Yochelm is an Excrucian Strategist, also known as a deathwright, usually just a Strategist to those familiar with the subject. This is both a job title and a description of his innate nature; the two usually go together in the Excrucian Host. He was human once, before he encountered the Glitch, a manifestation of the wrongness of Creation. Now he's a manifestation of the primordial void, technically nonexistent, all but unable to permanently die, and retroactively older than the universe itself. The downside is, the aspect of Creation in which he first saw the Glitch has turned against him and is trying to kill him. In Yochelm's case, Permeability is the broad concept that's broken for him, but the specific way that it does so is that surfaces lose their solidity around him and cause him to fall through walls, floors, and objects at times ranging from inconvenient to deadly. This only affects him, no matter how close anyone else might be standing, unless he intentionally inflicts it on someone else. (Which is temporary, since they didn't see the Glitch themself, but not much fun while it's happening.) Sooner or later it will kill him, if he spends enough time in the world, but he'll reappear in the void later.
Between the broad or abstract nature of many higher-level miracles and the fact that Glitch PCs' stats indicate how easily they can access the book's catalogue of assorted miracles (or feats of mundane adult responsibility and competence in Ability's case) rather than whether they can do them at all, it's hard to determine, for a Strategist of average strength working alone, whether any one supernatural feat is flat-out impossible or would merely require an agonising and herculean amount of effort. Generally they stick to the things they can do casually or with moderate to strenuous effort, because Strategists don't like overexerting themselves to the point of injury much more than mortals do; it's just that the limit of what they can do if they're desperate enough is absolutely sky-high.
All Strategists have the ability to destroy or compromise Creational things with the power of the void, though exactly how they do it and what they can affect varies from person to person. It tends to follow the theming of their curse. In Yochelm's case, his power doesn't technically destroy things so much as shove them through the wall of the world where it'd take a miracle to retrieve or locate them again; some of his peers can destroy abstract concepts or individual properties of physical objects, but it doesn't work that way for him.
As for the job title side of being a Strategist: The agents of the void (not just Strategists but also three other types of Excrucians, known as Deceivers, Warmains, and Mimics) have spent most of eternity attempting to tear down Creation and kill those who would prevent them from doing so, and Strategists are driven to excel at this task because of the whole "trapped in a cycle of recurring death due to the wrongness of Creation" thing. This is how 'deathwright' and 'tactical leader of the Excrucian army' came to be seen as synonyms in the first place. They are opposed by various divine entities - angels, fallen angels, and several types of strange gods - and the former mortals those entities invest with divine power to act on their behalf, known as Powers or Nobilis.
Yochelm himself got sick of the war a while ago and quit trying to kill the world, and he's not the only Strategist who's done so (they have a social club/support group!), but some beings on Creation's side are hesitant to believe that this isn't some sort of trick and others have scores to settle from the old days, so crossing paths with them doesn't often go well.
Between the broad or abstract nature of many higher-level miracles and the fact that Glitch PCs' stats indicate how easily they can access the book's catalogue of assorted miracles (or feats of mundane adult responsibility and competence in Ability's case) rather than whether they can do them at all, it's hard to determine, for a Strategist of average strength working alone, whether any one supernatural feat is flat-out impossible or would merely require an agonising and herculean amount of effort. Generally they stick to the things they can do casually or with moderate to strenuous effort, because Strategists don't like overexerting themselves to the point of injury much more than mortals do; it's just that the limit of what they can do if they're desperate enough is absolutely sky-high.
All Strategists have the ability to destroy or compromise Creational things with the power of the void, though exactly how they do it and what they can affect varies from person to person. It tends to follow the theming of their curse. In Yochelm's case, his power doesn't technically destroy things so much as shove them through the wall of the world where it'd take a miracle to retrieve or locate them again; some of his peers can destroy abstract concepts or individual properties of physical objects, but it doesn't work that way for him.
As for the job title side of being a Strategist: The agents of the void (not just Strategists but also three other types of Excrucians, known as Deceivers, Warmains, and Mimics) have spent most of eternity attempting to tear down Creation and kill those who would prevent them from doing so, and Strategists are driven to excel at this task because of the whole "trapped in a cycle of recurring death due to the wrongness of Creation" thing. This is how 'deathwright' and 'tactical leader of the Excrucian army' came to be seen as synonyms in the first place. They are opposed by various divine entities - angels, fallen angels, and several types of strange gods - and the former mortals those entities invest with divine power to act on their behalf, known as Powers or Nobilis.
Yochelm himself got sick of the war a while ago and quit trying to kill the world, and he's not the only Strategist who's done so (they have a social club/support group!), but some beings on Creation's side are hesitant to believe that this isn't some sort of trick and others have scores to settle from the old days, so crossing paths with them doesn't often go well.