Seeker of the End
Two Thousand Club
Xentair, the Final Verdict, The Monochrome Citadel
"I am who I am; for both kings and knaves, gXentair, the Final Verdict, The Monochrome Citadel
"I am who I am; for both kings and knaves, gods and demons, are equal before me."
First Xentair Excellency
Costs: 1m per dice Mins: Ess 1 Type: Reflexive
Duration: Instant
Keywords: Combo-OK,
Prerequisite Charms: None
Xentair is neutral and brutally honest. She pursues the absolute truth of others and uses that as a basis of her judgment. She is unbiased not because she is compassionate, but rather because she cannot differentiate between demons and gods, kings and knaves. She loves to exercise personal power and freedom as she punishes the guilty and protects the innocent. Her core nature embraces the duality between opposing forces and she always seeks balance within Creation. She punishes arrogance and burns lies and deception until only the truth remains.
Xentair's excellency may be invoked when a character judges those around her and when they execute the guilty. It may also be invoked when a character protects themselves or the innocent from harm, but never when those people initiate hostility. It can also be used to reveal things that are hidden, as well as to help expose lies and deception. It is against Xentair's nature to work against the freedom of others, thus her excellency cannot be used in any context of controlling or manipulating people, nor can it be used to rule over a group of individuals. Xentair also frowns upon deceit and vanity, thus lying, acts of deception, or acting out too dramatically or in an over-exaggerated manner is forbidden when using her Excellency.
Xentair Mythos Exultant
Xentair is an incarnation of Justice and Venegance simultaneously, for both are the same only with minor differences. This is neither good nor bad, for seeing every single perspective simultaneously grants her uncanny insight into how a specific person may work. By forfeiting a stunt's rewards, she may choose to see one of the following from a certain character:
- Perm. Essence Value
- Willpower remaining
- Motes Remaining
- Motivation *can only be bought with a 3-die stunt*
- (Stunt Rating) Intimacies
- (Stunt Rating) Situation Relevant Charms (Active charms take priority)
Arbiter Caste:
The caste-mark of the Arbiter is a pair of black and white scales, divided into two parts down the center. Their banners are also divided vertically into black and white halves, usually containing opposite concepts and themes. An additional single color is present in both halves, which thematically represents the Arbiter's individuality.
An Arbiter may spend one mote to use their anima to brand a verdict upon a target, either Guilty or Innocent. Doing so is not painful to the victim, although the brand become Obvious to anyone with any sort of essence sight. This brand cannot be removed and can only be changed by the Arbiter. An Arbiter may also pay 5 motes to add his Essence in auto-successes made to a Perception+Investigation roll made in order to identify a magical effect or charm. This easily pierces magical and physical deception, granting the Arbiter +3 MDV against Illusions and Manipulation effects. This effect automatically comes into play once the Arbiter spends 11+ motes of Peripheral Essence.
Favored Abilities: Melee, Investigation, Resistance, Integrity, Awareness
Imperfection of the Monochrome Citadel:
Xentair is easily able to discern the innocent from the guilty. As such, she cannot let the innocent come to harm, even if it means letting herself take their place. Charms with this Imperfection are unable to function when the Arbiter willingly allows an innocent to come to harm without making an honest attempt to save them.
Preciptious Fiat: Sins of the Chosen
Xentair considers herself to a judge whose purview spans across Creation. She takes it upon herself as her duty to bring all sinners to justice. Even if they are the mighty Exalted themselves.
To activate this fiat, the Arbiter selects an supernatural being that she has met. She then investigates them thoroughly. Once she has gained enough information to establish a solid verdict, she then proclaims her judgment to the accused. The Arbiter may then roll her Conviction, eliminating one point per success from her Limit track.
Xentairic Urge (The Urge to Arbitrate)
This urge compels the Arbiter to act as an entirely impartial judge of truth. They are forced to seek out a hidden secret kept by another sentient being, reveal it to those who have a right to know and then carry out the most appropriate judgement. Alternatively, the Arbiter may be compelled to determine the truth on both sides of a case and act as an impartial judge.
Examples include:
-Prove Sidereal involvement in the Usurpation.
-Discover who was behind a series of murders that have gone unsolved for centuries
-Judge whether the Yozis SHOULD be released
-Judge if the Solars are worthy to become the Rulers of Creation once more.
Torment of Xentair
When an Arbiter's Torment is full, he suffers the Curse of Xentair. During that time, he completely and utterly devotes himself to his Motivation and Urge, and relentlessly pursues it in all matters. He will give up any long term advantage to chase his currant antagonist, overusing his resources, countering action with too much force, using essence to act when a normal action would suffice. He no longer cares about the opinions of others and does whatever is necessary to accomplish his goals.
Ascendancy Mantle of Xentair:
To Xentair, the greatest betrayal of all is for one to betray themselves. The Warlock therefore gains [Essence] points of limit whenever they work against their urge.
Sorcerous Initiation of Xentair:
Xentair believes that beings should be free to make their own mistakes and their own triumphs. She does not accept any type of sorcery that directly manipulates or controls the will of any being. She excels at spells that sentence or give retribution against a singular person or provide balance, decreasing the cost of single target spells and countermagics by 10m 1wp. Some examples are Flying Guillotine or Wrath of the Elemental Dragons.
New Keywords: Judgment~ Charms with the Keyword can only be used against those who are branded Guilty by the Arbiter. The only exception to this rule is when Xentair uses those charms in self-defense. Strangely, these charms also function in friendly duels when Arbiter is judging a person's ability in combat.
Lies to Ashes
Cost: 3m, Mins: Essence 2, Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Pre-Requisite Charms: None
It is by nature for Xentair to burn away any and all lies that she encounters. Only then can the truth be revealed.
By paying three motes, the Arbiter may test the validity of a verbal statement. Whenever a lie or a half-truth is knowingly told, the words scald the tongue of the person speaking, causing them to cough out a brief burst of black and white flame as well a couple fleck of gray ash though they do no physical damage. Lies backed with the use of a charm require a contested roll. In that case, this charm adds the Arbiter's essence in automatic successes to this roll.
Censor Rectifying Pyre
Cost: - (+2m) Mins: Ess 2 Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Deceit to Ashes
This charm upgrades its prerequisite, allowing the Arbiter to determine the truth in the written words and text. If the Arbiter touches a word or phrase tainted with deceit it is burned away, leaving nothing but parchment behind. If the entire document is deceitful or if there is not even a single bit of truth, the entire document in consumed by black and white flames, leaving nothing behind.
At Essence 3+, by paying two motes the Arbiter may choose to have the flames reveal the truth, causing the fire to erase and replace the burned content, searing the words into the parchment.
Glimpses through the Veil
Cost: 2m Mins: Ess 2 Type: Instant
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Lies to Ashes
An Arbiter glimpse upon the true nature of a person, revealing everything that is underneath the mask known as the face.
The Arbiter enhances an Investigation roll, allowing a successful examination to determine the basic personality of the target as well as the presence of a mundane disguise.
Inevitability of Truth
Costs: (+1wp) Mins: Ess 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Glimpses through the Veil
This charm permanently upgrades its prerequisite. For every 5 successes made on the Investigation roll supplemented with Glimpses through the Veil, the Arbiter's player may spend one willpower to ask a single yes or no question about the person being investigated to the ST. The ST reserves the right to deny answering the question if it is too important and if they choose to do so, this charm's cost is refunded.
Justice is Blind
Cost: - Mins: Ess 2 Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: None
The judgments of Xentair are honest and unbiased. Although most people mistake this as a sign of Xentair's benevolence, the Arbiter knows better. Xentair cannot distinguish between demons and gods, and renders them the same.
As a perfect effect, this charm nullifies any sort of Appearance modifier upon the Arbiter's MDV's. In the case of a charm roll-off, the Arbiter adds (essence) successes to the roll-off.
Mask Shattering Repast
Cost: 3m Mins: Ess 2 Type: Instant
Keywords: Touch, Obvious
Prerequisite Charms: Glimpses through the Veil, Censor Rectifying Pyre
Flimsy barriers of gossamer and lies will never impede upon Xentair's investigation, nor will it affect her judgment. Such things collapse and shatter with a single touch.
Whenever a person comes into physical contact with a supernatural or mundane disguise or veil, the Arbiter rolls her Perception+Investigation with (Essence) auto-successes while the disguised person rolls Wits+Stealth for mundane disguises or Manipulation+Stealth for supernatural disguises. If the Arbiter wins, the disguise shatters and burns away. If not, nothing happens, although the Arbiter will know if they failed.
Scales of Judgment Stance
Cost: 2+m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK
Duration: Action
Prerequisite Charms: Twin Arms of the Scales
Even in the face of utmost danger, the Arbiter weighs all options before him before deciding on his course of action. Once decided, however, he is resolute. By paying two motes, the Arbiter may activate Scales Judgment stance in response to an attack to negate all penalties to either his PDV or DDV. For the remainder of the action, he may spend an additional 2m in response to each additional attack, negating all penalties to the selected DV for that attack alone.
The guilty are often mercurial in their efforts to escape judgment, and to bring justice, so must the Arbiter learn to adapt. At Essence 3, the Arbiter may reflexively spend 1m to alter the setting of Scale of Judgment Stance for the remainder of the action, shifting its benefit towards the previously unaffected DV. At Essence 4+, the Arbiter may do so for free.
Twin Arms of the Scales
Cost: - (+4m) Mins: Ess 2 Type: Permanent
Keywords: Combo-Basic
Duration: Permanent
Prerequisite Charms: None
The arbiter constantly balances the good and the evil of the world, and is ready to reciprocate evil whenever he encounters evil and good where he encounters good. This charm permanently augments the Arbiter's join battle roll. When the Arbiter pays four motes, he adds his perception in dice to his join battle roll. Any two weapons that the Arbiter can access are readied reflexively. As an added bonus, upon learning this charm, the Arbiter permanently becomes ambidextrous.
Ivory Aegis Reflection
Cost: 8m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin Arms of the Scales
In the face of adversity, the Arbiter channels the full extent of his power and authority into his weapons. And through this, the Arbiter becomes unmovable and invulnerable.
Through this charm, the Arbiter's weapon takes on a brilliant white hue as his essence empowers metal to turn aside any blow. The blow is repelled back by the will and conviction of the Arbiter, rendering all attacks useless. This charm is a perfect parry which suffers from the Imperfection of the Monochrome Citadel.
Upright Spine of the Scales
Cost: 5m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-Basic
Duration: Scene-Long
Prerequisite Charms: Ivory Aegis Reflection
No matter what the circumstances, the Arbiter's mind will not allow him to fall to his foes and the Guilty. Even when battered and bloodied, the Arbiter will not allow himself to falter.
When the Arbiter uses this charm, he ceases to feel pain and agony as his mind is consumed by his drive and purpose. He ignores wound penalties and all levels of damage that would be put into their incapacitated pool instead subtract one temporary willpower. Only when their will is exhausted is the Arbiter can fall. Upon termination of this charm, all health-levels mitigated through this charm instead upgrade an equal amount of damage into the next tier of damage. Bashing turns into lethal and lethal turns into aggravated, as the strain upon the Arbiter's body finally registers.
Weighted Base of the Scales
Cost: 4m (+2m 1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequsite Charms: Upright Spine of the Scales
An Arbiter's willpower and conviction are the most potent of her weapons, and by enforcing those qualities the Arbiter will never stagger or flinch.
This charm may be activated reflexively whenever the Arbiter suffers a knock-back or knockdown effect. During that moment before the Arbiter would be moved, the Arbiter hardens her mind and soul. She rolls a dice pool equal to her Willpower and Conviction which cannot be enhanced by charms. Each success subtracts one yard of knock-back while and difficulty to counter knockdown is equal to the opponent's essence.
At Essence 4+, if the knockback distance is reduced to zero in this manner or the Arbiter succeeds on negating the knockdown, the Arbiter may spend two motes and one willpower to redirect the force of the resisted blow onto the attacker. This causes the attacker to go flying back in opposite direction that was originally intended while adding half a yard of distance per excess success. In the case of knockback, it is imposed upon the opponent.
Monochrome Scale Shintai
Costs: 8m 1wp Mins: Ess 3 Type: Simple
Keywords: Combo-Basic, Obvious, Form-Type
Duration: Scene-Long
Prerequisite Charms: Weighted Base of the Scales
Xentair weighs good and evil, sin and virtue, equally upon her mind, body and soul, so much that her physical form is effected by it. Always balanced and never faltering.
When this charm is activated, the Arbiter's body hardens and takes on the appearance of black and white stone. His body is divided perfectly down the center, one half black as the night, the other half as white as bone. Doing so adds the Arbiter's willpower to his soak values as well as her highest virtue to her DV values. The Arbiter also automatically balances any hostile attacks with those of her own, sending an automatic counter-attack that ignores rate every time an opponent attempts to strike her. Lastly, the Arbiter's is completely immune to emotional and illusion effects.
Alabaster Vigil
Cost: 2m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin arms of the Scales
Xentair, although she is not compassionate, defends the innocent justly. She is obligated to defend herself and those who she has judged innocent for as long as she draws breath. This charm detects anything tainted with hostile intent such as an unseen projectile or a malicious trap. This charm negates surprise and allows for the full DV value of the Arbiter to be used against the attack.
At Essence 3+, the Arbiter may extend this protection upon others in his surrounding area. By activating this charm, he quickly intercepts and applies his parry DV to any unexpected attacks made against anyone (Essencex2) yards from him.
An Eye for an Eye
Costs: 4m (1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Alabaster Vigil
The scales shall be balanced, and a hostile action shall be balanced with another. This charm triggers when an Arbiter has defended against an attack with his Parry DV. If the Arbiter pays four motes, he redirects the attack back at the opponent using his assailant's statistics to calculate damage and accuracy.
At an Essence 4+ repurchase, any supplemental charms in the original attack are replicated for free.
At Essence 5+ by paying one willpower, the charm's duration extends until the end of the action.
A Tooth for a Tooth
Costs: - Mins: Ess 3 Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Twin Arms of the Scales
As the Arbiter exerts his judgment upon the Guilty, his will and resolve only increase. This charm grants an overdrive pool with a capacity of 20 motes. Upon declaring a person Guilty, the Arbiter gains 3 motes in this pool. He also gains two motes every time he deals at least a single level of damage upon a Guilty opponent.
A Sin for a Sin
Costs: 3m Mins: Ess 3 Type: Supplemental
Keywords: Combo-OK, Obvious, Judgment
Duration: Instant
Prerequiste Charms: An Eye for an Eye, A Tooth for a Tooth
The flames of Xentair always seek to purge the Guilty from existence. By invoking this charm against the guilty, the Arbiter's anima blazes upon his weapons like a flame. In doing so, he may add half his essence, rounded up, to the raw damage of his attack.
At Essence 4+, the added damage rises to (essence) damage.
Sin Cleansing Flame: Wrath
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on an azure hue as the flames of Wrath consume the guilty. By paying 3 motes, the Arbiter doubles the amount of pre-soak damage dice in the supplemented attack. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Sloth
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on a cyan hue as the guilty begin to slow and decay. Whenever the Arbiter deals at least one level of damage with an attack supplemented with this charm, it drains [essence] motes from the opponent. If there are no motes left then it drains one point of willpower. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Pride
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a golden hue as the arrogant are brought down to be judged. When an Arbiter strikes his opponent with this flame, their own power begins to inhibit them. Most beings suffer an external penalty equal to their Essence value for six ticks. However, if the opponent is a Solar Exalt, the most prideful of the Chosen, then this penalty becomes Internal. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Greed
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a silver hue as the greedy pay for their vanity. An attack supplemented with this charm ignores one-third of the soak of a target. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Requiem of Samael
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Wrath
One of the major souls of Xentair, Samael of the Azure Flame, is charged with destroying to guilty until not even a single speck of ash remains. This charm upgrades its prerequisite. The Arbiter can doubles the amount of post soak damage dice as well as the amount of pre-soak damage dice with an attack supplemented with Sin Cleansing Flame: Wrath. Furthermore, if the Arbiter kills a target with an attack supplemented with this charm, they are killed permanently as the flame reduces their component motes to nothing.
Lullaby of Belphegor
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Sloth
Belphegor of the Cyan Flame beckons the guilty to sleep for all Eternity. This charm permanently improves its prerequisite. Every damaging attack made against a target with an attack enhanced by Sin Cleansing Flame: Sloth moves the target's next action down by a [Essence/2] ticks.
Duet of Lucifer
Cost:- Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Pride
Unlike the rest of the Sins, Pride has both a negative and positive connotation. Lucifer of the Golden Flame embodies both of these aspects. This charm enhances its prerequisite permanently. If even a single level of damage is made by an attack supplemented by this charm, the Arbiter may make reflexive attack supplemented with a different version of Sin-Cleansing Flame for no cost. Up to two flames can affect a single target if the second flame is invoked in this manner. This effect can only be used once per action.
Capriccio of Mammon
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Greed
Mammon of the Silver Flame forces the Guilty to reap what they sow, and pay for their past Sins. This charm permanently enhances its prerequisite, allowing the Arbiter to sever the bonds of essence. If the number raw damage dice of an attack supplemented with this charm is three times as great as a certain artifact's commitment cost, the Arbiter may choose to forfeit the damage dice and instead to choose to sever the attunement between the artifact and the attuner for the rest of the scene.
Black Flame of Reckoning
Cost: 7m 1wp Mins: Ess 4 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious
Duration: Scene-Long
Prerequisite Charms: All 4 variations of Sin Cleansing Flame
Justice will be served to the guilty, for the price of harming the innocent by both word and sword is Death. When this charm is activated, up to two of the Arbiter's weapons becomes wreathed in a black flame that glows with a light that is not light. While this effect is active, the Arbiter suffers no DV penalties while wielding the weapons sheathed in flames and he may activate any of the 4 versions of Sin Cleansing Flame for a total cost of 2 motes without having it count as charm activation. Further more, all four of the flames that are invoked in this manner can be stacked against a single opponent.
At Essence 5+ any of the 4 upgraded version of the Sin Cleansing flame can be invoked in a similar manner for 3 motes.
Dual Flare Shintai
Cost: 13m 2wp Mins: Ess 5 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious, Blasphemy, Form-Type
Duration: Scene-Long
Prerequisite Charms: White Flame of Rejection, Black Flame of Reckoning
Light and Dark, Mercy and Justice, Xentair encompasses these values within her mind and soul. To walk between Good and Evil is her duty as the Final Verdict. As an Arbiter realizes this simple truth, their body and essence is transformed to represent their enlightenment. The Arbiter's anima goes totemic in its absolute glory before his essence spreads visibly from his castemark and chakras, transforming him into his final form. The Arbiter's new form is an armored humanoid in appearance with shifting plates of ivory and obsidian armor burning in black and white flames. The figure's height can range from the Arbiter's original height or he can be equal in size to a royal warstrider. The exact description is up to the player, but any version of the transformation grants the following benefits:
*Any attack made against a person branded Guilty by the Arbiter deals aggravated damage
*Any artifact armor is integrated into the Arbiter's new form, converting all soak to innate soak.
*The Arbiter's anima is materialized, granting a bonus of +[Essence] to all DV and MDV values.
*The anima banner of the Arbiter is totemic for the purposes of Stealth and Anima powers
*He gains [WP+Sum of all Virtues] soak and he add his two highest virtues to his Hardness
*The Arbiter may create a Daiklave and Shield from his essence with the following statistics:
Sword of Reckoning: Speed 4, Acc +[Essence], Damage: [Willpower+Conviction]L/ 3L, Def: +[Temperance], Rate: 4, Tags: O
Shield of Redemption: Speed 5, Acc +1, Damage: 4L, Def: +[sum of All Virtues], Rate: 2, Tags: S
Alternatively, he may choose to add the modifiers above to his existing equipment.
*The cost of Black Flame of Reckoning is reduced to 0m 1wp and the cost of activating any of the 4 versions of sin cleansing flame is reduced to 1m.
However, if the Arbiter takes a form that is at least three times his original height, he adds his Essence to his strength for the purpose of damage, clinches, and feats of strength.
Driving Force of Will
Cost: 3m Mins: Ess 2 Type: Reflexive
Keywords: Social
Duration: Instant
Pre-Requisite Charms: None
Xentair relishes and is content with her personal authority. She is her own ruler, and her being is the only kingdom she seeks. She will not allow others to take that away from her.
This charm enhances an Arbiter's MDV against a manipulation type social attack, increasing her MDV by her Essence.
Glacier Heart Method
Cost: 3m 1wp Mins: Ess 2 Type: Reflexive
Keywords: None
Duration: Until end of Scene
Pre-requisite Charms: Driving Force of Will
An Arbiter's heart can be as cold as the North. Unable to touched by warmth, the Arbiter is merciless against the Guilty. When activated, the Arbiter permanently dispels all current emotional effects and becomes immune to emotional effects until the end of the scene.
Bulwark of Assured Independence
Cost: (+2m 1wp) Mins: Ess 3 Type: Permanent
Keywords: Social, Obvious, Combo-OK
Duration: Permanent
Prerequisite Charms: Driving Force of Will
Xentair is fiercely protective about her independence, and refuses to let anybody order her. She guards her freedom jealously, and woe to those who attempt to take it.
This charm upgrades its prerequisite, extending its duration to scene-long. Any attempts to command or manipulate the Arbiter is treated as an unacceptable order, causing the Arbiter's anima to rise to totemic level for a split second, causing the attacker to instantly know their folly. This defense can be bypassed simply by being honest, and during that time the Arbiter's MDV rises by her highest virtue as well as her essence.
Erasure of Desires
Cost: 3m Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Glacier Heart Method
An Arbiter's discipline is one of the many things that allow them to judge properly. They are not so easily swayed in the heat of the moment.
When an Arbiter is infected with a Compulsion, she may roll her temperance and willpower against a difficulty equal to the Essence score of the imposer of the compulsion. If the compulsion is not established by a person, then the default difficulty is automatically 3. Upon success, the Arbiter breaks free of the compulsion and regains a Temperance channel.
Neutral Witness Testimony
Cost: 3m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Until end of scene
Prerequisite Charms: Erasure of Desires
Xentair puts aside emotions and attachments are put aside in order to completely judge the evidence before him. By activating this charm in the response to having an intimacy imposed upon the Arbiter, the Arbiter erases his emotions and severs the artificial attachment.
Defiant Pillar of Flares
Costs: 7m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious, Counterattack
Duration: Scene-Long
Pre-Requisite Charm: Ivory Aegis Body
An Arbiter remains unshakable in her will, and her heart and will cannot be changed. Reasserting her own purpose and her own mantra in the world, she purges anything that dares to challenge her identity.
This charm may be used as a counterattack when a shaping effect targets the Arbiter or anything that he has on his body. The purging flames of Xentair engulf the Arbiter and all objects that are physically connected to her, preventing any shaping effect from changing or affecting anything within it. Furthermore, the monochrome flames consume anything that comes into contact with the Arbiter, dealing (essence)L damage to anything that touches the Arbiter. The charm functions as long as the seven motes used to activate this charm remain committed.
White Flame of Rejection
Costs: 9m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Combo-OK, Stackable, Touch, Sorcerous
Duration: Until Complete
Repurchases: Essencex2 Times
Prerequisite Charms: Defiant Pillar of Flames, Mask Shredding Repast
The white flames of Xentair purge any and all distortions that exist in Creation. It consumes all falsehoods and all lies, revealing the true form of all things.
The first purchase of this charm allows to undo an imposed effect upon a person, which is is designated upon purchase of the charm. But in order for this charm to function, the being that the fire will target must agree to it. Some examples of things that the flames can purge are Shaping effects, Mutations gained from exposure to the Wyld, and derangements. Injuries cannot be healed with this charm.
Isolation Grasp
Cost: 12m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Sorcerous, Native, Combo-basic
Duration: Instant
Prerequisite Charms: Mask Shredding Repast, First Xentair Excellency
Xentair cherishes the freedom of others to make their choices in life. She also despises anything that controls or tries to manipulate things from within. When using this charm, the Arbiter roll her Essence+Willpower against an entity possessing or inhabiting another person or object, this roll can only be enhanced by Xentair's excellency or a conviction channel. The possessor rolls her integrity plus willpower. If the Arbiter reaches 23 successes first, the being is extracted and cannot dematerialize for (essence) hours. If the Arbiter loses, the extraction fails and she may not try again until the end of the scene.ods and demons, are equal before me."
First Xentair Excellency
Costs: 1m per dice Mins: Ess 1 Type: Reflexive
Duration: Instant
Keywords: Combo-OK,
Prerequisite Charms: None
Xentair is neutral and brutally honest. She pursues the absolute truth of others and uses that as a basis of her judgment. She is unbiasednot because she is compassionate, but rather because she cannot differentiate between demons and gods, kings and knaves. She loves to exercisepersonal power and freedom as she punishes the guilty and protects the innocent. Her core nature embraces the duality between opposing forces and she always seeks balance within Creation. She punishes arrogance andburns lies and deception until only the truth remains.
Xentair's excellency may be invoked when a character judges those around her and when they execute the guilty. It may also be invoked when a character protects themselves or the innocent from harm, but never when those people initiate hostility. It can also be used to reveal things that are hidden, as well as to help expose lies and deception. It is against Xentair's nature to work against the freedom of others, thus her excellency cannot be used in any context of controlling or manipulating people, nor can it be used to rule over a group of individuals. Xentair also frowns upon deceit and vanity, thus lying, acts of deception, or acting out too dramatically or in an over-exaggerated manner is forbidden when using her Excellency.
Xentair Mythos Exultant
Xentair is an incarnation of Justice and Venegance simultaneously, for both are the same only with minor differences. This is neither good nor bad, for seeing every single perspective simultaneously grants her uncanny insight into how a specific person may work. By forfeiting a stunt's rewards, she may choose to see one of the following from a certain character:
- Perm. Essence Value
- Willpower remaining
- Motes Remaining
- Motivation *can only be bought with a 3-die stunt*
- (Stunt Rating) Intimacies
- (Stunt Rating) Situation Relevant Charms (Active charms take priority)
Arbiter Caste:
The caste-mark of the Arbiter is a pair of black and white scales, divided into two parts down the center. Their banners are also divided vertically into black and white halves, usually containing opposite concepts and themes. An additional single color is present in both halves, which thematically represents the Arbiter's individuality.
An Arbiter may spend one mote to use their anima to brand a verdict upon a target, either Guilty or Innocent. Doing so is not painful to the victim, although the brand become Obvious to anyone with any sort of essence sight. This brand cannot be removed and can only be changed by the Arbiter. An Arbiter may also pay 5 motes to add his Essence in auto-successes made to a Perception+Investigation roll made in order to identify a magical effect or charm. This easily pierces magical and physical deception, granting the Arbiter +3 MDV against Illusions and Manipulation effects. This effect automatically comes into play once the Arbiter spends 11+ motes of Peripheral Essence.
Favored Abilities: Melee, Investigation, Resistance, Integrity, Awareness
Imperfection of the Monochrome Citadel:
Xentair is easily able to discern the innocent from the guilty. As such, she cannot let the innocent come to harm, even if it means letting herself take their place. Charms with this Imperfection are unable to function when the Arbiter willingly allows an innocent to come to harm.
Preciptious Fiat: Sins of the Chosen
Xentair considers herself to a judge whose purview spans across Creation. She takes it upon herself as her duty to bring all sinners to justice. Even if they are the mighty Exalted themselves.
To activate this fiat, the Arbiter selects an supernatural being that she has met. She then investigates them thoroughly. Once she has gained enough information to establish a solid verdict, she then proclaims her judgment to the defendant. The Arbiter may then roll her Conviction, eliminating one point per success from her Limit track.
Xentairic Urge (The Urge to Arbitrate)
This urge compels the Arbiter to act as an entirely impartial judge of truth. They are forced to seek out a hidden secret kept by another sentient being, reveal it to those who have a right to know and then carry out the most appropriate judgement. Alternatively, the Arbiter may be compelled to determine the truth on both sides of a case and act as an impartial judge.
Examples include:
-Prove Sidereal involvement in the Usurpation.
-Discover who was behind a series of murders that have gone unsolved for centuries
-Judge whether the Yozis SHOULD be released
-Judge if the Solars are worthy to become the Rulers of Creation once more.
Torment of Xentair
When an Arbiter's Torment is full, he suffers the Curse of Xentair. During that time, he completely and utterly devotes himself to his Motivation and Urge, and relentlessly pursues it in all matters. He will give up any long term advantage to chase his currant antagonist, overusing his resources, countering action with too much force, using essence to act when a normal action would suffice. He no longer cares about the opinions of others and does whatever is necessary to accomplish his goals.
Ascendancy Mantle of Xentair:
When Xentair grants her power to other Infernals for the purpose of enlightenment, she pays close attention to those who are using her power. The Warlock therefore gains double the limit from betraying their urge.
Sorcerous Initiation of Xentair:
Xentair believes that beings should be free to make their own mistakes and their own triumphs. She does not accept any type of sorcery that directly manipulates or controls the will of any being. She excels at spells that sentence or give retribution against a singular person or provide balance, decreasing the cost of single target spells and countermagics by 10m 1wp. Some examples are Flying Guillotine or Wrath of the Elemental Dragons.
New Keywords: Judgment~ Charms with the Keyword can only be used against those who are branded Guilty by the Arbiter. The only exception to this rule is when Xentair uses those charms in self-defense. Strangely, these charms also function in friendly duels when Arbiter is judging a person's ability in combat.
Lies to Ashes
Cost: 3m, Mins: Essence 2, Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Pre-Requisite Charms: None
It is by nature for Xentair to burn away any and all lies that she encounters. Only then can the truth be revealed.
By paying three motes, the Arbiter may test the validity of a verbal statement. Whenever a lie or a half-truth is knowingly told, the words scald the tongue of the person speaking, causing them to cough out a brief burst of black and white flame as well a couple fleck of gray ash though they do no physical damage. Lies backed with the use of a charm require a contested roll. In that case, this charm adds the Arbiter's essence in automatic successes to this roll.
Censor Rectifying Pyre
Cost: - (+2m) Mins: Ess 2 Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Deceit to Ashes
This charm upgrades its prerequisite, allowing the Arbiter to determine the truth in the written words and text. If the Arbiter touches a word or phrase tainted with deceit it is burned away, leaving nothing but parchment behind. If the entire document is deceitful or if there is not even a single bit of truth, the entire document in consumed by black and white flames, leaving nothing behind.
At Essence 3+, by paying two motes the Arbiter may choose to have the flames reveal the truth, causing the fire to erase and replace the burned content, searing the words into the parchment.
Glimpses through the Veil
Cost: 2m Mins: Ess 2 Type: Instant
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Lies to Ashes
An Arbiter glimpse upon the true nature of a person, revealing everything that is underneath the mask known as the face.
The Arbiter enhances an Investigation roll, allowing a successful examination to determine the basic personality of the target as well as the presence of a mundane disguise.
Inevitability of Truth
Costs: (+1wp) Mins: Ess 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Glimpses through the Veil
This charm permanently upgrades its prerequisite. For every 5 successes made on the Investigation roll supplemented with Glimpses through the Veil, the Arbiter's player may spend one willpower to ask a single yes or no question about the person being investigated to the ST. The ST reserves the right to deny answering the question if it is too important and if they choose to do so, this charm's cost is refunded.
Justice is Blind
Cost: - Mins: Ess 2 Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: None
The judgments of Xentair are honest and unbiased. Although most people mistake this as a sign of Xentair's benevolence, the Arbiter knows better. Xentair cannot distinguish between demons and gods, and renders them the same.
As a perfect effect, this charm nullifies any sort of Appearance modifier upon the Arbiter's MDV's. In the case of a charm roll-off, the arbiter adds (essence) successes to the roll-off.
Mask Shattering Repast
Cost: 3m Mins: Ess 2 Type: Instant
Keywords: Touch, Obvious
Prerequisite Charms: Glimpses through the Veil, Censor Rectifying Pyre
Flimsy barriers of gossamer and lies will never impede upon Xentair's investigation, nor will it affect her judgment. Such things collapse and shatter with a single touch.
Whenever a person comes into physical contact with a supernatural or mundane disguise or veil, the Arbiter rolls her Perception+Investigation with (Essence) auto-successes while the disguised person rolls Wits+Stealth for mundane disguises or Manipulation+Stealth for supernatural disguises. If the Arbiter wins, the disguise shatters and burns away. If not, nothing happens, although the Arbiter will know if they failed.
Scales of Judgment Stance
Cost: 2+m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK
Duration: Action
Prerequisite Charms: Twin Arms of the Scales
Even in the face of utmost danger, the Arbiter weighs all options before him before deciding on his course of action. Once decided, however, he is resolute. By paying two motes, the Arbiter may activate Scales Judgment stance in response to an attack to negate all penalties to either his PDV or DDV. For the remainder of the action, he may spend an additional 2m in response to each additional attack, negating all penalties to the selected DV for that attack alone.
The guilty are often mercurial in their efforts to escape judgment, and to bring justice, so must the Arbiter learn to adapt. At Essence 3, the Arbiter may reflexively spend 1m to alter the setting of Scale of Judgment Stance for the remainder of the action, shifting its benefit towards the previously unaffected DV. At Essence 4+, the Arbiter may do so for free.
Twin Arms of the Scales
Cost: - (+4m) Mins: Ess 2 Type: Permanent
Keywords: Combo-Basic
Duration: Permanent
Prerequisite Charms: None
The arbiter constantly balances the good and the evil of the world, and is ready to reciprocate evil whenever he encounters evil and good where he encounters good. This charm permanently augments the Arbiter's join battle roll. When the Arbiter pays four motes, he adds his perception in dice to his join battle roll. Any two weapons that the Arbiter can access are readied reflexively. As an added bonus, upon learning this charm, the Arbiter permanently becomes ambidextrous.
Ivory Aegis Reflection
Cost: 8m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin Arms of the Scales
In the face of adversity, the Arbiter channels the full extent of his power and authority into his weapons. And through this, the Arbiter becomes unmovable and invulnerable.
Through this charm, the Arbiter's weapon takes on a brilliant white hue as his essence empowers metal to turn aside any blow. The blow is repelled back by the will and conviction of the Arbiter, rendering all attacks useless. This charm is a perfect parry which suffers from the Imperfection of the Monochrome Citadel.
Upright Spine of the Scales
Cost: 5m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-Basic
Duration: Scene-Long
Prerequisite Charms: Ivory Aegis Reflection
No matter what the circumstances, the Arbiter's mind will not allow him to fall to his foes and the Guilty. Even when battered and bloodied, the Arbiter will not allow himself to falter.
When the Arbiter uses this charm, he ceases to feel pain and agony as his mind is consumed by his drive and purpose. He ignores wound penalties and all levels of damage that would be put into their incapacitated pool instead subtract one temporary willpower. Only when their will is exhausted is the Arbiter can fall. Upon termination of this charm, all health-levels mitigated through this charm instead upgrade an equal amount of damage into the next tier of damage. Bashing turns into lethal and lethal turns into aggravated, as the strain upon the Arbiter's body finally registers.
Weighted Base of the Scales
Cost: 4m (+2m 1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequsite Charms: Upright Spine of the Scales
An Arbiter's willpower and conviction are the most potent of her weapons, and by enforcing those qualities the Arbiter will never stagger or flinch.
This charm may be activated reflexively whenever the Arbiter suffers a knock-back or knockdown effect. During that moment before the Arbiter would be moved, the Arbiter hardens her mind and soul. She rolls a dice pool equal to her Willpower and Conviction which cannot be enhanced by charms. Each success subtracts one yard of knock-back while and difficulty to counter knockdown is equal to the opponent's essence.
At Essence 4+, if the knockback distance is reduced to zero in this manner or the Arbiter succeeds on negating the knockdown, the Arbiter may spend two motes and one willpower to redirect the force of the resisted blow onto the attacker. This causes the attacker to go flying back in opposite direction that was originally intended while adding half a yard of distance per excess success. In the case of knockback, it is imposed upon the opponent.
Monochrome Scale Shintai
Costs: 8m 1wp Mins: Ess 3 Type: Simple
Keywords: Combo-Basic, Obvious, Form-Type
Duration: Scene-Long
Prerequisite Charms: Weighted Base of the Scales
Xentair weighs good and evil, sin and virtue, equally upon her mind, body and soul, so much that her physical form is effected by it. Always balanced and never faltering.
When this charm is activated, the Arbiter's body hardens and takes on the appearance of black and white stone. His body is divided perfectly down the center, one half black as the night, the other half as white as bone. Doing so adds the Arbiter's willpower to his soak values as well as her highest virtue to her DV values. The Arbiter also automatically balances any hostile attacks with those of her own, sending an automatic counter-attack that ignores rate every time an opponent attempts to strike her. Lastly, the Arbiter's is completely immune to emotional and illusion effects.
Alabaster Vigil
Cost: 2m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin arms of the Scales
Xentair, although she is not compassionate, defends the innocent justly. She is obligated to defend herself and those who she has judged innocent for as long as she draws breath. This charm detects anything tainted with hostile intent such as an unseen projectile or a malicious trap. This charm negates surprise and allows for the full DV value of the Arbiter to be used against the attack.
At Essence 3+, the Arbiter may extend this protection upon others in his surrounding area. By activating this charm, he quickly intercepts and applies his parry DV to any unexpected attacks made against anyone (Essencex2) yards from him.
An Eye for an Eye
Costs: 4m (1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Alabaster Vigil
The scales shall be balanced, and a hostile action shall be balanced with another. This charm triggers when an Arbiter has defended against an attack with his Parry DV. If the Arbiter pays four motes, he redirects the attack back at the opponent using his assailant's statistics to calculate damage and accuracy.
At an Essence 4+ repurchase, any supplemental charms in the original attack are replicated for free.
At Essence 5+ by paying one willpower, the charm's duration extends until the end of the action.
A Tooth for a Tooth
Costs: - Mins: Ess 3 Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Twin Arms of the Scales
As the Arbiter exerts his judgment upon the Guilty, his will and resolve only increase. This charm grants an overdrive pool with a capacity of 20 motes. Upon declaring a person Guilty, the Arbiter gains 3 motes in this pool. He also gains two motes every time he deals at least a single level of damage upon a Guilty opponent.
A Sin for a Sin
Costs: 3m Mins: Ess 3 Type: Supplemental
Keywords: Combo-OK, Obvious, Judgment
Duration: Instant
Prerequiste Charms: An Eye for an Eye, A Tooth for a Tooth
The flames of Xentair always seek to purge the Guilty from existence. By invoking this charm against the guilty, the Arbiter's anima blazes upon his weapons like a flame. In doing so, he may add half his essence, rounded up, to the raw damage of his attack.
At Essence 4+, the added damage rises to (essence) damage.
Sin Cleansing Flame: Wrath
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on an azure hue as the flames of Wrath consume the guilty. By paying 3 motes, the Arbiter doubles the amount of pre-soak damage dice in the supplemented attack. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Sloth
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on a cyan hue as the guilty begin to slow and decay. Whenever the Arbiter deals at least one level of damage with an attack supplemented with this charm, it drains [essence] motes from the opponent. If there are no motes left then it drains one point of willpower. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Pride
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a golden hue as the arrogant are brought down to be judged. When an Arbiter strikes his opponent with this flame, their own power begins to inhibit them. Most beings suffer an external penalty equal to their Essence value for six ticks. However, if the opponent is a Solar Exalt, the most prideful of the Chosen, then this penalty becomes Internal. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Greed
Cost: +3m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a silver hue as the greedy pay for their vanity. An attack supplemented with this charm ignores one-third of the soak of a target. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Requiem of Samael
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Wrath
One of the major souls of Xentair, Samael of the Azure Flame, is charged with destroying to guilty until not even a single speck of ash remains. This charm upgrades its prerequisite. The Arbiter can doubles the amount of post soak damage dice as well as the amount of pre-soak damage dice with an attack supplemented with Sin Cleansing Flame: Wrath. Furthermore, if the Arbiter kills a target with an attack supplemented with this charm, they are killed permanently as the flame reduces their component motes to nothing.
Lullaby of Belphegor
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Sloth
Belphegor of the Cyan Flame beckons the guilty to sleep for all Eternity. This charm permanently improves its prerequisite. Every damaging attack made against a target with Sin Cleansing Flame: Sloth moves the target's next action down by a single tick.
Duet of Lucifer
Cost:- Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Pride
Unlike the rest of the Sins, Pride has both a negative and positive connotation. Lucifer of the Golden Flame embodies both of these aspects. This charm enhances its prerequisite permanently. If even a single level of damage is made by an attack supplemented by this charm, the Arbiter may make reflexive attack supplemented with a different version of Sin-Cleansing Flame for no cost. Up to two flames can affect a single target if the second flame is invoked in this manner. This effect can only be used once per action.
Capriccio of Mammon
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Greed
Mammon of the Silver Flame forces the Guilty to reap what they sow, and pay for their past Sins. This charm permanently enhances its prerequisite, allowing the Arbiter to sever the bonds of essence. If the number raw damage dice of an attack supplemented with this charm is three times as great as a certain artifact's commitment cost, the Arbiter may choose to forfeit the damage dice and instead to choose to sever the attunement between the artifact and the attuner for the rest of the scene.
Black Flame of Reckoning
Cost: 7m 1wp Mins: Ess 4 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious
Duration: Scene-Long
Prerequisite Charms: All 4 variations of Sin Cleansing Flame
Justice will be served to the guilty, for the price of harming the innocent by both word and sword is Death. When this charm is activated, up to two of the Arbiter's weapons becomes wreathed in a black flame that glows with a light that is not light. While this effect is active, the Arbiter suffers no DV penalties while wielding the weapons sheathed in flames and he may activate any of the 4 versions of A Sin for a Sin for a total cost of 2 motes without having it count as charm activation. Further more, all four of the flames that are invoked in this manner can be stacked against a single opponent.
Dual Flare Shintai
Cost: 13m 2wp Mins: Ess 5 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious, Blasphemy, Form-Type
Duration: Scene-Long
Prerequisite Charms: White Flame of Rejection, Black Flame of Reckoning
Light and Dark, Mercy and Justice, Xentair encompasses these values within her mind and soul. To walk between Good and Evil is her duty as the Final Verdict. As an Arbiter realizes this simple truth, their body and essence is transformed to represent their enlightenment. The Arbiter's anima goes totemic in its absolute glory before his essence spreads visibly from his castemark and chakras, transforming him into his final form. The Arbiter's new form is an armored humanoid in appearance with shifting plates of ivory and obsidian armor burning in black and white flames. The figure's height can range from the Arbiter's original height or he can be equal in size to a royal warstrider. The exact description is up to the player, but any version of the transformation grants the following benefits:
*Any attack made against a person branded Guilty by the Arbiter deals aggravated damage
*Any artifact armor is integrated into the Arbiter's new form, converting all soak to innate soak.
*The Arbiter's anima is materialized, granting a bonus of +[Essence] to all DV and MDV values.
*The anima banner of the Arbiter is totemic for the purposes of Stealth and Anima powers
*He gains [WP+Sum of all Virtues] soak and he add his two highest virtues to his Hardness
*The Arbiter may create a Daiklave and Shield from his essence with the following statistics:
Sword of Reckoning: Speed 4, Acc +[Essence], Damage: [Willpower+Conviction]L/ 3L, Def: +[Temperance], Rate: 4, Tags: O
Shield of Redemption: Speed 5, Acc +1, Damage: 4L, Def: +[sum of All Virtues], Rate: 2, Tags: S
Alternatively, he may choose to add the modifiers above to his existing equipment.
*The cost of Black Flame of Reckoning is reduced to 0m 1wp and the cost of activating any of the 4 versions of sin cleansing flame is reduced to 1m.
However, if the Arbiter takes a form that is at least three times his original height, he adds his Essence to his strength for the purpose of damage, clinches, and feats of strength.
Driving Force of Will
Cost: 3m Mins: Ess 2 Type: Reflexive
Keywords: Social
Duration: Instant
Pre-Requisite Charms: None
Xentair relishes and is content with her personal authority. She is her own ruler, and her being is the only kingdom she seeks. She will not allow others to take that away from her.
This charm enhances an Arbiter's MDV against a manipulation type social attack, increasing her MDV by her Essence.
Glacier Heart Method
Cost: 3m 1wp Mins: Ess 2 Type: Reflexive
Keywords: None
Duration: Until end of Scene
Pre-requisite Charms: Driving Force of Will
An Arbiter's heart can be as cold as the North. Unable to touched by warmth, the Arbiter is merciless against the Guilty. When activated, the Arbiter permanently dispels all current emotional effects and becomes immune to emotional effects until the end of the scene.
Bulwark of Assured Independence
Cost: (+2m 1wp) Mins: Ess 3 Type: Permanent
Keywords: Social, Obvious, Combo-OK
Duration: Permanent
Prerequisite Charms: Driving Force of Will
Xentair is fiercely protective about her independence, and refuses to let anybody order her. She guards her freedom jealously, and woe to those who attempt to take it.
This charm upgrades its prerequisite, extending its duration to scene-long. Any attempts to command or manipulate the Arbiter is treated as an unacceptable order, causing the Arbiter's anima to rise to totemic level for a split second, causing the attacker to instantly know their folly. This defense can be bypassed simply by being honest, and during that time the Arbiter's MDV rises by her highest virtue as well as her essence.
Erasure of Desires
Cost: 3m Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Glacier Heart Method
An Arbiter's discipline is one of the many things that allow them to judge properly. They are not so easily swayed in the heat of the moment.
When an Arbiter is infected with a Compulsion, she may roll her temperance and willpower against a difficulty equal to the Essence score of the imposer of the compulsion. If the compulsion is not established by a person, then the default difficulty is automatically 3. Upon success, the Arbiter breaks free of the compulsion and regains a Temperance channel.
Neutral Witness Testimony
Cost: 3m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Until end of scene
Prerequisite Charms: Erasure of Desires
Xentair puts aside emotions and attachments are put aside in order to completely judge the evidence before him. By activating this charm in the response to having an intimacy imposed upon the Arbiter, the Arbiter erases his emotions and severs the artificial attachment.
Defiant Pillar of Flares
Costs: 7m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious, Counterattack
Duration: Scene-Long
Pre-Requisite Charm: Ivory Aegis Body
An Arbiter remains unshakable in her will, and her heart and will cannot be changed. Reasserting her own purpose and her own mantra in the world, she purges anything that dares to challenge her identity.
This charm may be used as a counterattack when a shaping effect targets the Arbiter or anything that he has on his body. The purging flames of Xentair engulf the Arbiter and all objects that are physically connected to her, preventing any shaping effect from changing or affecting anything within it. Furthermore, the monochrome flames consume anything that comes into contact with the Arbiter, dealing (essence)L damage to anything that touches the Arbiter. The charm functions as long as the seven motes used to activate this charm remain committed.
White Flame of Rejection
Costs: 9m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Combo-OK, Stackable, Touch, Sorcerous
Duration: Until Complete
Repurchases: Essencex2 Times
Prerequisite Charms: Defiant Pillar of Flames, Mask Shredding Repast
The white flames of Xentair purge any and all distortions that exist in Creation. It consumes all falsehoods and all lies, revealing the true form of all things.
The first purchase of this charm allows to undo an imposed effect upon a person, which is is designated upon purchase of the charm. But in order for this charm to function, the being that the fire will target must agree to it. Some examples of things that the flames can purge are Shaping effects, Mutations gained from exposure to the Wyld, and derangements. Injuries cannot be healed with this charm.
Isolation Grasp
Cost: 12m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Sorcerous, Native, Combo-basic
Duration: Instant
Prerequisite Charms: Mask Shredding Repast, First Xentair Excellency
Xentair cherishes the freedom of others to make their choices in life. She also despises anything that controls or tries to manipulate things from within. When using this charm, the Arbiter roll her Essence+Willpower against an entity possessing or inhabiting another person or object, this roll can only be enhanced by Xentair's excellency or a conviction channel. The possessor rolls her integrity plus willpower. If the Arbiter reaches 23 successes first, the being is extracted and cannot dematerialize for (essence) hours. If the Arbiter loses, the extraction fails and she may not try again until the end of the scene.
Thoughts?
"I am who I am; for both kings and knaves, gXentair, the Final Verdict, The Monochrome Citadel
"I am who I am; for both kings and knaves, gods and demons, are equal before me."
First Xentair Excellency
Costs: 1m per dice Mins: Ess 1 Type: Reflexive
Duration: Instant
Keywords: Combo-OK,
Prerequisite Charms: None
Xentair is neutral and brutally honest. She pursues the absolute truth of others and uses that as a basis of her judgment. She is unbiased not because she is compassionate, but rather because she cannot differentiate between demons and gods, kings and knaves. She loves to exercise personal power and freedom as she punishes the guilty and protects the innocent. Her core nature embraces the duality between opposing forces and she always seeks balance within Creation. She punishes arrogance and burns lies and deception until only the truth remains.
Xentair's excellency may be invoked when a character judges those around her and when they execute the guilty. It may also be invoked when a character protects themselves or the innocent from harm, but never when those people initiate hostility. It can also be used to reveal things that are hidden, as well as to help expose lies and deception. It is against Xentair's nature to work against the freedom of others, thus her excellency cannot be used in any context of controlling or manipulating people, nor can it be used to rule over a group of individuals. Xentair also frowns upon deceit and vanity, thus lying, acts of deception, or acting out too dramatically or in an over-exaggerated manner is forbidden when using her Excellency.
Xentair Mythos Exultant
Xentair is an incarnation of Justice and Venegance simultaneously, for both are the same only with minor differences. This is neither good nor bad, for seeing every single perspective simultaneously grants her uncanny insight into how a specific person may work. By forfeiting a stunt's rewards, she may choose to see one of the following from a certain character:
- Perm. Essence Value
- Willpower remaining
- Motes Remaining
- Motivation *can only be bought with a 3-die stunt*
- (Stunt Rating) Intimacies
- (Stunt Rating) Situation Relevant Charms (Active charms take priority)
Arbiter Caste:
The caste-mark of the Arbiter is a pair of black and white scales, divided into two parts down the center. Their banners are also divided vertically into black and white halves, usually containing opposite concepts and themes. An additional single color is present in both halves, which thematically represents the Arbiter's individuality.
An Arbiter may spend one mote to use their anima to brand a verdict upon a target, either Guilty or Innocent. Doing so is not painful to the victim, although the brand become Obvious to anyone with any sort of essence sight. This brand cannot be removed and can only be changed by the Arbiter. An Arbiter may also pay 5 motes to add his Essence in auto-successes made to a Perception+Investigation roll made in order to identify a magical effect or charm. This easily pierces magical and physical deception, granting the Arbiter +3 MDV against Illusions and Manipulation effects. This effect automatically comes into play once the Arbiter spends 11+ motes of Peripheral Essence.
Favored Abilities: Melee, Investigation, Resistance, Integrity, Awareness
Imperfection of the Monochrome Citadel:
Xentair is easily able to discern the innocent from the guilty. As such, she cannot let the innocent come to harm, even if it means letting herself take their place. Charms with this Imperfection are unable to function when the Arbiter willingly allows an innocent to come to harm without making an honest attempt to save them.
Preciptious Fiat: Sins of the Chosen
Xentair considers herself to a judge whose purview spans across Creation. She takes it upon herself as her duty to bring all sinners to justice. Even if they are the mighty Exalted themselves.
To activate this fiat, the Arbiter selects an supernatural being that she has met. She then investigates them thoroughly. Once she has gained enough information to establish a solid verdict, she then proclaims her judgment to the accused. The Arbiter may then roll her Conviction, eliminating one point per success from her Limit track.
Xentairic Urge (The Urge to Arbitrate)
This urge compels the Arbiter to act as an entirely impartial judge of truth. They are forced to seek out a hidden secret kept by another sentient being, reveal it to those who have a right to know and then carry out the most appropriate judgement. Alternatively, the Arbiter may be compelled to determine the truth on both sides of a case and act as an impartial judge.
Examples include:
-Prove Sidereal involvement in the Usurpation.
-Discover who was behind a series of murders that have gone unsolved for centuries
-Judge whether the Yozis SHOULD be released
-Judge if the Solars are worthy to become the Rulers of Creation once more.
Torment of Xentair
When an Arbiter's Torment is full, he suffers the Curse of Xentair. During that time, he completely and utterly devotes himself to his Motivation and Urge, and relentlessly pursues it in all matters. He will give up any long term advantage to chase his currant antagonist, overusing his resources, countering action with too much force, using essence to act when a normal action would suffice. He no longer cares about the opinions of others and does whatever is necessary to accomplish his goals.
Ascendancy Mantle of Xentair:
To Xentair, the greatest betrayal of all is for one to betray themselves. The Warlock therefore gains [Essence] points of limit whenever they work against their urge.
Sorcerous Initiation of Xentair:
Xentair believes that beings should be free to make their own mistakes and their own triumphs. She does not accept any type of sorcery that directly manipulates or controls the will of any being. She excels at spells that sentence or give retribution against a singular person or provide balance, decreasing the cost of single target spells and countermagics by 10m 1wp. Some examples are Flying Guillotine or Wrath of the Elemental Dragons.
New Keywords: Judgment~ Charms with the Keyword can only be used against those who are branded Guilty by the Arbiter. The only exception to this rule is when Xentair uses those charms in self-defense. Strangely, these charms also function in friendly duels when Arbiter is judging a person's ability in combat.
Lies to Ashes
Cost: 3m, Mins: Essence 2, Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Pre-Requisite Charms: None
It is by nature for Xentair to burn away any and all lies that she encounters. Only then can the truth be revealed.
By paying three motes, the Arbiter may test the validity of a verbal statement. Whenever a lie or a half-truth is knowingly told, the words scald the tongue of the person speaking, causing them to cough out a brief burst of black and white flame as well a couple fleck of gray ash though they do no physical damage. Lies backed with the use of a charm require a contested roll. In that case, this charm adds the Arbiter's essence in automatic successes to this roll.
Censor Rectifying Pyre
Cost: - (+2m) Mins: Ess 2 Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Deceit to Ashes
This charm upgrades its prerequisite, allowing the Arbiter to determine the truth in the written words and text. If the Arbiter touches a word or phrase tainted with deceit it is burned away, leaving nothing but parchment behind. If the entire document is deceitful or if there is not even a single bit of truth, the entire document in consumed by black and white flames, leaving nothing behind.
At Essence 3+, by paying two motes the Arbiter may choose to have the flames reveal the truth, causing the fire to erase and replace the burned content, searing the words into the parchment.
Glimpses through the Veil
Cost: 2m Mins: Ess 2 Type: Instant
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Lies to Ashes
An Arbiter glimpse upon the true nature of a person, revealing everything that is underneath the mask known as the face.
The Arbiter enhances an Investigation roll, allowing a successful examination to determine the basic personality of the target as well as the presence of a mundane disguise.
Inevitability of Truth
Costs: (+1wp) Mins: Ess 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Glimpses through the Veil
This charm permanently upgrades its prerequisite. For every 5 successes made on the Investigation roll supplemented with Glimpses through the Veil, the Arbiter's player may spend one willpower to ask a single yes or no question about the person being investigated to the ST. The ST reserves the right to deny answering the question if it is too important and if they choose to do so, this charm's cost is refunded.
Justice is Blind
Cost: - Mins: Ess 2 Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: None
The judgments of Xentair are honest and unbiased. Although most people mistake this as a sign of Xentair's benevolence, the Arbiter knows better. Xentair cannot distinguish between demons and gods, and renders them the same.
As a perfect effect, this charm nullifies any sort of Appearance modifier upon the Arbiter's MDV's. In the case of a charm roll-off, the Arbiter adds (essence) successes to the roll-off.
Mask Shattering Repast
Cost: 3m Mins: Ess 2 Type: Instant
Keywords: Touch, Obvious
Prerequisite Charms: Glimpses through the Veil, Censor Rectifying Pyre
Flimsy barriers of gossamer and lies will never impede upon Xentair's investigation, nor will it affect her judgment. Such things collapse and shatter with a single touch.
Whenever a person comes into physical contact with a supernatural or mundane disguise or veil, the Arbiter rolls her Perception+Investigation with (Essence) auto-successes while the disguised person rolls Wits+Stealth for mundane disguises or Manipulation+Stealth for supernatural disguises. If the Arbiter wins, the disguise shatters and burns away. If not, nothing happens, although the Arbiter will know if they failed.
Scales of Judgment Stance
Cost: 2+m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK
Duration: Action
Prerequisite Charms: Twin Arms of the Scales
Even in the face of utmost danger, the Arbiter weighs all options before him before deciding on his course of action. Once decided, however, he is resolute. By paying two motes, the Arbiter may activate Scales Judgment stance in response to an attack to negate all penalties to either his PDV or DDV. For the remainder of the action, he may spend an additional 2m in response to each additional attack, negating all penalties to the selected DV for that attack alone.
The guilty are often mercurial in their efforts to escape judgment, and to bring justice, so must the Arbiter learn to adapt. At Essence 3, the Arbiter may reflexively spend 1m to alter the setting of Scale of Judgment Stance for the remainder of the action, shifting its benefit towards the previously unaffected DV. At Essence 4+, the Arbiter may do so for free.
Twin Arms of the Scales
Cost: - (+4m) Mins: Ess 2 Type: Permanent
Keywords: Combo-Basic
Duration: Permanent
Prerequisite Charms: None
The arbiter constantly balances the good and the evil of the world, and is ready to reciprocate evil whenever he encounters evil and good where he encounters good. This charm permanently augments the Arbiter's join battle roll. When the Arbiter pays four motes, he adds his perception in dice to his join battle roll. Any two weapons that the Arbiter can access are readied reflexively. As an added bonus, upon learning this charm, the Arbiter permanently becomes ambidextrous.
Ivory Aegis Reflection
Cost: 8m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin Arms of the Scales
In the face of adversity, the Arbiter channels the full extent of his power and authority into his weapons. And through this, the Arbiter becomes unmovable and invulnerable.
Through this charm, the Arbiter's weapon takes on a brilliant white hue as his essence empowers metal to turn aside any blow. The blow is repelled back by the will and conviction of the Arbiter, rendering all attacks useless. This charm is a perfect parry which suffers from the Imperfection of the Monochrome Citadel.
Upright Spine of the Scales
Cost: 5m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-Basic
Duration: Scene-Long
Prerequisite Charms: Ivory Aegis Reflection
No matter what the circumstances, the Arbiter's mind will not allow him to fall to his foes and the Guilty. Even when battered and bloodied, the Arbiter will not allow himself to falter.
When the Arbiter uses this charm, he ceases to feel pain and agony as his mind is consumed by his drive and purpose. He ignores wound penalties and all levels of damage that would be put into their incapacitated pool instead subtract one temporary willpower. Only when their will is exhausted is the Arbiter can fall. Upon termination of this charm, all health-levels mitigated through this charm instead upgrade an equal amount of damage into the next tier of damage. Bashing turns into lethal and lethal turns into aggravated, as the strain upon the Arbiter's body finally registers.
Weighted Base of the Scales
Cost: 4m (+2m 1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequsite Charms: Upright Spine of the Scales
An Arbiter's willpower and conviction are the most potent of her weapons, and by enforcing those qualities the Arbiter will never stagger or flinch.
This charm may be activated reflexively whenever the Arbiter suffers a knock-back or knockdown effect. During that moment before the Arbiter would be moved, the Arbiter hardens her mind and soul. She rolls a dice pool equal to her Willpower and Conviction which cannot be enhanced by charms. Each success subtracts one yard of knock-back while and difficulty to counter knockdown is equal to the opponent's essence.
At Essence 4+, if the knockback distance is reduced to zero in this manner or the Arbiter succeeds on negating the knockdown, the Arbiter may spend two motes and one willpower to redirect the force of the resisted blow onto the attacker. This causes the attacker to go flying back in opposite direction that was originally intended while adding half a yard of distance per excess success. In the case of knockback, it is imposed upon the opponent.
Monochrome Scale Shintai
Costs: 8m 1wp Mins: Ess 3 Type: Simple
Keywords: Combo-Basic, Obvious, Form-Type
Duration: Scene-Long
Prerequisite Charms: Weighted Base of the Scales
Xentair weighs good and evil, sin and virtue, equally upon her mind, body and soul, so much that her physical form is effected by it. Always balanced and never faltering.
When this charm is activated, the Arbiter's body hardens and takes on the appearance of black and white stone. His body is divided perfectly down the center, one half black as the night, the other half as white as bone. Doing so adds the Arbiter's willpower to his soak values as well as her highest virtue to her DV values. The Arbiter also automatically balances any hostile attacks with those of her own, sending an automatic counter-attack that ignores rate every time an opponent attempts to strike her. Lastly, the Arbiter's is completely immune to emotional and illusion effects.
Alabaster Vigil
Cost: 2m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin arms of the Scales
Xentair, although she is not compassionate, defends the innocent justly. She is obligated to defend herself and those who she has judged innocent for as long as she draws breath. This charm detects anything tainted with hostile intent such as an unseen projectile or a malicious trap. This charm negates surprise and allows for the full DV value of the Arbiter to be used against the attack.
At Essence 3+, the Arbiter may extend this protection upon others in his surrounding area. By activating this charm, he quickly intercepts and applies his parry DV to any unexpected attacks made against anyone (Essencex2) yards from him.
An Eye for an Eye
Costs: 4m (1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Alabaster Vigil
The scales shall be balanced, and a hostile action shall be balanced with another. This charm triggers when an Arbiter has defended against an attack with his Parry DV. If the Arbiter pays four motes, he redirects the attack back at the opponent using his assailant's statistics to calculate damage and accuracy.
At an Essence 4+ repurchase, any supplemental charms in the original attack are replicated for free.
At Essence 5+ by paying one willpower, the charm's duration extends until the end of the action.
A Tooth for a Tooth
Costs: - Mins: Ess 3 Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Twin Arms of the Scales
As the Arbiter exerts his judgment upon the Guilty, his will and resolve only increase. This charm grants an overdrive pool with a capacity of 20 motes. Upon declaring a person Guilty, the Arbiter gains 3 motes in this pool. He also gains two motes every time he deals at least a single level of damage upon a Guilty opponent.
A Sin for a Sin
Costs: 3m Mins: Ess 3 Type: Supplemental
Keywords: Combo-OK, Obvious, Judgment
Duration: Instant
Prerequiste Charms: An Eye for an Eye, A Tooth for a Tooth
The flames of Xentair always seek to purge the Guilty from existence. By invoking this charm against the guilty, the Arbiter's anima blazes upon his weapons like a flame. In doing so, he may add half his essence, rounded up, to the raw damage of his attack.
At Essence 4+, the added damage rises to (essence) damage.
Sin Cleansing Flame: Wrath
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on an azure hue as the flames of Wrath consume the guilty. By paying 3 motes, the Arbiter doubles the amount of pre-soak damage dice in the supplemented attack. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Sloth
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on a cyan hue as the guilty begin to slow and decay. Whenever the Arbiter deals at least one level of damage with an attack supplemented with this charm, it drains [essence] motes from the opponent. If there are no motes left then it drains one point of willpower. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Pride
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a golden hue as the arrogant are brought down to be judged. When an Arbiter strikes his opponent with this flame, their own power begins to inhibit them. Most beings suffer an external penalty equal to their Essence value for six ticks. However, if the opponent is a Solar Exalt, the most prideful of the Chosen, then this penalty becomes Internal. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Greed
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a silver hue as the greedy pay for their vanity. An attack supplemented with this charm ignores one-third of the soak of a target. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Requiem of Samael
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Wrath
One of the major souls of Xentair, Samael of the Azure Flame, is charged with destroying to guilty until not even a single speck of ash remains. This charm upgrades its prerequisite. The Arbiter can doubles the amount of post soak damage dice as well as the amount of pre-soak damage dice with an attack supplemented with Sin Cleansing Flame: Wrath. Furthermore, if the Arbiter kills a target with an attack supplemented with this charm, they are killed permanently as the flame reduces their component motes to nothing.
Lullaby of Belphegor
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Sloth
Belphegor of the Cyan Flame beckons the guilty to sleep for all Eternity. This charm permanently improves its prerequisite. Every damaging attack made against a target with an attack enhanced by Sin Cleansing Flame: Sloth moves the target's next action down by a [Essence/2] ticks.
Duet of Lucifer
Cost:- Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Pride
Unlike the rest of the Sins, Pride has both a negative and positive connotation. Lucifer of the Golden Flame embodies both of these aspects. This charm enhances its prerequisite permanently. If even a single level of damage is made by an attack supplemented by this charm, the Arbiter may make reflexive attack supplemented with a different version of Sin-Cleansing Flame for no cost. Up to two flames can affect a single target if the second flame is invoked in this manner. This effect can only be used once per action.
Capriccio of Mammon
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Greed
Mammon of the Silver Flame forces the Guilty to reap what they sow, and pay for their past Sins. This charm permanently enhances its prerequisite, allowing the Arbiter to sever the bonds of essence. If the number raw damage dice of an attack supplemented with this charm is three times as great as a certain artifact's commitment cost, the Arbiter may choose to forfeit the damage dice and instead to choose to sever the attunement between the artifact and the attuner for the rest of the scene.
Black Flame of Reckoning
Cost: 7m 1wp Mins: Ess 4 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious
Duration: Scene-Long
Prerequisite Charms: All 4 variations of Sin Cleansing Flame
Justice will be served to the guilty, for the price of harming the innocent by both word and sword is Death. When this charm is activated, up to two of the Arbiter's weapons becomes wreathed in a black flame that glows with a light that is not light. While this effect is active, the Arbiter suffers no DV penalties while wielding the weapons sheathed in flames and he may activate any of the 4 versions of Sin Cleansing Flame for a total cost of 2 motes without having it count as charm activation. Further more, all four of the flames that are invoked in this manner can be stacked against a single opponent.
At Essence 5+ any of the 4 upgraded version of the Sin Cleansing flame can be invoked in a similar manner for 3 motes.
Dual Flare Shintai
Cost: 13m 2wp Mins: Ess 5 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious, Blasphemy, Form-Type
Duration: Scene-Long
Prerequisite Charms: White Flame of Rejection, Black Flame of Reckoning
Light and Dark, Mercy and Justice, Xentair encompasses these values within her mind and soul. To walk between Good and Evil is her duty as the Final Verdict. As an Arbiter realizes this simple truth, their body and essence is transformed to represent their enlightenment. The Arbiter's anima goes totemic in its absolute glory before his essence spreads visibly from his castemark and chakras, transforming him into his final form. The Arbiter's new form is an armored humanoid in appearance with shifting plates of ivory and obsidian armor burning in black and white flames. The figure's height can range from the Arbiter's original height or he can be equal in size to a royal warstrider. The exact description is up to the player, but any version of the transformation grants the following benefits:
*Any attack made against a person branded Guilty by the Arbiter deals aggravated damage
*Any artifact armor is integrated into the Arbiter's new form, converting all soak to innate soak.
*The Arbiter's anima is materialized, granting a bonus of +[Essence] to all DV and MDV values.
*The anima banner of the Arbiter is totemic for the purposes of Stealth and Anima powers
*He gains [WP+Sum of all Virtues] soak and he add his two highest virtues to his Hardness
*The Arbiter may create a Daiklave and Shield from his essence with the following statistics:
Sword of Reckoning: Speed 4, Acc +[Essence], Damage: [Willpower+Conviction]L/ 3L, Def: +[Temperance], Rate: 4, Tags: O
Shield of Redemption: Speed 5, Acc +1, Damage: 4L, Def: +[sum of All Virtues], Rate: 2, Tags: S
Alternatively, he may choose to add the modifiers above to his existing equipment.
*The cost of Black Flame of Reckoning is reduced to 0m 1wp and the cost of activating any of the 4 versions of sin cleansing flame is reduced to 1m.
However, if the Arbiter takes a form that is at least three times his original height, he adds his Essence to his strength for the purpose of damage, clinches, and feats of strength.
Driving Force of Will
Cost: 3m Mins: Ess 2 Type: Reflexive
Keywords: Social
Duration: Instant
Pre-Requisite Charms: None
Xentair relishes and is content with her personal authority. She is her own ruler, and her being is the only kingdom she seeks. She will not allow others to take that away from her.
This charm enhances an Arbiter's MDV against a manipulation type social attack, increasing her MDV by her Essence.
Glacier Heart Method
Cost: 3m 1wp Mins: Ess 2 Type: Reflexive
Keywords: None
Duration: Until end of Scene
Pre-requisite Charms: Driving Force of Will
An Arbiter's heart can be as cold as the North. Unable to touched by warmth, the Arbiter is merciless against the Guilty. When activated, the Arbiter permanently dispels all current emotional effects and becomes immune to emotional effects until the end of the scene.
Bulwark of Assured Independence
Cost: (+2m 1wp) Mins: Ess 3 Type: Permanent
Keywords: Social, Obvious, Combo-OK
Duration: Permanent
Prerequisite Charms: Driving Force of Will
Xentair is fiercely protective about her independence, and refuses to let anybody order her. She guards her freedom jealously, and woe to those who attempt to take it.
This charm upgrades its prerequisite, extending its duration to scene-long. Any attempts to command or manipulate the Arbiter is treated as an unacceptable order, causing the Arbiter's anima to rise to totemic level for a split second, causing the attacker to instantly know their folly. This defense can be bypassed simply by being honest, and during that time the Arbiter's MDV rises by her highest virtue as well as her essence.
Erasure of Desires
Cost: 3m Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Glacier Heart Method
An Arbiter's discipline is one of the many things that allow them to judge properly. They are not so easily swayed in the heat of the moment.
When an Arbiter is infected with a Compulsion, she may roll her temperance and willpower against a difficulty equal to the Essence score of the imposer of the compulsion. If the compulsion is not established by a person, then the default difficulty is automatically 3. Upon success, the Arbiter breaks free of the compulsion and regains a Temperance channel.
Neutral Witness Testimony
Cost: 3m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Until end of scene
Prerequisite Charms: Erasure of Desires
Xentair puts aside emotions and attachments are put aside in order to completely judge the evidence before him. By activating this charm in the response to having an intimacy imposed upon the Arbiter, the Arbiter erases his emotions and severs the artificial attachment.
Defiant Pillar of Flares
Costs: 7m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious, Counterattack
Duration: Scene-Long
Pre-Requisite Charm: Ivory Aegis Body
An Arbiter remains unshakable in her will, and her heart and will cannot be changed. Reasserting her own purpose and her own mantra in the world, she purges anything that dares to challenge her identity.
This charm may be used as a counterattack when a shaping effect targets the Arbiter or anything that he has on his body. The purging flames of Xentair engulf the Arbiter and all objects that are physically connected to her, preventing any shaping effect from changing or affecting anything within it. Furthermore, the monochrome flames consume anything that comes into contact with the Arbiter, dealing (essence)L damage to anything that touches the Arbiter. The charm functions as long as the seven motes used to activate this charm remain committed.
White Flame of Rejection
Costs: 9m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Combo-OK, Stackable, Touch, Sorcerous
Duration: Until Complete
Repurchases: Essencex2 Times
Prerequisite Charms: Defiant Pillar of Flames, Mask Shredding Repast
The white flames of Xentair purge any and all distortions that exist in Creation. It consumes all falsehoods and all lies, revealing the true form of all things.
The first purchase of this charm allows to undo an imposed effect upon a person, which is is designated upon purchase of the charm. But in order for this charm to function, the being that the fire will target must agree to it. Some examples of things that the flames can purge are Shaping effects, Mutations gained from exposure to the Wyld, and derangements. Injuries cannot be healed with this charm.
Isolation Grasp
Cost: 12m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Sorcerous, Native, Combo-basic
Duration: Instant
Prerequisite Charms: Mask Shredding Repast, First Xentair Excellency
Xentair cherishes the freedom of others to make their choices in life. She also despises anything that controls or tries to manipulate things from within. When using this charm, the Arbiter roll her Essence+Willpower against an entity possessing or inhabiting another person or object, this roll can only be enhanced by Xentair's excellency or a conviction channel. The possessor rolls her integrity plus willpower. If the Arbiter reaches 23 successes first, the being is extracted and cannot dematerialize for (essence) hours. If the Arbiter loses, the extraction fails and she may not try again until the end of the scene.ods and demons, are equal before me."
First Xentair Excellency
Costs: 1m per dice Mins: Ess 1 Type: Reflexive
Duration: Instant
Keywords: Combo-OK,
Prerequisite Charms: None
Xentair is neutral and brutally honest. She pursues the absolute truth of others and uses that as a basis of her judgment. She is unbiasednot because she is compassionate, but rather because she cannot differentiate between demons and gods, kings and knaves. She loves to exercisepersonal power and freedom as she punishes the guilty and protects the innocent. Her core nature embraces the duality between opposing forces and she always seeks balance within Creation. She punishes arrogance andburns lies and deception until only the truth remains.
Xentair's excellency may be invoked when a character judges those around her and when they execute the guilty. It may also be invoked when a character protects themselves or the innocent from harm, but never when those people initiate hostility. It can also be used to reveal things that are hidden, as well as to help expose lies and deception. It is against Xentair's nature to work against the freedom of others, thus her excellency cannot be used in any context of controlling or manipulating people, nor can it be used to rule over a group of individuals. Xentair also frowns upon deceit and vanity, thus lying, acts of deception, or acting out too dramatically or in an over-exaggerated manner is forbidden when using her Excellency.
Xentair Mythos Exultant
Xentair is an incarnation of Justice and Venegance simultaneously, for both are the same only with minor differences. This is neither good nor bad, for seeing every single perspective simultaneously grants her uncanny insight into how a specific person may work. By forfeiting a stunt's rewards, she may choose to see one of the following from a certain character:
- Perm. Essence Value
- Willpower remaining
- Motes Remaining
- Motivation *can only be bought with a 3-die stunt*
- (Stunt Rating) Intimacies
- (Stunt Rating) Situation Relevant Charms (Active charms take priority)
Arbiter Caste:
The caste-mark of the Arbiter is a pair of black and white scales, divided into two parts down the center. Their banners are also divided vertically into black and white halves, usually containing opposite concepts and themes. An additional single color is present in both halves, which thematically represents the Arbiter's individuality.
An Arbiter may spend one mote to use their anima to brand a verdict upon a target, either Guilty or Innocent. Doing so is not painful to the victim, although the brand become Obvious to anyone with any sort of essence sight. This brand cannot be removed and can only be changed by the Arbiter. An Arbiter may also pay 5 motes to add his Essence in auto-successes made to a Perception+Investigation roll made in order to identify a magical effect or charm. This easily pierces magical and physical deception, granting the Arbiter +3 MDV against Illusions and Manipulation effects. This effect automatically comes into play once the Arbiter spends 11+ motes of Peripheral Essence.
Favored Abilities: Melee, Investigation, Resistance, Integrity, Awareness
Imperfection of the Monochrome Citadel:
Xentair is easily able to discern the innocent from the guilty. As such, she cannot let the innocent come to harm, even if it means letting herself take their place. Charms with this Imperfection are unable to function when the Arbiter willingly allows an innocent to come to harm.
Preciptious Fiat: Sins of the Chosen
Xentair considers herself to a judge whose purview spans across Creation. She takes it upon herself as her duty to bring all sinners to justice. Even if they are the mighty Exalted themselves.
To activate this fiat, the Arbiter selects an supernatural being that she has met. She then investigates them thoroughly. Once she has gained enough information to establish a solid verdict, she then proclaims her judgment to the defendant. The Arbiter may then roll her Conviction, eliminating one point per success from her Limit track.
Xentairic Urge (The Urge to Arbitrate)
This urge compels the Arbiter to act as an entirely impartial judge of truth. They are forced to seek out a hidden secret kept by another sentient being, reveal it to those who have a right to know and then carry out the most appropriate judgement. Alternatively, the Arbiter may be compelled to determine the truth on both sides of a case and act as an impartial judge.
Examples include:
-Prove Sidereal involvement in the Usurpation.
-Discover who was behind a series of murders that have gone unsolved for centuries
-Judge whether the Yozis SHOULD be released
-Judge if the Solars are worthy to become the Rulers of Creation once more.
Torment of Xentair
When an Arbiter's Torment is full, he suffers the Curse of Xentair. During that time, he completely and utterly devotes himself to his Motivation and Urge, and relentlessly pursues it in all matters. He will give up any long term advantage to chase his currant antagonist, overusing his resources, countering action with too much force, using essence to act when a normal action would suffice. He no longer cares about the opinions of others and does whatever is necessary to accomplish his goals.
Ascendancy Mantle of Xentair:
When Xentair grants her power to other Infernals for the purpose of enlightenment, she pays close attention to those who are using her power. The Warlock therefore gains double the limit from betraying their urge.
Sorcerous Initiation of Xentair:
Xentair believes that beings should be free to make their own mistakes and their own triumphs. She does not accept any type of sorcery that directly manipulates or controls the will of any being. She excels at spells that sentence or give retribution against a singular person or provide balance, decreasing the cost of single target spells and countermagics by 10m 1wp. Some examples are Flying Guillotine or Wrath of the Elemental Dragons.
New Keywords: Judgment~ Charms with the Keyword can only be used against those who are branded Guilty by the Arbiter. The only exception to this rule is when Xentair uses those charms in self-defense. Strangely, these charms also function in friendly duels when Arbiter is judging a person's ability in combat.
Lies to Ashes
Cost: 3m, Mins: Essence 2, Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Pre-Requisite Charms: None
It is by nature for Xentair to burn away any and all lies that she encounters. Only then can the truth be revealed.
By paying three motes, the Arbiter may test the validity of a verbal statement. Whenever a lie or a half-truth is knowingly told, the words scald the tongue of the person speaking, causing them to cough out a brief burst of black and white flame as well a couple fleck of gray ash though they do no physical damage. Lies backed with the use of a charm require a contested roll. In that case, this charm adds the Arbiter's essence in automatic successes to this roll.
Censor Rectifying Pyre
Cost: - (+2m) Mins: Ess 2 Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Deceit to Ashes
This charm upgrades its prerequisite, allowing the Arbiter to determine the truth in the written words and text. If the Arbiter touches a word or phrase tainted with deceit it is burned away, leaving nothing but parchment behind. If the entire document is deceitful or if there is not even a single bit of truth, the entire document in consumed by black and white flames, leaving nothing behind.
At Essence 3+, by paying two motes the Arbiter may choose to have the flames reveal the truth, causing the fire to erase and replace the burned content, searing the words into the parchment.
Glimpses through the Veil
Cost: 2m Mins: Ess 2 Type: Instant
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Lies to Ashes
An Arbiter glimpse upon the true nature of a person, revealing everything that is underneath the mask known as the face.
The Arbiter enhances an Investigation roll, allowing a successful examination to determine the basic personality of the target as well as the presence of a mundane disguise.
Inevitability of Truth
Costs: (+1wp) Mins: Ess 3 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Glimpses through the Veil
This charm permanently upgrades its prerequisite. For every 5 successes made on the Investigation roll supplemented with Glimpses through the Veil, the Arbiter's player may spend one willpower to ask a single yes or no question about the person being investigated to the ST. The ST reserves the right to deny answering the question if it is too important and if they choose to do so, this charm's cost is refunded.
Justice is Blind
Cost: - Mins: Ess 2 Type: Permanent
Keywords: Social
Duration: Permanent
Prerequisite Charms: None
The judgments of Xentair are honest and unbiased. Although most people mistake this as a sign of Xentair's benevolence, the Arbiter knows better. Xentair cannot distinguish between demons and gods, and renders them the same.
As a perfect effect, this charm nullifies any sort of Appearance modifier upon the Arbiter's MDV's. In the case of a charm roll-off, the arbiter adds (essence) successes to the roll-off.
Mask Shattering Repast
Cost: 3m Mins: Ess 2 Type: Instant
Keywords: Touch, Obvious
Prerequisite Charms: Glimpses through the Veil, Censor Rectifying Pyre
Flimsy barriers of gossamer and lies will never impede upon Xentair's investigation, nor will it affect her judgment. Such things collapse and shatter with a single touch.
Whenever a person comes into physical contact with a supernatural or mundane disguise or veil, the Arbiter rolls her Perception+Investigation with (Essence) auto-successes while the disguised person rolls Wits+Stealth for mundane disguises or Manipulation+Stealth for supernatural disguises. If the Arbiter wins, the disguise shatters and burns away. If not, nothing happens, although the Arbiter will know if they failed.
Scales of Judgment Stance
Cost: 2+m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK
Duration: Action
Prerequisite Charms: Twin Arms of the Scales
Even in the face of utmost danger, the Arbiter weighs all options before him before deciding on his course of action. Once decided, however, he is resolute. By paying two motes, the Arbiter may activate Scales Judgment stance in response to an attack to negate all penalties to either his PDV or DDV. For the remainder of the action, he may spend an additional 2m in response to each additional attack, negating all penalties to the selected DV for that attack alone.
The guilty are often mercurial in their efforts to escape judgment, and to bring justice, so must the Arbiter learn to adapt. At Essence 3, the Arbiter may reflexively spend 1m to alter the setting of Scale of Judgment Stance for the remainder of the action, shifting its benefit towards the previously unaffected DV. At Essence 4+, the Arbiter may do so for free.
Twin Arms of the Scales
Cost: - (+4m) Mins: Ess 2 Type: Permanent
Keywords: Combo-Basic
Duration: Permanent
Prerequisite Charms: None
The arbiter constantly balances the good and the evil of the world, and is ready to reciprocate evil whenever he encounters evil and good where he encounters good. This charm permanently augments the Arbiter's join battle roll. When the Arbiter pays four motes, he adds his perception in dice to his join battle roll. Any two weapons that the Arbiter can access are readied reflexively. As an added bonus, upon learning this charm, the Arbiter permanently becomes ambidextrous.
Ivory Aegis Reflection
Cost: 8m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin Arms of the Scales
In the face of adversity, the Arbiter channels the full extent of his power and authority into his weapons. And through this, the Arbiter becomes unmovable and invulnerable.
Through this charm, the Arbiter's weapon takes on a brilliant white hue as his essence empowers metal to turn aside any blow. The blow is repelled back by the will and conviction of the Arbiter, rendering all attacks useless. This charm is a perfect parry which suffers from the Imperfection of the Monochrome Citadel.
Upright Spine of the Scales
Cost: 5m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-Basic
Duration: Scene-Long
Prerequisite Charms: Ivory Aegis Reflection
No matter what the circumstances, the Arbiter's mind will not allow him to fall to his foes and the Guilty. Even when battered and bloodied, the Arbiter will not allow himself to falter.
When the Arbiter uses this charm, he ceases to feel pain and agony as his mind is consumed by his drive and purpose. He ignores wound penalties and all levels of damage that would be put into their incapacitated pool instead subtract one temporary willpower. Only when their will is exhausted is the Arbiter can fall. Upon termination of this charm, all health-levels mitigated through this charm instead upgrade an equal amount of damage into the next tier of damage. Bashing turns into lethal and lethal turns into aggravated, as the strain upon the Arbiter's body finally registers.
Weighted Base of the Scales
Cost: 4m (+2m 1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequsite Charms: Upright Spine of the Scales
An Arbiter's willpower and conviction are the most potent of her weapons, and by enforcing those qualities the Arbiter will never stagger or flinch.
This charm may be activated reflexively whenever the Arbiter suffers a knock-back or knockdown effect. During that moment before the Arbiter would be moved, the Arbiter hardens her mind and soul. She rolls a dice pool equal to her Willpower and Conviction which cannot be enhanced by charms. Each success subtracts one yard of knock-back while and difficulty to counter knockdown is equal to the opponent's essence.
At Essence 4+, if the knockback distance is reduced to zero in this manner or the Arbiter succeeds on negating the knockdown, the Arbiter may spend two motes and one willpower to redirect the force of the resisted blow onto the attacker. This causes the attacker to go flying back in opposite direction that was originally intended while adding half a yard of distance per excess success. In the case of knockback, it is imposed upon the opponent.
Monochrome Scale Shintai
Costs: 8m 1wp Mins: Ess 3 Type: Simple
Keywords: Combo-Basic, Obvious, Form-Type
Duration: Scene-Long
Prerequisite Charms: Weighted Base of the Scales
Xentair weighs good and evil, sin and virtue, equally upon her mind, body and soul, so much that her physical form is effected by it. Always balanced and never faltering.
When this charm is activated, the Arbiter's body hardens and takes on the appearance of black and white stone. His body is divided perfectly down the center, one half black as the night, the other half as white as bone. Doing so adds the Arbiter's willpower to his soak values as well as her highest virtue to her DV values. The Arbiter also automatically balances any hostile attacks with those of her own, sending an automatic counter-attack that ignores rate every time an opponent attempts to strike her. Lastly, the Arbiter's is completely immune to emotional and illusion effects.
Alabaster Vigil
Cost: 2m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Twin arms of the Scales
Xentair, although she is not compassionate, defends the innocent justly. She is obligated to defend herself and those who she has judged innocent for as long as she draws breath. This charm detects anything tainted with hostile intent such as an unseen projectile or a malicious trap. This charm negates surprise and allows for the full DV value of the Arbiter to be used against the attack.
At Essence 3+, the Arbiter may extend this protection upon others in his surrounding area. By activating this charm, he quickly intercepts and applies his parry DV to any unexpected attacks made against anyone (Essencex2) yards from him.
An Eye for an Eye
Costs: 4m (1wp) Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Alabaster Vigil
The scales shall be balanced, and a hostile action shall be balanced with another. This charm triggers when an Arbiter has defended against an attack with his Parry DV. If the Arbiter pays four motes, he redirects the attack back at the opponent using his assailant's statistics to calculate damage and accuracy.
At an Essence 4+ repurchase, any supplemental charms in the original attack are replicated for free.
At Essence 5+ by paying one willpower, the charm's duration extends until the end of the action.
A Tooth for a Tooth
Costs: - Mins: Ess 3 Type: Permanent
Keywords: Overdrive
Duration: Permanent
Prerequisite Charms: Twin Arms of the Scales
As the Arbiter exerts his judgment upon the Guilty, his will and resolve only increase. This charm grants an overdrive pool with a capacity of 20 motes. Upon declaring a person Guilty, the Arbiter gains 3 motes in this pool. He also gains two motes every time he deals at least a single level of damage upon a Guilty opponent.
A Sin for a Sin
Costs: 3m Mins: Ess 3 Type: Supplemental
Keywords: Combo-OK, Obvious, Judgment
Duration: Instant
Prerequiste Charms: An Eye for an Eye, A Tooth for a Tooth
The flames of Xentair always seek to purge the Guilty from existence. By invoking this charm against the guilty, the Arbiter's anima blazes upon his weapons like a flame. In doing so, he may add half his essence, rounded up, to the raw damage of his attack.
At Essence 4+, the added damage rises to (essence) damage.
Sin Cleansing Flame: Wrath
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on an azure hue as the flames of Wrath consume the guilty. By paying 3 motes, the Arbiter doubles the amount of pre-soak damage dice in the supplemented attack. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Sloth
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This charm permanently upgrades its prerequisite. The flame of judgement takes on a cyan hue as the guilty begin to slow and decay. Whenever the Arbiter deals at least one level of damage with an attack supplemented with this charm, it drains [essence] motes from the opponent. If there are no motes left then it drains one point of willpower. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Pride
Cost: +2m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a golden hue as the arrogant are brought down to be judged. When an Arbiter strikes his opponent with this flame, their own power begins to inhibit them. Most beings suffer an external penalty equal to their Essence value for six ticks. However, if the opponent is a Solar Exalt, the most prideful of the Chosen, then this penalty becomes Internal. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Sin Cleansing Flame: Greed
Cost: +3m Mins: Ess 3 Type: Permanent
Keywords: Combo-OK, Obvious, Judgment
Prerequisite Charms: A Sin for a Sin
This flame permanently upgrades its prerequisite. The flame of judgment takes on a silver hue as the greedy pay for their vanity. An attack supplemented with this charm ignores one-third of the soak of a target. This effect is not compatible with other iterations of Sin-Cleansing Flame.
Requiem of Samael
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Wrath
One of the major souls of Xentair, Samael of the Azure Flame, is charged with destroying to guilty until not even a single speck of ash remains. This charm upgrades its prerequisite. The Arbiter can doubles the amount of post soak damage dice as well as the amount of pre-soak damage dice with an attack supplemented with Sin Cleansing Flame: Wrath. Furthermore, if the Arbiter kills a target with an attack supplemented with this charm, they are killed permanently as the flame reduces their component motes to nothing.
Lullaby of Belphegor
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Sloth
Belphegor of the Cyan Flame beckons the guilty to sleep for all Eternity. This charm permanently improves its prerequisite. Every damaging attack made against a target with Sin Cleansing Flame: Sloth moves the target's next action down by a single tick.
Duet of Lucifer
Cost:- Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Pride
Unlike the rest of the Sins, Pride has both a negative and positive connotation. Lucifer of the Golden Flame embodies both of these aspects. This charm enhances its prerequisite permanently. If even a single level of damage is made by an attack supplemented by this charm, the Arbiter may make reflexive attack supplemented with a different version of Sin-Cleansing Flame for no cost. Up to two flames can affect a single target if the second flame is invoked in this manner. This effect can only be used once per action.
Capriccio of Mammon
Cost: - Mins: Ess 5 Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sin Cleansing Flame: Greed
Mammon of the Silver Flame forces the Guilty to reap what they sow, and pay for their past Sins. This charm permanently enhances its prerequisite, allowing the Arbiter to sever the bonds of essence. If the number raw damage dice of an attack supplemented with this charm is three times as great as a certain artifact's commitment cost, the Arbiter may choose to forfeit the damage dice and instead to choose to sever the attunement between the artifact and the attuner for the rest of the scene.
Black Flame of Reckoning
Cost: 7m 1wp Mins: Ess 4 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious
Duration: Scene-Long
Prerequisite Charms: All 4 variations of Sin Cleansing Flame
Justice will be served to the guilty, for the price of harming the innocent by both word and sword is Death. When this charm is activated, up to two of the Arbiter's weapons becomes wreathed in a black flame that glows with a light that is not light. While this effect is active, the Arbiter suffers no DV penalties while wielding the weapons sheathed in flames and he may activate any of the 4 versions of A Sin for a Sin for a total cost of 2 motes without having it count as charm activation. Further more, all four of the flames that are invoked in this manner can be stacked against a single opponent.
Dual Flare Shintai
Cost: 13m 2wp Mins: Ess 5 Type: Simple
Keywords: Judgment, Combo-Basic, Obvious, Blasphemy, Form-Type
Duration: Scene-Long
Prerequisite Charms: White Flame of Rejection, Black Flame of Reckoning
Light and Dark, Mercy and Justice, Xentair encompasses these values within her mind and soul. To walk between Good and Evil is her duty as the Final Verdict. As an Arbiter realizes this simple truth, their body and essence is transformed to represent their enlightenment. The Arbiter's anima goes totemic in its absolute glory before his essence spreads visibly from his castemark and chakras, transforming him into his final form. The Arbiter's new form is an armored humanoid in appearance with shifting plates of ivory and obsidian armor burning in black and white flames. The figure's height can range from the Arbiter's original height or he can be equal in size to a royal warstrider. The exact description is up to the player, but any version of the transformation grants the following benefits:
*Any attack made against a person branded Guilty by the Arbiter deals aggravated damage
*Any artifact armor is integrated into the Arbiter's new form, converting all soak to innate soak.
*The Arbiter's anima is materialized, granting a bonus of +[Essence] to all DV and MDV values.
*The anima banner of the Arbiter is totemic for the purposes of Stealth and Anima powers
*He gains [WP+Sum of all Virtues] soak and he add his two highest virtues to his Hardness
*The Arbiter may create a Daiklave and Shield from his essence with the following statistics:
Sword of Reckoning: Speed 4, Acc +[Essence], Damage: [Willpower+Conviction]L/ 3L, Def: +[Temperance], Rate: 4, Tags: O
Shield of Redemption: Speed 5, Acc +1, Damage: 4L, Def: +[sum of All Virtues], Rate: 2, Tags: S
Alternatively, he may choose to add the modifiers above to his existing equipment.
*The cost of Black Flame of Reckoning is reduced to 0m 1wp and the cost of activating any of the 4 versions of sin cleansing flame is reduced to 1m.
However, if the Arbiter takes a form that is at least three times his original height, he adds his Essence to his strength for the purpose of damage, clinches, and feats of strength.
Driving Force of Will
Cost: 3m Mins: Ess 2 Type: Reflexive
Keywords: Social
Duration: Instant
Pre-Requisite Charms: None
Xentair relishes and is content with her personal authority. She is her own ruler, and her being is the only kingdom she seeks. She will not allow others to take that away from her.
This charm enhances an Arbiter's MDV against a manipulation type social attack, increasing her MDV by her Essence.
Glacier Heart Method
Cost: 3m 1wp Mins: Ess 2 Type: Reflexive
Keywords: None
Duration: Until end of Scene
Pre-requisite Charms: Driving Force of Will
An Arbiter's heart can be as cold as the North. Unable to touched by warmth, the Arbiter is merciless against the Guilty. When activated, the Arbiter permanently dispels all current emotional effects and becomes immune to emotional effects until the end of the scene.
Bulwark of Assured Independence
Cost: (+2m 1wp) Mins: Ess 3 Type: Permanent
Keywords: Social, Obvious, Combo-OK
Duration: Permanent
Prerequisite Charms: Driving Force of Will
Xentair is fiercely protective about her independence, and refuses to let anybody order her. She guards her freedom jealously, and woe to those who attempt to take it.
This charm upgrades its prerequisite, extending its duration to scene-long. Any attempts to command or manipulate the Arbiter is treated as an unacceptable order, causing the Arbiter's anima to rise to totemic level for a split second, causing the attacker to instantly know their folly. This defense can be bypassed simply by being honest, and during that time the Arbiter's MDV rises by her highest virtue as well as her essence.
Erasure of Desires
Cost: 3m Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Glacier Heart Method
An Arbiter's discipline is one of the many things that allow them to judge properly. They are not so easily swayed in the heat of the moment.
When an Arbiter is infected with a Compulsion, she may roll her temperance and willpower against a difficulty equal to the Essence score of the imposer of the compulsion. If the compulsion is not established by a person, then the default difficulty is automatically 3. Upon success, the Arbiter breaks free of the compulsion and regains a Temperance channel.
Neutral Witness Testimony
Cost: 3m 1wp Mins: Ess 3 Type: Reflexive
Keywords: Combo-OK
Duration: Until end of scene
Prerequisite Charms: Erasure of Desires
Xentair puts aside emotions and attachments are put aside in order to completely judge the evidence before him. By activating this charm in the response to having an intimacy imposed upon the Arbiter, the Arbiter erases his emotions and severs the artificial attachment.
Defiant Pillar of Flares
Costs: 7m Mins: Ess 2 Type: Reflexive
Keywords: Combo-OK, Obvious, Counterattack
Duration: Scene-Long
Pre-Requisite Charm: Ivory Aegis Body
An Arbiter remains unshakable in her will, and her heart and will cannot be changed. Reasserting her own purpose and her own mantra in the world, she purges anything that dares to challenge her identity.
This charm may be used as a counterattack when a shaping effect targets the Arbiter or anything that he has on his body. The purging flames of Xentair engulf the Arbiter and all objects that are physically connected to her, preventing any shaping effect from changing or affecting anything within it. Furthermore, the monochrome flames consume anything that comes into contact with the Arbiter, dealing (essence)L damage to anything that touches the Arbiter. The charm functions as long as the seven motes used to activate this charm remain committed.
White Flame of Rejection
Costs: 9m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Combo-OK, Stackable, Touch, Sorcerous
Duration: Until Complete
Repurchases: Essencex2 Times
Prerequisite Charms: Defiant Pillar of Flames, Mask Shredding Repast
The white flames of Xentair purge any and all distortions that exist in Creation. It consumes all falsehoods and all lies, revealing the true form of all things.
The first purchase of this charm allows to undo an imposed effect upon a person, which is is designated upon purchase of the charm. But in order for this charm to function, the being that the fire will target must agree to it. Some examples of things that the flames can purge are Shaping effects, Mutations gained from exposure to the Wyld, and derangements. Injuries cannot be healed with this charm.
Isolation Grasp
Cost: 12m 1wp Mins: Ess 4 Type: Simple
Keywords: Obvious, Sorcerous, Native, Combo-basic
Duration: Instant
Prerequisite Charms: Mask Shredding Repast, First Xentair Excellency
Xentair cherishes the freedom of others to make their choices in life. She also despises anything that controls or tries to manipulate things from within. When using this charm, the Arbiter roll her Essence+Willpower against an entity possessing or inhabiting another person or object, this roll can only be enhanced by Xentair's excellency or a conviction channel. The possessor rolls her integrity plus willpower. If the Arbiter reaches 23 successes first, the being is extracted and cannot dematerialize for (essence) hours. If the Arbiter loses, the extraction fails and she may not try again until the end of the scene.
Thoughts?
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