Greymane/Empyrean Systems
Contents
Words
The Empyrean are capable of speaking with the Voice of Azeriphel. Beyond the comprehension of mortal and god alike, the Words of a Primordial are powerful thing. They are not merely the creation of structured sound, but are sound defined, are creation and structure defined. Each and every Word is a living piece of the elder being with meaning and purpose all it’s own. Twisting and reordering Creation to it’s whim, a Word can unleash torrents of death or draw forth wellsprings of life.
For every point of permanent Essence, an Empyrean will know a single Word. Words emulate the effect of Terrestrial or Celestial Circle spells, excluding those spells which summon demons. They can be spoken as a simple action at any time. However, in addition to the Essence cost normally charged for the spell, the act of speaking Words is violently wreaking upon physical and mental capabilities the mortal-half the Empyrean. Any Champion of Azeriphel who speaks a word immediately takes 6B in unsoakable damage and is incapable of taking further action until making a successful Temperance roll to recover from shock or until the scene has ended.
Wings
All Empyrean, without exception, possess wings. An Empyrean’s wings are capable of flight. They function similar to the Deadly Beastman Transformation Gift Soaring Pinions (PG; 207), but are considerably more powerful. They can soar at a speed of 45 miles per hour and hover in place almost indefinitely. Empyrean do not need to flap their wings to take to the air, though the act remains just as physically strenuous whether they choose to or not. In addition, Empyrean take no damage from falls of any height. A Stamina + Endurance roll must be made every two hours of soaring flight or every four hours of hovering.
Anima Displays
As an Exalted and even some God-Blooded do, Empyrean display an anima when spending large sums of Essence. The anima of an Empyrean is a highly iconic thing. They are never a single, simple display or a mere animalistic aura, but are artistic patterns that incorporates symbols of their nature and Aspect. Rather than becoming a larger display at higher Essence expenditures, it instead seems to become more physical. At the highest levels, they are completely solid, with touch and texture to match their appearance. The single common thread between them all is the manifestation of a halo behind the backs of their heads. Not a halo of light, though they may give off a glow, these appear as rings of jade or similarly colored material and often bear unusual designs and patterns. Other common displays include images of swords, eyes, and elaborate mandelas of sand or flowers, but they are not by all means the only possibilities.
Sin and Rapture
Slaves of Azeriphel’s will. His pieces upon the gaming board. Empyrean, though many do not realize it, are the toys of their creator. Their antics are meant for nothing but his own entertainment. Their roles they play preordained for them, though they go through the motions of independence and existence, many of the choices they make are quietly influenced by the child-Titan. Yet Azeriphel’s methods are imperfect, crude even, compared to the refinement of true Exaltation, and his toys often prove themselves obstinate in their decisions. Only half-human and half-demon, there is a contest of wills between the desires of the mortal host and that of the demonic spirit within them. They will seek out love and companionship where he wishes them only to evoke awe and fear. They will skulk in shadow where he wishes them to stride in power and glory. They will protect and guide the weak when he desires them punished for their transgressions. They will proclaim faith and allegiance to others where it should be his name alone they cry to the heavens. Every moment of willful or even unintended defiance further erodes the child-Titan’s patience with his creations.
Sin, the measure of Azeriphel’s ire with his servants, is manifested with each action an Empyrean takes which displeases his omnipresent master. Each point of Sin an Empyrean possesses further degrades their power as their demon-self recoils more and more. They heal and recover Essence slower, their magics begin to take more effort to evoke and the anima displays which mark them begin to linger longer. When an Empyrean as accrued too much Sin and Azeriphels patience with their willfulness worn thin, the Empyrean enter the state of Rapture. The hand of their master reaches into them. No more merely a puppet on a string, he wears them like a skin and guides every action. And his guidance is cruel. They become the atheist of what they were. They destroy what they sought to protect, rage through the clouds in gleaming magnificence when subtlety and stealth would better serve, betray the love and friendship they struggled to earn, pass heartless judgment upon the weak.
Rapture lasts for a single scene. An Empyrean exiting a state of Rapture bears no memory of the events which transpired for it’s duration. The blood upon their hands and the persecution by those around them are confusing horrors they can do little more than proclaim their innocence to or flee in the face of.
Sorcery, Martial Arts, Necromancy, and the Empyrean
The Empyrean are capable of learning both sorcery and martial arts. They begin possessing the capability of learning Terrestrial Circle sorcery and Terrestrial martial arts. Upon achieving Essence 6 or higher, they become able to master Celestial Circle Sorcery and Celestial martial arts.
The exception to this rule are the Skies of Eternity, who are able to learn both Terrestrial and Celestial Circle sorcery at any point and do so at a reduced cost (8 exp as opposed to the standard 10 exp). Similarly, the Skies of Winter are able to learn Celestial martial arts at any level of Essence and do so at a similarly reduced cost.
The Empyrean cannot learn or employ Necromancy of any circle. Their yet living demon-halves are quite possibly incapable of channeling the Essence of the Underworld, but are forbidden from even attempting to do so by Azeriphel who has no desire to draw the attention of his dead brethren.
Fate and the Empyrean
Half-mortal and half-demon, the Empyrean stand with one foot upon the Loom and the other vanishing into the great unknown. They are considered to have the Blurred Fate merit (PG; 65); add 2 to the difficulty of attempt to read the future of an Empyrean. The Empyrean may otherwise be affected normally by magic that does not affect beings outside of Fate, unless that magic is of a purely divinatory nature.