First Western Mirage

War Goddess of the First Western Mirage Corp., Terrestrial God of War - Atlantis



  • Essence 5 Terrestrial War God
    • Use to be Essence 7 at the Height of Atlantis' power - when her domain held sway over nearly half of the west.
    • She and Siakal, the Western God of Battle, Slaughter and Sharks, have a long feud.
  • Charms
    • Hurry Home - Can return to her sanctum or any structure of command flying the FEMC Banner
      • Structure of Command need not be a fancy one. Can be as simple as a tent or as unprepared as a Cave.
    • Materialize
    • Measuring the Wind (1m) - determins Essence trait of all living creatures within Willpower yards. Wits+Perception roll to find hidden targets (difficulty is lowered by 2 as well). Charm also determins the type of being (Exalt, spirit, ghost, etc) and it also tells the spirit whether the being is capable of permanently kill a god.
      • Has the "War" Tag: First Western Mirage's Measuring the Wind when used in the context of Mass Combat allows her to determine the above information of all Special Characters in Mass Combat Units (including the Commander) in Wits+Perception Miles. In this aspect form it will detect non-living characters as well.
    • Sense Domain (5m 1wp): Used when First Western Mirage makes a War role in regards to Strategic Planning this charm adds her Temperance in automatic successes. She is explicitly notice anything relevant within her domain that Storyteller deems noticeable - even if it is beyond the reach of her normal senses.
      • This pretty much guarantees her complete awareness of all the mass combat units in her domain
    • Essence Plethora (3)
    • Subtle Whisper (5m): Inspiration: Charm is a natural influence that used to add or subtract a number of automatic successes equal to her valor score to the target's roll to resist fear. This charm is an natural mental influence and is undetectable and she can make the attack while immaterialize. Those who resist this natural mental influence with willpower can roll perception + occult with her Temperance as EV to determine the urge comes from a divine source.
      • Has the "War" Tag: Her charm can affect Mass Combat Units
    • Spice of Custodial Delectation (Permanent): During every scene she regains 1 mote of Essence per magnitude of beings, within her domain and within permanent essence score + War Score Miles of her, engaged in acts directly related to war. This rate increases to 3 motes if more than 75% of those are in actual, and real, combat. She also gains an extra mote of Essence equal to the "might" rating of this conglomerate "magnitude".
      • So if 500 people are building a moat, and 1000 people are drilling, and another 2000 people are building the castle that would mean the total magnitude is 8, and she would gain 7 motes of Essence that scene
      • If 4 armies consists of 500, 1000, 500, 1500 are battling each other she would gain 24 motes that scene (3500 people are fighting = Magnitude 8, x3 motes for actual combat)
      • Extra essence beyond her Essence Pool is lost at the end of the scene
      • This includes but not limited to things such as fortification construction, training.
      • However indirect things such as gathering provisions, forging equipment, etc. do not count
    • First and Third Excellency (Melee): All Encompassing
    • Second Excellency (Melee): In Mass Combat
    • First, Third Excellency (War): All Encompassing
    • Divine (Melee) Subordination: All Encompassing
    • Divine (War) Subordination: "Strategic Planning" or "In defense of her domain"
    • Touch of Victory
    • Sacred Dirge
    • Glory of Atlantis

Special Charms

Glory of Atlantis

Cost: 15m, 1wp
Min: Valor 5, Essence 5
Type: Reflexive
Keyword: Obvious
Duration: One Scene
Prerequisites: Be the War God of Atlantis

For the price of 15 motes and 1 Willpower First Western Mirage can take upon herself the best aspects of the warriors of Atlantis.

She can substitute every war/combat aspected attribute and ability with the highest one amongst all the sentient warriors belonging to her domain. If a general has a War of 7 then she can substitute his War for hers. If another war god in her domain has a Strength of 20, then she can substitute that for her strength.

These substitutions are considered unnatural and thus does not raise any applicable dice caps.

Sacred Dirge

Cost: 5m
Min: Compassion 3, Essence 5
Type: Simple
Keyword: Obvious, Emotion, Holy, War
Duration: One Scene
Prerequisites: Be the War God of Atlantis

First Western Mirage can commit 5 motes to sanctify a battlefield. For the rest of the scene a heart wrenching dirge floats through the battlefield. Enemy magnitude losses cannot be regained via rally as the music fills them with remorse and saps their will to fight. Some will fall to their knees immobilized by the loss of their comrades but most will seek to escape the haunting melody. Many will never fight again, seared to the bone by the memory.

Regardless of their allegiances all who perish on this battlefield are considered sanctified dead1.

Touch of Victory

Cost: 10+
Min: Conviction 4, Essence 4
Type: Simple
Keyword: Obvious, Emotion, Touch, Holy, War
Duration: One Scene
Prerequisites: Be the War God of the FWMC

First Western Mirage can commit anywhere between 10 to up to half her Essence Pool to a sentient being that belongs under her domain. This being can be of enlightened essence, but cannot be below Gods and Exalts in the classification of power. The being enchanted in this matter can now use this Essence Pool freely and wield all First Western Mirage's non-unique Charms for duration of the commitment. This Essence Pool is considered a seperate pool and can only be used on First Western Mirage's Charms.

If he is not already essence aware, he is now considered as such for the duration of the Commitment. Also for the duration he can substitute one of the following traits (Dexterity, Stamina, Charisma, Perception, War, Melee, or Valor) of the Goddess for his own. This substitution is chosen at the beginning of attunement and cannot be changed during.

  • The Charm can be used on any being under her domain
    • being a goddess of war it pretty much means they have to be some sort of combatant
    • being Goddess of FWMC it means anyone that falls into that organization are legal targets.
  • This being must be sentient, but can be Essence Aware
    • But has to be classified lower than Spirits and Exalts
  • The being can invoke First Western Mirage's Charms as if himself is a spirits - e.g. no need to combo
    • In the case of Half-Castes they still cannot use the charm of their parents with spirit charms - since Exalted Charms require combos to use
  • The Essence granted by this Charm can ONLY be used to invoke her Charms.
    • A Solar Half-Caste under the influence of this charm cannot use the essence for Solar Charms
  • The Charms granted this way can ONLY be invoked using the Essence Granted this way

When targeting a Mass Combat Unit, in addition to the above effect on the Commander - she also grants the Complementary Unit the following bonuses by infusing the whole unit with her spirit

  • +1 Might Rating
  • Automatically succeed in all Route Checks
  • Can use her health pool instead of the unit's health pool for magnitude loss calculations
    • Use the higher of the two for number of health levels per magnitude
  • All magnitude losses incurred are considered total losses - as no one will retreat
    • Cannot use rally roll to prevent/regain magnitude loss


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