Malebranche
People think the loud ones are the dangerous ones. No, dear—Malebranche kill loud because they want to be heard. The quiet ones? They kill because they’re bored.
I. Nature of the Malebranche
Malebranche are the Secundi of Truculence—the pure Vice of wrath, destruction, sadism, and violent ecstasy.
Where other Secundi manipulate, bargain, hoard, or tempt, Malebranche simply break.
They live for:
war
murder
dueling
conquest
violence in all its forms
They are predators crafted entirely out of instinct and experience, forged in a dimension that rewards nothing but victory in conflict.
If Ragewights are soldiers—brutal, numerous, and expendable—then Malebranche are:
knights
assassins
generals
warlords
and armageddon in humanoid form
Their hunger is not for blood, but for the feeling of battle—
the intoxicating clarity of violence, the high of a perfect strike, the thrill of annihilation.
II. Apocalypse Made Flesh
In appearance, Malebranche present as beings built for war:
armor grown from Verminous RAIs
bone-like pauldrons
horned helms
chitinous talons
muscle like braided cable
spines and quills
integrated weapons
or entire bodies resembling bestial warmachines
However, Malebranche vary dramatically in expression.
Two broad categories are known:
1. The Brutes
The most common.
Loud, aggressive, ostentatious.
They wear every weapon imaginable—
broad swords, spears, guns, flails, talons, serrated claws—
all at once.
They resemble the entire animal kingdom’s arsenal
stitched together and dropped into a humanoid chassis.
2. Malebranche Argutiens — “The Subtle Blades”
These are the nightmares.
They carry only one weapon, their Sworn Object.
They wear simple clothing.
They do not roar, posture, or threaten.
They are walking avatars of:
precision
lethality
purpose
absolute mastery
Known Argutiens include:
The Swordsman — a basket-hilt broadsword; unmatched in blade combat.
The Fastest Gun — an antique revolver; has shot beings before the shot existed.
The Spider — a drone hive; never seen in person.
No record exists of any Argutien being defeated.
Even other Malebranche fear them.
III. The Battle Ecstasy
Malebranche possess a metaphysical combat field—
a contagious Battle Ecstasy that alters the behavior and physiology of everyone around them.
Effects on the Malebranche and all fighting alongside them:
Immunity to fear
Immunity to stunning and shock penalties
Perfect tactical awareness of allies
Shared instinctive coordination
Heightened bloodlust
Rapid adaptive aggression
A Malebranche-led band fights like a single martial organism.
They do not speak; they simply act in concert.
This is why Malebranche cults in realspace frequently become:
unstoppable gangs
berserker units
Terrorist cells with perfect coordination
conquering warbands
doomsday militias
And why they burn out quickly after their initial rampage.
Malebranche do not build.
They don’t care about ruling anything.
They care about winning.
IV. Protection and Prophylaxis
There are very few reliable methods of defending against a Malebranche.
The usual advice is “don’t.”
Fighting Excites Them
Every blow against them only empowers their ecstasy.
They grow stronger, not weaker.
Surrender Is Contemptible
A surrendered opponent is worthless.
They will usually kill you after a disappointed sigh.
Flight Is Viable—But Rarely Works
They pursue like predators.
Sometimes the pursuit is the fun part.
The Templar Doctrine: Fighting With Purpose
The Seekers of Wisdom have one method with anecdotal effectiveness:
Fight without:
rage
wrath
fear
thrill
vengeance
Fight with:
control
discipline
purpose
This “cold focus” disrupts the ecstasy resonance.
It is not a guarantee…
but it is the closest thing to a technique that has ever worked.
House Volkert’s Method
House Volkert allegedly deals with Malebranche by redirecting their attention
toward other Malebranche, creating subspace proxy wars.
This is unverified, but disturbingly plausible.
V. Dealings With Realspace
Malebranche do not seek worship.
They seek worthy opponents, proxy armies, and wars.
Their cults resemble:
martial brotherhoods
doomsday militias
war-gaming societies
anti-government insurgencies
Zealot fighting rings
paramilitary death squads
Contracts with Malebranche usually involve:
being granted strength, speed, or martial skill
being turned into a living weapon
being used as a vessel in the long term
being made an avatar of their patron’s war
The price is nearly always:
blood
suffering
violence
and eventually, your life
VI. Callings of the Malebranche
Little Soldiers
Regular
“Every wound tells a story. Make it a cursed one.”
For the duration, every wound inflicted by the supplicant becomes infected with subspace rot, dealing an additional 1d toxic damage after the initial injury.
The infection is supernatural and cannot be treated without anti-subspace measures.
Cost: 1 SP, 1 SP to maintain
Activation Time: 1 Action
Duration: 1 minute
Black Flag
Regular
“No fear. No mercy. No retreat.”
The supplicant and all allies within earshot become:
immune to Fright Checks
immune to stun
immune to pain penalties
gripped by ecstatic bloodlust
Allies must roll Will to retreat, disengage, or take prisoners.
Failure means they continue fighting.
This Calling is extremely dangerous for mixed-alignment groups.
Cost: 3 SP, 1 SP to maintain
Activation Time: 3 Actions
Duration: 10 minutes.
Victual
Regular; Resisted by Will
“Take something of them. Make the others watch.”
When an enemy falls, the supplicant may claim a trophy:
head
weapon
helmet
insignia
finger
anything identifiable
The trophy becomes charged with truculent resonance.
All enemies who witness the taking of the trophy must make an immediate Fright Check:
Failure: Nausea
Critical Failure: Paralysis for the duration
Enemies immune to fright are unaffected.
Cost: 5 SP
Activation Time: 3 Actions
Duration: 15 seconds
Malebranche Lens
(Apply to the Base Sentient Template)
+150 points
Malebranche Advantages — +210 points
Combat Superiority
Enhanced Dodge +2 — 30
Enhanced Parry (All Weapons) +2 — 30
Enhanced Block +2 — 30
Combat Reflexes — 15
Striking ST +4 — 20
High Pain Threshold — 10
Berserk (Controlled, +20%) — 15
Battle Ecstasy (Truculence Field)
Fearlessness +4 — 8
Immunity to Shock — 10
Allies’ Status Awareness (via Telesend group mesh) — 12
Coordination Talent 2 (affects Tactics, Leadership, Strategy, Soldier, Guns, Melee Weapons) — 20
Weapon Aptitude
Weapon Master (All Melee Weapons) — 45
Gunslinger — 25
Malebranche Disadvantages — -60 points
Vice Compulsion
Bloodlust (6-) — -20
Bully — -10
Sadism — -10
Social & Behavioral Faults
Odious Personal Habit (Battle Mania) — -5
Cannot Harm the Weak Without Feeling Disgust (must lecture or challenge) — -5
Obsession (Seek Ever-Greater Battles) — -10
Skills (included conceptually)
Malebranche receive massive bonuses to:
Tactics
Leadership
Strategy
Guns (all)
Melee Weapons (all)
Brawling
Karate/Judo or equivalent martial arts
Soldier
Intimidation










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