BogMod/Malfeas
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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.
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.
Champion's Technique
Cost: None; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms:
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