Infernal Monster Style

Bloody-Handed Horror

Cost: -
Mins: Martial Arts 3, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Retribution Will Follow
The Infernal Monster exists to kill, and with its full fury behind its attacks, it becomes trivial to do so. This Charm permanently enhances the martial artist's capabilities so that when performing a fierce blow (see Exalted, p. 158) to enhance a close-fisted striking technique, he can choose to inflict lethal or bashing damage with the attack, and adds an additional (Essence) damage to the attack. The martial artist can also use fierce blows to enhance grappling, applying the external penalty whenever he attempts to crush an opponent to increase the damage, applying the benefits of this Charm as normal.

Shield-Breaking Fist

Cost: 3m or 5m
Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Bloody-Handed Horror
The unrestrained ferocity of the Infernal Monster demolishes the defenses of those who foolishly attempt to weather its fury instead of fleeing for safety. This Charm enhances an unarmed Martial Arts attack so that anyone who attempts to block it has their Parry DV halved(rounded down) before applying it to the martial artist's attack successes. The target is aware of this disadvantage after attempting to block an attack supplemented by this Charm, and can choose to use their Dodge DV against further attacks thereafter. If the martial artist has Essence 3+, spending an additional two motes to activate this Charm renders the attack fully unblockable.

Inevitable Destruction Rampage

Cost: 5m
Mins: Martial Arts 5, Essence 3
Type: Supplemental
Keywords: Combo-OK
Duration: One flurry
Prerequisite Charms: Shield-Breaking Fist
The Infernal Monster relentlessly batters its enemies' defenses until they give way. This Charm enhances a flurry so that the DV penalty inflicted by each attack in the flurry is doubled, and half of the total resulting onslaught penalty remains after the flurry ends as a general DV penalty.

Courage-Crushing Strike

Cost: 2m
Mins: Martial Arts 5, Essence 4
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Shield-Breaking Fist
Those who attempt to stand against the Infernal Monster's wrath find their bones crack under the weight of its blows despite their defenses. This Charm enhances an unarmed Martial Arts attack so that if the target successfully defends against the attack with their Parry DV without using a perfect parry effect, the target still suffers (Essence) dice of unsoakable bashing damage from the attack's tremendous impact.

Hand of Ruin

Cost: 6m (+1wp)
Mins: Martial Arts 5, Essence 5
Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Courage-Crushing Strike
The defenses of mortal men are insignificant to the might of the Infernal Monster. Their only choices are to flee or be destroyed. This Charm enhances an unarmed Martial Arts attack, causing a number of effects:

  • Weapons and shields made of non-magical materials that attempt to block the attack are automatically destroyed and the attack continues unhindered. If the parry was enhanced with magic, the target's Parry DV still applies, but the weapon is still destroyed afterwards.
  • Attempting to block bare-handed without magic disables the limb used for the defense, and only beings that recover from destroyed limbs like an Exalt can recover from the Crippling effect, which requires time equal to a -4 health level.
  • Armor made with non-magical materials is destroyed by the attack, ignoring its soak and Hardness.
  • Attacks on objects also ignore the object's soak and Hardness. Alternately, the Infernal can activate this when performing a feat of strength to break an object, adding a point of Willpower to the cost, and automatically succeed at the attempt.

Unflinching Fury

Cost: -
Mins: Martial Arts 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Retribution Will Follow
Part of the horror of the Infernal Monster is that it's thirst for destruction overrides its senses, allowing it to function even when it should not be physically possible. This Charm permanently enhances its prerequisite so that whenever it is active, the martial artist ignores any Crippling effects inflicted on him less than complete amputation. They can still be inflicted upon the martial artist, but all penalties are ignored for as long as the mindless rage lasts.

Death From Above

Cost: - (+2m)
Mins: Martial Arts 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Leaping Smash Technique
When the Infernal Monster falls upon its prey, it does so literally, bringing its descent to a crushing halt on top of its opponent. This Charm permanently improves its prerequisite, allowing the martial artist to spend an additional two motes to replace the normal bonus to raw damage with a bonus equal to (number of yards dropped vertically/2, rounded up), up to a maximum bonus of 25, when the Infernal reaches terminal velocity. In normal circumstances, the Infernal's vertical leap distance sets the damage bonus, but when inside, this can be much less, and if the martial artist has the higher ground, it can be much more. However, if the martial artist drops onto the opponent from a distance greater than their vertical leap distance, he suffers falling damage as if he fell from a height equal to the remaining distance. But nobody ever accused the Infernal Monster of being cautious.

Sudden Slaughter Surprise

Cost: -
Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Nowhere to Hide
Those few who survive their initial encounter with the Infernal Monster must forever spend their lives looking over their shoulder, for the moment they let their guard down will be their last. This Charm permanently enhances the martial artist's capabilities so that the first unexpected attack the martial artist makes in a scene against someone tagged by Nowhere to Hide that has not been made aware of his presence yet has a number of post-soak damage dice equal to (Martial Arts) converted to automatic successes. At Essence 5+, this benefit applies to all unexpected attacks made against tagged targets.

Unstoppable Juggernaut Pursuit

Cost: - (3m)
Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Raging Behemoth Charge
Nothing that the Infernal Monster's victims hide behind will be able to protect them. This Charm enhances Raging Behemoth Charm, eliminating the requirement of being able to perceive the character he is moving towards so long as the martial artist's DVs have not refreshed more than twice since last seeing the target, or if he has placed a Sorcerous tag on the target. It also adds characters the martial artist has physically attacked this scene as applicable for moving towards with the Charm's speed bonus. Additionally, the martial artist may attempt to break an object that obstructs his path to any character he observed physically attacking him this scene as an instant, reflexive action by spending three motes, and adds his Martial Arts to his (Strength + Athletics) when determining if he is successful in doing so.

Eyes in the Dark

Cost: - (+1m)
Mins: Martial Arts 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Infernal Monster Form
The Infernal Monster is a creature of dark caves, thick fog, and moonless nights. It is at its most terrifying when you can't see it, because it can still see you. This Charm allows the martial artist to spend an additional mote when activating Infernal Monster Form, negating any penalties caused by a lack of light or non-solid visual obstructions such as smoke, fog, or heavy weather. However, while this is in effect, penalties caused by bright light(i.e., in excess of normal daylight) inflict double their normal penalties on the martial artist. Invisibility and supernatural occlusion of kinds other than those previously listed are unaffected for better or worse.

Spiteful Retaliation Fist

Cost: 3m
Mins: Martial Arts 4, Essence 3
Type: Reflexive(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Infernal Monster Form
The Infernal Monster does not defend itself, instead countering opposition with superior brutality. This Charm is invoked when the character is the target of an attack, the martial artist forfeiting their Defense Value to make an active attack against the incoming attack, swatting arrows aside or negating the impact of a weapon with his powerful fist. The attack is made at the martial artist's full dice pool, with an external penalty of (the attacker's Dexterity). Fragile projectiles such as arrows may be annihilated outright, but more durable projectiles(which need not be physical, as this charm can counter immaterial attacks like flame or Essence) and close combat attacks have their damage reduced by an amount equal to the raw damage of the martial artist's attack, to a minimum of zero.

Bone-Cracking Counterstroke

Cost: - (+2m)
Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: Counterattack
Duration: Permanent
Prerequisite Charms: Spiteful Retaliation Fist
Those whose attacks merely fail against the Infernal Monster are lucky. The less fortunate find that they have done more harm to themselves than their unstoppable foe. By spending two additional motes when activating its prerequisite, this Charm allows the martial artist to make a reflexive counterattack if the damage of the opponent's attack is reduced below zero, as the martial artist smashes through to strike the offending opponent. This counterattack adds a bonus to its Damage equal to the remaining damage the attack provided by Spiteful Retaliation Fist had after negating the opponent's attack.

Resistance-Crushing Grasp

Cost: 4m (+1wp)
Mins: Martial Arts 4, Essence 3
Type: Reflexive (Step 9)
Keywords: Obvious, Combo-OK, Counterattack, Crippling
Duration: Instant
Prerequisite Charms: Spiteful Retaliation Fist
Some mad, desperate fools try to fight the Infernal Monster rather than flee. But they learn this is equally hopeless as their efforts are crushed. Literally. This Charm can be activated after the martial artist uses their Parry DV against a close combat attack, allowing the martial artist to make a reflexive, undodgeable disarm or sweep attempt(see Exalted, p. 158 and 153 respectively), with a successful roll automatically disarming the opponent or inflicting knockdown as the martial artist catches the offending weapon or limb, their terrible grip wresting thr weapon away or bringing the target to their knees in pain. In addition to these effects, the martial artist can choose to spend a point of Willpower after rolling, automatically destroying mortal weapons on a successful disarm or disabling the attacking limb for the scene as a Crippling effect.

Hulking Horror Mutation

Cost: 2+m
Mins: Martial Arts 5, Essence 5
Type: Permanent (Speed 8, DV -2)
Keywords: Form-Enhancing (+0m)
Duration: Permanent
Prerequisite Charms: Infernal Monster Form
The Infernal Monster towers over its victims, its enormous body swollen with unholy might. This Charm permanently enhances Infernal Monster Form, allowing it to dramatically increase the user's size and power, providing an additional -2 health level and dot of Strength for every two additional motes committed. The Strength bonus is treated as a dice bonus from Charms and is explicitly allowed to exceed the normal limit to the bonus that Infernal Monster Form can provide to Strength. Every two motes committed increases the martial artist's size by an additional 10%, and extends the range of its astrological influence by an another mile. Additional superficial changes are possible depending upon the unique character of the martial artist, such as altered skin color and texture, or distorted physical proportions, or even a change in the message recieved by astrology in the area, but the martial artist is always recognizable as himself, twisted into a horrible monster. Activating this effect increases the Speed of Infernal Monster Form by one for every two motes committed. When the Charm ends, the added health levels disappear as well, with any undamaged health levels taken first before damaged health levels are removed. The injuries from any damaged temporary health levels are removed along with the health levels themselves. No more than (the martial artist's unmodified Strength x 2) motes can be committed to this Charm's effects, and committing more than ten at once in Creation is a Blasphemy effect.

Army-Crushing Impact

Cost: - (+3m or +5m)
Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: War
Duration: Permanent
Prerequisite Charms: God-Smashing Blow
Men put their faith in the strength of numbers when they take to the field. The Infernal Monster crushes these weak fools with its singular might. This Charm enhances its prerequisite so that when the martial artist spends an additional three motes when activating the Charm, every target within the area of knockdown created by God-Smashing Blow must instead defend against the attack as if they had been targeted directly, including the automatic knockdown effect. The martial artist can also simply 'attack' a location to create this effect by slamming his hands together, striking the ground, and the like. This attack cannot be blocked without a stunt or Charm. If this attack is also enhanced by Fist of the Old Ones, it costs five additional motes instead of three, and the Infernal can only direct the flight of someone struck with the physical attack. All others affected fly outward away from the center point, subtracting the distance from that point from the total number of yards they are sent flying. Using this Charm on top of flimsy structures may destroy the structure and cause everyone within the area, including the Infernal, to fall. This Charm is capable of inflicting knockdown on complementary units in mass combat (see Scroll of Kings, p. 111). At Essence 4+, the martial artist can spend a point of Willpower when activating this Charm against a Magnitude 3+ complementary unit while fighting as a solo unit. This negates the DV bonus for the target's superior Magnitude and doubles the raw damage of the attack(or triples damage against units arranged in close formation).

World Rent Asunder

Cost: - (+2m, 1wp)
Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: God-Smashing Blow
The Infernal Monster is not just the enemy of mankind, but of Creation itself. Its unholy power destroys everything around it. This Charm enhances its prerequisite so that when the martial artist spends an additional two motes and one Willpower when activating the Charm, the area affected by its knockdown effect extends to (Martial Arts x 10) yards. Additionally, the terrain within the area is devastated by the martial artist's blow, causing unstable footing within the area that requires an Athletics equal to the martial artist's Essence to reflexively navigate.

Fortress-Toppling Fists

Cost: 5m, 1wp
Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: God-Smashing Blow
Mankind hides behind the stone walls of its cities and believes it is safe. The Infernal Monster brings their delusions crashing down around them. The martial artist can activate this charm whenever the martial artist successfully destroys an object, whether it's with an attack or a feat of strength. Instead of only destroying a portion of the object (such as putting a hole in a wall big enough to pass through), the final blow fully destroys objects or sections of objects the size of a large townhouse, demolishing sections of city walls large enough to march an army through, dislodging stone from a cliff-face sufficient to cause an avalanche, or the bottom floor of a sizeable city building and causing it to collapse. At Essence 6+, this Charm's effect increases to destroy anything as large as a palace. Shattering the glass towers of Chiaroscuro or felling the redwoods of Halta only hint at the destruction that could be inflicted on Creation at this level of power.

Freezing Panic Onslaught

Cost: 4m
Mins: Martial Arts 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Emotion, Obvious
Duration: Instant
Prerequisite Charms: Glory to the Demon Monster
The Infernal Monster is such a terrifying beast that fear wipes the sense to flee from its victims' minds. This Charm enhances an attack so that it becomes unblockable to anyone who is not immune to fear. This includes automata, units with perfect morale, and individuals who automatically succeed on all Valor rolls, while those with perfect social defenses or magic capable of negating or immunizing them to fear-based Emotion effects can use those to remove the unblockable quality from the attack. At Essence 4+, the martial artist can spend two additional motes to make the attack undodgeable as well.

Unbreakable Titan's Grasp

Cost: 5m, 1wp
Mins: Martial Arts 6, Essence 6
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: World-Breaker Grip
Once the Infernal Monster has laid its hands upon its prey, there is no escape. This Charm enhances a roll to maintain or gain control of an ongoing grapple, giving it an automatic threshold of one success more than the opponent. If another effect contests this one, add (Essence) extra dice to the martial artist's opposing roll. A second purchase of this charm at Martial Arts 9+, Essence 9+, allows it to be used as an innate power that does not count as a Charm activation.

Coward-Crushing Heave

Cost: 3m
Mins: Martial Arts 5, Essence 4
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Fist of the Old Ones, World-Breaker Grip
Those who manage to flee to where the Infernal Monster cannot follow often believe they are safe. Their hopes are broken as their bodies soon will be as they must now endure the Infernal Monster's furious barrage of thrown debris and abandoned loved ones. This Charm enhances the martial artist's ability to throw heavy objects (Exalted, p. 127) in the following ways:

  • The martial artist can throw any object he has a sufficient (Strength + Athletics) total to lift.
  • Multiply the attack's base Range by (Strength).
  • Replace Thrown with Martial Arts for the purposes of the attack roll.
  • Infernal Monster Style Charms that enhance unarmed attacks can be used to supplement an attack with the thrown object. God-Smashing Blow and Fist of the Old Ones also explicitly can be applied to thrown attacks using this Charm.
  • Victims held with World-Breaker Grip can be thrown using the same Damage as if they were being wielded as a close combat weapon or the standard Damage, whichever is greater. The thrown victim also suffers the normal damage for being used as a weapon with World-Breaker Grip.

If the thrown object strikes a character who is of the same size as the projectile or smaller, the target is automatically knocked prone, as is the projectile if it was a living creature. The target must be able to lift the object with a feat of strength as a miscellaneous action before they can rise from prone or move from where they were laid low, unless the projectile was a living being and still lives, in which case the target must wait for them to get up first, which occurs as normal. The pinned victim is at least fortunate enough to recieve full cover until they are freed.

Fallen Hero Memories

Cost: -
Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisite Charms: One Hand Fury
The most horrible Infernal Monster is one that was once fought monsters like that which it has become. The original Infernal Monster was one who succumbed to such a wretched fate, and his legacy is carried on to challenge the beliefs of those heroes who believe the destruction they unleash is any more righteous than that of the Infernal Monster's. This Charm permits a Green Sun Prince to learn Solar Hero expansion Charms as though they were an Eclipse Caste, save that they have no need for a tutor. This Charm can only be learned by Green Sun Princes, as it taps into the vestiges of Solar power and memory remaining in their corrupted Exaltations.

Titan's Arm Might

Cost: -
Mins: Martial Arts 5, Essence 6
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: One Hand Fury
With its ultimate power on full display, the Infernal Monster's strength seems limitless. This Charm permanently enhances its prerequisite so that when it's fully activated, the martial artist adds the artifact hand's Damage bonus to the character's (Strength + Athletics) total for the purposes of feats of strength incorporating the enhanced hand. Normal Charm limits on bonus dice caps do not apply.

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