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Willows Infernal Infernal Archery Thematically, most of these Charms break the rules of Creation, representing the Wyld origins of the Yozis and the power Infernals draw from them. Charm Count: 11\ Back to Charms \ Back to FourWillowsWeeping \ Back to WillowsInfernal \ Intoxicated Shot Cost: 3 motes Type: Supplemental Duration: Instant Min. Archery: 2 Min. Essence: 2 Prereq Charms: None The Infernal calls up power from his dark emotions, adding his Limit in dice to a single ranged attack. This is explicitly permitted to be in a Combo with Charms of other Abilities. Time-Outrunning Arrow Cost: 5 motes Type: Simple Duration: Instant Min. Archery: 3 Min. Essence: 2 Prereq Charms: Intoxicated Shot The Infernal shoots an arrow so swift it lands before it is shot; it can only be blocked or dodged by Charms, and the defender's base dice pool for doing so is 0, as if he were being attacked from behind. This Charm can be invoked before the Infernal's initiative as though it were Reflexive, but it still consumes the character's action on his initiative. A victim can never die due to a Time-Outrunning Arrow; he

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Willows Infernal

Infernal ArcheryThematically, most of these Charms break the rules of Creation, representing the Wyld origins of the Yozis and the power Infernals draw from them.

Charm Count: 11\ Back to Charms\ Back to FourWillowsWeeping\ Back to WillowsInfernal\

Intoxicated Shot Cost: 3 motes Type: Supplemental Duration: Instant Min. Archery: 2 Min. Essence: 2 Prereq Charms: None

The Infernal calls up power from his dark emotions, adding his Limit in dice to a single ranged attack. This is explicitly permitted to be in a Combo with Charms of other Abilities.

Time-Outrunning Arrow Cost: 5 motes Type: Simple Duration: Instant Min. Archery: 3 Min. Essence: 2 Prereq Charms: Intoxicated Shot

The Infernal shoots an arrow so swift it lands before it is shot; it can only be blocked or dodged by Charms, and the defender's base dice pool for doing so is 0, as if he were being attacked from behind. This Charm can be invoked before the Infernal's initiative as though it were Reflexive, but it still consumes the character's action on his initiative. A victim can never die due to a Time-Outrunning Arrow; he will be reduced to his last Incapacitated Health Level instead, and for each HL in excess of this that the arrow would have done, instead promote one level of damage from Lethal to Aggravated.

If at the Infernal's action he does not shoot an arrow (because he is restrained, has no bow, etc.), the wounds caused by the Time-Outrunning Arrow vanish in a twisting impossibility. Mechanically, the wounds and any side-effects that those wounds caused are healed instantly and immediately, regardless of whether they were Aggravated or not. This doesn't occur if some other effect killed the victim in between the arrow's impact and the Infernal's failure to fire it.

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There is no way to shoot multiple Time-Outrunning Arrows in a turn, regardless of Extra or Independent Action effects or split actions. As usual, two characters using initiative-trumping effects, such as two infernals shooting each other with this Charm, roll initiative against each other to determine which attack occurs first.

Yes, this means that Infernals using this can attack and abort to full defense in a turn, but in doing so they do no net damage. You can interpret this as you like it.

Many Mirrors Shot Cost: 3 motes per duplication Type: Simple Duration: Instant Min. Archery: 3 Min. Essence: 2 Prereq Charms: Time-Outrunning Arrow

With this Charm, the Infernal bends space so that a single arrow strikes from many places at once. The arrow shimmers disquietingly in flight, casting a strange array of shadows. At the moment of impact, feathered shafts sprout from the target in several spots, then all but one vanish, leaving empty wounds. Mechanically, each attack must be dodged separately, or they must be parried as one - but it requires two parry successes to cancel a single attack die. It is not possible to both parry and dodge a Many Mirrors Shot; both can be attempted, but only the more successful defense has any effect. Resolve damage for each duplicate separately. The Infernal can make the arrow appear in as many places as his Archery score.

Thousand Thorns Disarray Cost: 2 motes per target, 1+ Willpower Type: Simple Duration: Instant Min. Archery: 4 Min. Essence: 2 Prereq Charms: Many Mirrors Shot

With this Charm, the Infernal perverts space even further, striking many targets with one arrow. He pays 2 motes for each target, and rolls a single attack; the attack can be dodged mundanely, but to block it is as difficult as blocking a Many Mirrors Shot, and with the Infernal's new understanding of bending space, one target's block does not impede the other attacks. The target may attack as many targets as he can afford to, but to attack more targets than his Archery score, he must pay an additional Willpower point. All the targets of this attack must be in short range of the Exalt's bow.

Seven Bowstrings Chord Cost: 5 motes, 1 Willpower Type: Extra Actions Duration: Instant Min. Archery: 4

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Min. Essence: 3 Prereq Charms: Time-Outrunning Arrow

The Infernal, like the Yozis he serves, is of many minds; with this Charm he takes advantage of this, and fires many arrows simultaneously from a single bow, as though each flew from a separate string. The Infernal may make up to his Perception in extra Archery attacks this turn. The Exalt may not make any Social rolls in a turn in which he uses this Charm; his minds are occupied in preparing a flurry of merciless action.

Bloody Rapture Volley Cost: 7 motes, 1 Willpower Type: Extra Actions Duration: Instant Min. Archery: 5 Min. Essence: 3 Prereq Charms: Seven Bowstrings Chord

The Infernal unleashes his dark ambitions, allowing his corruption to speed his actions. He may make additional Archery attacks this turn equal to his Limit; all these attacks must be against a single target who has wounded the Exalt in this scene.

Molting Swallow Method Cost: 2 motes Type: Supplemental Duration: Instant Min. Archery: 2 Min. Essence: 2 Prereq Charms: None

The Infernal causes a single arrow to shed its material skin; as he fires it the shaft explodes, and a bolt of malice flies toward the target. It is invisible, but its shadow can be seen racing across the ground. This is an attack with no material component, and it bypasses soak from armor. It cannot benefit magical arrows.

Arrow of Ill Intent Cost: 5 motes Type: Simple Duration: Instant Min. Archery: 3 Min. Essence: 2 Prereq Charms: Molting Swallow Method

With this power, the Exalt builds on the principles of Molting Swallow Method, channeling turmoil into his attack. This Charm has the same effect as the Molting Swallow Method, but the attack also adds damage dice equal to the Infernal's Limit.

Tenebrous Delirium Quiver Cost: 5 motes, 1 Willpower Type: Simple Duration: One scene

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Min. Archery: 4 Min. Essence: 2 Prereq Charms: Arrow of ill Intent

With this Charm, the Infernal learns to attack with his intent to injure alone, without the aid of material weapons. While the Charm is active, he can reflexively spend 1 mote (this does not count as a Charm usage) to create an arrow out of negative emotion; it appears as a writhing bolt of upsettingly-colored energy. This arrow has a base damage of the Exalt's Limit, and cannot be enhanced by Skin-Shedding Method or Arrow of Ill Intent.

Ungraspable Bow of Zeal Cost: 3 motes, 1 Willpower Type: Simple Duration: One Scene Min. Archery: 4 Min. Essence: 2 Prereq Charms: Arrow of Ill Intent

The Infernal channels his dark emotions into his bow, transforming it into an eldritch weapon of strange power. It seems to flicker and twist, and trail patterns of verdigris and glowing mist as it moves; occult patterns skitter up and down its arms. The Exalt can distribute his Archery+Limit among the bow's Accuracy, Damage, Rate, and Range; each addition to Range adds 10 yards, while the others simply increase by 1. He may not put negative amounts in any stat. The Infernal must choose how to distribute his Archery dots when he learns this Charm (and whenever his Archery score increases), but can apportion his Limit freely. If his Limit score changes while this Charm is active, he must adjust a single stat up or down accordingly.\ When this Charm ends, the bow ceases shifting form, but it usually settles into a form slightly different from the one that it began in. After several uses of the Charm, the bow will begin to become an expression of the Infernal's inner self and his connection to the Yozis; the weapon of an Infernal serving the Ebon Dragon might stretch into an ornate black daikyu, while the bow of a servant of She Who Lives In Her Name would slowly turn into an arc of glowing crystal.\ A single usage of this Charm on a powerbow counts as a week attuned to the Infernal's anima, for the purposes of Taint. Powerbows of the 5MM will gradually change in shape and ornamentation just as mundane bows do, but their material will not.

Imposition of Flying Passion Cost: None Type: Special Duration: Permanent Min. Archery: 4 Min. Essence: 3 Prereq Charms: Ungraspable Bow of Zeal, some Craft Charm

With this Charm, the Infernal learns to understand the effects his subconscious mind has on his weapon, and manipulates his emotions to shape it into a more perfect weapon. He may freely redistribute all the points granted by Ungraspable Bow of Zeal each time that Charm is activated.

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Infernal BrawlDerived from Laerad, the Endless Tree, and Mount Qaf, the Sky-Violating Spear, these Charms lack the world-bending elegance of Infernal Melee magics, but make up for it in sheer malevolence.

Charm Count: 7

Back to Charms Back to FourWillowsWeeping Back to WillowsInfernal

Frustrated Hand Cost: 4 motes Duration: Instant Type: Supplemental Min. Brawl: 2 Min. Essence: 2 Prereq Charms: None

With this technique, the Infernal draws upon the power of thwarted emotion; he may add his Limit to an attack or parry action. If he uses this defensively, it causes a rush of fury in the attacker, who must attack the Infernal and do nothing else for as many actions as his Valor (the victim may split his dicepool; if he has actions remaining in this turn, they must be directed toward the Infernal). This secondary ability functions automatically on victims with permanent Willpower no greater than the Infernal's Essence; those with permanent Willpower no greater than twice the Infernal's Essence must succeed at a Wilpower roll against the PC's Manipulation + Brawl roll to avoid the effect.

Oath-Pruning Attitude Cost: 5 motes Duration: One Scene Type: Simple Min. Brawl: 4 Min. Essence: 2 Prereq Charms: Frustrated Hand

The Infernal takes on the seductive posture of a local bravo or furious princess; his attitude rains doubt upon authority and ridicules ancient wisdom. With each blow his fists shatter laws and inhibitions; each time he deals damage to an opponent with a Brawl attack, the victim loses a point of Temperance. This effect functions automatically on targets with permanent Willpower no greater than the Infernal's Essence; those with permanent Willpower no greater than twice the Infernal's Essence must succeed at a Willpower roll against the PC's Appearance + Brawl roll to avoid the effect. Lost Temperance returns in full once the victim has at least an hour to rest and reflect upon events.

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Against Exalts whose Virtue Flaw is based on Temperance, this Charm cannot lower that Virtue below 3.

Variants of this Charm for the other Virtues exist, but this one is by far the most common.

Heart-Harvesting Blow Cost: 3 motes Duration: Instant Type: Supplemental Min. Brawl: 3 Min. Essence: 2 Prereq Charms: Frustrated Hand

The Infernal pours fury into his fist, striking with seething madness. After rolling his attack, but before defenses are declared, the Infernal may subtract successes from his attack roll; each success removed adds 2 dice to the Infernal's pre-soak damage pool. This attack can never kill a mortal in the presence of his true love.

Trembling Mountain Dance Cost: 4 motes Duration: One Scene Type: Simple Min. Brawl: 2 Min. Essence: 1 Prereq Charms: None

The Infernal strikes the earth with his open palm and fills himself with earthy Essence; his motions take on the tectonic inevitability of buckling stone. He cannot perform kick attacks, nor can he run, but he cannot be knocked down by any means, except by perfect knockdown effects.

Volcanic Palm Cost: 1 mote Duration: Instant Type: Reflexive Min. Brawl: 2 Min. Essence: 1 Prereq Charms: Trembling Mountain Dance

With this Charm, the Infernal dips his hands into the fiery heart of Qaf, and pulls them back enshrouded in molten stone which rapidly cools and shatters. This supplements a single action and grants him the power to parry a lethal blow, or attack for lethal damage. Some users with this Charm wield fists of magmatic Essence, while others' punches come accompanied with splintering films of obsidian.

Implacable Earthquake Stride Cost: 7 motes, 1 Willpower Duration: Instant

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Type: Extra Actions Min. Brawl: 3 Min. Essence: 2 Prereq Charms: Volcanic Palm

The Infernal takes on the threatening, wide-spreading destructive aspect on the quaking earth. Turning and kicking, stomping shockwaves into the ground, he makes as many unarmed Brawl attacks as his Dexterity. Any of these may be at distance, but he sacrifices 1 attack success per yard the attack surpasses his unarmed reach. These distance attacks manifest as shockwaves running through the ground, and thus may only be made to earthbound targets; they may be dodged but not parried.

Flowery Lineage-Igniting Fist Cost: 5 motes, (1 Willpower) Duration: Instant Type: Supplemental Min. Brawl: 5 Min. Essence: 2 Prereq Charms: Oath-Pruning Attitude, Heart-Harvesting Blow, Implacable Earthquake Stride

The Infernal weaves indignity and infamy into his attack; he strikes his target for normal damage, and in addition, he strikes at his friendships and loyalties. For each point of the Infernal's Essence, one mortal who is precious to the target suffers the Infernal's Conviction in unsoakable lethal damage, which appears as patterns of flower-shaped burn wounds. This Charm may be used in a clinch. On a turn after the Infernal has used this Charm in a clinch, if he is still in the same clinch he may use it again without expending the Willpower cost.

Infernal Martial ArtsInfernals are not particularly good at Martial Arts - descending from Gaia, a Free Primordial, they do not have access to Yozi-descended effects (metarule breaking, etc.). Thus, Infernals are wholly incapable of developing Styles; instead they develop metastyle Charms that allow them to better apply the knowledge they steal from Creation.

Blanket Statement: These Charms are incompatible with Sidereal-rank Styles. Their effects only work with the lesser Styles. It is impossible to develop meta-Charms that affect Sidereal Arts as a whole, though it is possible to develop Style-specific meta-Charms.

Charm Count: 6\ Back to Charms\ Back to MartialArts\ Back to FourWillowsWeeping\ Back to WillowsInfernal\

Yearning of the Sword

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Cost: None Type: Special Duration: Permanent Min. Martial Arts: 3 Min. Essence: 2 Prereq Charms: One complete Celestial-rank Martial Arts Style

The Infernal binds a melee weapon into his anima with this Charm, making it as a part of himself. This permits him to use Martial Arts Charms with that weapon as though he were unarmed. The weapon he binds in this way must be one of his weapons of choice, a prized instrument of combat. Each time he learns this Charm, he may buy an additional weapon; he may buy this Charm as many times as his Essence score. When he uses a weapon in this way, it appears as though affected by Writhing Discontended Blade or similar Charms. This Charm does not allow the Exalt to consider Charm-created Essence projections from the bound weapon (Sandstorm-Wind Attack, for instance) as unarmed. However, Essence projections from other sources (Infinite Jade Chakrams, for instance) are still eligible.

Hero's Soul Projection Scheme Cost: None Type: Special Duration: Permanent Min. Martial Arts: 5 Min. Essence: 4 Prereq Charms: Yearning of the Sword

This Charm permits the Infernal to bind ranged weapons with Yearning of the Sword. There is no added cost to using this ability; it simply expands the previous Charms capabilities. This channels effects through the arrows shot from a bound bow, or through a single Thrown weapon.

Edge of the Floating World Cost: None Type: Special Duration: Permanent Min. Martial Arts: 4 Min. Essence: 3 Prereq Charms: Yearning of the Sword

Each time the Infernal learns this Charm, he may master a single type of weapon; he may buy this Charm as many times as his Essence score. He may thereafter use that type of weapon harmoniously with any Martial Arts Style he has mastered, though he does not get the benefits of fighting unarmed.

Flower of Enlightenment Cost: None Type: Special Duration: Permanent Min. Martial Arts: 4

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Min. Essence: 3 Prereq Charms: One complete Celestial-rank Martial Arts style

One observer of the Great Usurpation is said to have described the Celestial Exalted to 'bloom instantly with the fire of wisdom' when attacked. Once an Infernal has mastered this Charm's principles, he too can call up great power in an instant. This Charm allows an Infernal to activate several scenelong Charms of a Style he has mastered simultaneously and reflexively; this costs him 1 Willpower Point and 1 lethal Health Level in addition to the summation of the costs of Charms activated. This activation counts as the usage of a single Charm, and always flares the anima as though peripheral Essence were being used, regardless of effects like the Ebon Dragon Chosen anima power or the usage of personal Essence.

Example: Innocent Symphony, an exponent of the Sixfold Crane Style, is ambushed by a talon of the Wyld Hunt. Her anima flares frosty white as she spends 21 motes, 2 Willpower, and 1 lethal Health Level to raise the Crane Form, the Plumage of White Jade, the Lofty Perch Stance, and Crane Awaits the Tiger in a single instant. Long before the Dragon-Blooded arrows reach her throat, her skin rejects them as a waterbird's feathers reject moisture. As her eyes alight on the hunters before her, she chooses the victim of her Tiger-Awaiting power: a figure robed in red and gold, whose anima burns a featureless red, like a ruby's heart.

Surpassing (Style) Contemplation Min. Martial Arts: 5 Min. Essence: 4 Prereq Charms: Flower of Enlightenment

Except as noted, this Charm is identical to the Solar Charm Transcendent (Style) Mastery.

Watchful Kirin's Eye Cost: (1 experience point) Type: Reflexive Duration: Instant Min. Martial Arts: 5 Min. Essence: 3 Prereq Charms: Flower of Enlightenment

This Charm allows the Infernal to extrapolate the inner principles of a Style from observing its use. Whenever she sees a Martial Arts Charm activated, the Infernal may reflexively roll Perception + Awareness at a difficulty of the Charm's Essence prerequisite. If she succeeds, she may immediately spend 1 experience point. From then on, if she meets the Charm's other requirements, she may learn the Charm as though tutored by training for the necessary amount of time and spending the remainder of the Charm's experience cost. The Exalt may never learn the final Charm of a Style in this way.

Unfolding Dragon Meditation

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Cost: None Type: Special Duration: Permanent Min. Martial Arts: 5 Min. Essence: 5 Prereq Charms: Surpassing (Style) Contemplation, Watchful Kirin's Eye

Having learned the Form Charm of a Martial Arts Style, the Infernal may instinctively derive its advanced techniques from the principles the Form embodies. Once the Infernal has learned the Form of a Style, she may learn all the following Charms of the Style without the help or benefit of a tutor. However, this does not permit Infernals to develop alternative advanced techniques for Styles; even if two different Styles begin in the same manner, the Form implicitly encapsulates the knowledge a stylist has of its advanced techniques, and therefore binds the Infernal into the same path of learning.

Infernal MeleeDescended from She Who Lives In Her Name and Oramus, the Dragon Beyond the World, these Charms are magics of coordination and dynamic arrangement.

Charm Count: 19 Back to Charms Back to FourWillowsWeeping Back to WillowsInfernal

Thrashing Dragon Strike Cost: 3 motes Type: Supplemental Duration: Instant Min. Melee: 2 Min. Essence: 2 Prereq Charms: None

In the countless spheres orbiting She Who Lives In Her Name are imprisoned countless dragons of flame; as they throw themselves against their crystal cages, the spheres strike against each other and chime elegant tunes. The Infernal calls upon their frustration with this Charm, adding his Limit in dice to a single Melee attack.

Crystal Razor Edge Cost: 2 motes, 2+ lethal Health Levels Type: Supplemental Duration: Instant Min. Melee: 3 Min. Essence: 2 Prereq Charms: Thrashing Dragon Strike

When She Who Lives In Her Name was broken against Creation, all remember the fires that were unleashed, but the shattered crystal that cut away the world was forgotten, as it

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whirled away into the Wyld. When the Exalt uses this Charm, the edge of his weapon glitters translucently, and he breaks a bit of his soul to give his strike unfathomable ferocity. Multiply the attack's extra successes, before soak, by the number of HLs spent.

Unwinding Soul Blow Cost: 3 motes Type: Reflexive Duration: Instant Min. Melee: 5 Min. Essence: 2 Prereq Charms: Crystal Razor Edge

Enhancing a Melee attack with this Charm, the Infernal strikes at his opponent's deeper essence. His weapon becomes hazy and immaterial, and instead of dealing damage normally, the Infernal's player rolls his character's Essence. Each success on this roll gives the victim a -1 penalty to all dice pools. This penalty lasts for the Infernal's Willpower in turns; after that, the victim's player may reflexively roll Essence once each turn, and reduce the penalty by the number of successes. This Charm does not affect targets with Essence greater than the Exalt; it is a spiritual attack with no physical component; it can be dodged normally, but it is parried only by defences that are explicitly capable of fending off the attacks of dematerialized spirits.

Uncounted Years Shriek Cost: 3 motes/attack Type: Extra Actions Duration: Instant Min. Melee: 3 Min. Essence: 2 Prereq Charms: Thrashing Dragon Strike

The Infernal's perception of time shifts; he moves through a thousand days in an instant. To others, his weapon's motion seems as inevitable and natural as the turning of seasons; to him it is a twining ribbon of sound and pain. For every three motes spent on this Charm, the infernal may make a single Melee attack; he may not buy more attacks than his Melee score.

Fury of the Name Cost: 5 motes, 1 Willpower Type: Extra Actions Duration: Instant Min. Melee: 5 Min. Essence: 2 Prereq Charms: Uncounted Years Shriek

When the Lady of Coordination commands, all obey. With this Charm, the Infernal takes on the role of lady and servants both; he may make as many Melee attacks against a single target as his Limit, but may make no more attacks than there are people present and involved in the scene.

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Labyrinth of Disharmony Cost: 7 motes, 2 Willpower Type: Simple Duration: One Scene Min. Melee: 5 Min. Essence: 3 Prereq Charms: Uncounted Years Strike

With this Charm, the Infernal allows his desire to bring all to rightness to guide his blade; while the Charm is in effect, he adds his Limit to all Melee attacks.

Iron Pillar Block Cost: 1 mote/2 dice Type: Reflexive Duration: Instant Min. Melee: 2 Min. Essence: 1 Prereq Charms: None

Somwhere in the Demon City, in a place one must be told how to find, stands a pillar of immortal iron. It has been unchanged as long as even the most eternal can remember - some believe it predates Creation itself, but this cannot be true. With this Charm the Exalt can parry an attack with special proficiency, drawing on the eternity of the Pillar; he can make a parry dicepool no larger than his Dexterity+Melee+weapon's Defense bonus+Limit.

Defense Against the Moon Cost: 2 motes Type: Reflexive Duration: Instant Min. Melee: 3 Min. Essence: 1 Prereq Charms: Iron Pillar Block

Once, when Exalts and Primordials warred, the greatest of heroes flung the ornaments of the sky at their foes, to the horror of their divine progenitors. This Charm remembers those terrible moments. The Exalt reflexively blocks an attack with his full defensive pool.

Constellation of Safety Cost: 5 motes, 1 Willpower Type: Reflexive Duration: Instant Min. Melee: 4 Min. Essence: 2 Prereq Charms: Defense Against the Moon

The Infernal traces a pattern of points and lines in the air with his weapon, protecting the Seven Points of Weakness. Until his next action, he automatically parries any incoming

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attacks with a base pool of 0 and automatic successes equal to his permament Essence. He may take no offensive actions until his next action.

Cage of Wings Cost: 7 motes, 1 Willpower Type: Simple Duration: One Scene Min. Melee: 4 Min. Essence: 3 Prereq Charms: Defense Against the Moon

While this Charm is active, the Infernal may parry any incoming attacks with his full defensive pool. The Charm's name comes from its distinctive Essence display, where streaks of light like dragon's wings follow the defender's flashing blade.

Emerald Soul Defense Cost: 5 motes, 1 Willpower Type: Reflexive Duration: Instant Min. Melee: 5 Min. Essence: 3 Prereq Charms: Constellation of Safety, Cage of Wings

With this Charm, the Infernal can block any attack, even those that cannot ordinarily be parried, negating the attack completely, in a manner identical to Heavenly Guardian Defense. For area-effect attacks, this defends the Exalt only, and not others in the area.

Fundamental Deflection Cost: 7 motes, 1 Willpower, 1 lethal Health Level Type: Reflexive Duration: Instant Min. Melee: 5 Min. Essence: 4 Prereq Charms: Emerald Soul Defense

With this Charm, the Infernal learns that not only weapons but other harmful matters can be batted away with the wave of a hand. With this Charm, he may parry any sort of harm, be it spiritual attack, social assassination, even the abrupt stop at the end of a fall. The only restriction on this is that the harm must occur in a moment; it cannot take more than a turn's action to cause. (So if you are pushed and spend a month falling, you can still parry the earth, but you cannot parry an entire speech defaming you, or a book about your debaucheries.)

This Charm perfectly deflects unCharmed harm of any kind; the Infernal's player must roll the character's full defensive dice pool at a difficulty of the attacker's Essence to successfully dissipate a mystical attack.

Scorpion's Tail Strike

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Cost: 2 motes Type: Reflexive Duration: Instant Min. Melee: 3 Min. Essence: 2 Prereq Charms: Iron Pillar Block

As Solar Counterattack.

Crab Has Two Pincers Cost: 5 motes Type: Reflexive Duration: Instant Min. Melee: 4 Min. Essence: 2 Prereq Charms: Defense Against the Moon, Scorpion's Tail Strike

The Infernal catches an attacker's blow in an effortless whorl of pain, deflecting his blade an impaling him in a single fluid motion. With this Charm, the Exalt may parry an attack with his full defensive pool, and make a simultaneous counterattack with a base dice pool of his Limit. This counterattack can explicitly be enhanced by the effect of Universal Centipede Stance.

Universal Centipede Dance Cost: 1 Willpower, 2 motes/die Type: Reflexive Duration: One Scene Min. Melee: 5 Min. Essence: 3 Prereq Charms: Crab Has Two Pincers

With this Charm, the Exalt moves as though he has countless cutting limbs, lashing out at all that comes near. The Infernal adds 1 die per 2 motes spent on this Charm to every counterattack he makes for the remainder of the scene. Since this Charm is Reflexive, he may counterattack with the dice it provides alone. He may buy no more dice than his full offensive pool, and subsequent invocations of this Charm in a scene do not cost the Willpower; they merely augment the pool that the Charm originally created. As per Solar Counterattack, this Charm cannot generate a counterattack in response to another, and it is resolved between the provoking attack's attack and damage rolls.

Vermillion Iron Harmony Cost: 2+ motes Type: Reflexive Duration: Instant Min. Melee: 5 Min. Essence: 5 Prereq Charms: Universal Centipede Dance

With this Charm, the Infernal feels and understands the perfection-in-pain of a flurry of blows; her expanded understanding permits her to respond to an attack with an orchestra

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of elegant counters. This Charm permits a counterattack as per Scorpion's Tail Strike, except that it can be invoked more than once against a single attack. A particular attack may invoke no more than the Infernal's Essence in total counters, including those from this Charm and others. Each additional invocation of this Charm against a single attack costs twice as many motes as the previous.

Bronze Treachery Block Cost: 2 motes, 1 Willpower Type: Supplemental Duration: Instant Min. Melee: 2 Min. Essence: 2 Prereq Charms: Iron Pillar Block

The Infernal focuses the perversion of his spirit into his blade, darkening that which it touches. With a successful parry, an attacker's weapon becomes Tainted. This means that the attacker must immediately pay the base cost of attunement for the weapon again in order to remain attuned to it (unless he is Infernal, in which case he may release the unTainted surcharge), and the weapon displays the visual effects of being Tainted. The Taint lasts for a scene.

Writhing Discontented Blade Cost: 3 motes, 1 Willpower Type: Simple Duration: One Scene Min. Melee: 4 Min. Essence: 2 Prereq Charms: Bronze Treachery Block

The Infernal channels his dark emotions into his weapon, transforming it into an eldritch weapon of strange power. It seems to flicker and twist, and trail patterns of verdigris and glowing mist as it moves; occult patterns skitter up and down its blade. The Exalt can distribute his Melee+Limit among the sword's Speed, Accuracy, Damage, and Defense. He may not put negative amounts in any stat. The Infernal must choose how to distribute his Melee dots when he learns this Charm (and whenever his Melee score increases), but can apportion his Limit freely. If his Limit score changes while this Charm is active, he must adjust a single stat up or down accordingly.

When this Charm ends, the blade ceases shifting form, but it usually settles into a form slightly different from the one that it began in. After several uses of the Charm, the weapon will begin to become an expression of the Infernal's inner self and his connection to the Yozis; the weapon of an Infernal serving the Ebon Dragon might stretch into a graceful obsidian tachi, while the sword of a servant of Qaf might become a weighty pillar of stone.

A single usage of this Charm on a daiklave or other mystical weapon counts as a week attuned to the Infernal's anima, for the purposes of Taint. Weapons of the 5MM will

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gradually change in shape and ornamentation just as mundane swords do, but their material will not.

Dozen-Fingered Harpist Grip Cost: 7 motes Type: Simple Duration: One Scene Min. Melee: 3 Min. Essence: 2 Prereq Charms: Thrashing Dragon Strike

The Infernal recalls the skill of the angyalkae; his dexterity is such that each of his hands can handle a weapon as well as two ordinary hands. This permits him to do any of the following, combining them freely:

Use a pair of identical single-handed weapons with only one hand and attack with them simultaneously. This allows him to apply both weapons' damage bonuses to an attack, but at the cost of reducing the attack's Accuracy by half the additional damage bonus. For example, Dust Lily is using this Charm to wield two daiklaves in one hand. They have +2 Accuracy and +6L Damage. She may attack with one, at these stats, or attack with both, at -1 Accuracy and +12L Damage.

Use up to four weapons synergistically. When full-parrying under this Charm's effects, each weapon the character weilds may make parries up to its Rate each turn; only one weapon does not have to be chosen.

Wield a two-handed weapon with only one hand. This leaves the other hand free for whatever purpose he wishes.

Infernal ThrownThese Charms derive from Cecelyne, the Yozi of Space.

Charm Count: 7

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Empty Way Cost: 1 mote per die Duration: Instant Type: Supplemental Min. Thrown: 2 Min. Essence: 1

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Prereq Charms: None The Infernal bends the space between him and his target, bypassing that which would block his missile's way. For each mote spent, he may add a die to a ranged attack, or negate one die of a cover penalty. He may add no more than his Limit in dice to his pool, but can negate penalties freely. This Charm is explicitly permitted to be in a Combo with Charms of other Abilities.

Following Passion Cost: 3 motes Duration: Instant Type: Simple Min. Thrown: 3 Min. Essence: 2 Prereq Charms: Empty Way

With this Charm, the Infernal binds himself to his weapon. With a Thrown attack, the Infernal traverses half the distance between him and his target, arriving at the midpoint of his missile's flight just as the weapon lands.

Obedient Dragonfly Intimation Cost: 5 motes, 1 Willpower Duration: Instant Type: Simple Min. Thrown: 4 Min. Essence: 2 Prereq Charms: Empty Way

The Infernal throws an object and twists the world so that it falls wherever she wishes; she may throw an object to any location within (Essence) miles, unhindered by conditions and barriers. She must have a clear, unambiguous conception of the place she is sending the object to, using information that she has, and there must be room for the object to arrive there. That is to say that it is impossible to send a severed yeddim's foot into "that child's throat", because there is no room, and equally impossible to send a fevered missive scrawled on a stolen ballgown to "someone who will help", because that does not identify a single, unique place, and requires information that the Infernal does not have. This ability only sends objects, and their momentum is expended when they arrive; it cannot be used as an attack.

World-Consuming Chakram Cost: 7 motes, 1 Willpower Duration: Instant Type: Simple Min. Thrown: 5 Min. Essence: 3 Prereq Charms: Following Passion, Obedient Dragonfly Intimation

The Infernal, using her knowledge of the shape of the world, binds her chakram to a motionless point; when she releases it, it is she that is thrown. The Infernal's player rolls Perception + Thrown; the Infernal can instantly transport herself to any point up to

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(successes) miles away. On a botch, the Infernal miserably confounds her geometry, and throws the weapon into herself, suffering damage dice equal to its base damage plus her Essence.

Dizzying Rapture Cost: 2+ motes Duration: Instant Type: Supplemental Min. Thrown: 2 Min. Essence: 2 Prereq Charms: None

The strength of the Infernal's passion brings her targets closer; for the purposes of one attack, divide the distance between the Infernal and a potential target by one factor for every 2 motes spent. So the distance is halved if the infernal spends 2 motes, divided by 3 if the Infernal spends 4 motes, etc. The Infernal may not spend more 2-mote increments powering this Charm thean his current Limit. This Charm can explicitly be included in a Combo with Charms of other Abilities. It is explicitly possible to use this Charm to bring a target into melee range. It may supplement any type of attach, not exclusively Thrown attacks.

Bloodthirsty Glamour Cost: 3 motes (5 motes) Duration: Instant Type: Supplemental Min. Thrown: 3 Min. Essence: 2 Prereq Charms: Dizzying Rapture

The Infernal casts a weapon charged with false hopes and shattered dreams; it expands to engulf the consciousness of its target, filling their world with scarlet darkness. An attack charged with Bloodthirsty Glamour cannot be dodged, only blocked. For two additional motes, the weapon preys on the brightness of souls, and adds its target's highest Virtue to its base damage.

Exploding Crane Stance Cost: 7 motes, 1 Willpower, 1+ lethal Health Levels Duration: Type: Extra Actions Min. Thrown: 5 Min. Essence: 4 Prereq Charms: Bloodthirsty Glamour, World-Consuming Chakram

During the Primordial War, Oramus threw bits of his tortured souls as weapons to kill the mad Exalted who hunted him and his family. The sole survivor of his sacrifice was the Broken-Winged Crane, who remains maimed by the event.

Imitating Oramus, the Infernal rips a chunk of flesh from her body, taking with it an exceptionally painful memory. She charges it with wrathful Essence, so that all may

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share in her unspeakable pain. For each Health Level spent, the Infernal makes a Thrown attack dripping with gory malice at one target in Essence*5 yards. The attack does a base of Strength+Essence lethal damage.

In addition, the Infernal's player rolls Perception + Thrown, regardless of whether the attack hits, converting Essence dice into automatic successes. Every sentient being within (successes) yards of the target suffers the Infernal's Compassion in dice of lethal damage, which can be soaked only by Stamina. The Infernal need not fear this; she has suffered the memory's pain already. Likewise, the target of the initial attack does not suffer damage from the explosion if she was hit by the projectile. These explosions of hate are capable of harming dematerialized spirits, but this does not enhance the attack from which they originate. They are area attacks, and so cannot normally be dodged, but can be blocked with Charms; the difficulty to block such an attack is the Infernal's Conviction.

The Infernal may spend no more Health Levels powering this Charm than her permanent Essence. The health level loss incurred by this Charm cannot be soaked or otherwise avoided.

Infernal EnduranceThis pair of trees is an Infernal-derived set; they are devoid of exotic Yozi effects.

Charm Count: 10

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Ox-Body Technique Cost: None Duration: Permanent Type: Special Min. Endurance: Special Min. Essence: 1 Prereq Charms: None

This Charm is identical to the Solar version.

Pain-Prolonging Drive Cost: 3 motes, 1 Willpower (3 motes) Duration: One Scene Type: Reflexive

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Min. Endurance: 2 Min. Essence: 2 Prereq Charms: Ox-Body Technique

With this Charm, the Infernal accepts his pain, and allows it to carry him on when an ordinary man would be crippled by it. When this Charm is activated, the Infernal's loses an unhurt -0, -1, or -2 Health Level, and two Health Levels of the next inferior type (-1, -2, or -4, respectively) replace it. Only Health Levels gained through the use of Charms can be 'split' in this manner; the character's base Health Levels (7, except in very special cases) must remain. The Infernal can have as many 'split' HLs at any given time no greater than his limit. If the character activates this charm multiple times in a scene, the Willpower cost applies only for the first activation.

When this Charm ends, the 'split' HLs collapse, but the woulds do not; if the character who had taken the -1, -2, -2 OBT option splits all these bonus HLs (10 normally, 13 under the maximal effect of this Charm) splits all his bonus HLs and then takes 11 HLs of lethal damage, he will die at the end of the scene.

Mutilated Bastion Cost: None Duration: Permanent Type: Special Min. Endurance: Varies, minimum 2 Min. Essence: 2 Prereq Charms: Ox-Body Technique

When the Infernal learns this Charm, he embeds occult devices in his flesh, or scarifies himself liberally, or breaks and shapes his bones into new and exotic shapes. This process inures him to pain, and so he learns to operate better while seriously wounded. Each time the Infernal learns this Charm, he loses a -0, -1, or -2 Health Level, and gains two of the next inferior type, just as with Pain-Prolonging Drive. Similarly, he cannot reduce the number of HLs of any particular type he has below the natural base. An Infernal can learn this Charm as many times as twice his Endurance score; for every two times he learns it, he loses a dot of a Physical Attribute of his choice.

Bloody Essence Binding Cost: 1 mote Duration: Instant Type: Reflexive Min. Endurance: 1 Min. Essence: 2 Prereq Charms: None

With this Charm, the Infernal learns to tap the force of life, gathering the Essence spilled from his wounds. Identical to the Solar Charm Essence-Gathering Temper.

Unfaltering Tempo Cost: 3 motes

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Duration: Instant Type: Reflexive Min. Endurance: 3 Min. Essence: 2 Prereq Charms: Bloody Essence Binding

Identical to the Solar Charm Willpower-Enhancing Spirit.

Scarlet Cauldron Body Cost: 5 motes, 1 Willpower Duration: One Scene Type: Simple Min. Endurance: 4 Min. Essence: 2 Prereq Charms: Unfaltering Tempo

With this Charm, the Infernal distills power out of his will to live; when wounded, his spilling blood literally boils with puissance. For every die of damage he takes before soak is applied, he may roll a die; each success on this roll causes him to regain a point of Essence. A character cannot gain any more Essence from a given attack than his Stamina score.

Resolve-Refining Agony Cost: 5 motes Duration: Instant Type: Reflexive Min. Endurance: 3 Min. Essence: 2 Prereq Charms: Unfaltering Tempo

Instead of tapping the wellspring of pain for power, the Infernal allows it to flow into the darkness of his heart; if hit for more dice of damage after soak than his current Limit, he may invoke this Charm to increase his Limit by 1.

Resentful Strike Cost: 3 motes Duration: Instant Type: Suplemental Min. Endurance: 2 Min. Essence: 2 Prereq Charms: Bloody Essence Binding

The Infernal's pain calls to further pain; he may add dice to the damage of a hand-to-hand attack equal to the number of Health Levels of damage he has taken. This Charm is explicitly permitted to be in a Combo with Charms of other Abilities.

Remorseless Whirling Carnifex Cost: 10 motes, 1 Willpower Duration: One Scene Type: Simple

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Min. Endurance: 4 Min. Essence: 2 Prereq Charms: Resentful Strike

Identical to the Solar Charm Bloodthirsty Sword-Dancer Spirit.

Indiscriminate Nemesis Cost: 5 motes, 1 Willpower Duration: One Scene Type: Simple Min. Endurance: 4 Min. Essence: 2 Prereq Charms: Resentful Strike

The Infernal spreads his pain across the realm; he adds half his Limit, rounding up, to the damage of all hand-to-hand attacks.

Infernal Performance"Only in the music of the realm do the Yozis relent. They are both dancers and singers beyond mortal peer, and though their songs may destroy as easily as heal, there is no malice in them." - Games of Divinity, page 86.

Like their masters, the Infernal Exalted show their noblest emotions in the arts of song and dance: joy, mercy, and the wistful sorrow for beautiful things past or yet to come, and they are truly, deeply giften in these forms. To see an Infernal dance or hear her sing is to glimpse the joy of the Primordials when they first laid eyes on their new Creation.

The spiritual ancestor of these Charms is Adorjan by way of Zsofika, and also She Who Lives In Her Name by way of Stanewald. However, unlike those of other Abilities, the Charms of Performance draw upon the demons' virtue rather than their vice, and are resultantly indirect.

Charm Count: 9

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Heart-Wrenching Quaver Cost: 3 motes Type: Supplemental Duration: Instant Min. Performance: 2

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Min. Essence: 1 Prereq. Charms: None

The Infernal's eyes glitter with honest tears as she calls upon the mercy of her fellows. She can add her Limit in dice to a Performance, Presence, or Socialize roll made to garner support for a cause, but only if the cause is genuinely virtuous and the Infernal's desire to gather support for it pure of any malice, deception, or ill will.

Glorious Bolstering Presentation Cost: 2 motes, 1 Willpower Type: Simple Duration: Instant Min. Performance: 3 Min. Essence: 1 Prereq. Charms: Heart-Wrenching Quaver

The Infernal can inspire armies to the heights of courage with a few well-chosen words. The Infernal's player makes a Manipulation + Performance roll; for each success, those who can see or hear the Infernal are moved, and one of their Virtues raised a point. The Infernal cannot add more to any Virtue than her permanent Essence, and with this Charm she may add to Valor or Conviction. The effect persists as long as she continues to perform, and for minutes equal to the affected person's Willpower after she stops.

Outlook-Sweetening Serenade Cost: 2 motes, 1 Willpower Type: Simple Duration: Instant Min. Performance: 3 Min. Essence: 1 Prereq. Charms: Heart-Wrenching Quaver

This Charm is identical to Glorious Bolstering Presentation in every way, except that with it the Infernal may add to Compassion or Temperance.

Blossoming Joyful Aria Cost: 5 motes, 1 Willpower Type: Simple Duration: One scene Min. Performance: 4 Min. Essence: 2 Prereq. Charms: Glorious Bostering Presentation, Outlook-Sweetening Serenade

The Infernal bursts into exultant song, celebrating the joy of existence itself, All those who hear it are captivated, and those who have dots in the Performance Ability will attempt to spread the joy to the best of their capability, even activating applicable Charms. Meanwhile, the Infernal must continue to perform or the Charm ends. Mortals who percieve this song are always affected by it; it never affects supernatural beings with higher essence than the Infernal performing. Lesser supernaturals may make a reflexive opposed test of Willpower against the Infernal's Manipulation + Performance to resist the compulsion to celebrate for a single turn.

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Lightening the Daunting Burden Cost: 1 mote per success Type: Supplemental Duration: Instant Min. Performance: 2 Min. Essence: 2 Prereq. Charms: None

The Infernal can uplift the energies of others with this Charm, making their efforts seem less difficult. The Infernal's player rolls Charisma + Performance; or each success, the Infernal can spend a single mote to change a die into an automatic success for a Craft roll, Medicine roll, or a roll made to endure a heavy burden, as long as that roll is being made for some other character.

Weaving and Unweaving Canon Cost: 10+ motes, 1 Willpower Type: Supplemental Duration: Indefinite Min. Performance: 4 Min. Essence: 3 Prereq. Charms: Lightening the Daunting Burden

With this Charm, the Infernal can assist others in their work, with much greater effectiveness. She performs tirelessly for the duration of the Charm, and those benefiting from it have her Valor added to their dice pools for creating or destroying a thing through diligent labor (so a sorceror could benefit from this Charm if he were planning the layout of a Manse, but not if he were trying to disrupt the Essence flows by running through it smashing vases). As many individuals can benefit from this Charm as the Infernal's permanent Essence for the base cost; each additional beneficiary raises the Charm's cost by two motes.

Sudden City Cantiga Cost: 20 motes Type: Simple Duration: One Scene Min. Performance: 5 Min. Essence: 3 Prereq Charms: Weaving and Unweaving Canon

The Infernal can aid massive labors once she has learnt this trick. She can make an entire group working on a single task work with supernatural speed and surety by singing a composition designed to synchonize and inspire their labor, allowing them to do a day's taks in a single scene. Up to (10 * permanent Essence) individuals can benefit from an invocation of this Charm.

Song of Innocence and Experience Cost: 10 motes, 1 Willpower Type: Supplemental

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Duration: One roll Min. Performance: 4 Min. Essence: 4 Prereq Charms: Weaving and Unweaving Canon

With this song, the Infernal abbreviates her own movements to fearsome mystic effiency. She adds her Performance in automatic successes to any roll requiring lengthy labor; Craft rolls, Occult or Lore research, medical operations, and the like can all be affected by this Charm. If she works together with other individuals who are using this Charm, she may add a die to her roll for each other person present, up to her Compassion.

Pandaemonium of Voices Cost: 10 motes Type: Simple Duration: Indefinite Min. Performance: 5 Min. Essence: 4 Prereq. Charms: Blossoming Joyful Aria, Sudden City Cantiga, Song of Innocence and Experience

With this Charm, the Infernal divides her mind; one part dances and sings outside the world, while the other part is free to act. While under the effect of this Charm, a voice that resembles the Infernal's hangs sourcelessly in the air, singing the wordless cantatas of Malfeas, and her anima coalesces into a hazy silhouette which dances without her body's leadership. She has two independent actions each turn; one may only be used for Performance actions (including Performance Charms) and the other is unrestricted. She may also benefit from her own Performance Charms even if they normally only benefit others (she can also choose to be unaffected by them), and can reflexively dodge attacks with her Performance.

Infernal PresenceThese Charms are a rather utilitarian set; Infernals tend to need the help retaining their buddies.

Charm Count: 14 Back to Charms Back to FourWillowsWeeping Back to WillowsInfernal

Fascinating Implication Style Cost: 6 motes Type: Simple Duration: One Scene Min. Presence: 2 Min. Essence: 1

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Prereq Charms: None A crowd, transfixed, amazed, or terrified at the implications of the Infernal's speech, listens in respectful silence. This has the same effect as Harmonious Presence Meditation.

Mutinous Whispers Preconception Cost: 2 motes per die Type: Simple Duration: One Scene Min. Presence: 3 Min. Essence: 2 Prereq Charms: Fascinating Implication Style

With this Charm, the Infernal changes the way an audience interprets a performance or oration of some kind. He cannot add information in this manner, but by shifting emphasis and falsifying intonation, he can do things like causing them to hear ridicule or sarcasm where it was not intended. This permits the Infernal to spread disinformation; he may subtract up to his Limit in dice from the Performance, Socialize, or Presence dicepool of anyone whose audience he is in.

He can also use this to control the reception of his own orations, or to embed subliminal messages in them. This usage permits the Infernal to add up to his Limit in dice to his own pools, and convey messages that cannot be deduced without witnessing the performance.

Cackling Ridicule Scheme Cost: 7 motes, 1 Willpower Type: Simple Duration: One Scene Min. Presence: 4 Min. Essence: 2 Prereq Charms: Mutinous Whipers Preconception

With this technique an Infernal can amplify an audience's dislike of a speaker, causing them to harass and attack him. This not only destroys his presentation but can harm him socially or bodily. Count the number of failures the speaker had on any Presence or Performance roll. This Charm turns the audience against the speaker, treating those failures as a 'poisoning the waters' roll by the victim against himself. This does not necessarily exclude the victim's goal from being achieved, but it can make it much more difficult by undermining his reputation. In addition, twice that number of Militia-level Extras in the audience are so enraged that they attack the speaker for several minutes, until they can be restrained or calmed down.

Faces in the Flames Cost: 2 motes Type: Simple Duration: Instant Min. Presence: 3

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Min. Essence: 1 Prereq Charms: Fascinating Implication Style

The Infernal can use this Charm in the instant that a person makes a promise or oath binding them together. This may be a promise of service, an oath of fealty, even a furious vow of vengeance. Until the oath is discharged, the victim hears every voice of authority as the Infernal's, and sees his face in every flame he sets eyes upon. This unsettling phenomenon gives a -1 die penalty to the victim whenever the ST feels it is appropriate.

Endless Corruption Oath Cost: None Type: Reflexive Duration: Instant Min. Presence: 4 Min. Essence: 2 Prereq Charms: Faces in the Flames

This Charm draws upon the binding of Faces in the Flames; when used, it permits the Infernal to tear away a piece of the oathbound's soul to fuel his own dark powers. The Infernal can use this Charm on anyone bound to him by Faces in the Flames; it burns away a point of one of their Virtues, and the Infernal gains motes equal to his own Conviction. Virtues can be reduced to 0 in this way, but the Infernal cannot reduce the total of an individual's Virtues to less than two. A point of a drained Virtue returns with a successful check of that Virtue; an individual can attempt regain a dot of Virtue each morning, at the same time as his Conviction check.

The highest Virtue of any being that suffers from the Great Curse cannot be reduced below 3 by means of this Charm.

Sword-Drawing Status Cost: 10 motes Type: Simple Duration: Indefinite Min. Presence: 2 Min. Essence: 1 Prereq Charms: None

With this Charm, an Infernal ingratiates herself with the populace of a town. Any member of the population so affected much make a Temperance check at a difficulty of half the Exalt's Essence to resist challenging to a duel, flying at violently, or otherwise offering violence to any that insult the Exalt or attempt to besmirsh her spotless reputation. This Charm automatically ends if the community learns that the Exalt has betrayed them.

Prince of Sheep Cost: 5 motes Type: Simple Duration: One Scene

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Min. Presence: 3 Min. Essence: 2 Prereq Charms: Sword-Drawing Status

With this Charm, the Infernal can read his audience and manipulate them with this knowledge. Roll Perception + Presence and add the successes as a dice bonus to a roll to influence them; this bonus does not count as a Charm bonus for the purpose of other die-adders.

Written on the Moon Cost: 3 motes, 1 Willpower Type: Reflexive Duration: Instant Min. Presence: 4 Min. Essence: 2 Prereq Charms: Faces in the Flames, Prince of Sheep

With this Charm, the Infernal shapes the sky in her image, inscribing a message in the heavens for others to read. It can express any simple sentiment, such as, "Help", "Chwen got caught", and so on. The message can only be read by demons, Infernal Exalts, and those sworn to serve them; it remains in the sky for nine days and nights, and if followed will lead one to she who broadcast it. Though its name suggests that the message appears inscribed across the moon's face, it can also appear in a swirl of clouds, a dance of moonbeams, patterns of leaves overhead, even the arangement of stars.

Spreading Brushfires Attitude Cost: 10 motes, 1 Willpower Type: Supplemental Duration: Indefinite Min. Presence: 4 Min. Essence: 3 Prereq Charms: Prince of Sheep

The Infernal crafts an infectious belief with this Charm; it spreads like a disease. Though the Infernal must convince the initial carriers of it himself, those carriers then sway everyone they come in contact with toward the belief. Treat the belief as a disease with a virulence equal to the Exalt's Presence.

Crashing Iceberg Entrance Cost: 3 motes Type: Simple (Supplemental) Duration: Instant Min. Presence: 2 Min. Essence: 1 Prereq Charms: None

With this Charm, the Infernal bends the world around him; as he enters upon a scene, thunder claps, or a glass shatters, or a maiden screams. Whatever the occurrence, the effect is that, for a moment, an entire audience's attention is focused on the Infernal and nothing else as he enters a scene. Alternatively, he may invoke this Charm

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Supplementally to add his Dexterity + Presence to an Archery roll. This Charm may explicitly be put in a Combo with Charms of other Abilities.

Auspicious Crossing of Paths Cost: None Type: Special Duration: Permanent Min. Presence: 3 Min. Essence: 1 Prereq Charms: Crashing Iceberg Entrance

This Charm expands the Infernal's perceptions; he always knows who he needs to avail upon to get things done. There is no cost to use this Charm; it merely expands the Exalt's awareness.

Sagacious Ambassador Etiquette Cost: 6 motes Type: Simple Duration: One Scene Min. Presence: 4 Min. Essence: 2 Prereq Charms: Auspicious Crossing of Paths

With this Charm, the Infernal projects a feeling of authority; upon encountering the Infernal, they must make a Willpower check at a difficulty of the Exalt's Essence to resist the overwhelming temptation to bring him to an authority figure for a proper reception.

Innermost Doubts Approach Cost: 5 motes Type: Supplemental Duration: One Scene Min. Presence: 3 Min. Essence: 1 Prereq Charms: Crashing Iceberg Entrance

The Infernal's speech strikes a chord with each member of his audience's deepest and most secret fears. The effect is that they feel more intimate with him, as if his words were meant for them alone. The Infernal can treat entire crowds as a single person for the purpose of influencing them.

Unanimous Conclusion Cost: 10 motes, 1 Willpower Type: Simple Duration: Instant Min. Presence: 3 Min. Essence: 2 Prereq Charms: Innermost Doubts Approach

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With this Charm, the Infernal devises an insidious contradiction that prompts a group to pass a judgement that he chooses. He only needs to interact with a few of them to accomplish this; they will persuade their fellows.

Infernal ResistancePractically every Yozi understands the need to prevent imposition upon one's selfhood. This cascade of Charms represents a millennia-old refinement of the arts of iron will.

Charm Count: 5

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Auspices of Brass and Amber Cost: 3 motes Duration: Instant Type: Reflexive Min. Resistance: 2 Min. Essence: 1 Prereq Charms: None

With this Charm, the Infernal's skin hardens into brass and amber plates, which crackle off as they recieve a blow. The Infernal's player rolls the character's Resistance + Stamina. For the purposes of resisting a single instant of harm, add the successes of the roll to the character's soak. In addition, it has the property of starmetal armour: After soak, subtract one die from the damage pool. This may reduce the attack's damage below the attacker's minimum damage value.

Alternatively, she may apply the successes on the Resistance + Stamina roll as a damage bonus to a Brawl attack.

Note: This is a Malfeas image for this Charm. As with many Infernal Charms, it may manifest differently when used by Exalts resonating with a different Yozi; a servant of Szoreny might sprout silver leaves which attacks shear away, while an Infernal resonating with Kimbery might flow around attacks like honey.

Convulsive Gilded Plate Cost: 5 motes, 1 Willpower Duration: One scene Type: Simple

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Min. Resistance: 3 Min. Essence: 2 Prereq Charms: Auspices of Brass and Amber

The Infernal charges his armour with Essence; it enfolds him in mail of shimmering anger. The armor writhes and struggles, giving off strange lights and generally looking eldritch. The Infernal gains Resistance + Limit points with which to enhance his armour; one point will add 1B/1L soak, reduce fatigue value by 1, or reduce mobility penalty by 1. Neither fatigue value nor mobility penalty may be reduced below 0. The Infernal must choose how to assign points from his Resistance when he learns this Charm and whenever his Resistance increases; he may arrange points from his Limit freely. If his Limit score changes while this Charm is active, he must adjust a single stat up or down accordingly.

When this Charm ends, the armour ceases shifting form, but it usually settles into a form slightly different from the one that it began in. After several uses of the Charm, it will begin to become an expression of the Infernal's inner self and his connection to the Yozis; the plate of an Infernal serving Thari might take on the appearance of paper inscribed with mystic runes, while a Chosen of Oramus might wear a breastplate of dragon-scaled leather.

A single usage of this Charm on Artifact armour counts as a week attuned to the Infernal's anima, for the purposes of Taint. Armours of the 5MM will gradually change in shape and ornamentation just as mundane ones do, but their material will not.

Iron Banner Blocking Style Cost: 7 motes, 1 Willpower Duration: One scene Type: Simple Min. Resistance: 4 Min. Essence: 2 Prereq Charms: Convulsive Gilded Plate

This Charm functions identically to the previous, except that it enhances the user's clothing rather than his armour, and is incompatible with armour of any kind. Clothing armour has base stats 0B/0L soak, 0 fatigue value, 0 mobility penalty. Naked Infernals cannot benefit from this Charm. While it is in use, the Infernal's clothing is like a sheet of fire - it stretches and moves of its own volition, blocking and entangling blows in its twisting folds.

Inviolate Aura Cost: 3 motes, 1 Willpower Duration: One scene Type: Simple Min. Resistance: 2 Min. Essence: 2 Prereq Charms: Auspices of Brass and Amber

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Except as noted, this Charm is identical to its prerequisite.

The Infernal crystallizes his anima into a constantly twining, moving coat of metal branches. Attacks shear these off, leaving the ground littered with silver twigs. He adds his Resistance to his soak.

In addition, he may pay 2 motes to apply the successes of a Resistance + Stamina roll as a damage bonus to a Brawl attack.

Note: This is a Szoreny image for this Charm. As with many Infernal Charms, it may manifest differently when used by Exalts resonating with a different Yozi; a servant of Cytherea might become encased in red clay, while one tamed by Oramus might wrap himself in ribbons of dragon leather.

Garden of Flame Cost: 2+motes, 1 Willpower Duration: Instant Type: Reflexive Min. Resistance: 4 Min. Essence: 3 Prereq Charms: Inviolate Aura

The Infernal's anima binds the flows of Essence that come into contact with it, twisting them into a pattern that expresses the nature of the Infernal's soul. Use this in response to any Charm that affects the Infernal only; roll the Infernal's Perception + Resistance against the attacker's Essence in a reflexive opposed test. If the Infernal succeeds, the attacker's Charm has no effect, and the Infernal experiences anima flare as though he had activated not only this Charm, but the Charm he snuffed as well. This Charm costs 2 extra motes for each Willpower used to fuel the Charm it is being used against. This works like Auctoritas; it applies to any kind of Charm, not Charmed attacks specifically.

Clockwork Heart Motif Cost: 7 motes, 1 Willpower, 1 lethal Health Level Duration: Indefinite Type: Simple Min. Resistance: 3 Min. Essence: 2 Prereq Charms: Inviolate Aura

In a red haze of pain, the Infernal rips out his heart and puts a ticking clockwork treasure in its place. While he wears the clockwork heart, the Infernal suffers a -1 wound penalty to all actions in addition to any other wound penalties, and converts all lethal damage he recieves to bashing. In addition, he adds his Limit to his lethal and bashing soak.

The clockwork heart is made of one of the Five Magical Materials (and must be the same material as that of the type he is emulating, if he is under the effect of Blinding Eye of Day or any of its following Charms) and one other, most commonly salt, glass, ice, living

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wood, or sapphire. The Clockwork Heart Motif causes distinctive fluctuations in the user's anima; a knowledgeable opponent can, as an action, roll Perception + Occult at a difficulty of the Infernal's Resistance to determine the materials the heart is composed of. These materials are highly inimical to the Exalt while he benefits from this Charm; damage sustained from weapons made of one of the materials cannot be converted to bashing by this Charm, and it automatically bypasses half his lethal soak.

When this Charm ends, the Infernal recieves one unsoakable level of aggravated damage as the clockwork heart bursts from his chest. A new heart of flesh will grow in its place over the course of natural healing, but until this occurs the Infernal suffers the additional -1 wound penalty as though he were still under the effect of this Charm. If the Infernal has managed to retain his original heart, he can place it in the wound immediately as the Charm ends, which will reduce the severity of the damage from aggravated to lethal.

Crystalline Arbiter Stance Cost: 10 motes Duration: One Scene Type: Simple Min. Resistance: 5 Min. Essence: 3 Prereq Charms: Clockwork Heart Motif

With this power, the Infernal binds himself closer to the clockwork heart. This Charm can only be used while the Infernal is under the effect of Clockwork Heart Motif, and replaces its effect. While it is active, he cannot be injured except by the materials the clockwork heart is constructed of. These, however, deal aggravated damage to the Infernal. As with the Motif, the heart causes distinctive fluctuations in the anima and its composition can be discerned.

Infernal MedicineThese Charm deal with alterations of the body and soul. The motivation for the ordering: Infernals are twisted Solar sparks, so emulating Solar animas is easiest for them. Other Exalted animas are marginally more difficult, but not dramatically so; the iconic anima is an expression of the spark's inner workings, so it is extremely difficult to muck around with.

Charm Count: 9

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Blinding Eye of Day Cost: 5 motes, 1 Willpower, 1 lethal health level Type: Simple Duration: Indefinite Min. Medicine: 3 Min. Essence: 2 Prereq. Charms: None

The Infernal stabs orichalcum needles into his eyes, in a lengthy surgical ritual. For the duration of the Charm, they remain there and refract the Infernal's anima banner so looks like that of a Solar's (it does not reproduce the anima effect, and he may only simulate the banner of the corresponding Caste), and his eyes flash a characteristic golden like a cat's. The Health Level cost of this Charm cannot be regained while a Charm is in effect. Furthermore, the Infernal suffers a -2 to Perception dice pools. Once the Charm's mote cost is decommitted, the HL can be regained, and the Infernal convulses in a fit of coughing, until he disgorges the needles. Neither this nor any of the following Charms can change the iconic anima unless they explicitly say so.

Five Elemental Talons Cost: 5 motes, 1 Health Level Type: Simple Duration: Indefinite Min. Medicine: 4 Min. Essence: 2 Prereq. Charms: Blinding Eye of Day

In a day-long ceremony, the Infernal tears off his fingernails and replaces them with long false nails of jade, which shine translucently in their elemental colour. For the duration of this Charm, his anima display looks like that of a Dragon-Blooded (particular Infernal Castes correspond with particular elemental Aspects), and the false nails take root and look as though they are his own. The Health Level cost of this Charm cannot be regained while a Charm is in effect. Furthermore, the Infernal suffers a -2 to Dexterity dice pools for fine manipulations (Melee combat, calligraphy, and the like). Once the Charm's mote cost is decommitted, the HL can be regained, and the fingernails drop off, leaving raw, bare patches of skin. Neither this nor any of the following Charms can change the iconic anima unless they explicitly say so.

Immaculate Fang Procedure Cost: 7 motes, 1 Health Level Type: Simple Duration: Permanent Min. Medicine: 5 Min. Essence: 2 Prereq. Charms: Five Elemental Talons

The Infernal removes at least four of his teeth and replaces them with false teeth of jade, which gleam wickedly in their elemental colours. Even white jade looks distinctly diferent from natural teeth. This alteration is permanent; its cost cannot be regained. After

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he has done so, his anima produces anima flux effects, and has all the benefits of Five Elemental Talons as well. He does not suffer the penalty to Dexterity pools. This procedure affects the Infernal's Essence flows very deeply; he gains only half the motes from Celestially-aspected Hearthstones and Manses.

Resplendent Dragon Mask Cost: 5 motes, (1 Health Level) Type: Simple Duration: Indefinite Min. Medicine: 4 Min. Essence: 3 Prereq. Charms: Five Elemental Talons

The Infernal impregnates his skin with powdered jade. This procedure requires several days to complete, and unless it is done in conjunction with Immaculate Fang Procedure, it disrupts the Infernal's Essence, causing him to lose 1 Health Level while under the effects of the Charm. It stains the Infernal's skin an appropriate colour, and allows him to use Charms of this element as if attuned. When the Charm is ended, the jade dust billows out in a cloud, and blood wells up out of the Infernal's skin. This causes an additional HL of damage, but this and the previous can now be normally healed. This interferes with Celestial Essence just as Immaculate Fang Procedure does, but the penalties do not stack; an Infernal under the effects of both still gains half motes from Celestial sources.

Filigreed Tattoo Ritual Cost: 5 motes, 1 Willpower, 1 Health Level Type: Simple Duration: Indefinite Min. Medicine: 4 Min. Essence: 2 Prereq Charms: Blinding Eye of Day

The Infernal carves ritual patterns into his forehead and fills them with molten moonsilver. While it is in effect, the Infernal's anima display resembles that of a casteless Lunar. This Charm is identical to Blinding Eye of Day except that it penalizes Appearance pools.

Silver Structure Perversion Cost: 10 motes, 1 Health Level Type: Simple Duration: Permanent Min. Medicine: 5 Min. Essence: 3 Prereq. Charms: Filigreed Tattoo Ritual

The Infernal, in a lengthy occult ritual, infuses his bones with moonsilver. This permits him limited access to Lunar shapeshifting magics; he does not gain access to Deadly Beastman Transformation or Heart's Blood shapechanging, but may learn Finding the Spirit's Shape and the following Charms, at double experience cost. This procedure is permanent and using a shapechanging Charm always costs 1 HL plus its mote cost.

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Maiden's Veil Intertwinement Cost: 5 motes Type: Simple Duration: Permanent Min. Medicine: 4 Min. Essence: 4 Prereq. Charms: Blinding Eye of Day, any one Sidereal prayer-strip Charm

The Infernal weaves starmetal threads into his blood, anchoring himself into the web of Fate. This permanently makes his anima banner display as a Sidereal's, but makes him lose access to the benefits of being outside of fate. Only Solar Circle Sorcery can reverse this transformation.

Identity Amputation Procedure Cost: 1 Permanent Willpower Type: Special Duration: Permanent Min. Medicine: 5 Min. Essence: 4 Prereq. Charms: At least three other Medicine Charms

The Infernal slices off his name with a starmetal scalpel, and loses 1 permanent Willpower. Only through the intervention of Adorjan, the Silent Wind, can his name be regained. While he is nameless, the Infernal has no iconic anima; the banner never extends beyond the bonfire stage of display.

Golden Soul Alias Cost: (1 Permanent Essence) Type: Simple Duration: Permanent Min. Medicine: 5 Min. Essence: 5 Prereq. Charms: Identity Amputation Procedure

This procedure requires another Infernal who also knows this Charm to assist. The beneficiary has a tiny figurine made of four Magical Materials (Infernals have not developed the technology to mimic Abyssal animas) implanted into the root of his spine, just at the base of his neck. The beneficiary loses 1 permanent Essence and his iconic anima is premanently transformed to match the figurine. Furthermore, if the Infernal dies, his souls are trapped inside the figurine, and they can be recovered and interrogated by any interested parties.

Note: Infernals have not yet developed Abyssal-impersonation Charms, but it's expected that when they do they will use them liberally, as Abyssals are known of, but poorly understood in Creation.

Infernal Athletics

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Spiritually derived from Cecelyne. Thanks to haren for lots of good input on effects and Charm names.

Charm Count: 8

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Effortless Sirocco Tempo Cost: 5 motes Type: Reflexive Duration: One Scene Min. Athletics: 2 Min. Essence: 1 Prereq Charms: None

The Infernal takes on the aspect of the desert wind, hot and weightless. For the remainder of the scene, he has near-perfect balance, and can stand or run at full speed across things that are too narrow or weak to ordinarily support him - blades of grass, strands of wire cast through the air, and so forth.

Diametric Balancing Step Cost: 2 motes Type: Reflexive Duration: Instant Min. Athletics: 3 Min. Essence: 2 Prereq Charms: Effortless Sirocco Tempo

With this Charm, the Infernal can perform impossibilities of grace - running up plumes of smoke or racing along the path of a gaze. He can walk across metaphors or non-solid things like water and clouds of gas, as long as they have a definable boundary. This Charm affects the entire turn's movement. As with the Solar Spider-foot Style, if the Infernal fails to spend Essence on this Charm during a turn where he is standing on a fluid or anything that cannot support him, he falls.

Walking the Reverse Path Cost: 3 motes Type: Supplemental Duration: Instant Min. Athletics: 4 Min. Essence: 2 Prereq Charms: Diametric Balancing Step

This Charm twists the link of fate between a person's motions and their motion; it makes him slide backwards when he runs forward, drift upward into the sky as he climbs down into a valley, and so on. It does not permit the victim to move where he cannot ordinarily

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go, however, so if he tries to dive into a lake, he will briefly fall upwards, and then fall down again once his intention is spent. To move where he intends, the victim must roll Wits + Athletics for each action, at a difficulty of the Infernal's Manipulation. If he fails, he wasts his action trying to compensate for the Charm's effect. This effect persists for a number of turns equal to the Infernal's permanent Essence. To inflict the curse, the Infernal must touch the target; the Charm supplements the action of touching. This can be performed with a hand-to-hand attack. This Charm is explicitly permitted to be in a Combo with Charms from other Abilities.

Bewildering Sandstorm Perspective Cost: 3 motes per dot Type: Simple Duration: One Scene Min. Athletics: 3 Min. Essence: 3 Prereq Charms: Diametric Balancing Step

This Charm unlinks the Infernal's interactions with space, allowing him to instinctively follow the gaps between Essence flows, the path of least mystical resistance. This has the disconcerting effect that, to observers, parts of the Infernal's body seem to rearrange themselves, to vanish and blink back into being unpredictably, as the Charm positions his body in the best possible place for that moment. The Infernal doesn't experience this, however; to him it seems as though the world is what is shattered and twisted. For every 3 motes spent on this Charm, the Infernal increases his Dexterity by a dot; he may not add more Dexterity than his Athletics score.

Ascending Exultation Fugue Cost: 3 motes Type: Simple Duration: Varies Min. Athletics: 4 Min. Essence: 3 Prereq Charms: Bewildering Sandstorm Perspective

With this Charm, the Infernal bouys his heart with hope and joy; for as many turns as his Compassion, he may fly like a bird. As per the Solar Charm Eagle Wing Style, the Exalt moves with a speed up to triple her sprinting distance per turn, but must move no less than half her sprinting distance per turn or she will have to land and end the Charm. She cannot maintain an altitude higher than three times her normal vertical leaping distance above whatever flat, stable surface lies beneath her, but can 'climb' higher obstacles by zooming along the vertical surface.

In addition to the minimum speed required to maintain flight, the Infernal must maintain a joyous attitude to manipulate the Essence patterns of this Charm properly; an antagonist may, as an action, taunt the Infernal with a Performance or Presence action at a difficulty of the Infernal's Willpower. Success means that the Infernal has been demoralized and the Charm ends, and the Infernal cannot reactivate it until he has regained a point of

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Willpower. If the Charm is interrupted in this way, the Essence patterns take some time to unravel fully; subtract the Infernal's vertical leaping distance from the distance he falls.

Song of the Unfettered Heart Cost: 7 motes, 1 Willpower Type: Simple Duration: One Scene Min. Athletics: 5 Min. Essence: 3 Prereq Charms: Ascending Exultation Fugue, Outlook-Sweetening Serenade

This Charm extends the abilities of the Ascending Exultation Technique; the character adds his Compassion to his Athletics or Dexterity for the purposes of calculating his maximum speed and altitude, and whenever his flight is interrupted in a scene, he need not reactivate the Charm; he may simply sing a short verse describing things that bring joy to his heart, a standard difficulty Perception + Performance roll.

Castle of Many Hills Cost: 7 motes, 1 Willpower Type: Extra Actions Duration: Instant Min. Athletics: 4 Min. Essence: 4 Prereq Charms: Walking the Reverse Path, Bewildering Sandstorm Perspective

The Infernal snatches out with his Essence, bending space so that he stands in many places. He may perform actions equal to his permanent Essence this turn. These actions can originate from any place within sight of the Infernal's location when he activated this Charm, and he may finally appear in any of those locations when the Charm ends. All these actions must be uses of the same Ability. He may not, however, perform actions in five different places and then appear in a sixth where he did nothing; neither can he shoot five arrows at an opponent from five mountaintops and then appear at his side and cut him down with a sword. This Charm is explicitly permitted to be in a Combo with Charms of other Abilities.

Countless Locust Insurgence Style Cost: 10 motes, 1 Willpower, 1 lethal Health Level Type: Independent Actions Duration: Instant Min. Athletics: 5 Min. Essence: 5 Prereq Charms: Castle of Many Hills

The Infernal breaks the ties between time, space, and himself, moving through each with the grace and deliberateness he chooses. Though the strain of doing so is very tiring, he may take his Athletics in fully independent actions this turn. Fully independent actions follow exactly the same rules as taking single actions on multiple successive turns, except that:

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Only one turn actually passes, which matters for some Charm effects and durations.

Characters who have split dice pools can interweave their actions. For example, they can split one action's dice pool between an attack and a parry, taking another action in between.

The character only moves once. Characters cannot also use extra action Charms and Combos containing those

Charms when taking more than one independent action.

This Charm is explicitly permitted to be in a Combo with Charms of other Abilities.

Infernal AwarenessCharm Count: 4Back to CharmsBack to FourWillowsWeepingBack to WillowsInfernal

Breath-Watching Method Cost: 5 motes Duration: One Scene Type: Simple Min. Awareness: 1 Min. Essence: 1 Prereq Charms: None

The Infernal learns to see the movements of air, and gains a special sensitivity to the vapors of breath. He adds his Essence in automatic successes on rolls to percieve anything that breathes. In addition, while this Charm is active he may spend 2 motes to add his Awareness to a Thrown attack pool. This effect does not count as a use of a Charm.

Shifting Axiom Experiment Cost: None Duration: Permanent Type: Special Min. Awareness: 2 Min. Essence: 1 Prereq Charms: Breath-Watching Method

With this Charm, the Infernal bends his anima around a possibility to create a physical thing, by which means he becomes aware of something he otherwise could not know; this allows him to perform his duties more safely and comprehensively. The manifestation this Charm creates is always obviously unnatural, and unless it is carefully concealed, it

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will mark the Infernal as a creature of ill and upsetting omen. This manifestation drains 1 mote from the Infernal, but it does not count as the use of a Charm. It occurs as many minutes as his Essence before the danger or opportunity comes to pass, and continues for (successes on an Essence roll) minutes thereafter. The Infernal has +1 difficulty to all rolls involving friendly interaction with mortals while a manifestation is active. Some of these abilities might require additional mechanics, which should be worked out with the Storyteller's help. The Infernal may learn this Charm as many times as he has dots of Awareness. Some applications of this Charm include:

Chwen-Screaming-Curses steps on a crow, breaking its neck, when servants of the Incarnae approach. It slowly dies over the next few minutes.

Shattering Hibiscus is enjoined to seek out those weak of heart and turn them to corruption; her skin turns glossy black when she comes near those whose hearts are unsteady and willing to walk the Path of Screams.

The Orchid Consuming Guardian is always bound to a charge whom he must protect; this is a condition of his Infernal Exaltation. Violet nectar drips from beneath his fingernails when bodily harm threatens his charge. Each dawn, he may redefine his charge by spending one mote, touching the charge, and speaking his name.

Unfettered Sky is commanded to hunt the weavers of Fate. She always encounters at least three trappings associated with an astrological College when she approaches a place where an astrological manipulation that can affect her is in progress; stronger manipulations will exhibit more trappings. The trappings always appear out-of place and, when they are behaviors, they are always directed toward her.

Ourun Grieving Diamond is a hunter of mortal sorcerers. His right eye gangrenes, rots, and grows back repeatedly, producing a continual streak of sloppy black pus, when he approaches a thaumaturge that is capable of doing him serious harm.

Orabilis' Theophanic Reinterpretation Cost: None Duration: Permanent Type: Special Min. Awareness: 2 Min. Essence: 1 Prereq Charms: None

It is a little-known fact that Orabilis cannot bear the sight of a god's manifestation, so he listens to their images instead. This Charm permits the Infernal to perform a similar warping, replacing a disabled sense with another; he becomes able to hear light, or smell music, etc.. Not only does this offset the penalty for a sense being blocked, but it also permits the Infernal to add as many dice as his Essence to Performance (and artistic rolls of many kinds) which relate to the sense which is replaced. If he chooses to take advantage of these extra dice, it will become perfectly obvious to observers that the Infernal is operating from some inhumane understanding of the world, but this does not in any way reduce that understanding's beauty. It may have social consequences, however.

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Curse of Adorjan Cost: 5 motes (1 experience point) Duration: Indefinite Type: Simple Min. Awareness: 3 Min. Essence: 2 Prereq Charms: Orabilis' Theophanic Reinterpretation

To the Silent Wind, sound is the same as pain, and to the rest of Malfeas, Adorjan's silence is death. With a touch, the Infernal can inflict a version of the Curse of Adorjan on another, tying a sense to an emotion. For instance, sight could become joy, or touch hatred, or scent could be transformed into fleeting hope. The Infernal chooses some specific sensory experience that is not found commonly in nature—the pure color red, the sound of adamant bells, the taste of sulphured water, unbroken, true silence, and so on. Attaching this to a specific negative or positive emotion as he touches a subject, the subject gains or loses 1 Willpower whenever he encounters the stimulus. He can only suffer or benefit from this curse once per scene. By spending 1 XP when he activates the Charm, the Infernal can make a curse permanent, in which case he need not commit motes to it. He cannot do this with a blessing.

A victim can be suffering from several instances of this Charm, but they must all be different; an Infernal attempting to affect a subject with a duplicated curse will sense his Charm backfiring, and his Essence will not be committed. Hoewver, if he was attempting to make permanent a curse that was previously temporary, this succeeds, at the usual 1 XP cost.

The Five Colours Blind the Eye While an Infernal can not free the demons in Malfeas without restriction, they can grant them the ability to look out through the windows of the Infernal's own senses. In return the pleasure of these visions of what soon shall be theirs draws back mystical power that infuses the Infernal.

Hundred Eyes of (insert name here) (name) can only hear what he can see, so he collects the eyes of other demons and implants them in his own body. Like (name), the target of this curse has one sense corrupted by another, so that he can only percieve a thing in one manner once he has percieved it by another means.

Infernal DodgePart of the idea behind these Dodge Charms is to break the metarules of the game, either by fiddling with the dice, or allowing unusual defense strategies. The spiritual ancestor for these Charms is the Ebon Dragon, for the most part; the imagery reflects his influence.

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Charm Count: 7

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Wind-Riding Grace Cost: 1 mote / 2 dice Type: Reflexive Duration: Instant Min. Dodge: 3 Min. Essence: 1 Prereq Charms: None

The Infernal lightens his substance to the consistency of shadowstuff; in this state he blows awa from attacks like smoke on the wind. He can buy dice for a dodge at the listed rate; in no way can he increase his pool beyond Dexterity + Dodge + Limit.

Shadow-Attacking Attitude Cost: 2 motes per DT reduction, 2 Willpower Type: Simple Duration: One Scene Min. Dodge: 3 Min. Essence: 2 Prereq Charms: Wind-Riding Grace

The Infernal tightens the bounds between himself and his shadow, so that an attacker is never certain of which he tries to strike. The unsettling appearance of this distracts those who try to argue against him, causing them to direct their arguments against irrelevant points. While this Charm is active, the Infernal lowers the DT of his Dodge rolls, and rolls he makes to counteract Socialize, Bureaucracy, or Presence actions of others, by 1 for every 2 motes spent. The Infernal may lower DT as many times as his Dodge score. Doubling Threshhold (DT)

The point at which a die is worth 1 more success than the digit below it. For normal Exalted Ability rolls, this is 10. Lowering DT when DT is equal to TN sets DT to 10 and adds a success on all dice. (Lowering DT 4 times on a standard roll means that 7-9 are worth 2 successes and 10 is worth 3.)

Heartbeat Caesura Cost: 6 motes Type: Reflexive Duration: Instant Min. Dodge: 5 Min. Essence: 2 Prereq Charms: Shadow-Attacking Attitude

With this Charm, the Infernal dodges the passing of time briefly, so that while an attack comes to him, he simply cannot be changed by it. Later he resumes normal functioning,

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once the blow has passed him by. Those watching see the Infernal's anima flicker for a moment as it is disconnected from the present; at the instant of contact, his body is still, a silhouette of dazzling, priceless black. This Charm perfectly evades any dodgeable attack.

Ninefold Darkness Defense Cost: 2+ motes Type: Reflexive Duration: Instant Min. Dodge: 4 Min. Essence: 1 Prereq Charms: Wind-Riding Grace

If an Infernal fails to avoid a blow, it is not the end. Perhaps it only penetrated his clothing, and left his flesh untouched. Perhaps it is only a scratch, nothing to be concerned with. Perhaps it is only a flesh wound, not something that damages the soul. This is the Ninefold Darkness Defense. With this Charm, the Infernal may attempt to dodge a blow with his full pool, regardless of whether he has tried to before or not. Each time he uses this Charm against a single attack, its cost doubles.

Corners-of-Creation Escape Cost: 5 motes Type: Supplemental Duration: Instant Min. Dodge: 4 Min. Essence: 2 Prereq Charms: Ninefold Darkness Defense

With this Charm, the Infernal draws on his fear of an attack, shattering into a flock of shadows that flee in the four directions. This allows him to dodge any attack, even those attacks that cannot ordinarily be dodged. He escapes the area of area-effects, and is briefly not himself, so he cannot be touched by effects that target him by his identity. When the Charm ends, the shadows flow back together, and he reforms in approximately the same spot. Furthermore, it doubles the dice pool for a dodge roll.

Song of Freedom Stance Cost: 6 motes, 1 Willpower Type: Simple Duration: One Scene Min. Dodge: 3 Min. Essence: 2 Prereq Charms: Wind-Widing Grace

The Infernal dips her hand into the Word Serpent's heart and pulls out an incantation of grace. She wraps the coil of words around herself and dances to its song, Essence guiding her steps. The Infernal can reflexively dodge all incoming attacks with her full Dexterity+Dodge pool. If she is using Blossoming Joyful Aria or Pandaemonium of Voices, she may substitute her Appearance or Performance. Furthermore, she is immune to mundane Hold and Clinch actions.

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Underling-Trampling Dance Cost: 3 motes (7 motes), 1 Willpower Type: Reflexive Duration: Instant or Indefinite Min. Dodge: 4 Min. Essence: 2 Prereq Charms: Song of Freedom Stance, Corners-of-Creation Escape

With this Charm, the Infernal deftly directs attention to some hapless bystander. This permits her to perfectly redirect an attack at that bystander, or direct the consequences of another's social action at him. So, in response to a shout of 'Anathema!', she could step aside and point at whoever may be nearby, even though it is she that is sparkling with brassy light. If the victim answers to the authority of the originator of the action, then the Infernal may pay 7 motes instead of 3; if she does so, the victim must seek to gain reparation for the injury from the aggressor for as long as the Infernal commits Essence to the Charm, and may continue thereafter if his disposition is appropriate. In general, appropriate reparations are an equal amount of HLs in damage, or reducing the aggressor's ocial Backgrounds by some amount through social assassination. Regardless of whether this effect is used, the Charm's duration is Instant for the purposes of Comboing.