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The Deceivers
In the beginning, the Eclipse Caste were created as ambassadors of the Unconquered Sun. They bargained with their words, and they brought success upon received succes in turn. They influenced with their talents, and they received sway in turn. They manipulated with their Charms, and they received control in turn.
As they took further advantage of their abilities, the Eclipse Caste found themselves the unsung leaders of Creation. Their power intoxicated them, drawing them to unleash sorcery and dominate their fellows. When their puppets were slain, they discovered they had lost all genuine support and were slain alongside their kin. Their scheming Solar Essences, twisted by deceit, found their way to the Yozis.
In this time of conspiracy, there are those possessed of the same tact as those old emissaries, but with all of the failings that accompany them. Idle politicians, con merchants, jealous nobles and other devious thinkers would never be a candidate for celestial Exaltation, but often approach the Yozis seeking parlance or mutual venture.
And so the Yozis take them regardless. Their former influence is stripped away before their eyes, their ability to affect matters is stifled by bonds on body and soul, and they are denigrated until they are the subservient plaything of every demon in Malfeas. Powerless and submissive, they are granted a lifelike doll to play with. The simple fascination of control binds itself into the captives' mind stronger than any living obsession, and they crave more.
The Yozis offer them a place behind their own towering throne, a chance to manipulate the paths of Creation behind a veil of time and space. The prisoner leaps at the opportunity, compelled by need for power, and combines with the old Solar shard to form an amalgam of divine influence and the worst of mortal deceit.
Anima Banner: Deceivers are marked by a disc within a ring for their Caste Mark, both in luminescent green. Their animas are warbling oily clouds, roiling green light erupting through them.
Anima Effects: If the Deceiver is party or witness to an agreement, he may use his anima to enforce it. The character must touch hands to seal the agreement, or the hands of those partaking of it. His anima pulses sickly, distorting lines of causality and drawing the will of the Yozis to geas the participants into accordance. Those who work against the bindings find terrible consequences emerge as a result.
The Deceiver spends 10 motes of Essence and a point of Willpower. Those who break it will find their actions lead them to ruin. A number of times equal to the Deveiver's Essence at the time the agreement is made, the person reneging upon it will horribly botch a critical roll. This inevitably happens at the worst possible moment, but usually results in loss of friends, family, property, and happiness.
Also, the Deceiver is protected by ancient pacts between the Primordials. Deceivers and their companions who come to the Malfeans and their servants cannot be attacked without just cause, though they may be goaded into nullifying the agreement by their actions. Such creatures, including Deathlords, deathknights and nephwracks, must honour rules of hospitality also. Moonshadow Caste Abyssals have similar diplomatic agreements with the Yozis and their demonic minions, though summoning a demon through sorcery is considered such a travesty to the demons as to be just provocation for attack.
Finally, Deceivers know the secrets of Infernal Essence, and the ways of intrinsic corruption. Under the Deceiver's guidance, others may be taught how to harness the power of the Yozis, and learn Infernal Charms. Learning such requires the Ability and Essence requisites of the Charm in question, and takes twice the experience cost. The Deceiver must be on hand throughout the tuition, which takes twice as long as normal. Beyonds access to an Essence pool, there are no restrictions on who can learn Infernal Charms.
Caste Abilities: Members of the Deceivers excel at controlling people with words, and possess the talents to maintain a vast span of control. They have a natural affinity for the Abilities of Bureaucracy, Linguistics, Ride, Sail and Survival.
Associations: The period of Calibration, the colour silver, the central direction and the cult of The Dragon Beyond The World
Sobriquets: Insidious Madness, Children of Deception, Thrallbringers, Verdigris Lips, Tongues of Malfeas, the Deceivers
Concepts: Scheming senator, domineering courtesan, con merchant, wicked stepmother, murderous youngest son, false shaman, circus ringmaster
Once
A godling was born
And control was his birthright
He had to temper it
No more
http://i8.photobucket.com/albums/a3/DeathBySurfeit/DeceiverIII.jpg
Such baseless aspersions. My prince, what should we do with him?"
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Feedback
Bit of a shocker hidden in the last part of the Caste abilities, upon which feedback would very much be appreciated as I line up the last of the Stealth Charms, and statistics for vitrioline. Inspiration courtesy of Volcano High...DeathBySurfeit
- Clever-clever! I like! ^_^ As usual, I stand in awe of the twistyness of your thinking. -Suzume
- Crazy! What's the baseline level of power needed to learn Infernal Charms from a Deceiver? Solar? Celestial? Dragon-Blooded? Anything that can use Essence? ~ G
- I'm very tempted indeed to say anything that can use Essence. The idea of Dragon-Blooded trading away influence or humanity to the Deceiver for their ungodly power seems so very tempting...DeathBySurfeit
- We like to embrace temptation around here, don't we? ~ G