +Larceny. Both add their Ess again in automatic success. If the Infernal wins, the item is supernaturally destroyed, and the parts fall apart, never to be reassembled into anything useful for a thousand years. If the item was an Artifact, this charm does not destroy the item as finally as a mundane object; it only falls apart, and must be carefully rebuilt as though the Artifact were being made new, though the rebuilder has extra successes on the Craft rolls IF they have ALL the pieces. If the thief succeeds, he retains the item, and forever more that item belongs to the thief...until Eridu reclaims his lost possession. A tie means the item survives, but becomes unusable and unattuned if an Artifact, and must be repaired like the Artifact was damaged as per the Flaw Damaged Artifact in Scroll of Heroes, with the Infernal's Essence as the rating of the Damage.
  440.  
  441. This gets messier with Followers. An extra suffers like an item; success for the Infernal means a death unlike any other, seemingly crushed as if by invisible boulders. Heroic Mortals fare little better, and only suffer the Infernal's (Essence x 5) bashing damage, soaked with natural soak and armor. Exalts suffer the Infernal's (Essence x 2) bashing damage, and cannot be slain by this charm outright, nor die from bleeding, but if the damage somehow goes past their dying levels of health, they take a Crippling effect akin to what rocks might do to a normal mortal; an unhealing twisted limb, or a crushed rib cage that still allows breath are examples. Eridu cannot crush the Chosen so easily in his jealousy.
  442.  
  443. The last thing that occurs, regardless of outcome, is a second roll off as the Infernal tries to gain something from the loss of his beloved Vaulted goods; the twisted, cursed name of his new enemy, who he is sure to repay for this defilement of his sacred temple. The Infernal rolls Per+Awareness, adding his Essence in automatic successes, versus his opponents Wits+Larceny. Success gives the Infernal the thief's name. Failure means the Infernal must curse his bad fortune to the uncaring winds. The only mercy a thief gets is that any Charm that explicitly makes for perfect theft adds that charm's Essence requirement in automatic successes to the roll. Thus do the Solars steal from he who owns everything.
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