SaltLotus/Malwia
Demon of the Second Circle
A Messenger Soul of an unknown Third Circle demon
Desciption
The Spawn of the Yozi lie outside destiny. They are invisible on the Loom of fate, and yet they cast warped omens around their immediate persons as their presence alters the design of Creation’s Tapestry. The demon Mara is preceded by shooting stars, and Gumela, the Jeweled Auditor, possess his three portents: shadows sliding along bodies of water, odd lights sparkling within gemstones, and the regional lethargy that marks his coming. Malwia too casts a shadow-like imprint on Creation. In her presences and just prior to her arrival, flame looses its colors, becoming a translucent distortion of heat in the air, and images reflected in mirrors are likewise made monochromatic.
In the Second Age it has largely been forgotten which of the Third Circle Demons whom Malwia serves as a Messenger Soul. Her signature Charm has caused some to link her to the Green Sun, but the wise shake their heads at this, knowing full well that Gervesin the Grieving Lord fills that role.
Whomever she is a component of, Malwia is a missionary birthed to express his torment within Malfeas. She knows full well the futility of words in conveying the searing evocations of such suffering, so she relies up on her magics and imagination to create shadows in Creation of the trauma that is the Yozi’s hell-prison.
Alas, there is a certain resignation in Malwia. Her lord and his peers have raged against Creation and the usurpers for two ages, and in that time, she feels that she has yet to adequately express their consternation to any of the mortals whom she has tortured. She remains a diligent craftswoman, however, and her moments of lethargy are leavened with gallows humor and a fascination for the small levities of mortal life.
Stats
Motivation: To evoke the psychosis and afflictions of her Third Circle lord.
Attributes:
- Strength 6, Dexterity 5, Stamina 4;
- Charisma 4, Manipulation 6, Appearance 5;
- Perception 6, Intelligence 5, Wits 6
Virtues: Compassion 4, Conviction 5, Temperance 3, Valor 4
Abilities: Athletics 5, Awareness 4, Dodge 3, Linguistics 5 (Native: Old Realm), Lore 3, Martial Arts 5, Melee 6, Occult 3, Performance 8 (Torture X3 , Song X2), Presence 5, Resistance 5, Socialize 3
Backgrounds: Artifacts 4 (Brass axes,) Cult 3 (Mortals whom have been tormented by her and drawn together through their lingering dreams of trauma.)
Charms:
- Harrow the Mind—There are occasions upon which Malwia chooses not to physically torment her victims, but rather share directly the memories of her master’s suffering. Entangling her target within her plasmatic tentacles, she drags the victim face to face so that eye contact will serve as a conduit for the scorching remembrances. This Charm allows Malwia to roll her Manipulation + Performance against her target’s Dodge MDV and add a number of automatic successes equal to her Compassion. One success traps the victim for 1 scene within a horrific dreamscape. During that time, all of Malwia’s social attacks add 4 automatic successes against the ensnared victim. This Charm costs 10 Motes and 1 point of temporary Willpower.
- Landscape Travel—Malwia is a missionary and expected to spread the experiences of her master widely. She travels by foot and doubles her speed when activating this charm.
- Materialize—70 motes
- Measure the Wind—One mote to assess the strength of an enemy.
- Plasmatic Madness Tentacles—This charm creates a writhing aura of blackness, studded with green, sun-lit motes of madness. Six Strength 6 tentacles are extruded from this pitch mass, and each of these can extend fully out to 5 yards in length. Victims with an Essence less than Malwia’s whom are ensnared or otherwise clinched by the tentacles may not use their natural Dodge MDV value to defend against her social attacks or Harrow the Mind Charm. Rather they must rely on charms to preserve their mental integrity. Each tentacle has a 6L/8B soak and 5 Health Levels. This Charm cost 12 Motes, 1 Willpower and lasts for 1 Scene.
- Principle of Motion—Malwia normally has a reserve of at least five actions, and often uses these to lash out with multiple plasmatic tentacles at a single target.
- Words of Power— Malwia’s voice is angelic, and her songs are acts of joyous celebration rather than malice. Nonetheless, she curses those whom she deems not yet worthy of understanding her lord’s madness. Cost 5 motes and 1 willpower. Roll Malwia’s Manipulation + Valor. The attack inflicts 4 levels of bashing damage in addition to bashing health levels from the attack’s extra successes. The attack is soaked only with Stamina and the target suffers from a one-die penalty for each Health Level inflicted for the next 15 ticks.
Join Battle: 10
Attacks:
- Punch: Speed 5, Accuracy 10, Damage 6B, Defense 5, Rate 3
- Kick: Speed 5, Accuracy 9, Damage 9B, Defense 4, Rate 2
- Malfean Brass Axes: Speed 5, Accuracy 14, Damage 16L, Defense 6, Rate 2
- Tentacle Punch: Speed 5, Accuracy 10, Damage 6B, Defense 5, Rate 3, Range 5 yards
- Tentacle Clinch: Speed 5, Accuracy 12, Damage 6B, Defense N/A, Rate 1, Range 5 yards
Soak: 10L/14B (Supple iron skin, 8L/10B no mobility or fatigue penalties)
Health Levels: -0,-1,-1,-1,-1,-2,-2,-2,-2,-4,Incapacitated
Dodge DV: 4 Willpower: 8
Essence: 6
Essence: 100
Other Notes
As a missionary and teller of stories Malwia prefers to avoid open combat. When loose in Creation, she ambushes individuals and breaks their minds. Thus she slowly builds a cult capable of seizing isolated towns or hamlets. Once a proper temple has been erected and worship established, she either directs her victims to enact unspeakable scenes or uses her Harrow the Mind Charm to directly communicate the glory of her master’s afflictions.
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