Difference between revisions of "InfernalMalfeas/BogMod"

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Back to [[Charms]]<br>
 
Back to [[Charms]]<br>
Back to BogMod
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Back to BogMod  
  
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<b>Expression of Force</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Essence 2; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> None
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Malfeas is not subtle or restrained.  Yet his pure expressions of his might are not hindered by his fury.  With an appropriate stunt the Infernal can use their Strength in place of their Dexterity when performing actions or calculating DVs.
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<b>Contemptuous Backhand</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Essence 2; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Expression of Force
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The might of Malfeas is an unrestrained thing.  His strength as great as his contempt for his lessers.  His Slayers know this in their hearts and their blows show that contempt and strength by sending their enemies flying about the battlefield.  All the Infernals blows cause Knockback.  Even a parried hit can send an enemy backwards.  On a parry use the Base damage of the attack to calculate knockback and then reduce the number of yards thrown back by 1 yard per dot of Melee or MA used to block the attack to a minimum of 0 yards.  Any parried attack keeps the character from being knocked prone.  At Essence 3 add the Infernal's Essence to the number of yards they are knocked back.  At Essence 4 anything less then a perfect parry effect causes the target to be knocked back at least one yard and be knocked prone.
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<b>Image of Kings</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Essence 2; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> Obvious<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> First Malfeas Excellency
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Malfeas is King and no matter where you go you can always see him.  He may be the darkened form of the city above, or the city in the distance or he might surround you but he is there and his greatness can not be denied.  The infernal can at any point flare his anima to the 8-10 mote level for no cost.  Wether flared to that level from the spending of peripheral motes or from this charm while flared the Infernal benifits of a 1 point bonus to appearance and increases the ammount appearance can modify MDVs by 1 point.  This boost to appearance does count towards the dice cap.
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<b>Confidence of Highest</b><br>
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<b>Cost:</b> -(1wp); <b>Mins:</b> Essence 3; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Image of Kings
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Only once has the King of Kings ever shown doubt and known worry.  From that though came the loss of the Primordial War.  Never again will he show such doubts.  That confidence inspires those who have bound themself to the Green Sun Princes and they do not break or know fear as they march to war.  So long as the Infernal acts in ways appropriate to the Malfeas excellency and doesn't show any self-doubt up to the Infernal's Essence in military or social units are counted as succeeding all Valor checks required of them.  Tragically if the Infernal does show self-doubt he must immidiently spend a Willpower point or the units following him must immidiently make a rout check(Page 169) with failure causing the unit to suffer the penalties for failing a rout check.
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<b>Calloused Preparations</b><br>
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<b>Cost:</b> 5m or 10m; <b>Mins:</b> Essence 2; <b>Type:</b> Simple(Dramatic Action)<br>
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<b>Keywords:</b> Obvious<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> None
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Layer upon layer the Demon City hurls at himself to harden his body.  Perhaps for him such things are futile but others have learned from this principal.  The Infernal can take a dramatic action to reinforce an allready existing object with additional materials to make it tougher.  The effect of this doubles the required amount on the Feat of Strength table to break the object or the objects soak(but not the soak it would grant people in the case of armors).  At Essence 2 the Infernal need only spend 5 motes when working with Malfean materials or 10m if he can not get his hands on such.  At Essence 4 the Green Sun Prince can make tarnished brass grow supportively over and into the object for 5m.  Obviously using Malfean materials and the tarnished brass announces the object has been improved by the powers of Hell so it behooves the Slayers to sometimes work with more mundane things.
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<b>World Home Body</b><br>
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<b>Cost:</b> 5m or 5m, 1wp; <b>Mins:</b> Essence 3; <b>Type:</b> Simple<br>
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<b>Keywords:</b> Obvious, Shaping<br>
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<b>Duration:</b> Instant<br>
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<b>Prerquisite Charms:</b> Calloused Preparations
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Malfeas is a prison but he is also a city.  A city unlike any other true, a city that thinks and grows yes but still a city.  By his will do great buildings rise from the stone or drop down into Kimberry.  Using this charm lets the Green Sun Prince mimic his master and form buildings of black stone.  These buildings take a number of long ticks to form equal to the magnitude that they can house with the maximum magnitude being the Infernal's Essence.  Normally the formation of these buildings is safe but if used in a place allready with buildings around it it could easily cause some to be toppled over.  Alternatively the Infernal can make smaller building to house smaller groups of people but again the total number that can be housed is limited as with the single building.
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At Essence 5 this charm can be purchased again allowing the Infernal to just reshape allready existant buildings rather then being confined to making new ones again and again.  Another purchase at Essence 7 allows the Infernal to build continents for people to move to.  Finally at Essence 10 another purchase of this charm can be made to let the Infernal spin worlds into being in the Wyld.  Sadly these worlds do not have the complex mechanisms that allow them to resist the Wyld unmaking them in time like Creation does.  Though none would dare say it to his face there are limits to what Malfeas can do now as a Yozi and even what he could do when he was a Primordial.
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Used within Malfeas this charm just costs 5 motes.  Outside in Creation or other Realms that do not respond like the body of Malfeas the charm costs 5 motes and a willpower.
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-------
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<b>Champion's Technique</b><br>
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<b>Cost:</b> None; <b>Mins:</b> Essence 3; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Nightmare Fugue Vigilance
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Once Malfeas reigned undefeated at the Games of Divinity.  The other Primordials would take turns and never best or match him.  Before the Games all other games are as nothing and so it is that even in his fallen state none can truely test his Slayers at games or at least so they pretend.  The Green Sun Prince enjoys a bonus of his Essence in successes to any game he plays in and suffers not penalty for games he hasn't learned.  Furthermore charms that would automatically let one party win in the game fail.  However should these not be enough for the Infernal to win the character is counted as having botched.  In these low times while they may claim never to have lost thats due as much to their skill as it is their responses to actually losing.
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== Comments ==
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These are very good. Very flavourful. I like your ideas! :) [[nikink]]

Revision as of 00:00, 30 October 2009

Back to Charms
Back to BogMod


Expression of Force
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Malfeas is not subtle or restrained. Yet his pure expressions of his might are not hindered by his fury. With an appropriate stunt the Infernal can use their Strength in place of their Dexterity when performing actions or calculating DVs.


Contemptuous Backhand
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Expression of Force

The might of Malfeas is an unrestrained thing. His strength as great as his contempt for his lessers. His Slayers know this in their hearts and their blows show that contempt and strength by sending their enemies flying about the battlefield. All the Infernals blows cause Knockback. Even a parried hit can send an enemy backwards. On a parry use the Base damage of the attack to calculate knockback and then reduce the number of yards thrown back by 1 yard per dot of Melee or MA used to block the attack to a minimum of 0 yards. Any parried attack keeps the character from being knocked prone. At Essence 3 add the Infernal's Essence to the number of yards they are knocked back. At Essence 4 anything less then a perfect parry effect causes the target to be knocked back at least one yard and be knocked prone.


Image of Kings
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: First Malfeas Excellency

Malfeas is King and no matter where you go you can always see him. He may be the darkened form of the city above, or the city in the distance or he might surround you but he is there and his greatness can not be denied. The infernal can at any point flare his anima to the 8-10 mote level for no cost. Wether flared to that level from the spending of peripheral motes or from this charm while flared the Infernal benifits of a 1 point bonus to appearance and increases the ammount appearance can modify MDVs by 1 point. This boost to appearance does count towards the dice cap.


Confidence of Highest
Cost: -(1wp); Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Image of Kings

Only once has the King of Kings ever shown doubt and known worry. From that though came the loss of the Primordial War. Never again will he show such doubts. That confidence inspires those who have bound themself to the Green Sun Princes and they do not break or know fear as they march to war. So long as the Infernal acts in ways appropriate to the Malfeas excellency and doesn't show any self-doubt up to the Infernal's Essence in military or social units are counted as succeeding all Valor checks required of them. Tragically if the Infernal does show self-doubt he must immidiently spend a Willpower point or the units following him must immidiently make a rout check(Page 169) with failure causing the unit to suffer the penalties for failing a rout check.


Calloused Preparations
Cost: 5m or 10m; Mins: Essence 2; Type: Simple(Dramatic Action)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: None

Layer upon layer the Demon City hurls at himself to harden his body. Perhaps for him such things are futile but others have learned from this principal. The Infernal can take a dramatic action to reinforce an allready existing object with additional materials to make it tougher. The effect of this doubles the required amount on the Feat of Strength table to break the object or the objects soak(but not the soak it would grant people in the case of armors). At Essence 2 the Infernal need only spend 5 motes when working with Malfean materials or 10m if he can not get his hands on such. At Essence 4 the Green Sun Prince can make tarnished brass grow supportively over and into the object for 5m. Obviously using Malfean materials and the tarnished brass announces the object has been improved by the powers of Hell so it behooves the Slayers to sometimes work with more mundane things.


World Home Body
Cost: 5m or 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious, Shaping
Duration: Instant
Prerquisite Charms: Calloused Preparations

Malfeas is a prison but he is also a city. A city unlike any other true, a city that thinks and grows yes but still a city. By his will do great buildings rise from the stone or drop down into Kimberry. Using this charm lets the Green Sun Prince mimic his master and form buildings of black stone. These buildings take a number of long ticks to form equal to the magnitude that they can house with the maximum magnitude being the Infernal's Essence. Normally the formation of these buildings is safe but if used in a place allready with buildings around it it could easily cause some to be toppled over. Alternatively the Infernal can make smaller building to house smaller groups of people but again the total number that can be housed is limited as with the single building.

At Essence 5 this charm can be purchased again allowing the Infernal to just reshape allready existant buildings rather then being confined to making new ones again and again. Another purchase at Essence 7 allows the Infernal to build continents for people to move to. Finally at Essence 10 another purchase of this charm can be made to let the Infernal spin worlds into being in the Wyld. Sadly these worlds do not have the complex mechanisms that allow them to resist the Wyld unmaking them in time like Creation does. Though none would dare say it to his face there are limits to what Malfeas can do now as a Yozi and even what he could do when he was a Primordial.

Used within Malfeas this charm just costs 5 motes. Outside in Creation or other Realms that do not respond like the body of Malfeas the charm costs 5 motes and a willpower.


Champion's Technique
Cost: None; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Nightmare Fugue Vigilance

Once Malfeas reigned undefeated at the Games of Divinity. The other Primordials would take turns and never best or match him. Before the Games all other games are as nothing and so it is that even in his fallen state none can truely test his Slayers at games or at least so they pretend. The Green Sun Prince enjoys a bonus of his Essence in successes to any game he plays in and suffers not penalty for games he hasn't learned. Furthermore charms that would automatically let one party win in the game fail. However should these not be enough for the Infernal to win the character is counted as having botched. In these low times while they may claim never to have lost thats due as much to their skill as it is their responses to actually losing.

Comments

These are very good. Very flavourful. I like your ideas! :) nikink