Infernal Exalted
The result of the Yozi's deal with the Neverborn to steal them some Solar Exaltations, the Infernal Exalts are tasked with turning Creation into Hell so that the Yozi can escape their prison. This is easier said than done because, like their Abyssal cousins, literally every other faction in existence thinks this is a terrible idea. Infernal charms are actually their Yozi's charms, and thus follow strict thematic grouping. When an Infernal develops a custom charm their Yozi learns it as well, which allows individual Infernals to change their Yozi over time. They are also slowly becoming Yozis in their own right over time, though they have the potential to be far more awesome Primordials than the original Primordials ever were.
Infernal Exalted is a collective term used to refer to two types; Akuma and Green Sun Princes. Akuma are the result of the classic Faustian bargain, selling their soul and free will for unstoppable power. Green Sun Princes get the same powers, except they still have the option of flipping the bird at this whole Reclamation thing and running off to get coked out of their minds, and since Akuma don't have free will you'll usually be playing as the latter.
Some people will try to tell you that if you try to play an Infernal who is also a fundamentally decent character, you are doing it wrong. Those people are idiots. No one says you have to put heroes in an elaborate death trap, explain your plans to them at length, and then leave with a hearty evil laugh to bleed off Torment. The head of a major crime syndicate works just as well. Additionally, the potential to become an Über-primordial means that slipping the leash and gaining 'redemption' places you in the position of absolute power. You can become Armageddon, destroyer of all, Genesis, creator of worlds, or Über Gaia, mother/father/progenitor of everything. Dickhead, dispassionate weeder, or eternally-loving-and-benevolent Cthulu, those monikers become meaningless when you can make your soul/imagination a REALITY IN OF ITSELF. In theory, at least. In practice, the Devil-Tiger Charms (Said reward for slipping the leash) are absolute garbage and not worth the xp to get them. Of course, after you do become a Devil Tiger, there is always the avenue of custom charms, but that's a whole different kettle of Lunar-Fish
Seriously though, check with your storyteller first. The fluff for these guys is positively fucked from being written by two different teams of dudes that had zero contact with each other and very different ideas of what to do with the archetype. Naturally, that means that DMs are divided into armed, angry camps over the "right" way to play/run an Infernal campaign, and if he wants to use them one way, then let him use them that way. It might be in your best interests to pick one of the more traditionally "heroic" kinds of Exalt if he wants them to be child-raping murderers rather than screwed-up dudes with many possible motivations and flaws. And even if he does let you run the way you want, nobody likes the guy who won't stop whining about how hard it is to be misunderstood all the time. Remember: being an Infernal is fun. It feels good. It's like being the centerpiece of a heavy metal album cover, whether you're trying to be a hero or not.
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