Campaign:1000 Years Of Heresy/Eris(Fiend)

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Favored Yozi:Malfeas
Urge:Darken the Sun
Intimacies:Ebon Dragon Magical Fantasy Kingdom (childish desire).
Anima Banner:A thousand writhing shadows scorched into a glowing green city.
Anima Effect:Oath sanctification, cheating foreign oath sanctifications, diplomatic immunity with the denizens of the Abyss, the Inferno, and the Chaos realm.
Experience: -36/274 xp



Coadjutor: redacted



Attributes (after slash is in Devil-Tyrant Avatar Shintai)[edit]

Strength     ●/●●●●●●●●●●●●●●●●●●●●
Dexterity    ●●●●●
Stamina      ●/●●●●●●●●●●●●●●●●●●●●●
Charisma     ●
Manipulation ●●
Appearance   ●●●●●
Perception   ●
Wits         ●●●
Intelligence ●


Martial Arts ●●●●●
War          ●●
Performance  ●●
Presence     ●●
Resistance   ●●
Lore         ●●
Occult       ●●
Athletics    ●●
Awareness    ●●
Dodge        ●●●●
Larceny      ●●
Stealth      ●●
Linguistics  ●


Martial Arts(unarmored) ●●●


Powerful Attack ●●●●


Child ●●●●●●●
Climate Sensitivity (indoors) ●●●●
Sickly ●●●●●●
Amnesia ●●●
Beacon of Power ●●●●
Known Anathema ●●●●●●●


Inheritance (Demon Blooded): ●●●●●
Past Life ●●●



  • First Malfean Excellency(5): 1m per 1d/2m per success, Reflexive(Step 1 for attacker, Step 2 for defender), Instant. Too long to describe. Functions under conditions appropriate to Malfeas (as blatant as possible) and may be applied to any action. Normal dice adding limits apply. Can add up to (Attribute+Ability) or (Attribute+Essence) dice, must purchase at least half the maximum successes! So can add a minimum/maximum of +5/+10 per Tiger Claw attack, +3/+6 per Tiger Claw damage, +4/+7 to Dodge DV, +15/+29 per Tentacle Attack, +13/+26 per Tentacle Damage, +4/+8 to Dexterity to improve dash speed (even if the speed isn't relevant, more Excellency activations are good for Effortless Malfean Dominance).
  • Effortless Malfean Dominance: - Permanent. Every time Malfean Excellency is activated in a scene (even if the cost has been reduced to 0m), reduce cost of First Malfean Excellency by 1. Cumulative. So after 5 activations, can add +5 to anything for for free, after 15 activations,

Adorjan Charms:

  • Wind-Born Stride: - Dashing is a DV-0 action, add Essence to Dexterity for dash speed,.
  • Death Dealing Journey: - 3m indefinite, may dash reflexively each tick for no penalty.
  • Who Strikes The Wind?: - 3m Reflexive (step 2), perfect dodge that can dodge the undodgeable, 3m perfect defense.
  • Laughing Gust Denial: - (6m) Permanent. May pay 6m instead of the usual cost of Who Strikes The Wind? to increase duration to 1 tick. When Opened Eye of the Hurricane is active, you may spend 6m1wp instead to take an action-length perfect dodge.
  • Kalmanka's Grace: - Permanent. -1 to cost of Who Strikes The Wind? vs missile attacks you are moving towards, vs mortals, and vs extras, min 0m. You also count as moving if your enemy is moving towards you instead (so you can't be denied a PD by an enemy charging up to attack you while you are still).
  • Threat-Monitoring Excitement: 1m reflexive, ensures perfect detection of any threat, and removes "unexpected" status from an attack.
  • Joy in Violence Approach: - 1m per success, Supplemental. May spend up to (lower of Dex or Wits) +1 for Wind Born Stride, adding that many to Join Battle. You gain one WP from activating this if you're starting a fight, or 2 WP if you were in social combat or talking to them first.
  • Opened Eye of the Hurricane: - 8m, 1wp, Reflexive, Combo-Basic, one scene. All penalties to Dodge DV from coordinated attacks or onslaught become equivalent Dodge DV bonuses instead. In Mass Combat, this charm negates all advantages conferred by higher Magnitude for units attacking the Infernal while he fights as a solo unit.
  • Self As Cyclone Stance: - 4m, 1wp, Extra Action. Flurry of non-missile attack actions, at -1, -2, -3, -4, etc., max of normal Rate. DV-0.
  • Scarlet Rapture Shintaix2: 12m, 1wp (first action), 3m subsequent actions, Extra Action. Combo-Basic, Form-Type. May take a 3 action flurry every round, ignoring Rate, at no multiple action penalty, and total DV penalty equal to the highest for each action, and may not include ranged attacks. Each action's use lets you create a Dynamic Combo with two other charms in it; you must spend 1wp to activate this Combo as normal, and you may place two other Charms in that combo, and may change it each action.

Malfeas Charms:

  • By Pain Reforged: 1hl, Reflexive, one scene. Ignore bashing wound penalties, don't go unconscious from bashing.
  • By Agony Empowered: Permanent. Ignore lethal and aggravated wound penalties, don't go unconscious from lethal.
  • By Rage Recast: -, Permanent. Pick Essencex10 mutations, can respec each Essence upgrade. When anima banner is activated at 11+, 8 pts of these mutations may manifest as a temporary Desecration effect, and they may be kept when the anima banner recedes, being switched out whenever she reaches the 11+ anima banner. Mutations: Gargantuan x5, Tentacles x3 (7 tentacles), Gazelle's Pace, Brass Body (+6L/6B armor, +1 Sta, +4 Survival).
  • Devil-Tyrant Avatar Shintai: 12m1wp, Simple, Form-type, Combo-No. Collapses anima banner into flesh with a flash of balefire (3L damage, Trauma 1) in a 3 yard AoE. Manifest all Essencex10 mutations by Rage Recast, Shaping effects become Obvious and may be reflexively rejected, adds Essence to lethal and bashing soak, adds Essence to base movement and dashing distances, adds Essence to feats of strength and attacking the inanimate.
  • Nightmare Fugue Vigilance: Permanent. No longer requires sleep, but experiences nightmares (and a -1 to Conviction rolls to regain willpower) when she dreams.
  • The King Still Stands: Permanent. Gain 10 motes of Overdrive. Gain +10 offensive motes whenever you fill up on a given type of damage (bashing lethal or agg), once each per scene.
  • Driven Beyond Death: 1wp1m Permanent. If you have offensive motes left when your last health level is checked off, you may activate this to stop yourself. For one inactive action you are invincible, and may employ one Shintai-type charm. When the inactive state ends, you become vulnerable again, but enter a berserk state. You lose 3 offensive motes per action until you hit 0 (whereupon it ends), and all offensive mote costs are reduced by 1. Any attack that does fewer than(Essencex3) post-soak damage has no effect. When it ends, roll Stamina+Resistance to see how well you survive.
  • Insignificant Embers Intuition: 2m, Reflexive. This Charm enhances any standard (Perception + Awareness) roll to notice sensory details about a targeted being. In addition to whatever other information the character notices with any threshold of success, the Infernal also discerns the strength and aspect of the target’s Essence relative to his own.
  • Skyfire-Seizing Repast: 1wp, Reflexive (Step 8). Reduce post-soak damage of an energy attack by Essence score, flaring anima and restoring lower of Essx2 or original post-soak damage by x2.
  • Green-Sun Nimbus Flare: 3m, Supplemental. Enhances physical attack against target (Essence) yards or less away. If it inflicts 1HL+ damage, this Charm inflicts 2 extra levels of unsoakable lethal damage. Applied after the normal damage but still in step 10.
  • Rage-Stoked Inferno Soul: 5m, Reflexive. 1 scene. +15 to Overdrive pool. Activating this charm lets it begin to fill; each time your attacks are parried or dodged, you gain 1 offensive mote. If the Exalt gains 5+ offensive motes in one action, make a Sta+Resist roll to stabilize (diff 1, +1 per mote past 5). A success adds 3 extra offensive motes; a failure detonates five Overdrive motes and deals 1 unsoakable lethal wound level. All attacks must be designed to kill.

'Ebon Dragon Charms:

  • Witness to Darkness: Permanent. Ignore all penalties and sensory impairment associated with darkness in any form, treating pitch black as though illuminated by clear noon. Direct sunlight in Creation imposes a -1 internal penalty to non-reflexive actions. Ignores blinding. Add Essence to MDVs vs Manipulation attacks and as bonus successes to recognize or pierce another's deceptions, but applies an internal penalty equal to Essence to any Charisma-based social attack.
  • Hollow Heart Transcendence: Permanent. Virtues become Conviction 3, Temperance 1, Valor 1, Compassion 1. Cannot channel Virtues, but get a temp WP pool equal to Essence usable to power ED charms. Lost Virtue dots convert to experience points.
  • Ego Shell Ascendancy: Permanent. Lose Motivation. Automatically ignore all mental influence as unacceptable orders if it seeks to build a positive Intimacy in him toward anything outside himself or attempts to make him like, respect or otherwise be positively inclined toward another being.
  • Nemesis Self Imagined Anew: (1m, Simple): Choose a living being you can perceive within (Essence rating) yards. The Exalt's Motivation changes to some antagonistic opposite of the target's own Motivation as a Shaping effect. Creates an inviolable Intimacy of spiteful hate towards the original. When you see a social attack against the target that is affected by an Intimacy, you recognize that fact and may spend 1m to know the Intimacy and gain an Intimacy to the same subject with an opposing emotional context.




Essence: ●●●●●
Regeneration: 5(10 when resting)/hour
Essence Pool: 69/69
Committed Essence: 0


Willpower: ●●●●●●●
Temporary: □□□□□□□



  • Compassion ●
  • Conviction ●●●
  • Temperance ●
  • Valor ●

Primary Virtue:Conviction
Torment:Torment of Malfeas
Limit: □□□□□ □□□□□


Manses and Hearthstones[edit]



Human Form[edit]

Dodge DV:7
Dodge MDV:6
Soak: 1B/0L/0A
Pierced: 1B/0L/0A
Hardness: 0B/0L/0A

Tiger Claw (Speed 5, Accuracy 15, Damage 4L, Parry DV 7, Rate 3/3, Flurry is 12/11/10 and -3 DV, Tags M)

Devil-Tyrant Form[edit]

Dodge DV:7
Dodge MDV:6
Soak: 32B/22L/0A
Pierced: 30B/19L/0A
Hardness: 0B/0L/0A

Tentacle (Speed 5, Accuracy 29, Damage 24B, Parry DV -, Rate 2 each (14 combined), Flurry 15/14/13/12/11/10/9/8/7/6/5/4/3/2/1 and -14 DV, Tags M)

Health (Human Form)[edit]

□□□□□□ -0, bashing (overflow goes to lethal)
□□□□□□ -0, lethal (overflow goes to aggravated)
□□□□□□ -0, aggravated (overflow goes to dying)
□ dying, lethal □ dying, aggravated

Health (Devil-Tyrant Avatar Shintai Form)[edit]

□□□□□□□□□□□□□□ -0, bashing
□□□□□□□□□□□□□□ -0, bashing
□□□□□□□□□□□□□□ -0, bashing
□□□□□□□□□□□□□□ -0, lethal
□□□□□□□□□□□□□□ -0, lethal
□□□□□□□□□□□□□□ -0, lethal
□□□□□□□□□□□□□□ -0, aggravated
□□□□□□□□□□□□□□ -0, aggravated
□□□□□□□□□□□□□□ -0, aggravated

□□□□□□□ dying, lethal
□□□□□□□ dying, lethal
□□□□□□□ dying, lethal
□□□□□□□ dying, aggravated
□□□□□□□ dying, aggravated
□□□□□□□ dying, aggravated

General Strategy Tips[edit]

Personal Combat[edit]

0th Action: Join Battle: Use Joy in Violence Approach to add +4 autosux to Join Battle. JB is 5 dice + 4 autosux, at 65/69 Essence, 10/10 Willpower.

1st Action: Activate Opened Eye of the Hurricane. Essence 57/61, WP 9/10.

2nd Action: Activate Scarlet Rapture Shintai, and use Dynamic Combo to activate Death-Dealing Journey to enable free dashing and By Pain Reforged to ignore non-aggravated damage. 42/46, WP 7/10.

3rd Action: Continue to use Scarlet Rapture Shintai, use Dynamic Combo to activate Rage-Stoked Inferno Soul to begin stocking Offensive Motes (+1m whenever you miss), and begin using First Malfeas Excellency (just try and use it as much as possible to get the cost down for greater and greater activations). 34/50, WP 6/10.

4th and Further Actions: Continue to use Scarlet Rapture Shintai, using one Dynamic Combo slot for First Malfeas Excellency, the other for Threat-Monitoring Excitement (in case of a backstab) or Who Strikes The Wind? (in case you need a Perfect Dodge). 31/50, WP 5/10.

Out of Essence: If at 15 essence remaining or lower, its time to drop Scarlet Wind and activate Devil-Tyrant Shintai, and unleash tentacle mega-flurries at will. If any sources of fire or other destructive energy is available for recharging, use Skyfire-Seizing Repast to recharge essence at this point as well, if desired.

Mass Combat (Free Reflexives)[edit]

0th Action: Join War: Use Joy in Violence Approach, and First Malfean Excellency to add +4 autosux +3 dice to Join War. JW is 8 dice +4 autosux. Also activate Death-Dealing Journey for free dashing and Opened Eye of the Hurricane for dodge boosting, and finally, Rage-Stoked Inferno Soul to begin building offensive motes. 41/53 motes, WP 10/10.

Actions: Just try to use excellencies for everything, and after having gotten the excellency discount to -15, might as well switch to Devil-Tyrant Avatar Shintai and do maximum flurries, if someone is defending you. Remember, the excellency applies to attacks, damage, and DV.


Experience Points[edit]

See Also[edit]

1000 Years of Heresy