Thursday, June 9, 2011

Maese Mateo's Homebrew Stuff Poll

I know I haven't updated this Blog for a while, but things are going to change soon since I'm back in doing Exalted material for your enjoyment.

A year ago, I was planning a PDF called "Scroll of Glorious Empires Vol. I: the Golden Hawk Throne". The thing is, I've grown more ambitious since then, so instead of a single city PDF, I'm going to make a full set of PDFs to play in a Third Age setting inspired by my own 5-year long game. I plan to publish and sell my own RPG games in the future, so this will be an excelent excercise to polish my english and RPG making skills.

But, before I put my hands into that, I want to make a final version for my old homebrew stuff PDFs. With this purpose I would really appreciate if you can:

1-Answer this poll (even if you haven't read the PDFs).

2-Explain below in more detail what you like/don't like about the PDFs, and where would you make any errata.

3-If you have used my stuff in your games, how was it?

4-If you would like to read my Third Age PDFs, what are you insterested in seeing there?

Tuesday, June 29, 2010

Mannares, the Bloodthirsty Joker

Demon of the Second Circle,
The Expressive Souls of the Fountain of the Depths


Quote: You, me, the Primordials…everything is a big joke, didn’t you know it? You’ll understand it soon, don’t worry. In the meantime, let me put a smile on your face.

Jumet, the Dreamcatcher was a restless and joyous spirit even after the Primordial’s imprisonment, for he could always travel inside the dreams of mortals and demons alike, never feeling really trapped inside the Demon City. On his last journey he entered the dreams of his own progenitor, Oramus. It’s hard to say what he saw inside the Dragon Beyond the World’s dreams, but the experience completely broke him until Mannares, the Bloodthirsty Joker emerged from them mad but powerful.

Many stories and records, both in Creation and Malfeas, say that the demon learned nine secrets from Oramus’ dreams. He has only revealed two such secrets on different occasions. The first time it was to an exalt while the second time it was to one of the Ebon Dragon’s souls.

It’s not unusual on certain zones in the threshold to leave a small porcelain doll in the bed of newborns. This tradition is due to Mannares, although it offers no protection against him. The Bloodthirsty Joker enjoys taking away the children of a town, luring them with great gifts if they enter his sanctum. Once inside, he shapes them into porcelain dolls and adds them to his already big collection.

The demon also lures adults, although they suffer a different fate from children. Mannares searches Creation for the ones as broken and frustrated as him to offer them the power to make their dreams and ambitions a reality. He brings the candidates to his sanctum, using sorcery to turn them into loyal servants that further extend the place’s madness, also acting as his emissaries and bodyguards. It’s rare for him to hold more than a dozen such servants at any given time, although there are several thousand mortals inside the place whose dreams Mannares use to further change and improve his sanctum.

Savants during the First Age speculate that Mannares was slowly turning into a new Third Circle Demon, although he needs a catalyst to complete the transformation. If the theory proves to be true, the changes this could bring to the Dragon Beyond the World are unknown.

The Bloodthirsty Joker appears as a tall and extremely thin man wearing off-color harlequin robes and a hat with sleigh bells that never make a sound. His face is a porcelain mask similar to those of his dolls with a single black tear under his left eye.

Sanctum: Crafted from mortal’s dreams and nightmares, the place known has the Maze of Laughter can only be entered by a special movable portal only Mannares knows how to summon and from one of the many temples around Oramus, since this place is also a Manse that taps a portion his mighty essence. Inside this strange realm the Bloodthirsty Joker watches in fascination the large collection of porcelain dolls he has made over the centuries while attended by his many magical servants. Since the Maze constantly changes due the mad whims of his creator, several records from the First Age contradict themselves on how the place looks, although it’s a general agreement that it’s composed of several changing layers, each one the domain of a different servant.

Summoning: (Obscurity 4/5) Sorcerers often summon the Mannares to torment their enemies bringing madness to their entire family or to harvest gossamer to craft a wonder, since only desperate or ignorant summoners will keep the Bloodthirsty Joker close to them for long period of time. Sometimes, the tears of an infant mixed with honey can open a crack that allows Mannares to enter Creation. Each scene that the demon is compelled to behave seriously or to reveal any of the nine secrets (even when he is not going to do that) he rolls a number of dice equal to his Valor, each success giving him a point of Limit.

Motivation: “Laugh to forget”
Intimacies: Dannara (Contemplation), Humans (Unhealthy Curiosity), Maze of Laughter (Enjoyment), Oramus (Wariness), the Nine Secrets (Impotent Terror),

Attributes: Strength 3, Dexterity 6, Stamina 4, Charisma 4, Manipulation 6, Appearance 2, Perception 5, Intelligence 6, Wits 8

Abilities: Athletics 3 (Daredevil Acrobatics +3), Awareness 4, Craft (Fire) 4 (Porcelain Dolls+2), Craft (Glamour) 6 (Innocent Dreams +1, Nightmares +1), Dodge 7, Integrity 4 (Seriousness Imposition +2), Investigation 3 (Shameful Secrets +1), Linguistics (Native: Old Realm; Firetongue, Riverspeak, Skytongue) 3, Lore 4, Martial Arts 2, Melee 6 (Herald of Laughter +2), Occult 4, Performance 6 (Sadistic Jokes +1), Presence 3 (Children +2), Resistance 4, Stealth 6, Thrown 4

Virtues: Compassion 2, Conviction 1, Temperance 2, Valor 5

Backgrounds: Allies (Amalgams) 5, Cult 2, Followers 5, Gossamer 2, Sanctum N/A

Charms:
Amethyst Awareness
Animating Management – Mannares can posses his porcelain dolls.
Calculated Order of Immediate Action – the Bloodthirsty Joker can shape his Sanctum in any way that pleases him.
Capture – Mannares can force people to enter his Sanctum or if they are already inside he can teleport them to any other part of it.
Creation of Perfection – the Bloodthirsty Joker can turn children into porcelain dolls with a Craft (Fire) procedure lasting one hour. Victims are still alive and sentient as dolls although they can’t perform any action. The Bloodthirsty Joker can use this Charm to reverse the change later, although he never does so unless compelled.
Divine Decree – Mannares can set the rules inside his Sanctum.
Divine Prerogative – the Bloodthirsty Joker cannot be compelled to reveal the secrets he learned from Oramus’ dreams.
Dreamscape – Mannares can play with the dreams of children, generally to lure them to leave their homes and follow him to his Sanctum.
Essence Plethora (x5)
Harrow the Mind – the Bloodthirsty Joker torments his targets with their shames and frustrations.
Hurry Home – Anywhere inside his Sanctum or the location near any of his porcelain dolls.
Impromptu Messenger – Mannares can hear, see and speak through his porcelain dolls.
Landscape Travel – the Bloodthirsty Joker can have any form of locomotion inside his Sanctum.
Materialize – 90 motes
Memory Mirror – Mannares can know the most shameful secret or frustration someone has in addition to his Motivation and Intimacies.
Mimic of Tongues – Humans always understand the Bloodthirsty Joker and he can similarly understand them.
Ox-Body Technique (x4)
Portal – Mannares version of this Charm allows him to alter an existing door, arch or gateway to transport anyone crossing it inside the first layer of his Sanctum instead for as long has he commits the motes.
Principle of Motion – Up to ten banked actions
Reserve of Will (x2)
Tracking – the Bloodthirsty Joker can sense the location of any of his porcelain dolls and Amalgams.
Worldly Illusion – Mannares can force a target to enter an alternate reality to exploit a personal shame or frustration of the victim.
First (Ability) Excellency – Athletics, Melee, Performance
Second (Ability) Excellency – Awareness, Craft, Melee, Stealth
Infinity (Ability) Mastery – Dodge, Melee, Performance
Divine (Ability) Subordination – Dodge, Performance, Integrity

Sorcery: Mannares knows the following spells of the Terrestrial and Celestial Circle: Disguise of the New Face, Emphatic Wind, Hideous Confusion of Tongues, Imbue Amalgam, Sorcerer’s Irresistible Puppetry, Theft of Memory and Travel Without Distance.

Join Battle: 12

Attacks:
Caustic Grimscythe (Mirthful Herald): Speed 6, Accuracy 16, Damage 19L/4*, Parry DV 5, Rate 2, Tags 2, O, P, R
Clinch: Speed 6, Accuracy 6, Damage 3B, Parry DV - , Rate 1, Tags C, N, P
Kick: Speed 5, Accuracy 8, Damage 6B, Parry DV 3, Rate 2, Tags N
Punch: Speed 5, Accuracy 9, Damage 3B, Parry DV 5, Rate 3, Tags N

*Reduces the target’s effective Hardness by half.

Dodge DV: 11 MDV (Dodge): 11 (Seriousness Imposition: 12)
Soak: 9L/9B (Harlequin Gossamer Clothes: 7L/5B)

Willpower: 10 (12)
Essence: 8 Essence Pool: 180 (172)
Health Levels: -0/ -1 x10 / -2 x10 / -4/ Incapacitated

Other Notes: For the purpose of Mannares’ Charms “children” encompasses any sentient humanoid creature with 12 years old or less.

Mannares can use Imbue Amalgam to infuse targets with themes appropriate to the five elements of Creation, although his targets always have the opposite nature to the one associated with that element (see Oadenol’s Codex, p. 48 and Manual of Exalted Power: Dragon-Blooded, p. 112-121). They always bear a gemstone on their chest or forehead with the symbol that represents the element which can be used to travel from one layer to the other inside the Maze of Laughter.

Wednesday, June 16, 2010

Sidereal Astrology Initiation

This Charm serves the purpose of removing Colleges as individual traits you must raise separately in an attempt to make Sidereal Astrology more appealing and accessible for players, removing the excessive experience investment that it is.

(College) Astrological Planning
Cost: ---; Mins: (Ability) 1, Essence 1; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: None
The Chosen of the Maidens are capable of weaving fate according to their designs, a quality that has helped them to keep Creation working properly along this tumultuous times. This Charm permanently enhances the Sidereal capabilities, allowing him to perform Shaping Destiny actions for the corresponding Astrological College (see Manual of Exalted Power: Sidereals, p. 189-213). He uses the corresponding Ability rating for all College-related rolls (and everything that requires College raring, for example, learning Greater Astrology Charms), although this doesn’t count as Ability-based rolls so he can’t supplement them with his Excellencies or any other Charms not specifically related to Sidereal Astrology and College rolls.

Sidereals start the game with any version of this Charm for their Maiden’s Abilities that the meet the requirements for and two extra versions for any other Abilities they have at least 1-dot. As soon as a character purchases the first dot for a Caste Ability during play, he gets the corresponding version of this Charm at no cost. Other versions can be purchased with experience or bonus points.

Tuesday, June 15, 2010

Asvantarios, the Honorable Profiteers

Demons of the First Circle,
Progeny of the Celebrant of Forbidden Self


Asvantarios are one of the most trustworthy demons since their natures make them predictable and easy to deal with. They are so predisposed to keep a polite conversation with humans that the Guild uses thaumaturgy on a regular basis to call them which doesn’t carry any risk since Honorable Profiteers care more about doing business than attacking their summoner.

When free to wander Creation or inside the Demon Realm, Asvantarios often lead caravans from place to place, trying to get the best deal possible out of every situation. Wise listeners hear and respect their advices, since Honorable Profiteers are known for speak the truth since they rarely find deception as something profitable (after all a merchant depends on the trust of his clients to prosper).

Honorable Profiteers appear as tall man-like aurochs made of pure gold. They often carry heavy stone tablets with them where they keep a detailed registry of their transactions. The dead remains of an Asvantarios are worth Resources 4 and are very useful as exotic components. A known funerary ritual among the Honorable Profiteers is to melt their fallen kin into coins to pay the deceased debts (not necessary with others Asvantarios) as a gesture of good will.

Summoning: (Obscurity 2/3; 1/2 for Guild members) Sorcerers often summon Asvantarios to serve as economic advisors and mercantile assistants. When a caravan is burned under the waxing moon, an Honorable Profiteer may find its way to Creation. Each day the demon spends without getting tangible profit from his actions, it gains a point of Limit.

Motivation: “To obtain the major profit on every deal”
Intimacies: Commerce (Joyous Duty), Malinkha (Fearful Respect), the Guild (Curiosity), Waxing Moon (Fascination)

Attributes: Strength 3, Dexterity 2, Stamina 4, Charisma 3, Manipulation 3, Appearance 5, Perception 3, Intelligence 6, Wits 4

Abilities: Awareness 1, Bureaucracy 4 (Get Profit +2), Dodge 3, Integrity 4, Larceny 1 (Black Market +1), Linguistics (Native: Old Realm; Guild Chant, Riverspeak) 2, Lore 2 (Mercantile History +1), Martial Arts 2, Occult 1, Presence 3, War 1 (Economical Repercussion +2)

Virtues: Compassion 2, Conviction 3, Temperance 5, Valor 2

Backgrounds: Resources 3

Charms:
Benefaction – Bureaucracy rolls.
Divine Prerogative – May not be compelled to accept a deal that has no profit for him.
Foretell the Future – Knows how much profit he gets from performing a deal.
Form Reduction Technique – Appear as a human merchant
Host of Spirits – Creates assistants for his mercantile travels. They look like hornless and thin copies of himself or like humans, depending on his actual shape.
Materialize – 55 motes
Measure the Wind – Estimate someone’s wealth.
Mimic of Tongues – All-Encompassing.
Reserve of Will (x2)
Subtle Whisper – Influence the actions of others to get more profit on a given deal.
Touch of Divinity – Commerce with motes, Willpower points and Virtue channels.
First (Ability) Excellency – Bureaucracy, Integrity
Second (Ability) Excellency – Bureaucracy, Presence
Third (Ability) Excellency – Bureaucracy

Join Battle: 5

Attacks:
Clinch: Speed 6, Accuracy 4, Damage 3B, Parry DV - , Rate 1, Tags C, N, P
Kick: Speed 5, Accuracy 4, Damage 6B, Parry DV 1, Rate 2, Tags N
Punch: Speed 5, Accuracy 5, Damage 3B, Parry DV 3, Rate 3, Tags N

Dodge DV: 4 MDV (Dodge): 7
Soak: 11L/12B (Gold Hide: 8L/6B, Hardness 3L/3B)

Willpower: 8 (10)
Essence: 3 Essence Pool: 70
Health Levels: -0 x1 / -1 x6 / -2 x5 / -4/ Incapacitated

Other Notes: It is not strange among Honorable Profiteers to have Connections, Contacts or even Allies within the Guild or other mercantile organizations.

Monday, June 14, 2010

Eldritch Sphere of Ancestral Wisdom (Artifact 5)

The Q'Tha'Ma were an ancient race from the Time of Glory, the proud children of the Principle of Hierarchy. Inheritors of her respect for order and efficiency, they quickly evolved in both power and wisdom. During the Primordial War they fought fearless alongside her mistress but even their superior skills and technology didn’t help them to surpass the terrible Chosen of the Incarnae. In the end they were driven to extinction, their knowledge lost forever.

The Spheres of Ancestral Wisdom are one of their most powerful technological advances. These spheres are made with a mixture of several exotic metals and minerals which have not been seen in Creation since the end of the Primordial War. Any essence user can attune to the device for 10 motes which causes the sphere to hover in the air around the user no more than one yard away, imposing an aura of stability around the character that completely negates the influence of the Wyld in that radius. The zone temporary calcifies the Wyld around it with the order of Creation. What’s more, the user becomes immune to the Glamour of the Fair Folk and any Shaping effect related to Wyld energies (including raksha Charms with that keyword).

The user can also reflexively commit ten motes to make the sphere hover farther than usual, up to (Willpower) yards away. This extends the protection zone and causes all raksha and Wyld mutants in the vicinity to suffer an environmental effect: 1A/tick, Trauma 5L.

Finally, the artifact is full of ancient wisdom capable of opening the mind of its bearer. The character can reflexively commit 3 motes per dot he wants to rise to any Mental Attribute, up to (Essence) dots total.

However, the relic is not intended to be used for long periods of time without a drawback. Every 25 hours a character spends attuned to the device, he suffers an unsoakable level of aggravate damage as his own mind is absorbed bit by bit into the sphere. An autopsy on someone that died due to this damage will reveal an empty concavity where his brain should be. The character can reflexively spend a willpower point to avoid the damage.

The Five Viziers' Staffs (Artifact N/A)

These five unique starmetal staffs were crafted by Queen Nephtys and the Five Maidens during her first years of rulership, to serve as tools in the hands of her most trusted advisors. The Maidens select one member of each Caste to assist the High Queen with her decisions about the future of Creation. Each staff harmonizes with one particular Maiden and only the selected Sidereal can attune to the artifact for a cost of 10 motes. Once the Vizier attunes himself, he gains a second Motivation equal to his Maiden’s one and the Intimacies: Creation (Protect) and Queen Nephtys (Loyalty). Should the High Queen die or give her position to someone else, the Intimacy shifts accordingly. These second Motivation and Intimacies are magically protected for as long as the Sidereal is attuned to the artifact and cannot be eroded nor altered by any means. All Five Viziers’ Staffs have a socket for a single hearthstone.

The relics offer great powers and benefits to their users, as follows:

• At the end of each scene in which the Vizier fulfills an aspect his second Motivation, he makes a Conviction roll to recover willpower. This can only happen once per scene.

• By reflexively spending 8 motes the character can open a communication channel with any or all other Viziers and to the High Queen if she’s attuned to the Crown of Thunders. This channel lasts for a scene, although it can be terminated at will by any of the participants.

• If the Sidereal touches a single spell or demon (or unit of demons in Mass Combat) with the staff and reflexively spends 30 motes, they suffer the effects of Adamant Countermagic or Adamant Banishment (respectively). Demons are only affected once by the Banishment, but the Sidereal can spend 5 motes (or 1 lethal health level) per every -1 internal penalty he wants to impose on the demon’s roll.

• Their most simple and basic use, the Five Viziers’ Staffs can be used has a starmetal Wrackstaff that inflicts aggravate damage on Creatures of Darkness as a Holy effect. The staff is also a Fated Weapon, pulling the blessing and wisdom of the Maidens on every strike. If the weapon inflicts damage on a creature outside fate, that being is brought into fate for the rest of the scene. All attack rolls made with the Staff against a being it has brought into fate are made at a default target number 6 while the target remains so.

• The character adds 5 dices to every Ability or College roll that directly supports his second Motivation or that directly helps to significantly protect Creation. This does not count as dices added from Charms.

• The Vizier words become unnatural mental influence that costs one willpower to resist (or add one to an already existent cost, maximum 5) while he’s acting on behalf of the High Queen or trying to accomplish his second Motivation.

• With a reflexive expenditure of 2 motes (uncommitted) or 1 willpower point the Sidereal vanishes his Staff to Elsewhere. Recalling it takes another reflexive action and costs the same. He loses access to all the Staff’s other benefits during this time.

Finally, each Staff grants a unique capability to his user, to better reflect the individual nature of each Maiden:

Golden Staff of Journeys: As swift and quick as Mercury, the Sidereal can vanish in an instant and reappear somewhere else. The character can reflexively disappear and reappear up to (Essence) miles away per every willpower point spent. A yellow aura, equal to an expenditure of 16 or more motes of Peripheral Essence, surrounds him for a few seconds before and after he disappears. He doesn’t have to know her destination, but if he doesn’t, he will arrive at a random spot. The Staff will never transport the Sidereal to a dangerous place (like a magma pit) by accident. In combat, the character can activate this on Step 2 of attack resolution in response to an attack, although he doesn’t disappear until Step 10 ends, which means he and his opponent has to resolve at least the first attack on a flurry as normal. He can also activate this effect while touching someone to teleport him instead of himself. In combat, this use is activated on Step 7, but it takes full effect only after Step 10 ends. These effects are vulnerable to Adamant Countermagic.

Cerulean Staff of Serenity: The Sidereal is a follower of Venus teaching, so he knows that people only need something to care about in order to be happy. After touching a target, or in Step 7 of attack resolution while in combat, the character can reflexively spend one willpower point to grant the target a single positive Intimacy the Sidereal has. This unnatural mental influence costs five willpower points to resist. Once attached to the target’s consciousness, the Intimacy is magically bounded for (Essence) years, when it becomes a normal Intimacy. During this time, if removed, the Intimacy appears again the next time the character sleeps or after a week, which comes first. Acting against this magical Intimacy for a scene costs one willpower point.

Crimson Staff of Battles: Those who face Mars in battle don’t just fight with fearless opponent, but also with the strength of a thousand soldiers. Her Chosen are not different. The Sidereal can reflexively spend two willpower points in order to be surrounded by a crimson halo similar to an expenditure of 16 or more motes of Peripheral Essence for the rest of the scene. He gets a Magnitude equal to his Essence and adds half that amount, rounded up, to his Close Combat, Damage and Armor Ratings. If he’s commanding a unit in Mass Combat, they use the highest of the character’s or the unit’s bonuses plus one. The unit also gains Drill 5 and perfect Morale, as Mars’ blessing roots upon their hearts.

Viridian Staff of Secrets: None understands better than Jupiter that some knowledge is better to be forgotten. Her Chosen are not different. After a successful attack, the character can reflexively spend a willpower point on Step 7 of combat resolution before resolving damage. If he does so the attack does not inflict damage, but the victim is render unconscious for (Sidereal’s Essence) hours as a Crippling effect. The Sidereal then chooses an event on the target’s life with any time frame, from “the last two minutes” to “all your life”. The target permanently looses those memories. Once the memories are gone, nothing can bring them back. The Sidereal can spend an additional willpower point while activating this effect to absorb all the memories he erase from the target’s mind, although he can’t retain more than (Intelligence) days of memories from a single use of this power.

Violet Staff of Endings: Ending a life it’s not always pleasant, but it’s something the Chosen of Saturn must learn to endure in order to keep the correct functioning of the universe. If the character hits a mortal, magical extra or Incapacitated creature with the Staff, they automatically die as a Shaping effect. Against other creatures, the character can reflexively spend a willpower point on Step 8 of combat resolution causing the final damage to be doubled. This ensures that the attack inflicts at least (Essence) levels of damage. If the target has an Essence score lower than half the Sidereal’s Essence (rounded up), they suffer instant death instead as a Shaping effect. Spirits killed by the Staff may suffer permanent dissolution if the Sidereal wants so.
In Mass Combat the character doubles the final health levels of damage inflicted on Step 8 after Soak if he targets a unit composed of mortals or magical extras as a Shaping effect. His attacks will always reduce the unit’s Magnitude by one at the bare minimum.
The character may choose that anyone killed by his Staff suffers a quiet and painless death. If he does so, their soul automatically enters Lethe, leaving no hungry ghost behind. It is rumored that targets smell the unique perfume of flowers that only grow on Saturn’s Sanctum while experiencing their most treasured memory on their last seconds of existence.

Should the Vizier die the staff instantly vanishes and appears next to its Maiden who can choose someone else to replace the fallen Sidereal on his duties. No force lower than Adamant Sorcery can stop the staff’s teleportation power. Even if momentary impeded, the staff will vanish as soon as it has the opportunity to do so.

Weapon Stats:
-Speed 4; Accuracy +3*; Damage +7L*; Defense +2; Rate 3; Tags 2, M, P, R
-Speed 4; Accuracy +3*; Damage +15B*; Defense +2; Rate 3; Tags 2, M, R
*Starmetal bonus already applied

Sunday, June 13, 2010

Crown of Thunders (Artifact N/A)

The Unconquered Sun forged this orichalcum crown to reward and enforce the rulership of Merela, a famous hero of the Primordial War. As such, it can only be attuned by a Solar that has been given authority over the enforcement of the Creation-Ruling Mandate by the King of Heavens.

The crown has three hearthstone and can be attuned for 10 motes. It grants the user several benefits based on his Virtues:

• A perpetual astonishing aura of command surrounds the character, adding his Compassion in dices to all social rolls the character makes that don’t count as dices added from Charms. Mortals cannot attack the character unless they are part of a military unit commanded by a non-mortal and treat all his orders like an unnatural mental influence Compulsion that costs (Solar’s Essence) willpower points to resist, maximum 5. Other creatures affected by the social attack can resist by paying two willpower points, and if they do so they became immune to this effect for a month and a day.

• The solar adds (Temperance x4) to his natural soak and gains a Hardness equal to half that number. This bonus to soak also helps against aggravate damage.

• The character’s halo of righteousness burns the enemies of Creation without mercy. All Creatures of Darkness within (Essence) yards of the character suffer (Conviction) dices of aggravate Holy damage that bypasses armor every 6 ticks. Every level of damage inflicted turns into burns that smoke, making the dark nature of the creature Obvious to all observers.

• The Lawgiver becomes stronger and mightier than before, increasing his Physical Attributes by (Valor) each. These don’t count as dices added from Charms.

If the character suppresses a Virtue, he loses the power associated to that Virtue for the rest of the scene. Under no circumstances may a Creature of Darkness be attuned to this artifact, and should the bearer become one while wearing the Crown, he loses the attunement and suffers 10 levels of aggravate Holy damage that bypasses armor.

Ghodorat, the Gargantuan Infernos

Demons of the First Circle,
Progeny of the Tarnished Monolith Cast to the Flames


Ghodorats are wrathful and territorial, using their obscene strength to crash the weak over their hoofs and slave them into servitude. For this reason, they see others of their kind as rivals, and they will no doubt to go to war against each other at the slightless provocation, for each Ghodorat believes that he’s the strongest of its kind and has the right to rule supreme over the race.

Although they love war and conquest, nothing burns with such passion inside a Gargantuan Inferno’s heart has his spiteful hate for Creation’s Elemental Courts. Nothing causes them more than the opportunity to torture and slaughter as many elementals as they can, burning them with their ravenous fire turned into abrasive vitriol.

Gargantuan Infernos appear as towering monstrosities of molten metal and fire within 24 and 28 feet tall. They always carry a giant club made of a special alloy of their own metallic flesh.

Summoning: (Obscurity 3/3) Sorcerers usually make use of Ghodorats to quickly overwhelm and destroy their enemies, especially if they are elementals. Crafters often call gargantuan Infernos for their flames are said to improve the quality of metal weapons. When an elemental-blooded is burned to death, a Ghodorat may smell the scorched flesh and find its way into Creation. For each day a gargantuan inferno spends without harming an elemental, it gains a point of Limit.

Motivation: “To destroy every Elemental Court and consume the ashes to prove his superiority”
Intimacies: Arvakashav (Reverence), Blazing Infernos (Comfort), Elementals (Boundless Hate), Himself (Arrogant Satisfaction), the Weak (Dominance),

Attributes: Strength 9, Dexterity 3, Stamina 10, Charisma 2, Manipulation 1, Appearance 2, Perception 3, Intelligence 2, Wits 2

Abilities: Athletics 5, Awareness 4, Craft (Fire) 2, Dodge 2, Integrity 4, Martial Arts 5 (Pulverize +3), Melee 5 (Scorching Clubs +3), Presence 3 (Brute Force Coercion +2), Resistance 6, Survival 3 (Extremely Hot Temperatures +1)

Virtues: Compassion 1, Conviction 3, Temperance 1, Valor 4

Backgrounds: Followers 2-3, Resources 3

Charms:
Affinity Fire Control
Bane Weapon –Elementals
Blessed Fire Body
Bread of Weak Spirit –Elementals
Essence Plethora (x2)
Landscape Travel –Creates wings of solidified fire
Materialize –50 motes
Measure the Wind –Elementals
Ox-Body Technique (x4)
Principle of Motion –Up to six banked actions
Sheathing the Material Form –All-Encompassing
Weather Control –Rise temperature
First (Ability) Excellency – Integrity, Martial Arts, Melee, Presence
Second (Ability) Excellency – Athletics, Martial Arts, Melee
Infinite (Ability) Mastery – Martial Arts, Melee

Join Battle: 6

Attacks:
Clinch: Speed 6, Accuracy 10, Damage 12B, Parry DV - , Rate 1, Tags N, P
Scorching Club: Speed 6, Accuracy 10, Damage 23B/4, Parry DV 5, Rate 2, Tags O, P, R
Punch: Speed 5, Accuracy 11, Damage 14B, Parry DV 7, Rate 3, Tags N

Dodge DV: 5 MDV (Dodge): 7
Soak: 17L/22B (Molten Metal Hide: 12L/12B, Hardness 10L/10B)

Willpower: 6
Essence: 4 Essence Pool: 90
Health Levels: -0 x2 / -1 x12 / -2 x12 / -4/ Incapacitated

Other Notes: Ghodorat’s fires turn into grotesque vitriolic flames when touching Creation’s elementals, making them capable of harming even fire elementals.
If someone uses a gargantuan inferno’s flames to make a metal weapon, it automatically becomes of perfect quality and deals an extra point of damage against elementals.
A Ghodorat’s Followers represent a group of fearful weaker demons that serve him. They must please him with offerings regularly, constituting his Resources.

Anukis, Sword of the Twilight Queen

Product of the dreams and might of Queen Nephtys, Anukis appears as a towering dragon 300 feet tall, covered in orichalcum and sunlight scales with two emerald eyes and an amber third one on his forehead. As he walks, creatures of darkness flee in terror, for they know their judgment is near and must answer for their crimes against Creation.

Nothing makes Anukis happier than to be ridden into the battle against darkness by Queen Nephtys. For him, only the Chosen of the Sun have the wisdom to properly rule Creation, and will not hesitate to crush anyone that opposes them.

Motivation: “To bring light to the dark corners of Creation alongside Queen Nephtys”
Intimacies: Battles (Joy), Creatures of Darkness (Wrathful Intolerance), Queen Nephtys (Boundless Loyalty), Solar Exalted (Admiration)

Attributes: Strength 8, Dexterity 9, Stamina 10, Charisma 6, Manipulation 4, Appearance 8, Perception 5, Intelligence 4, Wits 6

Abilities: Athletics 6 (Flying Maneuvers +1), Awareness 4 (Ambushes +1), Dodge 5, Integrity 6 (Creatures of Darkness +2), Linguistics (Native: Old Realm; Firetongue) 1, Lore 3, Martial Arts 6, Occult 4, Performance 3, Presence 5 (Intimidation +3), Resistance 8 (Flying Endurance +2), Socialize 3, Survival 4 (South +2), War 4

Virtues: Compassion 3, Conviction 5, Temperance 3, Valor 5

Backgrounds: Cult 2, Sanctum 1

Charms:
Bane Weapon – Anukis can make his attacks Holy, inflicting aggravate damage to Creatures of Darkness.
Banish – Anukis can expel Creatures of Darkness from his sanctum and his domain.
Blessed Sunlight Body – Anukis can heal if exposed to sunlight and even absorb harmful effects made of it
Call – Solar-aspected creatures or anyone inside his domain or sanctum.
Divine Prerogative – Anukis loyalty to Queen Nephtys cannot be eroded
Essence Plethora (x8)
Hurry Home – His Sanctum
Materialize – Costs 90 motes
Measure the Wind – Anukis can sense and detect Creatures of Darkness
Ox-Body Technique (x8)
Paper Tiger Rearrangement – Anukis can manipulate the light inside his domain to produce optical illusions (this does not affect other senses)
Principle of Motion – Ten banked actions
Regalia of Authority – All-Encompassing
Reserve of Will (x5)
Sense Domain – Anukis can sense important events inside his domain and sanctum.
Sheathing the Material Form – All-Encompassing
Spirit-Cutting
First (Ability) Excellency – Dodge, Integrity, Martial Arts, Presence
Second (Ability) Excellency – Awareness, Dodge, Integrity, Martial Arts, Performance, Presence, Resistance
Divine (Ability) Subordination – Dodge, Integrity, Martial Arts, Presence
Infinite (Ability) Mastery – Dodge, Integrity, Martial Arts, Resistance

Blessed Panoply of Noon:
These characteristics are gifts bound into Anukis pattern by Queen Nephtys, and none else can learn them.

All-Piercing Amber Eye: Anukis was blessed with a third eye that never blinks, set into his forehead. This works as the Charm All-Encompassing Sorcerer’s Sight, although it doesn’t cost motes to activate and it’s permanent. This also grants him a similar benefit to Surprise Anticipation Method for a reflexive cost of 2 motes that doesn’t count as Charm activation. The Amber Eye shines with golden light, similar to an expenditure of 4-7 motes of Peripheral Essence. The Eye is even open if Anukis chooses to sleep, although he can still take the normal benefits from sleep as everyone else.

Arrow-Beam Velocity: Anukis can fly as an innate capability. His normal flying speed is equal twice his Move and Dash. Under direct sunlight he can move at five times his ground speed. Finally, if he has Light Should Never Dim active, his flying movement becomes ten times his ground speed. Anukis doubles these multipliers if he’s dematerialized.

Final Dawn Cataclysm: A minor sun understands that his sacrifice could be the only way to wash away corruption and wickedness, and never doubts about the right choice to make. Anukis can use this power only when Light Should Never Dim is active, as an extreme way to terminate the effect. Anukis swallows his light, releasing it in an explosion of holy justice (Simple, Speed 12, DV -6). Everything inside the radius of that power suffers the effect of the spells Cleansing Solar Flames and Light of Solar Cleansing. Shadowlands are targeted as if Anukis was at their geomantic center to determine if they become a part of Creation again, but only if the whole shadowland is inside the explosion radius. This costs Anukis 100 motes and 10 aggravate health levels. He can’t use Light Never Dims again for the next 25 hours.

Legendary Sun Endurance: Anukis is not only made of sunlight, but also of spiritual orichalcum, granting him the resilience and stability of ten-thousand suns. Anukis has permanent versions of Integrity-Protective Prana and Chaos-Repelling Pattern, which he can’t turn off. His Chaos-Repelling Pattern covers a radius of (Essence x100) yards. Creatures of Darkness find this zone particularly uncomfortable, suffering a -2 external penalty on all their actions as a Holy effect. Finally, Anukis never fails Conviction or Valor checks when facing Creatures of Darkness, for he knows they are powerless against his righteous nature. If he channels any Virtue to oppose a Creature of Darkness, he adds automatic successes instead of dices. This strong connection with the sun allows Anukis to attune to artifacts like a Solar Exalted.

Light Should Never Dim: Anukis is a creature of pure sunlight, and his body can shine with inner light. He can commit 50 motes as a Simple action (Speed 7, DV -3) to illuminate everything within a radius of (Essence x10) miles with true sunlight as bright as a cloudless day at noon. The area moves with Anukis and his considered his domain for Charm purposes. This also imposes the effects of Chaos-Repelling Pattern inside the area of effect, and grants Anukis a deeper understanding of his surrounding, improving his All-Piercing Amber Eye with a similar effect of the Charm Eye of the Unconquered Sun. For as long as this Charm is active, Anukis fails all Stealth rolls automatically and can be seen from miles. Also, everyone who is trying to attack him that relies on sight to do so suffers an external penalty equal to Anukis’ Essence due to the difficulty to strike something so bright.

Unconstrained Nova Breath: Anukis can choose to externalize his fury into a powerful suspire of sacred sunburst fire, turning his enemies into ashes. The statistics of this attack are: Speed 6, Accuracy +2, Damage [(Essence x2) + Willpower] L, Rate 1. This attack is Holy, inflicting aggravate damage against Creatures of Darkness. It hits everyone in the area of effects, which equals 30 yards long and 10 yards wide. This attack is unblockable and undodgeable without the aid of Charms or a stunt. If he feels benevolent, Anukis can exhale his breath to target physical corruption. In this way, every non-Creature of Darkness inside the area of effects suffers the effects of the terrestrial spell Purifying Flames. Anukis can use his breath once every 12 ticks, no matter which version he chooses.

Martial Arts: Consequence of his admiration for the Chosen of the Sun, Anukis has mastered Solar Hero Style, which he wields proud and fearless in battle. He has developed several Combos, mixing Martial Arts with his Spirit Charms.

Sorcery: As the creation and companion of a powerful sorceress, Anukis has mastered a few Emerald and Sapphire spells: Burning Eyes of the Offender, Commanding Presence of Fire, Emerald Circle Banishment, Emerald Countermagic, Sapphire Circle Banishment and Sapphire Countermagic.

Join Battle: 10 (Ambushes: 11)

Attacks:
Orichalcum Jaw: Speed 6, Accuracy 19, Damage 17L, Parry DV - , Rate 2, Tags N, P
Orichalcum Claws: Speed 5, Accuracy 20, Damage 13L, Parry DV 9, Rate 4, Tags N
Unconstrained Nova Breath: Speed 6, Accuracy 16, Damage 26L, Range Special, Rate 1/12 ticks

Dodge DV: 11 MDV (Dodge): 12 (CoD: 13)
Soak: 35L/40B (Orichalcum Scales 30L/30B, Hardness 15L/15B)

Willpower: 10 (15)
Essence: 8 Essence Pool: 210
Health Levels: -0 / -1 x15 / -2 x14 / -4/ Incapacitated

Other Notes: Anukis lacks a natural domain, although he treats the radius of Light Should Never Dim as his domain while that power is active.