Scroll of Errata 2.5
Scroll of Errata 2.5
Scroll of Errata 2.5
SCROLL OF ERRATA
By John Chambers, Michael A. Goodwin, John Mrke, Holden Shearer, Charles H. Spaulding and Robert Vance
Credits
Authors: John Chambers, Michael A. Goodwin, John Mrke, Holden Shearer, Charles H. Spaulding, and Robert Vance Editors: Eric Minton and Charles H. Spaulding Art Direction & Layout: Brian Glass & Charles H. Spaulding Original PDF Layout: Peter K. Ullmann Cover Art: Pasi Pitknen and UDON Artists: Misty Coats, Jonathan Floyd, Groundbreakers Studio, Andrew Hepworth, Imaginary Friends Studio, Shipeng Lee, Saana Kiyo Lippalainen, MESS Studio, Peter Mohrbacher, Justin Norman, Pasi Pitknen, Mark Taduran, Andie Tong, UDON and Melissa Uran
2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy, which may be reproduced for personal use only. White Wolf and Exalted are registered trademarks of CCP hf. All rights reserved. Scroll of Errata, Glories of the Most High the Unconquered Sun, Luna, the Maidens of Destiny, Manual of Exalted Power the Lunars, Manual of Exalted Power the Sidereals, Manual of Exalted Power the Abyssals, Graceful Wicked Masques the Fair Folk, the Books of Sorcery, the White Treatise, the Compass of Terrestrial Directions, the Scavenger Lands, the West, the East, the South, the Compass of Celestial Directions, Yu-Shan, Scroll of the Monk, Scroll of Heroes and Dreams of the First Age, Lords of Creation are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised. Check out White Wolf online at http://www.white-wolf.com This PDF was created on March 13, 2012.
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THE
S croll
Introduction
of
Contents
E rrata
5 7 19 29 53 57 81 89 95 97 145 181 189 193 197 199 203
Chapter One: General Errata Chapter Two: Solar Exalted Chapter Three: The Dragon-Blooded Chapter Four: Lunar Exalted Chapter Five: Sidereal Exalted Chapter Six: Abyssal Exalted Chapter Seven: Infernal Exalted Chapter Eight: Alchemical Exalted Chapter Nine: The Fair Folk Chapter Ten: Dreams of the First Age Chapter Eleven: Scattered Glories Chapter Twelve: The Books of Sorcery Chapter Thirteen: The Scrolls of Esoteric Wisdom Chapter Fourteen: The Directional Compasses Appendix: Expanded Table of Contents Appendix: Changes Over Time
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INTRODUCTION
Forged long ago in the fires of White Wolfs creative minds, Exalted as a setting and as a system has captivated uncounted peopleand, yes, frustrated them, too. Its been a long road, and there have been some bumps. Hopefully with the help of the Scroll of Errata, and its companion free product the Ink Monkeys, those rough patches can be smoothed over and you can get on with your game.
and commentary of White Wolfs employees and freelancers on the subjects of Exalteds rules and setting. Remarkable amongst these corrections are brand new Charms to go with those that are repaired or removed, along with extensive new rules that continue to push the game forward. Page references have been included to the most relevant entries in published books; which book should generally be obvious based on the section of errata you are reading. Where possible, hyperlinks have been inserted to increase ease of browsing, allowing you to swiftly navigate within the pages of the Scroll of Errata and to referenced Ink Monkeys blog posts.
H ow to Use This PDF The Scroll of Errata collects the corrections, clarifications
This PDFs contents are: Chapter One: General Errata In this opening chapter can be found modifications and corrections to the core rules, most involving rules found in the Exalted Second Edition core book. However, this chapter concerns itself with fundamental or broadly applicable rules that may not fall directly within or have no beginning basis in the Exalted core book. While Solar Exalted are introduced in the Exalted core book, errata specific to them are found in the next chapter. Chapter Two: Solar Exalted This chapter provides rulings on the Solar Exalted that do not specifically fit in the Solar sections of the following chapters on Dreams of the First Age or Glories of the Most High, most references being to the Exalted core book. Chapters Three through Eight: The Dragon-Blooded, Lunar Exalted, Sidereal Exalted, Abyssal Exalted, Infernal Exalted and Alchemical Exalted Like Chapter Two, these chapters focus on a given Exalt type, most referenced rules being found in each of their respective Manual of Exalted Power. While the Infernals chapter in-
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cludes errata for The Broken-Winged Crane, and the DragonBlooded chapter includes errata for The Thousand Correct Actions of the Upright Soldier, more cosmopolitan products like Dreams of the First Age and Glories of the Most High are found in separate chapters, which include errata applicable to many Exalted. Chapter Nine: The Fair Folk This chapter is just like the previous chapters dealing with specific types of Exalted, but focuses instead on the Fair Folk. Chapter Ten: Dreams of the First Age Somewhat unique amongst subjects of the errata, Dreams of the First Ages chapter includes an extensive overhaul of its Charms, including a large selection of brand new material not found in the original print release. Of particular note, Sidereal Throne Shadow Style makes its debut. This errata includes all that is necessary to correct and improve the original publication without requiring you repurchase the product. (Which, if you are so inclined, can be found on DriveThruRPG.) Chapter Eleven: Scattered Glories The pattern has been broken, and new, wonderful tales can be told! This chapter covers various products that do not fall into other categories, such as Glories of the Most High and Masters of Jade. Chapter Twelve: The Books of Sorcery While errata for the core rules on crafting and sorcery can be found in Chapter One: General Errata, everything from rules changes and clarifications on necromancy, spells, artifacts and spirits can be found in their appropriate sections here. Chapter Thirteen: The Scrolls of Esoteric Wisdom An eclectic bunch of errata for an eclectic bunch of books, ranging from the subjects of the life of a mortal in Creation to the high-flying martial arts of the Sidereal masters. Chapter Fourteen: The Directional Compasses Covering both the Compasses of Celestial Directions and Compasses of Terrestrial Directions series, Chapter Eleven includes information on the expanse of setting materials that can be found in the Compasses, as well as the rules scattered throughout. Appendix: Expanded Table of Contents Not quite the most exciting reading material, this appendix can guide you through the Scroll of Errata. It includes hyperlinks for your browsing convenience, so that you can skip right to the end of this document, find the subject youre looking for and click on the entry to go there immediately.
Below are listed the latest changes to the Scroll of Errata, with handy links ready to take you straight to the new stuff. You can find a list of previous changes on page 203. As of March 13, 2012, too many new changes have been made to list all of them here. The complete list is in Appendix: Changes Over Time on page 203. Highlights include: Dramatically appropriate iconic animas (page 8) Stunts always provide rewards, but less frequently (page 8) Thaumaturgy costs cannot be obviated (page 8) Minimum damage is lower (page 9) Social combat accounts for extra successes on attacks; natural and unnatural influence updated (page 10) Combos are made freely at no extra cost (page 13) Equipment bonuses are not cumulative (page 15) Weapons and magical material bonuses updated (page 15) Extensive errata to core combat Charms as part of the fix known as Exalted 2.5, touching on the capabilities of all the Exalted, as well as spirits and Fair Folk Sidereal Astrology is cheaper and more accessible, even for ronin Sidereals (page 57) Extensive errata to the Sidereal Charm set, beyond their combat functionality in Exalted 2.5 (page 58)
Charm errata presented herein contains the fullest extent of the changed information for each Charm. This includes the entirety of any lines in the Charm header, such as the entire corrected Cost or Keywords fields. If such elements are unchanged, they will not be listed at all. This applies to similar fields found in other powers such as Lunar Knacks or Dragon King Steps. Please note that some things, such as widely applicable new keywords like Mirror or Dawn (see page 20), do not merit a unique errata entry for a given Charm. A full entry with complete Keywords will be added if any more extensive errata applies to the Charms keywords.
Introduction
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GENERAL ERRATA
CHAPTER ONE
Character Creation
Exalted Character Creation
(pp. 73-85)
The following adjustments should be made for the creation of Exalted characters. These changes apply in whole to Solar, Abyssal and Infernal Exalted. Those marked by an asterisk also apply to Dragon-Blooded, Lunar, Sidereal and Alchemical Exalted character creation. Players may raise any of their characters Abilities to five without spending bonus points. Players receive four specialties to distribute amongst their characters Abilities.* Virtue dots may be purchased for 1 bonus point each. However, Willpower is calculated independently of Virtues.* Characters begin with Willpower rated at 5. Willpower may be increased at a cost of 1 bonus point per dot.* Characters may start with (Willpower + Compassion) Intimacies without spending bonus points.*
When selecting Charms, players no longer need to choose at least five Charms from Caste or Favored abilities. The character may start with any ten Charms she meets the prerequisites for. Charms cost 4 bonus points, or 3 if they come from a Caste or Favored Ability. Players receive 18 bonus points at character creation.*
Traits
Essence
Essence Ratings over 10
(p. 114)
The Essence scale of Exalted goes from 1 to 10. As Essence 10 characters can be reasonably described as nearly omnipotent in comparison to lesser beings, there is no need for any higher Essence ratings to be present in the game.
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Iconic Animas
(p. 114)
This erratum applies equally to Solars, Dragon-Blooded, Lunars, Abyssals and Infernals. Where it contradicts their respective anima sidebars, this takes precedence. The iconic anima display recedes when the Exalts DV next refreshes. It occurs automatically the first time in a scene that the Exalt spends Essence at this level, but for the remainder of the scene, such displays only occur when the Exalts player deems it dramatically appropriate.
Willpower Recovery
(p. 115)
A character who botches a Willpower recovery roll (such as their daily Conviction roll) regains no Willpower. Nothing else happens. This is typically bad enough.
In the event that a character with a combat-applicable perfect defense finds himself subjected to environmental damage, he may be capable of applying the perfect defense to that damage. At the Storytellers discretion, if it is imaginable for a character to temporarily avoid the environmental hazard by dodging or blocking (for example, using a perfect dodge to remain safe in the face of a rock slide), any perfect defense may be used to provide such protection. One invocation protects the character for the length of one damage interval. In the event that the Storyteller judges that there is no possible way for any dodge or parry, no matter how skilled, to protect the character from a source of environmental damage (such as if the character were fully immersed in lava), then the character may only protect himself with perfect defenses which are capable of blocking the unblockable or dodging the undodgeable, such as Heavenly Guardian Defense or Seven Shadow Evasion. These defenses must still be invoked on every damage interval, necessitating that the character escape the environmental hazard very quickly, lest he run out of motes and face certain death. Perfect defenses which function by negating damage (such as Adamant Skin Technique) may, of course, always be used to defend the character from environmental hazards.
Vision
Blindness Penalties
(p. 135 and p. 152)
The delineation of penalties for being blind or in darkness given on page 135 is correct. Ignore contradictory references.
Stunts are granted as rewards for descriptions and actions which make the game more exciting and interesting. As such, stunts fail to provide rewards as soon as the Storyteller judges them to be repetitive or uninterestingkicking off of the wall to impart extra force to a blow directed at the opponent is cool. Doing it five times in a row probably isnt.
Thaumaturgy
(pp. 137-139)
Without special powers that explicitly allow it, no one may spend motes to ignore the ritual ingredients of thaumaturgical procedures.
Combat Actions
New Action: Blockade Movement
Without Charms, blocking another individuals movement is a Miscellaneous Speed 5, DV -1 action. It requires that the character be directly interposed between the individual or individuals whose movement he is attempting to restrict and the place he is attempting to keep them from reaching (such as a doorway, or another character). When the targets attempt to move past the blocker, make a contested ([Strength or Dexterity] + Athletics) roll for both parties. Ties favor the blocker. If the blocker wins, the target cannot move past him toward
Falling Damage
(pp. 126-127)
Falling damage is not considered an environmental hazard, and cannot be defended against by Heavenly Guardian Defense or similar Charms (with the exception of Duck Fate); only damage negation (such as Adamant Skin Technique), effects which negate falling damage (such as the Air Aspect anima power), or not falling from a great height in the first place may protect the character from falling damage.
the blocked destination. If the target wins, she may move as she wishes. A single blocker may impede up to three targets per Blockade Movement action at a time. Blockade Movement may be flurried to impede more than three individuals at once, if needed.
Parry Specialties
(p. 146)
Melee (or Martial Arts) specialties with the appropriate weapon (such as Melee with 3 Swords specialties when using a sword) increase the die pool used to calculate Parry DV when parrying with that weapon.
Without Charms, defending another individual is a Speed 5, DV -1 Miscellaneous action. It requires that the character be within (Dexterity) yards of his ward, and allows him to interpose his Parry DV against attacks which target the individual he is protecting. If an attacker bypasses the characters Parry DV, she has the option of either letting the attack continue on to the guardians ward (in which case the attack will need to use its remaining successes to also beat the wards DVs), or she may simply let the attack strike the guardian himself. Parrybased perfect defenses such as Heavenly Guardian Defense may be used to automatically guard others, while dodge-based perfect defenses such as Seven Shadow Evasion do not impede attacks against the characters ward at all. Only one Defend Other action may be placed in a flurry. Unless explicitly noted otherwise, perfect defenses with a Duration longer than Instant apply to only one protected character per activation. To protect oneself requires one activation, and protecting anyone with a Defend Other action requires a separate activation per ward. If multiple characters attempt to defend a single target, one guardian (generally the individual with the highest Parry DV) becomes the leader of the guard, who actually applies his DV against attacks. Each additional character guarding the same ward raises the leaders Parry DV by 1 when defending the ward. Up to five characters may simultaneously guard one human-sized ward on open ground.
Defense of Possessions
(p. 238)
Attempts to attack equipment or items on the characters person (for example, to slash apart a treaty stuck through a loop on the characters belt) are treated as attacks directed at the character, and may be defended against as normal.
Minimum Damage
The minimum damage value of attacks not absorbed by Hardness is one die, rather than the attackers Essence rating. Attacks made with weapons possessing the Overwhelming tag, as well as certain Charms (such as Violet Bier of Sorrows Form), may produce higher minimum damage values. When effects deal levels of damage, that damage is not rolled, but merely applied as if they were all successes. Soak does apply as normal to this damage, however. The automatic levels are soaked first. So, for example, an attack that is inflicting 10 dice of lethal damage plus five levels of lethal damage going up against a lethal soak of 7 inflicts eight dice of lethal damage: the five automatic levels are soaked first, then the first two dice of damage follow, leaving eight dice of damage. If, for example, you have an effect that deals 12 Levels of Damage dealt by a character with Essence 5, who hits someone with a soak of 9, the damage would be soaked down to five dice of damage (Essence ping), by a strict interpretation of the rules. It is a fair approach, however, to permit the damage to be three automatic levels of damage, plus two dice thereof.
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Stunting Soak
You may not stunt to add to your soak, becauseunlike soakyour DV is assumed to be a rolled value. We just abbreviate that step and derive the DV instead. It is still based on a normal dice pool.
Social Combat
(pp. 169-175)
Dodge MDV is listed as being figured with ([Willpower + Integrity + pertinent specialty + Essence] 2) rounded down. In this specific instance, Willpower is treated as an Attribute for the purposes of Charm bonus maximums.
Social attacks cost one additional point of Willpower to resist for every three full successes above the targets MDV. Charms and other effects which list specific Willpower expenditures necessary to resist them (such as Heart-Compelling Method, which costs two Willpower to resist) replace the default one Willpower expenditure with these values before the addition of threshold successes. For example, if a Solar used Heart-Compelling Method and rolled seven more successes than the targets MDV, that target would need to spend four Willpower to resist the Charm (two for Heart-Compelling Method, and another two for the threshold successes). Threshold successes cannot force a character to spend more than five Willpower to resist a single social attack.
Characters cannot be forced to spend Willpower more than once within a scene to resist natural mental influence originating with the same character. After a character has spent Willpower to resist natural mental influence from any character during the course of a scene, all other individuals attempts to levy natural mental influence against the character suffer an external penalty equal to the characters Integrity.
Unnatural mental influence does not clearly announce itself as magical mind control unless it comes from an Obvious source and fails to affect the targeted charactercharacters targeted even by Obvious unnatural mental influence only realize this fact once they have successfully resisted it (although unaffected bystanders who witness an Obvious Charms use can tell the target is being subjected to mental coercion of some sort).
Mass Combat
Shields
(p. 161)
In order for the commander to gain the DV benefit of a shield, ii is necessary for the majority of the complementary unit to use shields.
Emotion: When an Emotion effect instills a feeling but does not specify a particular result, treat the Emotion as a sceneduration one-die situational internal penalty that applies to all actions that do not fall in accordance with the emotion (such as attempting to decipher a First Age text while enraged), and a three-die penalty for all actions that run directly counter to the emotion (such as resisting a seduction attempt while feeling lust). Beyond these mechanics, players should endeavor to represent their characters emotional state in their choice of actions as befits the balance of the characters Virtues, especially Temperance. Enhanced: This keyword denotes hero style Charms which grant an enhanced benefit when used by the Exalt type they belong to (for example, Solar Hero style Charms used by a Solar). Holy: A complementary unit primarily composed of creatures of darkness is itself considered such for the purpose of Holy Charms. Holy effects fail to function when invoked by creatures of darkness, whether they attempt toactivate a Holy Charm or try to direct the Holy powers of an artifact. Leader #: Any character capable of acting in mass combat may use Charms as explained on p. 166 of Exalted, including unit commanders. However, applying non-Excellency Charms to enhance the entire units action or to extend the benefits of a personal Charm to the entire unit normally require justification as a form of special stunt. Charms with the Leader keyword do not require this justification and have the same overall function in mass combat when leading a complementary unit as they do normally, whether to enhance the unit or the units actions. Unit bonuses also apply normally to use of these Charms. Unless specific differences are noted, Leader Charms operate identically in both personal and mass combat. When the Leader keyword lists a number beside it, an Exalt must have that Essence rating to apply the Charm to a unit she leads. Cooperative Charms with a Leader function allow the led unit to join with its special characters to produce the usual magnified effect. By definition, Charms with the Leader keyword automatically have the War keyword. Martial: Charms with this Keyword may also be used with or applied to the listed Abilities when the Exalts rating in those Abilities meets the Charms minimum Ability rating. Martial-ready: This Keyword replicates all the effects of the Martial keyword. In addition, the character may use the Charm with or apply its benefits to any of the listed Abilities that he has as a Caste or Favored Ability, even if their ratings are lower than the Charms minimum Ability requirement.
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Merged: Charms with this keyword can be bought from multiple sources, but they all count as a single Charm purchase. For instance, a Solar learning Call the Blade from Melee also learns Call the Blade from Thrown at no additional cost or training time. The list of other Charms with which one is Merged are listed at the end of the Charm. Native: Powers like the Eclipse, Moonshadow and Fiend anima do not allow acquisition of Native Charms. Only natural wielders can learn Native charms. Exalted Charms and herostyle expansions are natural to the appropriate type of Chosen. Spirit Charms are natural to gods, elementals, demons and akuma. Arcanoi are natural to ghosts. Raksha Charms are natural to Fair Folk. Primordial Charms are natural to Primordials, Green Sun Princes and Exalted akuma. The God-Blooded children of natural wielders cannot learn their parents Native Charms. Martial Arts Charms that are not Hero Style expansions cannot have the Native keyword. Overdrive: Charms with this Keyword create a temporary pool of Peripheral Essence, which can only be filled by terms outlined in the text of the Charm. Motes in these pools may only be used to activate offensive Charms with a duration of One action or less. Charms whose mote cost are paid for entirely from a characters Overdrive pool do not count as Charm activations, but must obey normal Combo rules if used in conjunction with other Charms. Other restrictions may be present in the text of the Charm. Motes gathered into the pools created by Overdrive Charms dissipate at the end of the scene, barring additional Charms to prolong their existence. Temporary mote pools created by the Overdrive keyword share their motes and stack together to determine the storage capacity of the overall pool. This Overdrive pool may store no more than 25 motes, regardless of the size of the pool generated by individual Charms with the Overdrive keyword. War: All special characters in a complementary unit and that units champion during mid-battle duels are fellow officers to one another. If a Charm functions differently when targeting a fellow officer, it deactivates if that relationship no longer applies due to either character leaving the unit. Cooperative Charms ignore their usual range limit for close contact when used by fellow officers, as the unit itself conducts the harmonization.
Charm Concepts
Committing Motes to Charms
(p. 184)
Any Charm with a duration greater than Instant ties up the motes of Essence used to fuel it for the duration of the Charm, and those motes may not be recovered until the Charm ends.
Characters who attempt to perform an action with zero dice automatically fail at that action, regardless how many successes they may garner from Charms or other sources.
Anything that grants a weapon or produces a weapon with infinite Rate instead results in a weapon with Rate 5.
Charm Limits
Charms Increasing DV Directly
(p. 185)
Charms that say they add to DV do so directly. The reason it mentions the pool is in case the character is utilizing a Combo in which a Charm that directly increases DV is used alongside, say, an Excellency. So, for this purpose, a Charm that adds +3 to your Dodge DV is effectively adding six dice to your (Dexterity + Dodge) pool for the purpose of deriving DV. Because you can only double any pool with such effect, if you had a (Dexterity + Dodge) of 10, you could only add the equivalent of four more dice (or another effect with +2 DV) to the example above.
A mortal who gains the ability to spend Essence may actually affect Creation with his will in a small way to his own benefit, even subconsciously. Hes no spirit or Exalt, but hes no run of the mill human anymore either. Think of him as another type of Essence user, not an Exalt any more than a ghost or Dragon King is. Effects like Flow Reversal Strike (see Manual of Exalted PowerDragon-Blooded, pp. 208-209) would not kill the Essence wielder outright. In this case, hed take damage like an Exalt. For a Charm like Tears of the Blade (see Manual of Exalted PowerSidereals, p. 206), the former mortal would suffer as a Terrestrial Exalt. Items like Soulsteel Perfected Kata Bracers (see Oadenols Codex, p. 42) would not inflict their material-specific effect, but all other effects would be in force, so were I a minor Essence wielder, Id still avoid picking fights with deathknights where possible. Soul-Cleaving Wound (see Manual of Exalted PowerAbyssals, p. 128) and Wicked Darts of Suffering (ibid., p. 133), as examples, would work as written.
(p. 218)
If a Charm grants an Intimacy a character already has or specifically states that it reasserts an Intimacy, this process undoes the effect of scenes spent weakening it or any similar damage to the belief.
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New Charm Concept: Speed Limit New Charm Concept: Stored Reflexive Attacks
No effect or combination of effect may reduce the Speed of an action below 3 unless it explicitly states that it does so.
Some Charms allow a character to reflexively attack foes, without the need for an incoming assault to respond to with a Counterattack. Usually, these reflexive attacks are made in response to some condition of the battle, allowing the warrior to take advantage of the situation. However, certain Charms allow a character to store the reflexive attacks they are provided, holding them back for later use. Examples include the Solar Melee Charm Final Sunset Stance and the Thrown Charm Shrike Saving Discretion. (See Ink Monkeys, Vol. 32 for these Charms.) Universally, Solar, Abyssal and Infernal Exalted cannot store more than (Dexterity + 3) reflexive attacks at once. Others may store up to (Essence) reflexive attacks. Stored reflexive attacks may be expended to target any valid target on the characters action tick. They may also be used on other ticks, but only against targets that have attacked the character on the same tick, and doing so uses up two of the stored attacks rather than one.
Temporary health levels may fit into any wound penalty category in the health track, but if the character gaining them is already suffering levels of damage in a worse wound penalty category, the damage does not slide up to fill the new health levels. Any new damage will fill the temporary health levels first before proceeding to more permanent levels, effectively shoring up the worse but yet unsurpassed set of health levels. Characters always suffer the worst applicable wound penalty from their health levels, even if they possess unfilled temporary health levels of a lesser penalty. (Unless, of course, the health level-granting effect explicitly says otherwise.) Damage will always flow down to fill in permanent health levels when temporary health levels vanish, unless the effect granting the temporary health levels explicitly says otherwise.
Even when there is no chance for failure, a character may perform a stunt normally to enhance any valid action or roll, such as a use of Heavenly Guardian Defense to parry.
Heavenly Guardian Defense, Seven Shadow Evasion, and all other combat-oriented perfect defenses do not apply to social attacks unless they explicitly state that this is so. The single exception to this rule is the Sidereal Charm Duck Fate.
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When using a Martial Arts style which allows the use of Archery, Melee, or Thrown weapons by inclusion in the styles list of form-type weaponry, the characters attacks are capped by their rating in the associated Ability until the character has mastered the styles Form-type Charm. For example, a character using Righteous Devil Style would base his Martial Arts attacks with firewands on his Archery score until learning Righteous Devil Form. This cap applies even if the style has no explicit additional Ability minimums. This condition does not apply to the first Martial Arts style the character wishes to learn; only subsequent styles are affected.
Combos
(pp. 244-245)
Exalts need not spend experience to purchase or create Combos, nor spend Willpower to activate them. Characters may simultaneously activate as many of their Charms as they desire, so long as the combination of powers activated obeys the rules for creating Combos (for example, characters still may not activate two Simple Charms simultaneously, nor activate another Charm at the same time as a Charm that lacks the Combo-OK keyword).
All Martial Arts Charms with the Form-type keyword now also possess the Combo-Basic Keyword. However, the first time in an action that a Charm with a Flaw of Invulnerability is activated in a Combo in conjunction with a Charm possessing the Form-type keyword, a two Willpower surcharge is added to the Charms cost.
Sorcery
Sorcery and DV
(p. 251)
A sorcerer gets the benefit of normal DV (hence the DV modifications given under the various Shape Sorcery actions). Getting attacked would likely count as a distraction, requiring said (Wits + Occult) roll be made after the results of the attack were found. As explained on page 251 of Exalted, an external penalty equal to the health levels lost would be subtracted from the rolls successes.
Snake Style
(p. 240)
One may not wear armor and practice Snake Style.
Serpentine Evasion
(p. 240)
This Charm does not add a DV bonus. Instead, it inflicts a -2 external penalty on any attack roll the martial artist defends against with his Dodge DV or unarmed Parry DV.
Storytelling
Changing Specialties in Play
Once a character has three specialties for an Ability, he is barred from purchasing any more. While this certainly helps to define and stake out a characters niche and signature style, further growth in the character may ultimately make the original selection inappropriate or limiting. Characters with three specialties can buy a new specialty at a reduced cost of two experience points, but doing so forfeits one existing specialty for the Ability. Once a story, this swap may be done for free. Learning a new specialty always requires standard training time.
The core book rules do not discuss how to raise a characters Backgrounds. Storytellers are encouraged to adopt one of two methods for this, depending upon their personal preferences and what works for their game: Method 1: Backgrounds Cost Experience. Backgrounds may be raised at the cost of 3 Experience per new dot (similar to the cost of a Specialty). Thus, an Exalt raising her Allies from 4 dots to 5 dots would pay 3 Experience points. Storytellers should generally let players recover Experience invested in this fashion if story circumstances force the character to lose dots in a Background. Such protection should not be absolute dumb moves should have consequences but players shouldnt be afraid of permanent losses merely at a whim, either. Should the story demand that a character gain a Background in play without having the necessary Experience, she must spend at least half of all Experience she gains toward this Background until she is no longer in debt. For example, if Dace raids his own tomb and gains a reaver daiklave, but doesnt have 6 Experience points banked, then he would still gain the daiklave but would need to invest the Experience as soon as possible or lose the daiklave to story development (perhaps it is stolen by a sneaky Wyld Hunt scout).
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Method 2: Backgrounds Are Free. Backgrounds do not cost any Experience to raise, but they may only be raised with the explicit permission of the Storyteller. The Storyteller may only allow the increase (or loss) of Backgrounds when dictated by the story of the game. Although Backgrounds gained under this method are free they must still be earned via in-character play. For Dace to gain his ancient reaver daiklave, he must delve into his tomb, while building a mercenary unit requires active recruitment and campaigning.
Spirits
Spirit Charm: Principle of Motion
Type: Simple (DV -2) Duration: Indefinite The version of this Charm found in The Books of Sorcery, Vol. IVRoll of Glorious Divinity I is correct. To be clear, it requires the spirit to commit the mote cost to maintain the bank of actions. Withdrawing actions from the bank produces a flurry of up to (withdrawn actions + 1) actions, but no such flurry may contain more than (Essence + 1) total actions. These actions may be used to perform any standard combatscale action, except for the activation of Extra Action Charms or Shape and Cast Sorcery, Necromancy or Protocol actions.
(p. 296)
Mutations
(pp. 288-290)
Stackable mutations such as Toxin and Multiple Limbs may apply their benefits no more than the characters (Essence rating) times. Any additional applications of such mutations are merely cosmetic. This does not apply to mutations which become different mutations upon being purchased multiple times, such as Wolfs Pace or Large.
Antagonists
Attack Speeds and Defense Values
(pp. 279-319)
p. 279Farmer/Citizen template Dodge DV should be 1. p. 279Green Troops template Dodge DV should be 2/1. p. 280Elite Soldiers template Dodge DV should be 2/0. p. 280Mortal Hero template Dodge DV should be 4/2. Essence should be 1. p. 280Savants/Elders/Thaumaturges Dodge DV should be 3/2. p. 282God-Blooded template Dodge DV should be 4/2. p. 291The Gryphons Claw attack Speed is 5, not 9. p. 291Buck-Ogre template has no listed Defense value for its axes. It has a Parry DV of 2. p. 303Fakharu template Dodge DV should be 8 (9 in Dragon Form). Fakharus Claws are listed at Speed 7, Bite at Speed 9 and Dragons Suspire at Speed 10this should be Claw Speed 5, Bite Speed 6, and Dragons Suspire Speed 6. p. 303Huraka template Claws are listed at Speed 7, Bite at Speed 9 and Dragons Suspire at Speed 10this should be Claw Speed 5, Bite Speed 6, and Dragons Suspire Speed 6. p. 306Wood Spider Dragons Suspire listed at Speed 10. This should be Speed 6. p. 309Octavians template has Malfean Iron Staff with Speed of 7. This should be 6. p. 310Erymanthoi bone club listed with Speed 7. This should be Speed 5, like other clubs. p. 318Hungry Ghost has a Claw Speed 7. This should be 5. p. 319Nemissaries Dodge DV should be 4/3.
The Dead
The Mask of Winters
(pp. 320-322)
The Mask of Winters should possess a Lore rating of 10.
Mortals are only able to learn Terrestrial Martial Arts and Terrestrial Circle Sorcery as Charms. That is the limit. GodBloods of various types are exceptions, however. There are no mortal Excellencies.
14
Panoply
Bonus Stacking
Bonuses from equipment (including magical material bonuses) do not stack with one another; the character enjoys only the best among his various modifiers. For example, a DragonBlooded character with a jade daiklave and jade hearthstone bracers would only lower his Speed by one pointthe two magical material bonuses will not stack to produce Speed -2. Likewise, a character wearing lamellar armor and a magic girdle that provides armored soak enjoys only the higher of the two soak ratingsthey do not stack together.
Mundane Equipment
Perfect Equipment
(pp. 365-366)
Superior equipment only comes in fine and exceptional formsall references to perfect equipment are now treated as exceptional equipment.
Mundane Spears
(p. 368)
Javelin: Speed 5, Accuracy +1, Damage +2L, Defense +0, Rate 2, Tags: T, Th Short Spear: Speed 5, Accuracy +2, Damage +2L, Defense +1, Rate 2, Tags: R, Th Spear: Speed 5, Accuracy +1, Damage +3L/6L, Defense +1, Rate 2, Tags: 2, L, R, Th
Shields
Rather than acting as mobile cover, shields are now modeled as high-defense, low-damage weapons. They are indicated by the Sh# tag. Weapons with the Sh tag are considered shields, and impose a mobility penalty on characters using them equal to their listed numerical rating. Buckler: Speed 5, Accuracy +0, Damage +0B, Defense +3, Rate 1, Tags: M, Sh0 Target Shield: Speed 6, Accuracy +0, Damage +1B, De fense +4, Rate 1, Tags: M, Sh1 Tower Shield: Speed 6, Accuracy +0, Damage +1B, De fense +5, Rate 1, Tags: M, Sh2 Thunderbolt Shield*: Speed 5, Accuracy +1, Damage +2B, Defense +5, Rate 1, Tags: M, Sh0 * Orichalcum and Soulsteel Thunderbolt Shields have Defense +6. Moonsilver shields add one point to the characters Essence for the purpose of calculating Dodge DV. Jade Thunderbolt Shields inflict a -2 external penalty on all attempts to disarm the shield. Starmetal shields allow the user to apply their shield-derived DV against one unexpected attack per scene. Adamant shields jagged edges inflict Damage +4L, with Rate 2.
Weapon Tags
Axe/Hatchet, Club, Javelin and Thrown Knife include an asterisk (*) in their Tags. This should be accompanied by a note that reads: * Weapon can also be used as a Melee weapon. Piercing: Piercing weapons ignore four points of soak from the targets armor. If this would give the armor in question an effective soak value of less than 2, the weapon does not ignore the armors final 2 points of soak. Th: This tag indicates that a weapon is a Thrusting weapon, capable of being used for Thrust actions. A Thrust action is identical to an Attack action, save that its DV penalty is -2 and it carries the Piercing tag.
(p. 377)
(p. 373)
Mundane Blades
(p. 366)
Chopping Sword: Speed 4, Accuracy +1, Damage +4L, Defense -1, Rate 2 Great Sword: Speed 6, Accuracy +1, Damage +6L, De fense -2, Rate 1, Tags: 2, R Knife: Speed 4, Accuracy +2, Damage +1L, Defense +0, Rate 3, Tags: T Short Sword: Speed 5, Accuracy +1, Damage +2L, De fense +1, Rate 2 Slashing Sword: Speed 4, Accuracy +1, Damage +3L, De fense +0, Rate 3 Straight Sword: Speed 5, Accuracy +2, Damage +3L, De fense +1, Rate 2
Tower Shield
(p. 377)
The first sentence of the second paragraph should begin The user of a tower shield suffers an additional -2 mobility penalty
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Hearthstones
Hearthstone Terminology
(p. 382)
An attuned hearthstone is a hearthstone whose bearer is attuned to the hearthstones manse. A resonant hearthstone is an attuned hearthstone set in an artifact to which the bearer is attuned.
(pp. 385-387)
Wilderness Gem
(p. 384)
The last sentence should read and it allows the character to take part in supernatural tracking contests.
Greater Wonders
The Cost of Artifacts
(pp. 385-392)
The Costs of Artifacts is in dots of Artifact rating rather than in Resources, unlike non-Artifact weapons and armor.
Powerbows
(p. 389)
Powerbows gain the O tag, at a value of 2.
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Artifact Armor
(pp. 390-391)
The artifact reinforced breastplate is rated Artifact . The artifact articulated plate and artifact superheavy plate are rated Artifact .
Orichalcum adds +2 Accuracy, +1 Defense, +1 Rate for Melee and Martial Arts weapons. Soulsteel weapons cannot drain more motes on an attack than the total levels of damage dealt in Step 10. Jade shelters its bearer with the strength of the five elements. In addition to having no fatigue, jade armor subtracts two points from the Damage of any environmental hazard its wearer suffers.
Starmetal Armor
Starmetal armor offers incredibly auspicious protection. When fully attuned, starmetal armor adds one to both the armors lethal and bashing Hardness and reduces the minimum damage value of oncoming attacks by 1 (to a minimum of one die).
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18
SOLAR EXALTED
CHAPTER TWO
Setting
Solar Visions at Exaltation
(p. 32)
Basically, any Solar may receive a message or vision from the Unconquered Sun upon his or her Exaltation, but Zeniths always do. For some information on how the Unconquered Sun communicates these visions, see the Charm Righteous Answer of Catechism on page 9 of Glories of the Most High: The Unconquered Sun.
Traits
Dawn Anima Effects
(p. 92)
Replace the current Dawn anima power with the following: By spending five motes of Essence, the character may appear glorious and terrifying until the end of the scene (or until she decides to let the effect dissipate). She appears taller and fiercer, with a terrible visage, burning eyes and a deadly, rend-
ing grasp. This effect comes into play automatically once the Solar spends 11+ motes of Peripheral Essence. While this power is in effect, the character exudes a fear aura which causes all opponents attempting to attack or oppose her (socially or physically) to suffer a -1 external penalty on all attack rolls. This unnatural Emotion effect costs five points of Willpower to ignore for the rest of the scene. The Dawns terrifying glory unbound also disrupts attempts at coordinating attacks against her, increasing the difficulty to arrange such attacks by 2. Additionally, the immense Essence pressure within the characters anima slows all incoming attacks, increasing the characters DVs by 2. Finally, Solars of the Dawn Caste are immune to all fear-based Emotion effects while their anima power is active. If a complementary mass combat unit is forced to check for rout because of the Dawn Castes actions while this anima is active, they suffer a -2 external penalty to the roll. The above also applies to the Dusk and Slayer anima powers.
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Joshua Pitre (order #2251383)
Dodge: Seven Shadow Evasion, Reflex Sidestep Technique, Leaping Dodge Method, Refinement of Flowing Shadows, Divine Witness of Utter Safety.* * The last two listed Charms are from Dreams of the First Age, pp. 67, 77 and 77-78 respectively.
General Charms
Infinite (Ability) Mastery
(pp. 185-187)
The discount of this Charm does not apply to dice purchased over the Solars normal dice limit with (Ability) Essence Flow.
Archery
There Is No Wind
(p. 187)
Keywords: Combo-OK, Martial, Mirror (Pulse of the Prey) Prerequisite Charms: None This Charm does not negate DVs. Martial: Thrown. The Essence 3+ upgrade does not apply to Thrown.
Charms
New Keyword
In addition to the keyword below, many Charms have gained less Solar-specific keywords. Enhanced, Martial and others can be found on page 10. Dawn: Solars of the Dawn Caste may buy Charms with this Keyword for eight experience points, even if they do not Favor the Ability the Charm is located in. Training these Charms takes as much time as training a Caste or Favored Charm. This Keyword applies to the following Charms: Resistance: Essence-Gathering Temper, Durability of Oak Meditation, Spirit Strengthens the Skin, Iron Skin Concentration, Iron Kettle Body, Adamant Skin Technique, Unbroken Chain Resolve, Ruin-Abasing Shrug.* Occult: Spirit-Cutting Attack, Ghost-Eating Technique. Athletics: Thunderbolt Attack Prana, Increasing Strength Exercise, Hill-Hurling Might, Lightning Speed, Godspeed Steps, Speed of Light Approach.* Awareness: Panoptic Fusion Discipline (Ink Monkeys, Vol. 8).
Forceful Arrow
(p. 187)
Cost: 1m If an attack enhanced by this Charm strikes its target and rolls even one die of damage, the target is automatically knocked back (archers Essence x 3) yards without opportunity to resist. A character who has learned the Charm Lightning Strikes Twice may apply the effects of that Charm to a knockback caused by Forceful Arrow. See Ink Monkeys, Vol. 33 for the Charm Lightning Strikes Twice.
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(p. 242)
(p. 242)
(p. 242)
(p. 242)
(p. 189)
(pp. 242-243)
Martial Arts
Knockout Blow
(p. 190)
Cost: 4m
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(p. 243)
Melee
Hungry Tiger Technique
(p. 190)
Prerequisite Charms: None
Ox-Stunning Blow
Keywords: Combo-OK, Crippling, Enhanced Stunning damage counts as stunning penalties in conjunction with Wicked Dissolve Dust. Enhancement: Solars may spend as much Essence as they like when activating this Charm.
(p. 243)
(p. 243)
Shockwave Technique
Keywords: Combo-OK, Counterattack, Enhanced, Knockback, Obvious Enhancement: The Solars opponent, when used as a weapon, has +2 accuracy and +6B damage. The attack made with this opponent may be applied to all characters within that unfortunates flight path.
(p. 244)
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Bulwark Stance
(p. 193)
Keywords: Combo-Basic, Martial This Charm negates penalties to the Exalts Melee-derived Parry DV. Martial: Martal Arts.
Thrown
Joint-Wounding Attack
(p. 195)
Cost: 2m Keywords: Combo-OK, Crippling, Martial-ready Prerequisite Charms: None Martial-ready: Archery, Martial Arts, Melee.
Observer-Deceiving Attack
(p. 195)
Cost: 1m Prerequisite Charms: None
(p. 194)
Solar Counterattack
(p. 194)
Keywords: Combo-OK, Counterattack, Martial-ready, Mirror (Vengeful Riposte) If the Lawgiver has stocked any free reflexive attacks, she may expend one such attack as part of the three mote cost of this Charms activation to make her counterattack unblockable. (See Final Sunset Stance from Ink Monkeys, Vol. 32 for an example of stocking free reflexive attacks.) Martial-ready: Archery, Martial Arts, Thrown. The unblockable version of Solar Counterattack is available only to Martial Arts and Melee.
Spirit Weapons
(p. 197)
Cost: 4m Prerequisite Charms: Call the Blade Weapons created by this Charm are always exceptional. The Solar can reflexively create new weapons at any time as long as he has a hand free to hold them.
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War
Heroism-Encouraging Presence
(pp. 197-198)
Cost: 5m or 5m, 1wp; Mins: War 4, Essence 2; Type: Reflexive Prerequisite Charms: None This Charm costs five motes when used in combat or social combat, or five motes, one Willpower when used in mass combat. It renders allies fearless within a range of (Essence x 20) yards, not (Essence x 5). At Essence 3+, in addition to the listed effects, whenever the Solar or an ally under the effects of Heroism-Encouraging Presence channels Valor to enhance an action, they add successes rather than dice to the action at a rate of one success for every die that would have been added. If the action succeeds, the character is automatically refunded the Willpower spent to channel Valor.
of the characters choice, again chosen at the time of Charm purchase. Players wishing to have multiple options may take this Charm up to (Resistance) times, defining a different suit of armor each time they purchase it. Each purchase after the first costs 2 experience points.
Integrity
Elusive Dream Defense
(pp. 200-201)
The Charm lists a duration of Instant (Story). This means that the motes are committed for the rest of the story.
Performance
Phantom-Conjuring Performance
(p. 202)
At Performance and Essence 4+ a Solar with this Charm may personalize the expressions of his iconic anima displays, changing its appearance each time it flares up. Deathknights with this Charms Abyssal Mirror gain the same benefit.
Resistance
Glorious Solar Plate
Cost: 1m/3m/5m, 1wp Keywords: Combo-OK, Holy, Obvious Prerequisite Charms: Whirlwind Armor-Donning Prana Replace the text of the Charm with the following: The Solar armors himself in the blazing glory of the Unconquered Sun. Glowing golden armor manifests on his body as he activates this Charm, taking on a form chosen by the Solar at the time he purchases the Charm. Statistically, the armor has traits equivalent to those of any basic orichalcum artifact armor with a rating of 3 dots or lower. One-dot armors cost 1m, 1wp to invoke with this Charm; two-dot armors cost 3m, 1wp; three-dot armors cost 5m, 1wp. Regardless of their design or statistics, the armors created by this Charm shine with golden light equivalent to an 8-10m anima display. Creatures of darkness are staggered by this radiance, subtracting the Solars (Essence) from the raw damage of their attacks against him, to a minimum of one. For a two-mote surcharge, this armor may be invoked along with an Essence-forged shield decorated with either the symbol of the Unconquered Sun or a depiction of the characters iconic anima. This shield has the traits of a mundane shield
(p. 205)
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Essence-Gathering Temper
(p. 207)
Cost: ; Type: Permanent Keywords: Dawn, Native, Overdrive Duration: Permanent Replace the text of this Charm with the following: The more terrible the enemies and adversities they face, the greater the power of a Solars spirit. This Charm grants the character an additional ten-mote peripheral Essence pool in accordance with the Overdrive Keyword. Whenever the Lawgiver is injured, she gains motes which are used to refill this pool: one mote for being struck by an attack without taking damage, two motes per point of bashing damage, or three motes per point of lethal or aggravated damage suffered. Essence-Gathering Temper will only provide motes when the Solar is injured against her will; she may no more order a bound demon to assault her in order to obtain motes than she may gain them from stabbing herself. Health lost in order to pay the activation cost of a Charm likewise never produces motes. At Essence 3+ the Solar may also refill her Overdrive pool when she perceives her allies being injured, at the same rate as though she were taking damage herself. In order to gain motes in this fashion, the Solar must directly perceive the character being injured at the moment the injury occurs, and must have a positive Intimacy toward that individual (the characters Lunar mate also always qualifies). Finally, the injuries may not be self-inflicted, as outlined above, and may not be inflicted by the Solar herself.
Lore
Essence-Lending Method
(p. 217)
No character can receive more than five motes on a single action from any combination of effects that voluntarily transfer Essence between characters. This restriction applies equally to Essence-Lending Method, Essence-Draining Touch, Lease the Flame, and all similar magic.
Medicine
Wound-Mending Care Technique
(p. 219)
Prerequisite Charms: None The patient recovers (rolled success) health levels at the end of the treatment, not at the end of the day.
(p. 208)
Occult
Ghost-Eating Technique
(p. 221)
This Charm cannot drain more motes from a spirit than the total levels of damage dealt by the attack. Motes drained do not go into the Solars Essence pool; rather, these torn-off fragments of spiritual power swirl invisibly about her, empowering her to continue her assault upon unruly spirits. For each mote drained by this Charm, the Solar may launch one Spirit-Cutting Attack at no mote cost. Phantasmal images of those spirits damaged or destroyed by Ghost-Eating Technique during the scene flicker and churn within the Solars anima until she has used up all captured Essence on Spirit-Cutting Attacks, or until the end of the scene, at which point the drained power dissipates.
Survival
Friendship with Animals Approach
(p. 209)
Prerequisite Charms: None
Athletics
Monkey Leap Technique
(p. 223)
While this Charm is active, the character may reflexively Jump only once per action, on her action tick. This does not replace her Move actions, and she may still only Jump once per action.
Element-Resisting Prana
(p. 210)
Environmental damage inflicted via Charms, spells, etc. are replicating natural environmental damage, but it isnt actually natural. These are supernatural assaults that are directly inflicted upon characters. So, for example, Dragon Vortex Attack would, in fact, be able to inflict damage to someone under the aegis of Element-Resisting Prana.
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Sail
Salty Dog Method
(p. 236)
This Charms text is in error; DVs and MDVs are not considered external penalties and as such are not affected by the Charm. Poison would be a better example of the sort of unrelated penalties the Charm negates.
Dodge
Seven Shadow Evasion
(p. 227)
Cost: 8m
Socialize
Wise-Eyed Courtier Method
(p. 238)
This Charm is a social attack against the MDV of the groups leader. Magnitude is not applied normally to the units MDV; instead, the Solars roll suffers an external penalty equal to the groups (Magnitude 2). Ignore all references to an external penalty in the text of the Charm.
Larceny
Perfect Mirror
(p. 228)
Cost: (+3m, 1wp); Type: Permanent Keywords: None Duration: Permanent This Charm acts as a permanent upgrade to Flawlessly Impenetrable Disguise, allowing it to be activated with a three mote, one Willpower surcharge to enjoy the benefits detailed under Perfect Mirror. It also changes the duration of Flawlessly Impenetrable Disguise to Indefinite, even when activated for 7m.
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THE DRAGON-BLOODED
CHAPTER THREE
Traits
Breeding Background
(pp. 105-106)
For a Lookshy Dragon-Blood, Breeding 4 costs 14 bonus points, while Breeding 5 would cost 20 (which is patently impossible except in games using the Merits and Flaws presented in Chapter Three of Scroll of Heroes).
Dragon-Blooded Breeding involves rolling a single 10-sided die. If both parents are patricians of proper breeding with numerous Dragon-Blooded relatives, the child Exalts on a roll of 1-2. If one parents a Dragon-Blood and the other is a mortal of poor breeding, the child will Exalt on a roll of 1-3. If one parents a Dragon-Blood and the others a patrician of good stock with Dragon-Blooded relatives, the child Exalts on a roll of 1-4. If both parents are Dragon-Bloods, the child Exalts on a roll of 1-6. The Breeding Background adds to the number that must be rolled, and it applies from both parents if both have high enough Breeding. Thus, if two Dragon-Bloods, one with Breeding 4 and one with Breeding 5, have a child, the child will Exalt on a roll of 1-9 (the normal 1-6 for the child of two Terrestrials, plus 1 for the Breeding 4 parent, plus another 2 for the Breeding 5 parent).
Much of the Dragon-Blooded errata, along with brand new Charms and excerpts from the Realm military guide of the same name, can be found in the PDF supplement The Thousand Correct Actions of the Upright Soldier.
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Charms
In addition to the keywords here, many Charms have gained less Terrestrial-specific keywords. Holy, Leader and War all have received relevant updates that can be found on page 10. Action-Only: A reflexive Charm with this keyword can only be activated on a tick when the character acts and only once per tick. It may not be used on the ticks between actions. Cooperative: Close contact means that each participating Dragon-Blood must be within five yards of one or more other participants to harmonize animas. Dynasty: (Dreams of the First Age: Lords of Creation, p. 77 or 98.) A Charm with this keyword has special effects on human descendants and occasionally other blood relatives. For these purposes, a blood relative is defined as anyone with whom the character shares a common ancestor no more than five generations back. A descendant is anyone who traces direct lineage to the Exalt, regardless of the number of generations. Some Charms differentiate between relatives who are mortal versus Dragon-Blooded, as noted in their description. Celestial Exalted are never considered blood relatives or descendants unless a Charm explicitly says so. Elemental: When the same or different Charms list effects that vary by element which are functionally identical, these effects never stack. For example, a target choking on seawater cannot have his action delayed more than three ticks by repeatedly hitting him with further action-delaying attacks. Some common Elemental effects function differently than printed. The -2 internal penalty for buffeting should be a -1 external penalty. Charms that induce knockback or knockdown with a successful hit always function and do not afford a roll for the victim to avoid falling prone. Further, hurling someone back or prone is a Knockback effect and only imposes the buffeting penalty on complementary unit targets unless the Charm encompasses most of the area the unit occupies. References to bonus levels of damage (usually via fire) add dice instead. Wood toxins are a Poison effect and any penalties they impose are internal. Although they do not stack, these toxins automatically take hold with a successful hit to impose their usual penalty; the victim receives no roll to avoid this. For reference, the Wood anima toxin is: Damage (Essence)L/action, Toxicity (Essence), Tolerance None, Penalty (half Essence) and inflicts one dose per action to each victim who makes skin-to-skin contact, whether momentary or continuous. Purity #: (Dreams of the First Age: Lords of Creation, p. 77 or 98.) Charms with this keyword channel the Elemental Dragons through birthright, requiring the minimum Breeding indicated in parentheses to learn them. The Eclipse anima and similar powers allow these Charms to be learned without Breeding as though their minimum Essence was one dot higher. The steady dilution of the Dragon-Blooded race has made Purity magic vanishingly rare, almost legendary. Knowing about each of these Charms requires an (Intelligence + Occult) roll at a difficulty of the highest minimum trait required for them. Incidentally, this is also the difficulty to know about the special support effects of each Terrestrial Charm capable of aiding Celestial Exalted leaders, as the Immaculate Order does its utmost to stamp out this heretical knowledge.
General Charms
Terrestrial (Ability) Reinforcement
(pp. 128-129)
Keywords: Combo-OK, Touch, War No contact is required to target a fellow officer; Exalted fellow officers may have Abilities raised higher than twice their rating (but still no higher than the donors rating). With Essence 4+, targeting an Exalted unit leader and committing additional motes equal to the units Magnitude simultaneously applies the Charm to every member of the unit. Only Exalted fellow officers ignore the twice rating cap for a unit blessing, but boosting rank and file can increase the units Close Combat Rating or Ranged Combat Rating.
Linguistics
Language-Learning Ritual
(p. 129)
Keywords: Stackable Each commitment sustains fluency in a different language (written fluency requires Lore 1).
Cipher Missive
(p. 129)
Deciphering a document created with this Charm is an extended action with a difficulty of (Exalts Essence rating), cumulative difficulty equal to the successes the Dragon-Blood rolled and a roll interval of (Exalts Essence rating) days.
Craft Icon
(p. 130)
Replace the word reduce in the second paragraph with reproduce.
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Voice of Mastery
(p. 131)
The Charms targets cant be reset without reactivation.
(p. 133)
Lore
Elemental Concentration Trance
(p. 132)
This Charm can accelerate training times for any Charm that shares the Terrestrials aspect or non-magical trait. Charms to learn sorcery or necromancy are never eligible, regardless of aspect. The Charm may also be used to speed research or other actions to gain information from available sources.
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Occult
Harmonious Wind-Luring Song
(p. 134)
Type: Simple (Speed 5 in long ticks, -0 DV) Duration: One day This Charm does not summon an actual spirit, but rather invokes the power of such beings to create winds that may blow anywhere within a radius of (Occult x 100) yards around the Terrestrial. Multiple currents can blow in different directions within the radius, typically to help allies while hindering enemies. When using this Charm to speed or slow a vehicle propelled by the wind (such as a ship or airboat with sails), the net modifier to per tick speed is the Exalts (Sail + Essence) and this is applied after any adjustments to the vehicles own speed. Changing the winds direction or rearranging where it blows within the permitted radius is a diceless miscellaneous action.
Spirit-Grounding Shout
(p. 134)
Keywords: Combo-OK, Shaping A spirit forced to materialize must still possess the Materialize Charm to do so, but accomplishes forced materialization reflexively. If the spirit lacks sufficient motes to accomplish this, the Terrestrial knows how many motes are still required and may pay them. If he does not, the spirit also spends no motes and the Charm does nothing.
Spirit-Chaining Strike
(pp. 134-135)
Keywords: Combo-OK, Crippling, Leader Each threshold success on the activation roll imposes a cumulative -1 internal penalty. A spirit becomes Inactive but fully conscious for a scene once the total penalty imposed by all activations of this Charm exceeds its Essence rating. The only actions a paralyzed spirit can take are mental actions that do not affect others. Leader only applies if attacking a solo unit or special character spirit while commanding a unit whose attacks can hit that spirit. A paralyzed spirit ceases to be a special character and drops out of its unit.
Stealth
Feeling-The-Air Technique
(p. 136)
Keywords: Combo-OK, Leader 5 If a Dragon-Blood suffers a Crippling injury that blinds him completely, duration increases to Indefinite and cost becomes 0m.
Spirit-Shredding Attack
(p. 135)
Keywords: Combo-OK, Leader Each threshold success on the activation roll strips away (Exalts Essence rating)m from the spirit as a Shaping effect. The imposition of permanent death with a killing blow is not Shaping. Leader applies as per Spirit-Chaining Strike.
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Wind-Walking Technique
(p. 137)
Common sense guides the definition of horizontal surface; inclines are fine, sheer surfaces are not.
Thrown
Loyal Weapon
(p. 138)
Keywords: Combo-OK, Leader 4 If this Charm is used to retrieve a weapon that only exists in the moment of the attack (such as Elemental Bolt Attack or Deadly Blades of the Five Dragons), the projectile continues to exist with the same statistics and returns to the Exalts hand so that it may be hurled again without requiring reactivation of the effect that created it. Unless Loyal Weapon is applied again, such projectiles then disappear like normal.
Awareness
All Encompassing Earth Sense
(p. 140)
Keywords: Leader
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sleeps. Appropriate Charms may awaken a sleep using roll-off rules. Dreams of treasure are a plot point under Storyteller control and cant be deliberately induced.
Flaw-Finding Examination
(pp. 142-143)
Type: Simple (Dramatic action) Keywords: Combo-OK, Leader, War The activation roll uses the characters highest Craft ability. Fixing objects is a Shaping effect, and the Charm can only repair non-magical inanimate objects by default. Broken structures must be repaired by mending each component object. Repairing a damaged simple artifact requires Essence 3+ and each use counts as (Essence rating) successes toward the task. Repairing or maintaining magitech or other exotic craft products further requires at least a dot of the appropriate Craft. If a special character uses this Charm to study flaws, she can communicate her findings to her leader or a fellow officer to enhance the next attack against the target made by the unit or character, respectively. If a character or unit has multiple applications of this Charm advising it on how to destroy an object, the formula for damage increase is (raw damage x 2) + (total Essence of advisors past first).
Sense-Riding Technique
(p. 141)
Keywords: Combo-OK, Shaping The dice pool to notice an attempt to ride senses is (Wits + Awareness). Tagging someone is an unblockable, undodgeable Shaping attack. Wards against scrying block this Charm.
Sense-Destroying Method
(pp. 141-142)
Type: Simple This Charm requires an unblockable attack roll to hit a target in line of sight using (Perception + Awareness + Essence), applying an external penalty of the targets Perception. On a hit, the number of successes remaining translate directly into the internal penalty applied to use of the targeted sense or negation of wound penalties if numbing touch, respectively.
Craft
Shaping Hand Style
(p. 142)
Duration: Indefinite In addition to its martial utility, this Charm provides a +3 die equipment bonus to Craft rolls that could logically benefit from the emulated tool. This does not count against Charm bonus limits.
Integrity
Unsleeping Earth Meditation
(p. 144)
The number of hours is 25, not 24. Once Willpower begins to decay, it lowers the size of the Exalts Willpower pool, but not her permanent rating. The pool resets to normal after appropriate rest.
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(p. 145)
Chaos-Warding Prana
(pp. 145-146)
Keywords: Leader 7 This Charm provides absolute immunity to all Shaping effects save for those generated by Celestial Exalted using any magic that Terrestrial Exalted are incapable of learning. This weakness does not apply if the Terrestrials Breeding is greater than or equal to the Essence of the Celestial doing the Shaping. This Charms defense extends to all objects within (Essence rating) yards of a protected character who owns them.
Defense-From-Anathema Method
(p. 146)
Cost: 5m, 1wp Keywords: Combo-OK, Leader 5, Native In the First Age, this Charm was known as Dragons Parable Defense. It gained its modern name only when it was turned to the task of hunting the Celestial Exalted. Replace the text of this Charm with the following: Gaia ordered that the Dragon-Blooded should be the perfect army for the Celestial Host. This Charm gets power from this unique relationship between Terrestrial and Celestial Exalted. The Terrestrials Essence surges in response to the presence of the greater Chosen, bolstering his stolidity to make him immovable and inexorable: the perfect soldier. When using this Charm within (Essence x 100) yards of a Celestial Exalt, add the Terrestrials Essence to his DVs and MDVs. The bonuses garnered from Defense-From-Anathema Method apply to all attacks the character experiences, regardless of their source, so long as the Charm remains in effect.
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Resistance
Strength of Stone Technique
(pp. 146-147)
Dots conferred by this Charm count against Charm bonus dice limits.
War
Enfolded in the Dragons Wings
(p. 148)
A steed is a valid beneficiary of this Charm. With Essence 3+, add the Cooperative and War keywords. Exalted acting as special characters in a complementary unit with Magnitude less than their Essence rating may pay 1m per Magnitude dot to shield all members of the unit with this Charm (and all their mounts, in the case of cavalry). Each additional Exalt using the Charm this way cumulatively adds +1 to the highest Essence rating among them to determine if the unit can be protected, but all participants must commit motes equal to the units Magnitude to do this. While an entire unit is protected, all members are shieldedeven Exalted.
(pp. 147-148)
Armor-Hardening Concentration
(p. 149)
With Essence 3+, this Charm gains the power to enchant an entire mass combat unit as per Enfolded in the Dragons Wings. The cost to do this is 2m per dot of Magnitude. Using the Charm this way increases the units Armor rating accordingly.
Phantom-Warrior Horde
(p. 149)
Keywords: Action-Only, Combo-Basic, Elemental, Obvious, War Penalties imposed by the Charm are internal. The difficulty of a mortals Valor roll is the Exalts War rating.
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Bellows-Pumping Stride
(pp. 151-152)
Keywords: Action-Only, Combo-OK, Obvious Fires created by the Charm are treated as a one-time bonfire with only 1L damage that fills a trail one yard across, tracing the path of the Exalts tread since his last action.
Dodge
Threshold Warding Stance
(p. 152)
Keywords: Combo-OK, Stackable In addition to canceling all environmental penalties to Dodge DV, this Charm also negates a single point of other penalties. Multiple activations of this Charm can be stacked to cancel up to a maximum of (Dexterity) points of penalty.
Dragon-Seared Battlefield
(pp. 150-151)
The deleterious conditions of this Charm impose an external penalty to all non-reflexive actions equal to half the Exalts War rating. The listed radius is a maximum; the Exalt can create a smaller effect if desired.
Athletics
Effortlessly Rising Flame
(p. 151)
Keywords: Combo-OK, Leader, Obvious Using the Charm as a Leader effect also adds the ActionOnly Keyword.
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Ghost-Fire Blade
(p. 156)
Keywords: Combo-OK, Holy, Leader, Obvious If this Charm enhances the first attack in a flurry, each activation to enhance subsequent attacks in the flurry costs 0m. The Leader use of this Charm can inflict aggravated damage but does not extend the capability to strike dematerialized beings. Ignore the last sentence of the Charm.
Melee
Dragon-Graced Weapon
(p. 155)
Keywords: Combo-OK, Elemental, Leader Each additional purchase of this Charm after the first adds an additional element beyond the characters aspect. Every activation incorporates the Exalts base element, but can also incorporate any number of additional elements unlocked with extra Charm purchases. The total cost to activate the Charm is half the number of elements unleashed, all of which provide their usual power.
Presence
Glowing Coal Radiance
(p. 156)
Type: Reflexive (Step 2) Keywords: Combo-OK, Dynasty, Emotion, Leader, Obvious, War No Willpower roll is required. Instead, the Charm exerts a fear-based internal penalty of the Exalts (Presence rating) to all physical and social attacks aimed solely at him by anyone in range with a dodge MDV less than his (Appearance + Presence + Breeding). Apply intimidation-based effective Appearance for an ugly Terrestrial. Characters who pay 2wp (4wp if a descendant) become immune all use of this Charm by the Terrestrial for the scene, ignoring its unnatural mental influence. Leader use affects units engaged with the Exalts unit.
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To use this Charm, make an unblockable attack roll of Appearance + Presence + Breeding; the attacks range is (Essence x 6) yards. The target cannot be larger than (Essence x 2) yards in any dimension. A successful hit causes the following effects as appropriate: Air: All non-magical glass within a yard of the target shatters and the target suffers one level of unsoakable bashing damage; the target loses its sense of hearing for a scene as a Crippling effect. Earth: The pulverizing vocalization destroys a non-magical inanimate target or comparably-sized segment of a larger structure that is made of earth, clay, stone, etc. Other targets suffer 4B from the explosion of the ground beneath them. Fire: Ignites everything readily flammable within a yard of the target as an environmental hazard with Damage 2L/action, Trauma 3. Non-flammable objects suffer no damage upfront, but may be burned by the non-magical fires the Charm sets. Water: The roar extinguishes any volume of non-magical fire it can target and knocks targeted beings prone. Wood: As Air above, but shattering non-magical wood instead of glass. A Terrestrial with Essence 5+ can pay an extra +1wp when activating the Charm to unleash an area attack against every valid target in range.
Warlords Convocation
(p. 158)
Type: Simple (Speed 5 in long ticks) Keywords: Combo-OK, Dynasty, Servitude, Social This Charm can exclusively target Terrestrial Exalted and humans (including those with supernatural heritage or awakened Essence). The roll for the Charms unnatural social attack is (Appearance + Presence + Breeding). If the attack succeeds, the target must pay 2wp (4wp if a descendant) or gain an Intimacy of loyalty to the Exalt. This Intimacy resists removal for a number of weeks equal to the remaining successes after applying MDV, during which time it reasserts itself completely whenever the target gets a roll to regain Willpower from sleep. Good treatment extends the duration of enchantment as stated in the Charm. With 5+ remaining successes, a character made loyal by the Charm serves as faithfully as a henchman (per the Background) while bearing an enchanted Intimacy.
Aura of Invulnerability
(p. 157)
Keywords: Combo-Basic, Leader, War Conferred soak is natural. When the temporary health levels fade, they heal three levels of bashing damage (and/or lethal if Essence 4+) and any remaining damage is reapplied to the characters normal health levels. This can be fatal. The leader use of the Charm only applies temporary levels to the units health for its current Magnitude and does not provide healing.
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Brother-Against-Brother Insinuation
(p. 160)
Keywords: Combo-OK, Compulsion, Emotion, Illusion, Social The roll for the Charms unblockable unnatural social attack is (Manipulation + Presence), adding a number of bonus successes equal to the Exalts Socialize. If successful, the target instantly gains a negative Intimacy toward the badmouthed person with an emotional context appropriate to the Terrestrials allegations. If the target has an existing positive Intimacy toward the subject of the Dragon-Bloods ire, success converts that connection to a negative emotional context. Resisting the creation of a new Intimacy costs 2wp. Preventing a positive Intimacy from becoming tainted is easier, requiring only 1wp. Those who fail the roll to remember the Exalts involvement later on may pay 3wp to recall the truth, shattering the Charms unnatural Illusion.
Socialize
Sweeten-the-Tap Method
(p. 159)
Keywords: Combo-OK, Emotion This Charm enchants a particular social event attended by no more than (Socialize rating) Magnitude individuals. Anyone at the event who consumes alcohol or any other recreational intoxicant finds the experience far more pleasurable than normal and suffers a penalty of -1 to MDV for the scene from lowered inhibitions. If any social attack botches against an intoxicated individual, she is deeply offended and must pay 1wp not to Join Battle against the attacker with her next action as an unnatural Compulsion. This Charm may be repurchased multiple times to enchant different social pleasures, including having sex, participating in/being an active spectator to violence (such as duels or fight clubs), and anything else the Sto ryteller approves. Those who indulge in the chosen vice are affected as above. Different versions of the Charm stack, but only one use of each version can enchant the same event.
Keywords: Combo-OK, Dynasty, Illusion, Social The Charm costs only 3m to target a descendant. If the roll for this unblockable unnatural influence succeeds, the target can pay 1wp right then to resist (but does not realize anyone attempted to alter her memories). Paying a total of 3wp this way immunizes a character from further use of the Charm by the Exalt for a day. Once memory has been suppressed, however, the cost to break free and remember the truth is 5wp per alteration. With Essence 5+, the duration drops to Instant, but suppressed memories remain so until reclaimed with appropriate Willpower expenditure.
Bureaucracy
Benevolent Masters Blessing
(p. 161)
Keywords: Combo-OK Duration: Indefinite This Charm does not function at all as described. Instead, while active, it improves the capability of its prerequisite to boost the Bureaucracy rating of anyone who is a recognized subordinate in an organization to which the Exalt belongs. Applied to such targets, Terrestrial Bureaucracy Reinforcement treats all of them as if they were holding hands at the time of activation (regardless of actual location), ignores the usual cap of twice the beneficiarys Bureaucracy rating and has duration Indefinite.
Jade Defense
(pp. 159-160)
Keywords: Combo-OK The Charms bonus adds directly to the Exalts Dodge MDV rather than the difficulty of specific rolls. The bonus to Essence functions as written.
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organization has the power to bestow such privilege and may then lobby, bully or otherwise compel cooperation from those individuals. The Charm does not reveal any secrets that a rankand-file member of the organization could not learn with successful mundane inquiry, so insinuating into the All-Seeing Eye does not reveal the identities of secret operatives.
Geese-Flying-South Administration
(pp. 161-162)
Keywords: Combo-OK, Compulsion, Social The cost to resist the unnatural Intimacy formed by the Charm (and associated effects) cannot exceed 5wp. With Essence 3+, the Charm affects Dragon-Blooded descendants as though they were mortals, but said descendants must still be recognized subordinates of the Exalt within the hierarchy of the enchanted organization.
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Investigation
Scent-of-Crime Method
(pp. 164-165)
A Storyteller should assess a characters actions against her Virtue ratings, Intimacies and Motivation when assessing how much guilt she carries. The following tiers provide a basic rubric for comparison: none, minimal (Im not perfect, but I feel good about my deeds), slight (I harbor regrets, but nothing I cant live with), moderate (I dont think Im a bad person, but I really screwed up in a way I cant get over), intense (No matter what good I do, I cant atone for my mistakes and frequently brood on these failings), severe (Im a bad person), overwhelming (I deserve death or worse for what Ive done).
Larceny
Observer Awareness Method
(pp. 166-167)
The (total number of successes x 10) determines the radius in yards in which the Charm pinpoints the location of observers, but it cant pinpoint observers who are supernaturally concealed (just note their presence). The Charm has to be consciously activated by the DragonBlood.
Window-in-the-Door Technique
(p. 168)
Wards that block scrying stop this Charm. Transparency extends one inch through metal, three inches through stone and six inches through anything else. With Essence 3+, all measurements upgrade to yards instead of feet or inches. Only the Terrestrial sees through matter affected by this Charm; others perceive its usual opacity.
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All Charms save Currents Sweep From Sea, Riptide Method, and Drowning Embrace have the Leader keyword.
Keywords: Combo-OK, Leader, Obvious Duration: One scene Prerequisite Charms: Currents Sweep to Sea or Pounding Surf Style (both on page 191 of The Manual of Exalted Power Dragon-Blooded) The character also adds one to his Parry DV.
(p. 169)
Martial Arts
Leader Charms with grappling benefits only apply those benefits to clinch special characters or solo units, as complementary units are invalid targets of such attacks.
Enlightening Charms
Tiger-and-Bear Awareness
(p. 195)
Keywords: Combo-OK, Leader This Charm fails against supernatural concealment of any kind.
Five-Dragon Style
All Charms save Five-Dragon Fist and Five-Dragon Wrath have the Leader keyword.
Five-Dragon Invulnerability
(p. 191)
Used as a Leader effect, the Charm treats all attacks as magical.
Tiger-and-Bear Unity
(p. 195)
Keywords: Combo-OK, Enlightening, Leader This Charm applies successes in Step 4 (not Step 6).
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(pp. 199-200)
The styles power to throw two chakrams at once is incompatible with flurries.
Thunderclap Kata
(p. 200)
Keywords: Combo-Basic, Crippling Characters who succeed on their (Stamina + Resistance) roll suffer no ill effects from this Charm. Even those who fail are not rendered Incapacitatedinstead, they must Guard on their next action tick, and cannot abort that action until three ticks have passed. They cannot take any Move actions until the Guard action ends.
Breath-Seizing Technique
(p. 198)
Keywords: Combo-OK, Crippling, Stackable
Elemental Styles
Most martial arts styles do not resonate with a particular elemental aspect. Those that do follow certain rules. Any being that naturally resonates with the proper element (an Air Aspect or air elemental for air, etc.) uses elemental style Charms as-written. All other users add a one mote surcharge to the activation cost. Water Aspected Dragon-Blooded are considered to resonate with all five Gaian elements for the purpose of elemental martial arts. Learning (Elemental) Style Formulation may remove this surcharge for Terrestrial styles of the appropriate element. Alternately, mastery of any Glorious Dragon Style removes the surcharge for all Charms of that element (even non-martial arts Charms). Other specialized Celestial styles exist that similarly attune practitioners to exotic elements. Among Primordial Exalted, Alchemicals resonate with all six Autochthonian elements, Infernals resonate with Vitriol and Abyssals resonate with all corpse elements. The Five Glorious Dragon Styles only confer their form weapon enhancements to Dragon-Blooded practitioners, just as some Celestial styles provide unique benefits to other types of beings.
The weapon-specific benefits of this style do not add to the Overwhelming value of form weapons. Instead, it allows the martial artist to always deal lethal damage with those weapons.
Keywords: Combo-OK, Leader This Charm may be placed in a Combo with Charms of other abilities.
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Flame-Flicker Stance
(p. 205)
Keywords: Combo-OK, Leader
Earthshaker Attack
(p. 203)
This Charm has a range of (Essence x 5) yards. If used while leading a complementary unit, the Charm forces a rout check among the characters own forces. The damage of the Earthshaker Attack has the Overwhelming tag, with minimum damage 2.
Stillness of Stone
(p. 203)
Cost: 5m, 1wp This Charm cannot affect beings of higher Essence than the martial artist and petrification includes non-magical possessions on the victims person. Stillness of Stone does not render characters Inactive. Instead, a victim of this Charm must Guard on their next action tick, and cannot abort that action until three ticks have passed. They cannot take any Move actions until the Guard action ends.
Avalanche Method
(pp. 203-204)
Avalanche Method does not render characters Inactive. Instead, rolling more than the victims (Stamina) in threshold successes renders them incapable of taking any non-reflexive actions other than a Guard action for as long as the martial artist remains in contact with them, and prevents them from taking Move actions.
Ghost-Grounding Blow
(p. 204)
Keywords: Combo-OK, Compulsion, Obvious, Touch 5wp to resist per use. This Charm grants the target the ability to reflexively use any Charm required to materialize, even if this violates normal Charm timing rules.
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The weapon-specific benefits of this style do not decrease the Speed of form weapons, but instead add +1 Rate.
Cost: 2m Keywords: Combo-OK, Leader Opponents suffer a -2 external penalty (not -3 internal).
Drowning-in-Blood Technique
(p. 207)
Keywords: Combo-OK, Crippling, Stackable
Theft-of-Essence Method
(p. 209)
Cost: 3m Keywords: Combo-OK, Shaping Theft-of-Essence Method drains one mote for every success on the activation roll, not three. The martial artist does not gain the stolen motesthey flow back into the geomancy of Creation, upholding the natural order of Essence.
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Spirit-Rending Technique
(p. 212)
This Charm inflicts damage equal to 1 + (threshold successes spirits Essence, round down).
Soul-Marking Strike
(p. 211)
This Charm has the Crippling keyword when applied to spirits.
Soul Mastery
(p. 213)
Keywords: Combo-Basic, Obvious, Shaping, Touch Aggravated damage inflicted by this Charm bypasses armor.
Sail
Hurricane-Predicting Glance
(p. 170)
The Charm can detect impending changes to the weather caused by magic that has already been activated at the time the Terrestrial checks. With Essence 2, the Charm functions above water aboard an aerial vehicle piloted with Sail. With Essence 3+, it functions onboard any Sail vehicle without needing water.
Spirit-Wracking Method
(p. 211)
Keywords: Combo-OK, Crippling, Obvious
Storm-Outrunning Technique
(p. 170)
This Charm can enhance any Sail vehicle, doubling the speed of its propulsion. Vehicles lacking propulsion receive no benefit; a massive caravan wagon without teams of yeddim to pull it is as helpless as a becalmed ship. Solar and Abyssal counterparts of this Charm exist named Fleet-Outrunning Flagship and Wave-Slicing Keel Method, both of which have Indefinite Duration, require Any Sail Excellency as a prerequisite and do not require any extra Sail checks to traverse dangerous waters.
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Use of this Charm by separate Dragon-Blooded to enhance the same vehicle is permissible, but a character cannot use the Charm if the total number of extant activations exceeds his Sail rating. Any Sail vehicle is a valid target of this Charm.
Beyond Bows
Deck-Striding Technique
(p. 171)
Keywords: Combo-OK, Leader 4, Obvious, Touch The Leader effect of this Charm extends its benefits to Magnitude (Essence rating) crewmembers of a naval unit under the Exalts command. Any Sail vehicle is a valid target of this Charm.
Terrestrial Archery Charms can be used to enhance attacks using any personal-scale Archery weapons, but add a one mote surcharge to their activation cost if the weapon isnt primarily constructed of jade/wood or doesnt launch jade/wood projectiles. For example, strafing a flurry of shots with a firewand using Swallows Defend the Nest would cost (number of attacks + 1) motes. Some outcastes wield excep tional firewands carved of thaumaturgically-hardened ironwood to avoid this surcharge.
Archery
Dragon-Graced Arrow
(p. 172)
Keywords: Combo-OK, Elemental, Leader, Obvious The fire version of this Charm adds dice, not levels of damage. The Wood power delivers a dose of poison if it hits with: Damage 4L/action, Toxicity (Exalts Essence rating), Penalty -0. Only one use of this Charm can enhance an individual attack, but repeated use can enhance any number of attacks made as part of a flurry. Each additional purchase of this Charm after the first adds an additional element beyond the characters aspect. Every activation incorporates the Exalts base element, but can also incorporate any number of additional elements unlocked with extra Charm purchases. The total cost to activate the Charm is half the number of elements unleashed, all of which provide their usual power.
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attack out of raw elemental Essence, the Exalt may summon the destructive forces from an available source to strike indirectly (like calling down lightning strikes from the clouds).
Madness-Analyzing Stare
(p. 176)
The Charm can diagnose any externally-imposed conditions that negatively affect the patients mind, as well as all insanity arising from external trauma or poor health. Having Virtues with a rating of 1 is considered madness. The Charm detects unnatural mental influence, but not natural. Learning the source of a particular effect means it becomes Obvious to the Exalt, not that he knows who specifically caused it or when.
Medicine
Infection-Banishing Prana
(p. 174)
With Essence 4+, this Charm can also treat magical infections (but not other types of diseases), provided the Exalts Medicine and Essence ratings are both higher than the Essence rating of the infections source.
(p. 176)
(pp. 174-175)
Disease-Banishing Technique
(p. 175)
Type: Simple When time is of the essence, this Charm may alternately accomplish a standard diagnosis action in the span of time used to activate it and touch the patient. This only detects physical diseases, does not ensure a successful diagnosis and requires a second activation to administer treatment. The agony of purging a disease is a Crippling effect that only lasts one action.
Wound-Closing Touch
(p. 175)
This Charm can heal a patients Dying levels of lethal damage outright (instead of converting them to bashing). Healing all Dying levels stabilizes the patient at Incapacitated.
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Performance
Talented Improvisation
(pp. 176-177)
Type: Reflexive Specialties arent needed to use the Performance ability with any instrument. Instead, this Charm cancels all external penalties that apply to Performance rolls for its duration and increases the rating of a stunt by +1 (max 3) whenever the action involves creating a new routine or act on the spot instead of presenting a rehearsed work. As a reminder, an opponents DV is not an external penalty.
allowing it to be conveyed by any Performance-based action. The attack only affects mortals and may be selectively targeted to affect some observers and not others. If used to instill an Emotion, affected targets act accordingly and suffer a -2 MDV penalty for the rest of the scene against mental influence that preys on this emotional state. If used to incite action, the Compulsion is limited as described. In either case, affected characters can pay 3wp to become immune to the Charm for a scene. Ignore the roll to determine how many listeners are affected; as a performance attack, anyone who hears is potentially affected. With Essence 3+, the Charm functions against all beings with an Essence rating less or equal to the Terrestrial.
Protective Performance
(p. 179)
Keywords: Combo-OK, Compulsion, Leader This Charm provides a Dodge MDV bonus of (Exalts Essence rating) against all unnatural mental influence from anyone other than the Terrestrial, followed by a +2 Dodge MDV bonus against specific unnatural influence as specified. Characters may pay 1wp to make them immune to all use of this Charm for a day, as it is a specialized unnatural Compulsion unto itself. The Leader use of this Charm turns the act of command into an artistic performance, protecting the unit itself and all members as individuals (except the leader).
(p. 178)
(pp. 178-179)
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(pp. 179-180)
Ride
Heaven-Graced Riding Technique
(p. 180)
Cost:1m Duration: One action A mount or vehicle targeted by this Charm doubles its speed (and jumping distance), rather than the listed bonus. When used in conjunction with other Dragon-Blooded Ride Charms that quicken a mount or increase its jumping distance, the increase provided by those Charms doubles before it is applied (so the Air version of Five-Dragon Horseman Prana multiplies the mounts jump distances by a factor of [Essence x 2] while boosted by Heaven-Graced Riding Technique).
Although horses are certainly the most common riding animals in the Second Age, they are hardly the only mounts Terrestrial Exalted use. Dragon-Blooded Ride Charms function on any familiar or non-sentient beast large enough to carry the Exalt. In addition, Ride Charms may enhance the piloting of vehicles that require the Ride Ability, but any Charm with a Minimum Ride requirement of 1-4 requires an extra dot of Ride above the minimum to be used this way.
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(p. 182)
Survival
Quarry Revelation Technique
(p. 182)
If contested by another Charm, standard roll-off rules determine which wins.
Trail-Concealing Measurement
(p. 182)
If contested by another Charm, standard roll-off rules determine which wins.
Ration-Enhancing Method
(p. 183)
Cost: 1m; Type: Supplemental This Charm enhances a hunting/foraging action, allowing the hunt to be accomplished in one hour regardless of terrain or skill. The roll ignores penalties for lacking tools or weapons and further adds a number of bonus successes equal to the Exalts Essence rating.
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LUNAR EXALTED
CHAPTER FOUR
Traits
Tattoo Artifact
(pp. 111-112)
Tattooed hearthstone bracers and hearthstone amulets possess working hearthstone settings. The hearthstone is encompasses about the edges by the mixture of moonsilver and flesh that makes up the tattoo. Its very similar to the way a skin mount amulet works, though it counts more on the natural proclivities of moonsilver and the malleability of Lunar flesh. All forms of tattoo artifacts are constantly visible, except where specific Knacks or Charms would render a Lunars artifacts invisible to detection. This only counts for those tattoos that are actually artifacts. The remainder of a Lunars moonsilver tattoos function as normal. Whether always having access to built-in artifacts outweighs any extant stealth issues is a judgment call players must make for themselves. Tattooed armor can typically stack with any other worn armor, but does not count as armor for the purposes of Martial Arts Styles that restrict armor use.
Shapeshifting
Moonsilver Armor
Moonsilver Armor and Moon-Faced Mail change shape with a Lunar to conform to the Lunars own shapeshifting. A Lunar may gain its benefits in all his various forms. Should the Lunar choose to not wear their armor in shapeshifted forms, she would have to either remove the armor or reclaim the Essence committed to attuning it.
Moon-Faced Mail
(p. 128)
The text states that any type of armor can be made into Moon-Faced Mail. This does not apply to fine, exceptional and perfect grades of the same equipment, only the standard. Artifacts are always intrinsically superior to non-magical equipment. The effort an artisan would expend to create superior but mundane gear is expended to instead make moon-faced mail able to change shape.
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The Tell
(p. 130)
A Lunars Tell is considered an Illusion effect. Observers explicitly cannot spend Willpower to see through a Lunars Tell; only Illusion-negating magic and sufficiently high MDVs are capable of piercing the layers of misdirection Luna granted to her Chosen.
Knacks
Green Sun Child
(p. 133)
Though the natural state of a demon is incorporeal, the Lunars natural state remains material.
Dexterity
Flowing Body Evasion
(p. 151)
Cost: 10m Duration: Instant
Ground-Denying Defense
(p. 152)
Duration: One scene
Charms
Strength
Ferocious Biting Tooth
(p. 142)
Cost: 2m
Stamina
Might-Bolstering Blow
(p. 158)
Replace this Charm in its entirety with the following:
Cost: 4m; Mins: Stamina 2, Essence 2; Type: Reflexive (Step 6) Keywords: Combo-OK Duration: One tick Prerequisite Charms: Any Stamina Excellency The Lunar throws himself headlong into the blows meant for his ward, trusting to Lunas grace and his own superhuman resilience to see him through. While the Lunar is protecting a character with a Defend Other action, he may use this Charm to prevent any attackers from targeting the warded character even if they overcome the Lunars interposed DV with their attack roll, forcing them to instead direct their attacks against the Lunar for the duration.
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Cost: ; Mins: Stamina 4, Essence 3; Type: Permanent Keywords: Emotion, Native, Overdrive Duration: Permanent Prerequisite Charms: Mother Grizzly Attitude Nothing could be more foolish than harming those under the protection of Lunas Chosen. The Stewards are swift to anger when their wards are threatened, and their wrath is terrible indeed. This Charm grants an Overdrive pool with a capacity of ten motes. Whenever an enemy attacks a character protected by the Lunars Defend Other action and deals damage, the Stewards wrath is provoked. Attacks that damage him add a single offensive mote to this pool, while those that harm his ward grant one offensive mote for each level of damage dealt. Gaining motes from the latter condition counts as a scene spent building an Intimacy of enraged hatred towards the attacker (or eroding any other Intimacies to them), an unnatural Emotion that cannot be resisted. Once the Lunar has fully established this Intimacy towards an enemy, any further offense sends his fury surging beyond all limits. Should that character trigger this Overdrive again with damage to the Lunars ward, the Steward enters a furor duplicating a controlled Curse of the Hungry Wolverine for the duration of the scene, driving him to defend his ward at all costs and kill the aggressor (see The Manual of Exalted PowerThe Lunars, p. 122). All mote rewards from this Charm are increased by a single mote, but the Lunar can only claim them from harm to his wardhis own suffering becomes meaningless. The Lunar does not recover points of temporary Willpower, nor does it bleed off any Limit.
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Multiple activations of Wound-Mastering Body Evolution can be stacked simultaneously to benefit from multiple immunities.
Appearance
Clover Cant Be Found
(p. 177)
Type: Simple
(pp. 160-161)
A Lunar with Martial Arts as a favored ability can buy Martial Arts Charms for the experience cost of Favorite Attributes Charms.
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SIDEREAL EXALTED
CHAPTER FIVE
Character Creation
Colleges
(pp. 95-97)
Colleges cost 2 bonus points per dot, or 1 if from the House of the Sidereals Maiden.
the rogue Sidereal. While a ronin is less likely to suffer close scrutiny and hassle from Heaven, when he finally gets the attention of the Bureau of Destiny, he is likely to face stiffer penalties than an audit, even if he thinks himself above and beyond the strictures of a Celestial Bureaucracy he never agreed to join.
Ronin can perform Sidereal astrology, as it is the natural purview of the Sidereal Exalted, but they will almost certainly be too unconnected and unfamiliar with procedure to carry out any of the tasks that ease the process (The Manual of Exalted PowerSidereals, pp. 207-208). Ronin start with no dots of Colleges, but may buy them with bonus or experience points normally (usually at thrice the training time, since they likely have no teacher). Ronin Sidereals who practice Sidereal astrology are not subject to censure, but nonetheless must avoid the grand artistry of the Loom if they wish to avoid entanglements with Heaven. Destinies strong enough to invite censure instead provoke the offices of Heaven to investigate and potentially try to recruit
Traits
Chosen of Battles Anima Power
(p. 113)
The Lesser Sign of Mars adds (Essence) to the bashing and lethal soak of the Sidereal and all allies within range, rather than reducing the post-soak damage of attacks against them.
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Charms
Fate: Omit this Keyword from all Charms. Replace it instead with the following general rule: Sidereal Charms which function by altering reality cannot alter the memories of beings outside of fate. For example, May Blossom is drinking in a bar in Nexus when Ligier enters the room. She uses Avoidance Kata, retroactively declaring that she was never present in the scene. The bars patrons are granted new memories which agree with the Charms assertionthey remember that May Blossom was never present in the bar that day. Ligier, on the other hand, experiences no alteration to his memorieshe remembers the Sidereal being present when he walked in. Maiden: The Five Maidens cannot withhold Charms with this keyword. Their use may still be subject to sanction.
Revised Keywords
General Charms
Sidereal Dice Caps
The Sidereal limit on dice added by Charms is (Essence). Their Second Excellency counts each success as only one die added by a Charm, instead of two as for most other Exalts.
Shield of Destiny
Cost: 3m, 1wp; Mins: Resistance 3, Essence 2; Type: Reflexive (Step 7) Keywords: Combo-OK Duration: Indefinite Replace the text of this Charm with the following: The Sidereal reaches out to grasp the fate of an attack headed her way, carrying it off like a banner to bestow upon someone else. Calling upon the Shield of Destiny, the Sidereal rolls (Dexterity + Resistance) in Step 7 of an attack against her. Every success on this activation roll subtracts a single die from the post-soak damage of the attack (to a minimum of one die remaining). Damage prevented by this Charm remains caught in the weave of the Sidereals destiny, vibrating like a trapped fly. Whenever the Sidereal is attacked, she may release this thrumming tension as an unblockable and undodgeable counterattack that hits automatically in Step 9. The counterattack has damage equal to the amount of dice initially negated by Shield of Destiny, and bypasses both soak and Hardness. A Sidereal may maintain up to (Essence) activations of this Charm. She may release these without making a counterattack if she wishes to, dissipating the tangle of violence throughout the whole of the Loom of Fate.
Resistance
Water and Fire Treaty
(pp. 127-128)
Keywords: Combo-OK, Touch This Charm may be activated multiple times, each time to protect against a different element. Each activation protects against one of the five cardinal elements: Air, Earth, Fire, Water or Wood. The aggregate effect of the Charm is to provide comprehensive protection against environmental hazards of all kinds, as long as they are not attacks from characters. Each activation after the first halves its mote cost, to a minimum of 1m. Motes are committed in aggregate and released based on the number of activations, not in the order in which the Charms uses were paid for. Add the following to this Charm: With a drop of blood and an act of will, powerful Sidereals may extend the protection of Water and Fire Treaty against the environmental attacks of characters. Viziers with Essence 4+ may make a special activation of this Charm, altering its health level cost to be lethal, to apply the Charms effects against such attacks for the rest of the scene. They need not sample an element to activate Water and Fire Treaty this way.
(pp. 128-129)
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(p. 129)
Ride
Ordained Bridle of Mercury
(p. 130)
Keywords: Compulsion, Obvious, Touch The magic forcing the animal to allow a Sidereal to place the bridle upon them is an unnatural Compulsion costing 3wp to resist. Natural animals rarely do so, unless they have strong loyalty to other Essence users.
Yellow Path
(p. 132)
Type: Simple (Dramatic action) Keywords: Combo-OK The deadlines a character rushes to meet with the assistance of this Charm must actually exist. She cannot arbitrarily invent or declare deadlines for herself. For example, a Vizier might hurry across Creation to reach Nexus in time for her brothers birthday if she intends to pay him a surprise visit upon arriving, but could not do so simply because she wishes to use the Nexus gateway to get back to Yu-Shan as soon as possible. The paths revealed by this Charm arent guaranteed to be free of danger to the Sidereal, but will not lead her into certain doom. Miraculous paths revealed by rolling 5+ successes allow the Sidereal to bypass limitations of distance, but not of active obstruction; for example, an attempt to divine a path to the heart of the Imperial Manse would quickly deposit a Sidereal at the entrance to the structure, at which point it would be up to her to find some way to breach its formidable defenses.
Glory Path
(p. 132)
Keywords: Combo-Basic, Obvious Duration: One scene Glory Path does not improve the mounts speed as described and does not require an activation roll. Instead, it allows the enchanted mount to Dash reflexively and without risk of fatigue.
Sail
Stone Skipping Spirit
(pp. 133-134)
Duration: Until the Exalt disembarks This Charm protects a ship the Sidereal is on until she disembarks.
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pulsion for the rest of the scene. Each time the Sidereals anima flares to a new level, the spirit must resist again as if the attack had succeeded with 0 extra successes. Add the following to this Charm: Even when the truculent spirit resists the Compulsion, the world itself dooms them for shirking their duties elsewhere. Other characters reduce by one the target number of actions they take that would drive the spirit away, including physical attacks and social attacks to convince the target to leave.
Mirror-Shattering Method
(pp. 134-135)
Keywords: Combo-OK The difficulty of plotting or changing course with this Charm is two higher than normally doing so. Normally invalid rolls, such as plotting a course over dry land with a sailing vessel, are allowed, and are difficulty 5. Learning the courses to other worlds does not cost experience or bonus points, but does require extensive familiarity with the more usual methods of traveling to the other realm of existence, to the point that no knowledge recall rolls would be necessary to know them. The difficulty of plotting courses to other realms is never less than 6.
Replace the text of this Charm with the following: The wilderness is not a hazard to itself, and each part unto its other parts is as one beautiful, moving Tapestry. By activating this Charm, the Sidereal becomes another part of the wild, and it accepts him warmly. The Exalt ignores the environmental impediments of the untamed wilderness, which is distinct from sculpted gardens or the body-realms of titans. This allows him to ignore external penalties or difficulty increases from these factors, the difficulties of unstable footing or water and muck (Exalted, p. 155), or exhaustion from extreme temperatures (Exalted, p. 130). On rolls that would suffer these penalties, the Seer may channel his Valor. The Exalt travels at his maximum overland travel speed with little effort, as if he were on a leisurely walk and ignoring any reductions to his travel speed due to weather, terrain or magic. With a Survival and Essence 3+ repurchase, the Sidereal has come to an understanding that all places are wilderness to those unfamiliar. He may activate this Charm to function in either true untamed wilderness or in more structured, cultivated places such as cities and towns. The Exalt cannot make use of both functions at once, and the divine structure of titan bodies remain too potent to ignore until Essence 4+.
Survival
Adopting the Untamed Face
(p. 136)
Type: Simple Keywords: Combo-OK, Compulsion, Social, Virtue (Compassion) Duration: One scene While this Charm is in effect, the Sidereal may make social attacks against beings of animal intelligence normally, limited only by the targets understanding. Compelling behavior in a target becomes an unnatural Compulsion costing 2wp to resist. The targets Control Rating does not matter, and this Charm does not create Intimacies as a matter of course.
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The number of successes or amount of external penalty the Exalt imposes on others Survival and Resistance rolls to live in the area can range from 1 to 3. He may also, at his choice, pay 1wp to grant a target the benefits of Becoming the Wilderness for one day within the area.
Thrown
Willful Weapon Method
(p. 138)
Type: Reflexive (Step 1) Duration: One scene The Sidereal ignores all external penalties on the attack rolls with this Charm. Ignore the reference to blocking immaterial attacks. The Charm ends as soon as the weapon or its shadow successfully hit the target. Add the following to this Charm: Sidereals with Essence 3+ can lend their weapon the official authority to send out messengers of its fate, allowing the actual missile to rest lazily in the Exalts hand. By adding +1m to the Charms Cost, the Seer throws only the weapons shadow, conserving her ammunition.
Wilderness-Commanding Practice
(pp. 137-138)
This Charm provides the following benefits while the Exalt stares at the prayer strip: The Sidereal can make valid rolls to perceive the area as if he were present throughout it. He may target perceived animals within the area with his Manipulation-based social attacks as long as he enhances the attack with Adopting the Untamed Face. He conveys his message through environment and scenery rather than words. The Exalt may use Dreaming the Wild Lands, increasing its range to encompass the area. Small changes, such as using the Charm to create hazard attacks, do not cost Willpower. Once per day, the Exalt may activate Sky and Rain Mantra at a discounted 0m Cost (Willpower surcharges apply normally for extreme weather).
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reduce wound penalties, Pain Amplification Stratagem uses the lowered wound penalty.) This cannot lower a target number below 4. If the attack should hit and inflict at least one level of damage, the target is wracked with unbelievable pain, causing them to lose temporary Willpower points equal to their wound penalty (minimum 1). A target reduced to 0 Willpower this way becomes Inactive for five ticks as they writhe in agony.
Destiny-Knitting Entanglement
(p. 141)
Keywords: Combo-OK, Shaping Ignore the required hour of handling. Instead, this Charm can target any object the character owns (Exalted, p. 238), as long as no other Essence user owns it. This Charm is a Shaping effect that dictates circumstances and actions; extras cannot resist this script for the world, while others may spend 1wp to pass off their duty to fulfill destiny to someone else. A Sidereal may use this Charm to observe and affect any number of objects he owns. He maintains ownership by using Destiny-Knitting Entanglement to check in at least once every day. Failure to do so allows others to claim it in full, preventing use of this Charm. Other effects that assert absolute ownership of the object will also thwart this Charm. Recalling an object in combat costs nothing and is reflexive.
Shadow-Piercing Needle
(p. 140)
Cost: 5m; Type: Supplemental Keywords: Combo-OK, Crippling, Holy, Obvious, Stackable Prerequisite Charms: Essence Thorn Practice Replace the text of this Charm with the following: The Sidereal sharpens the edges and points of his weapon on the threads of fate, lending it a baleful yellow glow. Enhanced by this Charm, a Thrown attack becomes undodgeable and ignores non-magical armor and natural soak. If the attack hits and inflicts at least one level of damage on a creature of darkness, the target is rendered incapable of respiring motes except through stunts and Charms for one day.
Craft
Elemental Vision
(p. 140)
Cost: ; Type: Permanent This Charm enhances all of the characters actions dealing with those strongly associated with relevant elements. On top of allowing the channeling of Compassion, it reduces the target number of rolls for actions targeting appropriate spirits by 1. Exalts do not need to relearn this Charm to apply its effects to elements other than their Caste association. Instead, they must simply achieve a rating of 4+ in the associated Craft.
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(p. 142)
level effects of spells is equal to (Circle x 10). The difficulty of undoing a mutation is equal to twice the mutations point value. Undoing similar changes to inanimate things faces a similar difficulty according to Storyteller adjudication. Cleansing a contiguous area of tainted land within (Essence) miles requires (Resources value of the land x 10) successes. This Charm cannot actually turn Bordermarches into true Creation, but it can enforce the normal laws of Creation on a waypoint for the rest of the story with 30 successes. Add the following to this Charm: With Essence 4+ a Sidereal may exert fine enough control over the warp and weft of fate that he may aid the pattern spiders more closely. When the damage a thing or character has suffered is a directly contradictory result to a Sidereal astrology destiny laid upon the victim or the vandal, the Exalt may undo the harm with Mending Warped Designs. Note that a destiny to parry blows is not contradictory to having suffered harm, but showing up at the dinner party unharmed is.
Dodge
Absence
(p. 143)
Add the following to this Charm: Even destiny falls into regular patterns, and to avoid one blow is just as good as avoiding all a foes attacks. Sidereals with Dodge 4+, Essence 3+ may repurchase this Charm. If it enhanced a successful application of the characters Dodge DV against an attacker previously in the same tick, subsequent uses against that same attacker also raise the target number of the their dice pool by 1.
Duck Fate
(p. 143)
This Charm may be employed to avoid any harmful effect (including all undesired physical, social, mental and spiritual influence), regardless of applicability or the scope of the attack,
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so long as the Sidereal succeeds on the Charms activation roll. It fails only against unexpected attacks, Limit Break and Pattern Bite. Duck Fates fallible activation roll is considered a unique Flaw of Invulnerability. This Charm protects the person of the Exalt, including his possessions. It does not protect allies or distant estates just because they may be represented as Background traits on the Sidereals character sheet.
Avoidance Kata
(pp. 143-144)
Type: Reflexive (Step 2) Keywords: Combo-Basic, Illusion, Shaping This Charms unnatural Illusion is irresistible by mortals and gods, while others may ignore it for 3wp. The Illusion does not apply against creatures outside of fate. The Shaping effect of this Charm targets the Sidereal, not any other characters.
Trouble-Reduction Strategy
Cost: 1m; Mins: Dodge 3, Essence 2; Type: Reflexive Keywords: Combo-OK, Virtue (Compassion) Prerequisite Charms: Absence Replace the text of this Charm with the following: Generous Sidereals learn to spot impending danger to others, protecting the people around them even as they escape danger themselves. While this Charm is active, the Sidereal may take a Dodge-based Defend Other action (page 9), substituting her Dodge DV for her Parry DV. She treats these as Speed 3, DV -0 miscellaneous actions, and can always channel Compassion to protect a warded character. In addition, if the Sidereal activates Avoidance Kata while protecting another character with a Dodge-based Defend Other action, she may bring that character along with her if they are willing, paying an additional point of Willpower for each other character who vanishes with her. A Dodge 4+ repurchase of this Charm allows the Sidereal to commit up to (Dexterity 1) additional motes when activating this Charm. While it is active, she may flurry to take multiple Dodge-based Defend Other actions on a single action tick, with each additional committed mote adding one to the number of Defend Other actions she can maintain simultaneously.
(p. 144)
Linguistics
Favorable Inflection Procedure
(p. 145)
Keywords: Combo-OK, Emotion, Virtue (Compassion) The Intimacy created by this Charm lasts permanently unless it is eroded through the normal means. In addition to creating the Intimacy, this Charm also produces an Emotion of calm.
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but sometimes the tree of Serenity grows from a seed of strife. This Charm enhances a social attack targeting an individual that in some way disparages or dismisses a key phrase or even a whole dialect of language. In addition to its other effects, the target unknowingly comes under an unnatural Illusion that strips from them the ability to understand or utilize the chosen phrase or dialect. Certain actions and social attacks may be rendered harder or even impossible. A guard may prevent all from entering a secret meeting, because he cannot recognize the correct pass phrase; a spy who forgets his conspiracys secret code may find himself shunned or even assassinated. Suppressed linguistic traits are not lost; specialties for each dialect are still there. They simply cannot be used while this Charm remains in power. A character may even unlearn that which they do not think they know, shifting their dialect to something else per normal rules for switching specialties. The Illusion ensures that the targets of this Charm do not realize that there is anything wrong with themselves. Clearly, everyone else is mistaken or crazy. Recognizing this deception and shedding the Illusion costs 4wp, or 2wp if the target must produce the banned linguistic element to avoid physical harm. A repurchase at Linguistics 4+, Essence 4+ grants two new capabilities. The Sidereal may suppress entire language families in targets (i.e., the ability granted by each dot of Linguistics), or may attempt to suppress phrases or dialects in all listeners with a Performance-based social attack. At Essence 5+ these two options can be combined, suppressing language families in whole crowds.
Additionally, the ring produced by this Charm gleams brightly whenever the characters partner is in the grip of some powerful emotion; by paying one Willpower, the character may experience whatever emotion her partner is feeling (discovering whether it is pain, joy, sadness, etc), though no context is gained. Finally, after a scene in which one of the lovers has defended her partner in some way (whether through violence or social action), the defender may roll (higher of Compassion or Conviction) to regain Willpower as though from a nights sleep. This benefit may apply no more than once per season. A character may be subject to no more than a single Lovers Oath at a time. The Charms effects end when either partner removes their ring voluntarily, or when one of the rings is destroyed (treat as attempting to destroy a prayer strip). Venus frowns on frivolous use of this Charm. While there are no direct mechanical repercussions for crass and utilitarian use of Lovers Oath, misfortune has been observed to follow those who cavalierly bind their fates together.
Performance
Heart-Brightening Presentation Style
(p. 146)
Cost: Keywords: Virtue (Compassion) Duration: Permanent Prerequisite Charms: None There is no surcharge for applying the listed Excellencies interchangeably amongst the listed Abilities. In addition, this Charm allows the Exalt to channel Compassion on any rolls enhanced by those Excellencies. The first time she does so in a scene costs 0wp.
Lovers Oath
Type: Simple (Dramatic action) Keywords: Combo-OK, Overdrive, Prayer Strip Prerequisite Charms: Favorable Inflection Procedure, Blue Vervain Binding, Abandoned Words Curse Replace the text of this Charm with the following: The Sidereal Lovers Oath is a bold declaration of the need one can feel for another, even at the expense of life itself. Use of this Charm requires binding a prayer strip around the hands of the participants in celebration of their partnership, officiated by the Sidereal. The prayer strip becomes a pair of starmetal rings adorning the finger of each of the two participants, affirming their pledge. If the Sidereal binds herself to a partner with an Essence pool, both the Sidereal and her lover gain ten-mote Overdrive pools, which come into existence containing ten motes. If the Sidereals partner has no Essence pool, then only the Sidereal gains the pool. If the Sidereal is binding two other characters with this Charm, then no pool is created. While this Charm persists, the lovers may reflexively protect one another with Defend Other actions whenever they are within (Dexterity) yards of each other. Whenever such a Defend Other action is used successfully, the protector gains one offensive mote. Should an enemy manage to strike one of the lovers through such a Defend Other action, the defender may reflexively accept as many levels of the damage as she desires herself; for each level of damage she takes onto herself, the protected lover gains two overdrive motes.
(p. 146)
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Faultless Ceremony
(pp. 146-147)
Type: Supplemental Keywords: Combo-OK Duration: Instant Replace the text of this Charm with the following: In a harmonious universe, the decrees of the Chosen of the Maidens are as mandates from Heaven, never to be deviated from by villain or happenstance. This Charm enhances the act of officiating or performing a social ritual, one that reasonably evokes hope or desire for an associated goal. Examples include an adulthood rite seeking success for the young celebrant, a wedding seeking happiness for the new couple, the beginning of a funeral procession to Sijan, the christening of a new merchant sailing vessel with dreams of good fortune, or a prayer to these same ends (Exalted, p. 132). The roll to officiate the ceremony automatically succeeds if it would otherwise fail, with 0 threshold successes. So long as the ceremony is carried out successfully, the Exalt and all participants are wrapped up in the inevitability of the beneficiarys good future. They effectively gain the benefits of an appropriate Motivation to fulfill an extrapolated goal of the ceremony: to bring the dead body to Sijan, or to help the young adult succeed in making a name for himself. This allows related stunts to resonate and gain a bonus die, and for those pursuing the goal to regain Willpower when they make progress. This benefit lasts no more than one story, and no character may be caught up in more than one use of this Charm at a time.
The spirit gains a sorcerous positive Intimacy regarding the Sidereal. It must spend 1wp per scene to act against it, and the Intimacy reasserts itself every 25 hours until the story ends.
Harmonic Completion
(pp. 148-149)
Keywords: Combo-Basic, Emotion, Prayer Strip This Charm does not automatically impose Intimacies. Any character successfully influenced by the Exalt is also subject to an unnatural Emotion effect of complete trust for the Sidereal. In addition to suffering the usual penalties for acting contrarily (see page 10), targets halve their MDVs against further social attacks from the Vizier for the rest of the scene, and in turn add two extra successes to any of their own social attacks to impose complementary influence that spreads the Sidereals own messages and goals. Ignoring the influence for one action costs 1wp, and after doing so five times it cannot take hold again for the rest of the scene.
Perfection in Life
(p. 147)
Type: Supplemental Keywords: Combo-OK, Virtue (Compassion) Duration: Instant Replace the second paragraph of this Charm with the following: This Charm enhances a social attack that encourages belief or behavior. Those that are convinced by the Sidereal and who do not spend Willpower to resist regain 1wp, even if this would grant them more than their normal maximum. Characters that accept this reward cannot later resist the influence in any way for the rest of the scene. A character cannot gain more than 1wp per scene from this Charm.
Socialize
Shun the Smiling Lady
(p. 149)
Keywords: Combo-OK, Emotion, Touch Replace the text of this Charm with the following: Love is like an Ending, no more keenly felt than when it is gone. This Charm strikes a targets name from the rolls of love. Characters with romantic Intimacies for the target treat scenes interacting with him as a scene eroding those Intimacies, regardless of the context. Paying one Willpower allows one to ignore this unnatural Emotion effect for the scene. Characters must likewise resist this Emotion effect when trying to build an Intimacy of love for the target.
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must have spent at least a scene interacting with both targets at some point in the current story, and he must have gauged their hearts by reading their motivations successfully (Exalted, p. 131). Applying the Charms effect requires only one roll that is applied against both targets. The targets may act against the imposed Intimacy without spending Willpower, but they suffer appropriate penalties (see the Emotion keyword, page 10). The difficulty of each roll during the surgery to remove a prayer strip is 6.
Archery
Generalized Ammunition Technique
(p. 151)
Generalized Ammunition Technique can be activated for a cost of 2m to emulate any ammunition costing Resources 2 or lower.
(pp. 152-153)
Fortuitous Fellowship
(p. 150)
Keywords: Combo-Basic, Servitude Magnitude and Loyalty are not built using rolled successes; Loyalty is determined normally, and the potential Magnitude of the group is simply equal to the rolled successes, subject to available membership. The Sidereals roll determines the quality of the group and its leader. Ensnared members have competencies relevant to the groups Policy on a scale of none (one success) to expert (4+ ratings in Abilities; five or more successes). If the Exalt does not craft a destiny to become the leader, the leader is pulled from the pool of members, but may not have an unmodified Dodge MDV higher than the successes rolled to activate this Charm. Ignoring this unnatural Servitude call to duty costs a member 1wp per day, and the pull to join falls away after they resist (Sidereals Essence) days.
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Athletics
Burn Life
(p. 153)
Cost: ; Type: Permanent Duration: Permanent Replace the text of this Charm with the following: Despite aphorisms to the contrary, the Exalted burn both long and bright, their insatiable heroism overwhelming all the obstacles in their way as they blaze through history towards their end. When performing feats of strength, the Exalt doubles his Strength rating and converts bonus dice from stunts into extra successes (adding double their rating to relevant unrolled pools). This Charm also allows the Sidereal to channel his Conviction on all such rolls, and on Stamina-based rolls to resist environmental hazards and poisons.
simply arrive at each point on his journey without crossing the intervening space. The Exalt ignores the difficulties of terrain, including water, muck and unstable terrain, and any hazards between his starting and stopping points each tick he moves. Perhaps more impressive, the Sidereal may take a moment to plot his course more carefully, determining his ultimate goal and ignoring the obstacles in between. This requires a Miscellaneous action and expenditure of 1wp, which allows the Exalt to teleport up to (Essence x 10) yards to a point that he can see clearly. He has given up the accidental self-determination of those with more uncertain journeys, and so cannot perform any normal movement actions (Dash, Move, etc.) until his next action tick. The first effect of this Charm contests wards against teleportation with a normal roll-off, while the latter fails automatically.
Inexorable Advance
(p. 153)
Cost: 4m, 1wp Keywords: Combo-Basic, Obvious Duration: One scene
Melee
Harmony of Blows
(p. 155)
Cost: 2m per attack (+1wp); Mins: Melee 3, Essence 2 Harmony of Blows allows the Sidereal to take up to (Dexterity) attacks as part of the magical flurry it creates. Doing so costs two motes per action, or a flat cost of five motes if only Melee attacks are included. No enemy can have more than one attack directed at them unless the Sidereal pays a surcharge of one Willpower when activating this Charm.
Forward-Thinking Technique
Cost: (+5m); Type: Permanent Keywords: Obvious Duration: Permanent Replace the text of this Charm with the following: By adding +5m to the Cost of Unswerving Juggernaut Principle, the destiny of the Sidereals journey enmeshes him, pulling him ever forward and shielding him from hindrances to his progress. This provides the following benefits: The Sidereal ignores penalties to his Dodge DV. The character can Dash reflexively, though this still makes it impossible to block attacks normally. The Exalt gains an additional +10L/10B soak against any unexpected attacks. The Seer adds (Athletics) extra successes to rolls to give or evade pursuit during chase scenes, as well as dramatic tracking/ evasion scenarios (see Exalted, p. 140).
(pp. 153-155)
Invisible Motion
(p. 155)
Keywords: Combo-Basic, Prayer Strip, Shaping Replace the text of this Charm with the following: When the world cries out desperately to be saved by an agent of Heaven, it is not the harrowing tale of his journey that is most importantthough tales will be told. What matters most in saving the world is that the Sidereal be where he is needed. Activating this Charm, the Sidereal wraps a prayer strip bearing the Scripture of the One-Handed Maiden around his neck like a scarf, causing it to exude a scent of lilacs and decay. As long as it does so, he does not so much move from place to place as
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Serenity in Blood
Cost: 10m; Mins: Melee 4, Essence 3 Keywords: Combo-OK, Obvious This Charm does not specially protect against unexpected attacks. Its Flaw of Invulnerability is that it cannot be activated to defend against attacks validly enhanced by Sidereal astrology laid by the Exalt himself, and against attacks enhanced by others Sidereal astrology it suffers a +3m surcharge.
Meditation on War
Cost: ; Mins: Melee 5, Essence 3; Type: Permanent Keywords: Native, Overdrive Duration: Permanent Replace the text of this Charm with the following: Mighty as the blessings of the Maidens may be, the true weapon of the Sidereal Exalted is neither fist nor daiklave nor destiny nor even Essenceit is the world itself and their ability to shape it. This Charm grants an Overdrive pool with a capacity of ten motes. Whenever the Sidereal successfully blocks an attack using her Parry DV while taking a Defend Other action to protect an individual she has instructed in some way in the past, or when such an individual protects her the same way, she gains two offensive motes. Instruction in this case includes not only characters who have learned Charms, sorcery, or new Abilities or Specialty dots from the Sidereal, but also those that have significantly benefitted from her advice or stratagems, at the Storytellers discretion. Additionally, the Sidereal gains the ability to spend her Overdrive motes to fuel the attacks of not only herself, but also of former students (as defined above) within (Essence x 50) yards.
(p. 156)
(pp. 156)
Presence
Force Decision
(pp. 156-157)
Keywords: Combo-OK, Compulsion This Charm targets a character no more than (Essence x 5) yards away, and the roll to use it is made against the victims MDV. It costs 2wp to ignore this unnatural Compulsion.
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Loyalty-Sacrificing Sidestep
(p. 158)
Cost: 3m; Type: Reflexive (Step 2) Keywords: Combo-OK, Social Replace the text of this Charm with the following: By fortunate happenstance, the interests of an attacker and one of the Sidereals friends coincide, distracting both from the import of the Exalt herself. So sequestered, she is forgotten and unmolested. This Charm may be activated in response to a social attack, but only so long as another valid target that possesses a positive Intimacy or favorable Motivation regarding the Sidereal is within (Essence) yards. Circumstances conspire to make them the target of the social attack in lieu of the Exalt. If the attack is Performance-based, the replacement targets MDV is halved against the attack, as their distracted attention-splitting leaves them more vulnerable even as they prevent the Sidereal from considering and becoming susceptible to the influence. Sidereals with keen social instincts understand that, though they will give up on their servitude if ill-treated, the limits of a true friend are great indeed. With a Presence 5+ repurchase, a Sidereal may use this Charm to redirect physical attacks and other undesired effects (such as the random mutation of the Wyld or the roaring flames of a bonfire) toward a Familiar or Acquaintance. Each redirected effect counts as a scene eroding any Intimacies of loyalty or friendship that the companion may have for the Exalt. Once all such Intimacies are gone, the companion will tend to resent the Sidereal and may leave or even attack him, but until then they suffer their impressed guardianship without complaint.
Generally, phenomena and obstacles conjured by this Charm should have values for Damage, Trauma, difficulties, external penalties, or most other values that are no higher than (Exalts Essence). Obstacles might have soak values double that. When the Sidereals desired destiny requires characters, the closest, relevant and most likely to be susceptible candidates have their MDV compared to the Exalts (Manipulation + Presence). If their MDV is lower, the candidates are subject to an unnatural Compulsion to fulfill the destiny, unless they spend 4wp to ignore it. Characters with higher MDVs, or who reject the influence before they fulfill the destiny, cause this Charm to search for the next best candidates, but no more than once during each of the Sidereals actions.
War
Auspicious Recruitment Drive
(p. 158)
Type: Simple (Speed 6 or dramatic action) Recruiting replacements outside of battle takes only a single day with this Charm. Auspicious Recruitment Drive may also be used as a Rally action (Exalted, p. 165) for organization or for numbers. The action is automatically successful, and it includes both the gathering of scattered allies as well as the appointment of any new relays that are necessary.
Red Haze
(pp. 158-159)
Cost: ; Type: Permanent Duration: Permanent This Charm applies automatically to units which include the Sidereal as a special character. The maximum Magnitude of a unit that can be affected by multiple Exalts is equal to the lowest Essence amongst them, plus one for each additional Seer.
(p. 158)
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Replace the text of this Charm with the following: Through the brilliant planning of the Sidereal Exalted, the stymied efforts of foemen become the raw vigor of the Viziers allies. A Sidereal may activate this Charm to enhance a mass combat unit in which he is a leader or special character. On each of the units action ticks, the leader and every special character in the unit gains one offensive mote in their Overdrive pools; those characters who possess no Overdrive pool gain a temporary five-mote pool while this Charm is active, which begins empty (characters who already possess Overdrive pools do not raise the size of their pool). A unit can benefit from only one Battle Pattern Charm at a time.
(pp. 160-161)
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Investigation
Auspicious Prospects for (Caste)
(p. 162)
There is no roll to use this Charm. Sidereals may freely learn any iteration of this Charm, though only the version corresponding to their Caste is bought or trained at Caste/Favored experience values. The Maidens have no power to withhold this Charm.
Larceny
Avoiding the Truth Technique
(p. 163)
Keywords: Combo-OK, Illusion, Virtue (Compassion) This Charm enhances social attacks to encourage beliefs. It adds (Essence) successes to the attack, which is compared against the targets Parry or Dodge MDV normally. Success imposes the unnatural Illusion that what the Exalt said is untrue, even if the target would normally believe otherwise. It costs 3wp to ignore this influence. The Charm can also be employed to enhance truths and lies outside of social combat. When someone attempts to tell if the character is lying or not (Exalted, p. 131), the difficulty to do so is raised by the Exalts Essence. Failure to see through the Sidereals facade imposes this Charms influence on the observer.
Thought-Swiping Distraction
Type: Reflexive Keywords: Combo-OK, Illusion This Charm can be invoked against targets up to (Sidereals Essence) yards away, requiring a successful (Dexterity + Larceny) roll against the targets Dodge MDV. It grants no special insight into whether the Sidereal will interrupt meaningful thoughts, but if properly timed it imposes an external penalty of (her Larceny) on any disrupted knowledge recall and retention rolls. This is a form of unnatural Illusion; spending 2wp to ignore it immunizes one from Thought-Swiping Distraction for the rest of the scene. The brief impression the Sidereal receives of the targets surface thoughts include broad strokes only, such as going to war or someone I love. If the target is thinking of the subject of one of their Intimacies that the Sidereal is aware of, the name of the subject is provided as well.
(p. 164)
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Of Truths Best Unspoken
(pp. 166-167)
Duration: Instant Use of this Charm does not require the presence of other Sidereals. The aid of other Viziers, even if they do not know this Charm, allows for limited teamwork on the roll to interpret the vision (Exalted, p. 125).
Name-Pilfering Practice
(p. 164)
Keywords: Combo-Basic, Crippling, Touch Replace the text of this Charm with the following: With a sharp yank on a persons fate, the Sidereal can dislodge that persons name and snatch it from her. This Charm functions like Sidereal Shell Games, Crippling the target and removing from them their name. This is not an influence effecttheir name is truly disassociated from them, from all perspectives except the Sidereals. Others cannot call to mind the targets real name. This Charm may be used to steal any name the Sidereal is aware of, including pen names, pet names and diminutives, though each requires a separate use. Sidereals who have stolen a name, and made any effort to disguise themselves as the person it belongs to, may use that name freely without equivocation or fear of being found out as a liar. The name does belong to the Exalt, for now, and so he is telling the truth.
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Stealth
Soft Presence Practice
Cost: 4m, 1wp; Type: Simple Keywords: Combo-OK Duration: One scene Replace the text of this Charm with the following: With this Charm, the Sidereal steps lightly around the bonfires of heroes and dampens her own, moving to disturb none so that she may work in peace. While this Charm is active, motes spent on the Sidereals non-Obvious Stealth Charms (including Excellencies) do not contribute to anima flare, and she may spend up to (Essence) peripheral motes on other non-Obvious Charms each tick without them counting for anima flare. In addition, she adds an extra success to her Larceny and Stealth rolls during the scene.
(pp. 170-171)
Occult
Mark of Exaltation
(p. 169)
Cost: 3m; Mins: Occult 2, Essence 2; Type: Reflexive Keywords: Combo-OK, Obvious, Virtue (Compassion) The Mark of Exaltation shines out to (Essence x 50) yards, not (Essence x 5). Instead of adding an automatic success to the Sidereals social rolls, it adds one to her effective Appearance rating when interacting with spirits in social combat. It is Obvious only to characters capable of seeing the Marks light.
Tell-Tale Symphony
(p. 169)
Keywords: Combo-Basic Duration: One hour Replace the text of this Charm with the following: Patterns of Essence become music to the Sidereals ears, untangling the mysterious threads of fate with the revelation of their song. Charms, sorcery, and other magic give off a strange music that is nevertheless fitting to their aspect and nature. Spirits ring with the soft tintinnabulation of bells, while artifacts hum in low tones. Other than its purely auditory nature, this Charm functions as All-Encompassing Sorcerers Sight (Exalted, p. 222).
Incite Decorum
(pp. 169-170)
Keywords: Combo-OK, Compulsion This Charm applies against spirits of any type employed by Heaven officially, up to Essence 8 and regardless of how the Sidereals Essence compares.
Unweaving Method
(p. 170)
Keywords: Combo-OK, Obvious, Shaping Replace the text of this Charm with the following: Lending a sense of imminent doom to her own destiny, the Sidereal lashes out with the threads of her fate like a whip, ensnaring a target with tragedy and corruption. This is a (Dexterity + Occult) attack, with Accuracy +0, Damage 4A/2, Rate 1, Range (Exalts Essence x 10), Tags: O. It cannot be blocked or dodged, but it also cannot target creatures of death, such as Abyssal Exalted, ghosts and ghost-blooded.
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Supernal Awareness
(p. 174)
Duration: One scene
Inevitable Pursuit
(p. 175)
Cost: 4m, 1wp; Type: Supplemental Duration: Instant In addition to the listed effects of this Charm, the supernatural tracking of Inevitable Pursuit adds a five-die equipment bonus to the Sidereals roll and allows her to track by night. The time limits on tracking characters by destiny are relevant only if they have left no physical trail to be tracked by; otherwise, this Charm can be used to follow their spoor regardless of how old it is.
Conclusive Wisdom
(p. 175)
Cost: 10m, 1wp, 1hl Keywords: Combo-OK, Emotion, Illusion, Prayer Strip Theres always an ending. There is no Willpower roll to resist this Charm. Instead, the Sidereal rolls (Perception + Awareness + Essence) as an unblockable social attack against the target of the Charm. While such a vision is an unnatural Illusion, it cannot be resisted with Willpower. Characters are not rendered Inactive by this Charm; instead, they are forced to take a Guard action on their next action tick as the vision overwhelms their capacity to act. Should the events prophesied in a player characters vision of death come to pass, the knowledge of their fated death hangs over their head. They suffer a -3 internal penalty on any action to fight against their foretold doom, unless they pay two Willpower to resist this unnatural Emotion for one scene. Should a character succeed in fighting against destiny and survive they events prophesied to bring about their end, they recover all points of temporary Willpower, finding new hope in their second chance at life. Exalted characters also lose a point of Limit.
Awareness
Prior Warning
(p. 173)
Keywords: Combo-Basic Replace the text of this Charm with the following: Casting her perception into the near future, the Sidereal senses the presence of imminent danger. The Storyteller should have the Sidereals player roll any Awareness rolls that she is allowed to notice a threat (Essence x 2) minutes before she would normally be able to roll. When the Storyteller cannot determine the difficulty of the roll beforehand, use the highest ([Intelligence + Larceny] 2) of any character involved in the threator difficulty 1 if the Sidereal could notice the threat automatically. On a success, she receives a vague premonition of harm, putting her on guard without actually revealing the nature of the threat. Such forewarning adds one automatic success to her actual roll to notice the threat when it finally arrives.
Expected Pain
(pp. 173-174)
Cost: 2m (+2m); Type: Reflexive (Step 2) Replace the text of this Charm with the following: Vague premonitions of future sorrow drift through the mind of a Sidereal who has mastered this Charm. As her fated suffering impends, these visions crystallize into awareness. Expected Pain cancels the unexpected quality of any physical or social attack against the Sidereal. It costs an additional two motes when used to defend against creatures outside of fate. With Awareness 5+, this Charm can be activated to enhance any Awareness roll to notice a concealed threat to the Sidereal or her alliesa hidden assailant, a drop of poisonous lotus extract dissolved in a cup of tea, a venereal disease on a concubine. Doing so converts all dice on the roll to automatic successes.
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End Debate
(p. 178)
Keywords: Combo-Basic, Compulsion, Obvious, Prayer Strip, Virtue (Temperance) The described use of this Charm is a social attack against those present, the Sidereal rolling (Charisma + Bureaucracy) and adding (Essence) automatic successes versus Dodge MDV. There is no restriction on who can be targeted by this Charm based on relative permanent Essence. Add the following to this Charm: A Sidereal may instead strip conflict of interest and graft from a bureaucrat, rolling Strength instead of Charisma against a single target. If successful, the target suffers the effects of Icy Hand indefinitely and with no mote commitment from the Exalt. The only way to escape his Compulsion to duty is for the target to resign from his position, though he may take up another job in which to laze and extort.
Bureaucracy
Icy Hand
(p. 176)
Keywords: Combo-OK, Compulsion, Touch This Charms unnatural Compulsion can be ignored for 3wp per day.
Terminal Sanction
(p. 176)
Keywords: Combo-Basic, Compulsion, Maiden, Servitude, Virtue (Temperance) This Charm has a range of (Essence x 10) yards. Activation of this Charm inflicts an unblockable and undodgeable unnatural Compulsion to materialize. The target is made aware of the Exalts presence and distance when affected by this Charm. Binding spirits with it is an irresistible unnatural Servitude. When used to bind demons, it is identical to sorcerous binding, preventing other bindings of the same demon. Add the following to this Charm: With a Bureaucracy 5+, Essence 4+ repurchase, a Sidereal may use this Charm to target multiple spirits at once. By adding +4m to its Cost, the Exalt may compel up to 10 spirits of a certain kind to materialize, and if the roll is successful doom them in the event of their defeat. Kinds of spirits are delineated by the usual types (elemental, god, demon), as well as whether or not they are officially employed by Heaven. An Exalt could compel all Celestial censor elemental dragons to appear, or all unaffiliated elemental dragons, but not both at once. A third purchase at Bureaucracy and Essence 6+ allows the Sidereal to add another +4m to sanction up to (Essence 2) Magnitude spirits at once.
Integrity
(Virtue) Essence Replenishment
(p. 178)
This Charm no longer provides motes for channeling a Virtue once that Virtue has been channeled a number of times in a day equal to its rating.
Preservation of Resolve
(p. 178)
Type: Simple Keywords: Combo-OK, Social Duration: One scene Replace the text of this Charm with the following: Corruption and vice beset companies of righteous heroes on all sides, but the tricks of Kapula from the far reaches of Chaos or the lies of the Ebon Dragon himself are no match for the mazy reassurances of a Sidereal advisor. This Charm enhances a social group of which the Exalt is a part, as long as he is not the leader. Social attacks targeting the group suffer a -3 external penalty. The Sidereal, acting in his capacity as a Vizier, may perform appropriate stunts to speak out against the offending influence, increasing the penalty by an amount equal to the rating of the stunt. Multiple Sidereals may better bolster the resolve of a group. Each extra Vizier that activates this Charm increases the base penalty by one, to a maximum additional penalty equal to the lowest permanent Essence amongst them.
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Creation-Preserving Will
(p. 179)
Cost: ; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Unwavering Well-Being Meditation Replace the text of this Charm with the following: The Sidereal determination to see the Ending allotted to them by Saturn is so strong, they are empowered to eschew the trials of worlds beyond Creation. This Charm enhances its prerequisite, so that in addition to penalizing any attack it is applied against, it negates undesired Shaping that accompanies it. It may also be applied against effects that are not characterdriven attacks, such as Wyld mutation. Against Shaping from sources outside of fate, the Charms cost is reduced by 1m; against the Shaping of Sidereal Charms and astrology, it is increased by 1m. This cost variance is considered a special Flaw of Invulnerability.
Death-of-Self Meditation
(pp. 179-180)
Type: Reflexive (Step 2) Keywords: Combo-OK Replace the text of this Charm with the following: The world is a place of trials, constantly tearing away what you are to make you who you will be. Let those things go, and they trouble you not! A Sidereal may activate this Charm when faced with unnatural influence, shedding an Intimacy related to it. It does not matter if the Intimacy would have been opposed or complementary to the influence, as long as it would have provided either a bonus or penalty to MDV resisting its imposition. Any such influence is perfectly dodged, spiraling away into nothingness along with the Sidereals old loves and hates. The lost Intimacy cannot be regained by any means for the rest of the story.
hangs for a second, before glowing an arrogant purple and darting about within 100 yards of the Exalt, seeking the best route to the end of his destiny. The Seer defers his name and any claim he has to a life beyond his ultimate purpose, setting them aside as collateral so that the prayer strip can invigorate him and drag him along toward his doom. His identity forgotten by the world, whether he wears a resplendent destiny or not all who meet him are subject to Arcane Fate regarding memories of him, even those who are outside fate or otherwise immune to Arcane Fate normally, such as other Sidereals. This can be avoided temporarily by stealing a name with Name-Pilfering Practice (see page 73), but only so long as he acts the part of the stolen name. When an Exalt activates this Charm, he must choose a goal, which then nests in his heart in place of his name. This grants him a sorcerous Intimacy of unceasing dedication to the goal, which cannot be removed by any means. Influence opposing the goal is an unacceptable order. He suffers a -2 internal penalty on actions unrelated to the goal, and a -5 internal penalty on actions contrary to the goal. None of the Exalts own Charms or other powers can overcome these penalties; he cannot ignore them. As recompense, the character gains an extra success on all actions that further the completion of the goal. He ignores any wound or fatigue penalties on actions that are not contrary to the goal, even to the point of continuing to act when he should be unconscious. When performing a stunt that would resonate with the Intimacy if it were a Motivation, the Sidereal converts the stunts bonus dice into automatic successes, and may as his stunt reward choose to heal one lethal health level of damage or three bashing levels. When the Exalts goal is completed, his name is returned to him as One Direction Invocation ends. This Charm can be ended prematurely, but if so the Exalts name is not returned; he will need to go to some effort to acquire a new one, often with the aid of relevant gods or other magical authorities. As long as he lacks a name, he is subject to the universal Arcane Fate imposed by use of this Charm. A character without a name cannot reactivate this Charm, even if he steals a replacement.
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Martial Arts
Secrets of Future Strife
(p. 180)
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Replace the text of this Charm with the following: Accepting the twists and turns circumstance with instant determination, the Sidereal is never caught off guard. A Join Battle roll supplemented by this Charm converts up to (Martial Arts) dice to automatic successes. As part of the roll, the martial artist may reflexively draw any form weapon of this style.
Attacks must be made with hostile intent against the martial artist and be capable of harming her in order to trigger this Charm. Using a defense with a Flaw of Invulnerability ends this Charms duration prematurely.
Flight of Mercury
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Replace the text of this Charm with the following: Moving with the swift precision of one who knows her destiny, the Sidereal strikes without hesitation or remorse. An unarmed attack supplemented by this Charm reduces its Speed by one point. The martial artist can also move up to (Essence) yards before making the attack if needed to close range with her opponent.
(p. 181)
Death-Parrying Stroke
(p. 182)
Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 7) Keywords: Combo-OK, Obvious Replace the text of this Charm with the following: The Sidereals blade becomes a blur of violet Essence, catching fatal blows a split-second before they can touch her. These defensive maneuvers subtract the martial artists Parry DV from the raw damage of an attack, and reduces its minimum damage by one die (minimum one). Death-Parrying Stroke offers no defense against unblockable or unexpected attacks.
Life-Severing Blow
Cost: 5m; Type: Supplemental Keywords: Combo-OK Prerequisite Charms: Violet Bier of Sorrows Form Replace the text of this Charm with the following: Sighting a violet glimmer of the Essence of Endings in her enemys soul, the Sidereal strikes through it to bring them closer to their death. Add (Essence) to the raw damage of an unarmed attack supplemented by this Charm. The same amount is also added to the minimum damage of the attack, granting it the Overwhelming tag. A character reduced to their Incapacitated level by an attack supplemented with Life-Severing Blow can be unmade as a Shaping effect, killing them instantly and reducing their corpse to ash. Against mortals, even a single level of damage is sufficient to shape them dead.
(pp. 183-184)
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Metal Storm
(p. 183)
Cost: 7m, 1wp Keywords: Combo-OK, Obvious Prerequisite Charms: Violet Bier of Sorrows Form
Horrific Wreath
(p. 182)
Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Reflexive Keywords: Combo-OK, Holy, Obvious Duration: One scene Prerequisite Charms: Throne Shadow Form Replace the text of this Charm with the following: A hideous red glare surrounds the Sidereals hands as she strikes at the foes of Creation, mirroring their wickedness in her Essence. All of the Sidereals unarmed attacks gain the magical material bonuses of starmetal while this Charm is active. She may use them to deal lethal damage, and they deal aggravated damage to creatures of darkness.
Conclusion-Pursuing Approach
Cost: (+10m, 1lhl); Mins: Martial Arts 5, Essence 4; Type: Permanent Keywords: Prayer Strip Duration: Permanent Prerequisite Charms: Death-Parrying Stroke, Life-Severing Blow, Metal Storm Replace the text of this Charm with the following: At the pinnacle of the Violet Bier of Sorrows, the martial artist learns to draw strength from the pain of others. As her enemies falter before her before her blows, her resolve only increases. This Charm upgrades Violet Bier of Sorrows Form. As the character invokes it, she may pay a surcharge of ten motes and a point of Willpower to add the following effects to the form: The martial artists unarmed attacks deal aggravated damage to creatures outside of fate and consume their motes as though they were spirits. Wound penalties are tripled by the unnatural mental influence of Violet Bier of Sorrows Form instead of just double. The cost to resist rises to five Willpower. A Sidereal may affix a prayer strip marked with the Scripture of the Expectant Maiden to her weapon with her own blood as she invokes this Charm, causing the blade to glow with a radiant burgundy light. Doing so grants additional benefits as a Prayer Strip effect: Whenever the Sidereal damages a character with an unarmed attack, they lose a point of Willpower. Characters without remaining Willpower instead lose ten motes, and can be shaped dead as per Life-Severing Blow if they have no motes remaining.
(p. 184)
Medicine
Peaceable Conclusion
(p. 184)
Cost: 3m; Type: Simple (Speed 3) Keywords: Combo-OK, Touch, Virtue (Valor) Duration: One scene Replace the text of this Charm with the following: Calling upon the mercy that the Maiden of Endings shows for those in her somber dominion, the Sidereal may take away the suffering that accompanies death. As she touches a character, she brings an ending to the pain they might feel, negating any wound penalties they would suffer for the duration of this Charm. Characters who die under the effects of Peaceable Conclusion feel no pain as they pass, and their souls pass into Lethe without regret. The corpses of characters who die such a death can never be raised as undead. Peaceable Conclusion has the opposite effect when used on a creature of death, suffusing them with the stillness of the grave. Such characters suffer a -3 internal penalty on all non-reflexive actions as a Crippling effect for the duration of this Charm.
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Smooth Transition
(pp. 184-185)
Cost: 3m; Type: Supplemental Keywords: Combo-OK, Virtue (Valor) Replace the text of this Charm with the following: When ghosts and the walking dead linger on in the lands of the living, it falls upon Saturns Chosen to guide them back to their ordained endings. Smooth Transition can supplement any attack against a creature of death, causing it to deal aggravated damage and adding one automatic success to the damage roll. Undead extras hit by the attack are automatically destroyed: zombies fall apart as they remember that they are dead, while ghosts pass peacefully into Lethe. At first, Saturns Chosen were confounded by the presence of this Charm in the Scripture of the Maiden and the Road, not knowing what their patron might have intended for it. When the first Neverborn fell, they understood, and used Smooth Transition to purge the hekatonkires and shambling horrors left in its wake.
Terminate Illness
(p. 185)
Cost: 5m No roll is needed to end mundane diseases. With Essence 3+, the Sidereal can use this Charm to cure even magical Sickness. Doing so requires an activation roll as described in the Charms text, and extends the time needed to activate this Charm to one hour. Magical diseases without a Virulence rating cannot be cured with this Charm.
Deferred Wounds
(p. 185)
Cost: Special Keywords: Combo-OK, Touch Duration: Indefinite An activation of this Charm can suspend up to (Essence) levels of damage or a single Poison effect. It costs one mote per level of bashing damage suspended, or two motes per level of lethal damage. Aggravated damage cannot be deferred. Using this Charm to suspend an ongoing Poison costs a number of motes equal to the remaining Damage of that toxin. The removed harm remains suspended for the duration of this Charm and for five minutes thereafter, after which it reappears.
(p. 186)
Storytelling
Sidereal Experience Costs
(p. 230)
Replace the relevant entries of the Sidereal experience table with the following values: Trait Caste/Favored Charm or Spell Non-Favored Charm or Spell Celestial or Terrestrial Martial Arts Charm (Martial Arts Caste or Favored) Celestial or Terrestrial Martial Arts Charm (Martial Arts non-Favored) New College (In-House) New College (Out-of-House) Increase College (In-House) Increase College (Out-of-House) Cost 9 11 8 10 2 3 (rating x 1) (rating x 2)
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ABYSSAL EXALTED
CHAPTER SIX
Traits
Cheating Death and Eternal Life
The Black Exaltation of an Abyssal shields her body from the injury that should have killed her and further heals her body of all damage. Like all Exalted, deathknights surge to full motes, full Willpower points and full Virtue channels in the moment of their Exaltation.
Rejected by Creation
(p. 95)
The -2 internal penalty for being in areas of living Essence applies only to non-reflexive actions. The penalty is a Crippling effect and may be defended against as such. Abyssals suffer in all realms of existence suffused with living Essence, which is to say all places save the realms of the dead and blight zones of Autochthonia. Areas the Storyteller deems closely associated with death like graveyards provide their own trappings of death to keep the penalty at bay. Committing motes to block the discomfort is a reflexive action.
Damned
(p. 95)
Thaumaturgical prognostication using probabilistic modeling or consulting the Design of Autochthon is no more effective at determining an Abyssals future than reading the stars of Creation, though rolling five or more successes reveals the taint of the Void marring the reading.
Feeding
(p. 95)
Abyssals can feed on Alchemical Exalted to regain motes, though not past the moment of death (i.e. no minute long postmortem window of opportunity due to immediate physical dissolution). Though no Abyssals yet realize it, Primordial jouten are succulent beyond imagining, yielding five motes per health level consumed.
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Backgrounds
Whispers
(p. 100)
Storyteller-triggered insights into the future granted by an Abyssals Whispers sometimes reveal tragedies and massacres that will result in a large number of deaths, even if the Neverborn should not be privy to that plan (such as a terrorism plot to detonate a Soulbreaker Orb known only to living conspirators). In such cases, the Neverborn have glimpsed some deeper horrid truth in the structure of the universe through their own nihilistic Charms. The dead titans cannot reliably do this, however, and so neither can their Whispers reliably provide such information on demand. Prophetic visions are a plot device, not a power.
Anima Banner
(p. 101)
Under Anima Banner, replace the second a third paragraphs with the following: Mortals who botch a Morale roll in the same scene as they witnessed that Abyssal Exalts iconic anima not only flee, but must spend 1 Willpower point not to gouge out their own eyes in a maddened attempt to remove the horrors etched behind their lids (or do something similarly self-destructive). The unnatural Compulsion expressly overrides a mortals basic survival instinct to impose this unacceptable order.
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Dark Fate
(pp. 112-116)
Though the Neverborn can instill Resonance in their slaves, they are merely conduits of Oblivion. So long as Oblivion threatens the universe, the dark fate of the Abyssal Exalted is an immutable facet of their existence. Destroying the Neverborn will not free them from this curse. Only by becoming something elsemost likely through redemption into a Solarcan the Chosen of the Void escape the doom they must bring upon the world. Like the Clarity of Alchemicals, dark fate is an intrinsic property of Abyssal Exaltation rather than an external malediction. Thus, it is categorically impossible to be an Abyssal and not suffer Resonance.
causes the Solar to regain one Willpower point (at which time her will is no longer broken and she can once again choose her actions).
Though some Deathlords attempt to control their servants with tales of Exalts souls held hostage in their Monstrances, such threats are hollow lies. If an Abyssals Monstrance is destroyed, the only repercussion for the Exalt is a sudden feeling of hope that replenishes all her Willpower.
Flawed Virtue
(p. 112)
Abyssals do not gain Resonance for rolling a flawed Virtue solely to regain Willpower (usually a Conviction roll following sleep) or from channeling a Virtue in defense or direct support of their Lunar mates as explained below.
Monstrances may only be harmed by inflicting damage on them. Any magic which would harm them in another fashion (for example, Shaping magic that would dissolve a Monstrance outright) simply fails. Magic that could open them from the inside like Lock-Opening Touch must beat a flat 20 successes applied to the roll-off, though such magic works normally from the outside.
The mystical ties that bind Lunar Exalted to their Solar mates offer Abyssal Exalted a tiny sliver of hope. Resonance is never gained from sins of life directly associated with the appropriate Lunar. If the deathknights mate calls her by her forsaken name, she may answer to it. She can protect her mate from harm and love her with a positive Intimacy. The two can even have children together safely, for all that the Neverborn impotently roar in fury. If the Abyssal actually does hold a positive Intimacy for her mate, the protection goes even farther, shielding her from sins of death so long as her actions are in direct support or defense of the Lunar. Thus, an Abyssal with no positive Intimacy could safely protect her mate from demons, but not a horde of specters (since the sin of death for opposing creatures of death still applies even though defending the specific life is permitted). With a positive Intimacy, the deathknight can safely ignore her Lieges command to murder her mate and can even fight the Deathlord in defense of that one precious life.
Lawgivers trapped in a Monstrance who succumb to the despair of Oblivion can choose death, catatonia or defilement into an Abyssal. No matter what she chooses, her choice exerts an irresistible compulsion upon her of such terrible power that it overrides even the normally unacceptable nature of suicidal commands as an unnatural Servitude effect. Suicidal urges are carried out by the most expedient means available until successful. Catatonia means the Solar falls into a coma and cannot awaken or be awakened. Willingness to convert lasts until a conversion can be accomplished; the Solar cannot pursue any other goal until she has been twisted into an Abyssal. Magic that can cure a Servitude effect of this severity is rare, but
Abyssal Redemption
The guidelines and rules for Abyssal redemption are as follows: Trapped inside the tainted Essence of every deathknight is a dim spark of Solar glory, a fragile hope that gutters like a windblown candle with the faint promise of redemption. The epiphany that damnation isnt inevitable eventually occurs to almost every Abyssal despite the best efforts of the Neverborn, triggered by a conflict between an Intimacy (or former Inti-
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macy) and the murderous urgings of Dark Fate. Canonically, no Abyssal has ever followed through on this hope to earn redemption, making any player-controlled deathknight to rejoin the light the first of her kind. While the specific requirements of redemption are left to Storytellers to decide based on the needs and scope of each series, the basic guidelines and the results are explained below: Redemption should represent the culmination of a great and lengthy quest rather than a reward for singular acts of heroism. A bare minimum of one story devoted to the task per dot of Essence is highly recommended, reflecting the fact that it is harder to turn back from the darkness the farther you explore its power. Abyssals can also choose to permanently lower their Whispers rating by one dot at the end of each story devoted to redemption (returning 3 experience points if Storytellers give compensatory experience for lost Backgrounds). Redemption is a personal quest and does not require any external assistance or permission, nor may it be accomplished by another entity on the Abyssals behalfnot even the U conquered Sun or Autochthon. The inherent power to seek redemption is the legacy of every Solar Exaltation, drawing on the metaphysical inviolability of Ignis Divine. Because redemption is so personal, one deathknights path to the light may not work for others, depending on personality and background. Redemption requires profound understanding of Solar Exaltation and the ideals of the four Virtues. Wise mentors can provide this knowledge, though humble mortals often have as much to teach as cosmic powers like Primordials or the Unconquered Sun. Arduous ordeals of trial and error also provide a viable path to enlightenment in the absence of direct instruction. The Charm Unconquered Heros Faith (Manual of Exalted PowerThe Abyssals, p. 140) offers tantalizing hope and gives a reliable firsthand opportunity to study Solar Essence, but characters arent required to learn it to achieve redemption and should be mindful that rapid Resonance accumulation tends to do horrible things to bystanders. Redemption always involves building relationships with the living, helping others, affirming life and directly opposing the forces of Oblivion. Such actions accumulate significant Resonance, punishing the character with regular Dark Fate manifestations and concomitant tragedy. Redemption always involves some form of meaningful sacrifice, often the heros own life (especially if the final act of heroism involves destroying a greater threat, like ones Liege). An Abyssal who dies as a Solar passes on to Lethe or lingers as a ghost as desired, while her cleansed Essence incarnates in a new Solar. Redemption is absolute. Once a Solar Essence slips from the grasp of the Neverborn, the only way to steal that Essence back to the side of Oblivion is to wait until it incarnates again in a new host (or to assist that reincarnation process along). If an Abyssal attains redemption, her anima flares iconic as her Caste shifts to a Solar analogue, mirroring the process and rules of corruption (see Manual of Exalted PowerThe Abyssals, p. 117). Known Void Circle spells remain only as inaccessible occult theory. The Lawgiver probably loses all Whispers, but may retain her rating as a psychic scar of her former state if that suits the character better. If the new Solar had a monstrance, it shatters violently with her redemption in an explosion of Holy golden flames that inflict 10A levels of damage to creatures of darkness within five yards as a one-time Trauma
10L environmental hazard. Especially generous Storytellers may allow Solars to reclaim experience points spent on Void spells and Combos lost in the conversion, though this is hardly required. After all, the character should seek redemption because she believes it is the right thing to do no matter the price. A redeemed Solar lacks the Great Curse, and may not be subjected to it again by any means in this or any future incarnation. Similarly, children of Dragon-Blooded freed of the Curse retain this immunity and pass it on to all their descendents. All Exalted who have been cured of the Great Curse still possess a Limit track, but no longer gain Limit by any means other than having it inflicted upon them directly by magical effects, such as the Abyssal Charm Sanity-Eroding Diatribe, or the Solar Charm Bloodthirsty Sword-Dancer Spirit. Resisting unnatural mental influence is not such an effect and does not grant Limit any longer. Their Virtue Flaw disappears. When the characters Limit hits 10, she loses one dot of permanent Willpower (minimum Willpower 1) instead of entering Limit Break madness. Lost dots naturally return at the rate of one per month since experiencing Limit Break The original Exalted Limit track was originally designed by the gods and Autochthon to act as an ablative defense against madness-inducing Primordial magic. Unfortunately, Limit created an unintended backdoor vulnerability that the dying Primordials exploited and corrupted with their Great Curse, bypassing anti-Shaping defenses through this hidden imperfection. It is scant comfort that only the death curses of the Primordials could exploit this crack and that they cannot do so again. Alchemical Exalted, who were never subject to the Great Curse, also possess such a Limit track, though they are unaware of this as there are no beings in Autochthonia with Limit-inducing magic, and Alchemical Charms cannot give their own user Limit. Abyssals form the singular exception to this ruletheir Limit track has been twisted into the apparatus by which the Neverborn inflict Resonance on them, and any effect which would give an Abyssal Limit instead grants equivalent Resonance. Any Charms which rely on the character possessing the Great Curse to function (such as Stubborn Boar Defense) are converted into experience, but are considered known for the purpose of meeting Charm prerequisites. Charms that merely add Limit function as stated above.
Charms
In addition to the keyword below, many Charms have gained less Solar-specific keywords. Enhanced, Martial and others can be found on page 10. Dusk: Abyssals of the Dusk Caste may buy Charms with this Keyword for eight experience points, even if they do not Favor the Ability the Charm is located in. Training these Charms takes as much time as training a Caste or Favored Charm. This Keyword applies to the following Charms: Resistance: Injury-Absorbing Discipline, Spirit-Hardened Frame, Wounds Mean Nothing, Far Beyond Ruin (page 156). Occult: Corpus-Rending Blow, God-Slaying Torment. Athletics: Corpse-Might Surge, Headstones Flung Like Pebbles, Falling Scythe Attack, Shadow Races the Light, Death Draws Near, Swifter Than a Scream (page 164). Dodge: Flickering Wisp Technique, Uncanny Impulse Evasion, Foe-Shaming Defense, Thousandfold Shadow Dance, Shadow Fades at Dawn (page 166).
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General Charms
Ravening Mouth of (Ability)
(p. 122)
Any motes granted by this Charm are attunement motes. These special motes are not added to the Abyssals Essence pools, but can be committed to any unattuned artifact he has on his person, allowing him to reflexively attune to it if its cost is paid in full with attunement motes. Alternatively, he can commit attunement motes to an attuned artifact he possesses, replacing the motes he has committed to it from his own pools. At the end of the scene, all attunement motes are lost. The Abyssal may reflexively replace them with his own motes to sustain the attunement of artifacts empowered by them.
Time-Scything Technique
(p. 129)
At Essence 3+, the character may select to levy fewer than (Dexterity + 1) attacks against her target, to a minimum of zero attacks. She may also cancel her attack prematurely. For example, when attacking a target which has a tick-long counterattack effect, she may decide to end her flurry early to avoid further counterattacks.
Archery
Withering Feathered Maelstrom
Cost: 1m or 2m per attack Prerequisite Charms: None Each shot normally costs one mote; weapons such as firewands or siege crossbows cost two motes.
Blade-Summoning Gesture
(p. 129)
Cost: (1m); Type: Permanent Keywords: Merged, Mirror (Call the Blade), Obvious Duration: Permanent The Abyssal may reflexively spend one mote to activate this Charm as described. He may only call his blade from up to (Essence x 2) yards away while in battle, however. Merged: Hungry Missile Technique (Thrown).
(p. 123)
Melee
Savage Shade Style
(p. 127)
Prerequisite Charms: None
Soul-Cleaving Wound
(p. 128)
Type: Supplemental
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Additionally, this Charm may be purchased a second time to upgrade all weapons that may be created through Resplendent Shadow Blade, granting them the benefits detailed on page 130 of Manual of Exalted PowerThe Abyssals.
(p. 130)
Death-Deflecting Technique
(p. 131)
Cost: 8m Keywords: Combo-OK, Mirror (Heavenly Guardian Defense), Obvious
(p. 131)
Vengeful Riposte
(p. 130)
Keywords: Combo-Basic, Counterattack, Martial-ready, Mirror (Solar Counterattack) Martial-ready: Archery, Martial Arts, Thrown.
Martial Arts
Five Knife Fist
(p. 126)
Ignore the listed bonuses to the Abyssals natural attacks. Instead, they add +2 Accuracy and +5 Damage. They also gain the Overwhelming tag, with a minimum damage of two dice.
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Ravaging Blow
(p. 184)
Keywords: Combo-OK, Enhanced Enhanced: While Dark Messiah Form is active, Ravaging Blow also grants the Abyssals natural attacks the magical material benefits of soulsteel.
Performance
Haunting Apparition Trick
(p. 141)
See Phantom-Conjuring Performance errata (page 25).
(p. 186)
Presence
Sanity-Eroding Diatribe
(p. 146)
Threshold successes do not apply normally on this social attack; use the rules detailed in its text instead.
Resistance
New Abyssal Charm: Walking Cadaver Grotesquerie
Cost: 1m+; Mins: Resistance 3, Essence 2; Type: Reflexive (Step 7) Keywords: Combo-OK, Mirror (Spirit Strengthens the Skin), Obvious Duration: Instant Prerequisite Charms: Spirit-Hardened Frame The Abyssals body goes horrifically limp as he is struck, bending and distorting under the force of the blow far more than any flesh or bone should be able to. His foes can only gape in shocked silence as they witness him laughing off his unbleeding wounds, or popping dislocated limbs back into place. Every mote spent on this Charm removes one die from the post-soak damage of an attack against the Abyssal, to a minimum of one die. The attacking character gains an Intimacy of fear towards the Abyssal if they have a Dodge MDV lower than the number of motes spent on this defense, as they realize the true nature of the undying horror they face. Resisting this unnatural Emotion effect costs one Willpower.
Thrown
Aid of Ill Wind
(p. 132)
Cost: 2m
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Lore
Breath-Draining Prana
(p. 156)
Any motes granted by this Charm are attunement motes. These special motes are not added to the Abyssals Essence pools, but can be committed to any unattuned artifact he has on his person, allowing him to reflexively attune to it if its cost is paid in full with attunement motes. Alternatively, he can commit attunement motes to an attuned artifact he possesses, replacing the motes he has committed to it from his own pools. At the end of the scene, all attunement motes are lost. The Abyssal may reflexively replace them with his own motes to sustain the attunement of artifacts empowered by them.
Socialize
Honey-Tongued Serpent Attack
(p. 181)
This Charm makes the Abyssals social attack unblockable and undodgeable, not unexpected.
Athletics
Effortless Unnatural Grace
(p. 165)
Ignore the innate ability power. Instead, the Abyssal can pay one mote while Raitons Nimble Perch is active to perfectly negate any knockback applied against him.
Power-Reaping Prana
(p. 187)
Cost: 4m Keywords: Combo-OK Replace the text of the Charm with the following: The Hungry Ghost stylist is nourished by the agony of his enemies, sustaining his fighting spirit with their suffering. The martial artist can use Power-Reaping Prana whenever he deals lethal or aggravated damage to an Essence user with an unarmed attack. He must have already used Blood-Scenting Hunger to assess that targets Essence pool earlier in the scene. Doing so allows him to regain a single point of Willpower or a channel of Valor. He cannot use it more than once per action.
Dodge
Flickering Wisp Technique
(p. 168)
Cost: 8m Keywords: Combo-OK, Dusk, Mirror (Seven Shadow Evasion), Obvious
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INFERNAL EXALTED
CHAPTER SEVEN
Traits
Life expectancy of Infernals
Akuma typically age as the beings from which they were spawned do, though exceptions do exist. Sacrificing ones soul to dark powers for an extended life is a staple of myth and fiction, after all. As for the life span of Green Sun Princeswell, lets just say they have an interesting destiny to look forward to if they can survive long enough to seize it.
Infernal Limit
(p. 80)
Theoretically, any creature be affected through an Infernals intimacies. Think of it operating similar to the way and arcane link does. Also, take the story into account. Dont just inflict it on a supernatural being because it is possible to do so, but because it in some way advances the story to do so.
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So Speaks (Yozi)
(p. 108)
Cost: ; Mins: Essence 5; Type: Permanent Keywords: None Duration: Permanent Replace the text of the Charm with the following: This Charm permanently alters the cost of the chosen Yozis Excellency. The First Excellency now grants two dice for every mote spent on it, while the Second Excellency allows successes to be purchased for one mote each. (Yozi) Inevitability Technique can be activated for a cost of four motes instead of a point of Willpower. So Speaks (Yozi) is incompatible with any other Charm that provides cost discounts to the Excellencies, such as Effortless (Yozi) Dominance.
Malfeas
Scar-Writ Saga Shield
(pp. 109-110)
The Essence 4+ purchase of this Charm grants the warlock a bashing and lethal Hardness equal to his (unmodified Stamina + Essence), rather than setting them equal to his natural soak. Magical attacks have their minimum damage reduced by a single die (to a minimum of 1), rather than set to zero, by the Essence 4+ purchase.
Charms
General
(Yozi) Mythos Exultant
(pp. 107-108)
Keywords: Native Malfeas: Any motes granted by Malfeas Mythos Exultant are attunement motes. These special motes are not added to the Infernals Essence pools, but can be committed to any unattuned artifact he has on his person, allowing him to reflexively attune to it if its cost is paid in full with attunement motes. Alternatively, he can commit attunement motes to an attuned artifact he possesses, replacing the motes he has committed to it from his own pools. At the end of the scene, all attunement motes are lost. The Infernal may reflexively replace them with his own motes to sustain the attunement of artifacts empowered by them. Adorjan: The Infernal can manifest the flensing wind only when she receives a stunt reward. Ebon Dragon: The Infernal may choose to convert any stunt dice he receives to automatic successes. Each die converted lowers his next stunt reward by one mote (minimum zero). He cannot choose a Willpower reward if he has converted any dice with this Charm.
Skyfire-Seizing Repast
(pp. 113-114)
Any motes granted by this Charm must be added to the Infernals Overdrive pool as offensive motes. If he does not have an Overdrive pool, they are lost. Skyfire-Seizing Repast only provides motes if the Infernal is attacked against his will; he cannot gain Essence by deliberately harming himself or allowing an ally to do so. Weapons of solid Essence such as a Glorious Solar Saber or a beamklave are not affected by the defense of this Charm.
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Sandstrike Blast
(p. 124)
The sandstrike blast has the Overwhelming tag, with minimum damage 3.
Cecelyne
Wayward Divinity Oversight
(p. 118)
The third purchase of Wayward Divinity Oversight is supposed to be at Essence 4+, but it does require that one already possess the Essence 4+ version that allows one to perceive and track elementals.
Counter-Conceptual Interposition
(p. 133)
Cost: 8m
Mind-Hand Manipulation
(pp. 134-135)
All of the attack options granted by this Charm have the Overwhelming tag, with minimum damage 2. Rate is capped at 5.
Adorjan
Who Strikes the Wind?
(p. 139)
Cost: 8m
Soul-Sieve Transmutation
(p. 123)
Cost: (10m, 1wp)
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Pellegrinas Fury
(p. 142)
The damaging aura of this Charm ignores Hardness.
Murder is Meat
(pp. 142-143)
Keywords: Native, Overdrive This Charm grants an Overdrive pool of ten motes; all motes granted by it are offensive. Killing extras does not provide offensive motes, although it still grants the other benefits of this Charm.
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ue of a chalcanth or azoth catch varies from day to day in the same way the quality of tuna at a fish market does. Sometimes, the selection is better. Sometimes its worse. It depends greatly on what demon got careless or pissed the wrong being off.
Storytelling
Favored Yozi
(p. 218)
Each Green Sun Prince possesses Caste Charms based on the Yozi who acts as her patron, but she should also choose a second Yozi whose Charms are considered Favored.
(p. 42)
This Charm cannot increase Dodge DV or Dodge MDV. The repurchase does not grant Hardness, and costs an additional five motes for the perfect soak.
Adorjan
Beauteous Carnage Incentive
(p. 26)
The Infernal can convert the offensive motes granted by Murder is Meat into peripheral motes to refill the Essence pool granted by this Charm.
Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Social Duration: Instant Prerequisite Charms: Bitter Heart Unbleeding Replace the text of the Charm with the following: Kimbery has learned that hatred is greater than trust. This Charm adds a bonus of (total number of negative Intimacies) to the warlocks Dodge MDV. This bonus may explicitly break the cap on DV bonuses from Charms.
Ebon Dragon
Sweet Agony Savored
(p. 31)
The Infernal can convert the offensive motes granted by Life-Blighting Emptiness Attack into peripheral motes to refill the Essence pool granted by this Charm.
Kimbery
Ichor Flux Tendrils
(pp. 37-38)
All of the attack options granted by this Charm have the Overwhelming tag, with minimum damage 2.
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Bitter Heart Unbleeding Blades cannot part the waves, nor may arrows part the tide. Such is the futility of making war against the sea. This Charm adds a bonus of (total number of negative Intimacies) to the warlocks Dodge DV. This bonus may explicitly break the cap on DV bonuses from Charms. This Charms dependence on the Infernals negative emotions counts as a unique Flaw of Invulnerability.
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CHAPTER EIGHT
Charms
Combat
Precalculated Evasion System
(p. 127)
Cost: 11m [1] The surcharge of Advanced Calculation Arrays is 3m, not 2m.
Starmetal calculation nodes installed along the Alchemicals legs and spine house a distributed processing system, allowing him to calculate and execute split-second escape routes with flawless precision. Omnisituational Evasive Equation can be used to defend against any environmental hazard or attack with an area of effect. Undodgeable attacks and hazards lose that quality against this defense, and the Alchemical may apply his Dodge DV in automatic successes against the Trauma of a hazard rather rolling (Stamina + Resistance). Successfully dodging an area attack or reducing the damage of an environmental hazard to 0 with this Charm allows the Alchemical to reflexively move to the nearest safe edge of the effect in Step 9 if one exists within (Essence x 50) yards. Using a perfect dodge also triggers this evasion.
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Survival
Transitory Invulnerability Engine
(p. 135)
Cost: 11m [1] Sustained Invulnerability Engines cost is 14m, 1wp, not 7m, 1wp.
(p. 137)
Social
Mind-Ripping Probe
(pp. 149-150)
The Essence Drain option cannot drain more motes than the number of threshold successes the Alchemical received on the roll to maintain control of the mental clinch (minimum one).
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CHAPTER NINE
The rarely seen Guides exist to facilitate the goals and peregrinations of other raksha. Usually brought forth only in very large freeholds, they conduct other Fair Folk through the labyrinthine maze of journeys between various waypoints, locate likely mortal communities to raid, and lead journeys between freeholds or through the alien landscape of Creation. Their tool is the Way, the endless road raksha walk throughout their immortal existence. To raksha, the Way represents the endless promise of change and differentiation, the assurance that tomorrow will be different from today. Associations: The horizon, the color orange, the shinma Nirupadhika, the future and the journey.
Guides
Harbingers bend the arts of the Staff to the service of the Way. The Staff roots a Harbinger in the social milieu of a freehold and its ruling elite, while the Way compels him away from the court he calls home. Harbingers act as the storm crows of the raksha, announcing the coming of mighty potentates, delivering ultimatums to enemies and allies, and bringing forth
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the joyous announcement of impending war. When a raksha court means to carve a path through the world or through its fellows, a Harbinger will be there to pave the way and announce their coming. Inversion: At times a harbinger will grow inspired by a particular luminary of his court more than the court itself, or may be wooed away from his home entirely by the prospect of service to another. When the amplification of one individuals glory becomes more important than the execution of a groups will, the Harbinger becomes a Herald.
The Vagabond tips forth his Cup to smooth his journey along the Way. He wraps himself in the romance of the open road and the intrigue of the wanderer and these things serve the Vagabond as cloak and shield. When he makes his way through Rakshastan, the hungry eyes and mouths that land upon him do not bite, for he is far too intriguing to devour immediately. When he moves through the settlements of the Creation-born, it is clear that he is the protagonist of some long and fascinating tale much larger than the mayfly lives of those who meet him. In this manner those who meet the Vagabond are temporarily set at ease or made wary by his presence, and it is from those so affected that the Vagabond feeds. Inversion: The Vagabond sees many things in his journey along the Way. At times his Cup may overflow with these experiences, drowning the purity of the Way, and then he lives to exult all that he has seen and done. When this happens, the Vagabond becomes a Skald.
Nomads let their Sword ride visibly on their hip as they walk the long path of the Way. Their path has no destination; the journeys purpose lies in its interruptions. Nomads carry themselves with a belligerent air, inviting conflict. Their cloaks carry the scents of road-dust and exotic locales, and these things threaten rather than entice. The presence of a Nomad is a small but calculated affront to a community of Creation-born or raksha, culminating almost inevitably in an insult or challenge to the Nomad. It is these moments, when their endless and purposeless journey is impeded or interrupted, for which a Nomad lives. Then the Way runs red and the Nomad, having established the superiority of his skill or narrative, continues along his path, sated again for a time. Inversion: Sometimes an encounter along the road pierces the superficiality of a Nomads life and he becomes invested in a court or obsessed with an enemy. Then the Sword ascends above the Way, and the Nomad becomes a Dragoon.
Ferrymen bend the arts of the Ring to the purpose of the Way, helming great contrivances of labor to guide others through through the world. They most often helm great and fantastic faerie vessels with which they ply the seas and rivers of Rakshastan and Creation, but others command colonized air whales or great traveling caravans. In any event, a Ferrymans journey is adorned with passengers, crew, and subordinates who must labor under her direction to keep the journey going. In this manner the folk of chaos and Creation are kept circulating and working toward endless and indefinite goals, keeping the Ferrymans life interesting and the world constantly changing. Inversion: At times an individual or group may eclipse the Ferrymans fascination with the great work of his travel. His vessel or his caravan is no longer the first pride of his eye or priority of his life, and instead he bends the works of his artifice to facilitate the journeys of another. In this manner he becomes an Attendant. The power of the Way bent to the service of the Staff makes Heralds into long-range extensions of the will of another. A Herald acts as the distant hand and mouth of a mighty powera raksha lord, a Celestial Exalt, or some other force he has deemed worthy of his service. What he does, he does in the name of the one to whom he has bound his Staffand what he does in their name is done beyond their sight and reach. Some Heralds are enthusiastic servants of the mighty powers of the world and the madness beyond, while others claim the mantle of anothers authority and use it as their own. Inversion: When a Herald becomes dissatisfied with or disdainful of the one to whom he has bound himself in service, he may abandon them to become a free agent, roving far and wide at the behest of a group rather than an individual. He defines himself as part of a greater court or culture, and in so doing, becomes a Harbinger.
Skalds channel the endless experiences and variety of the Way into the Cup, filling it with a limitless cornucopia of wonders, tales, and bright exaggerations. They are creatures of the
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moment, the near-past, and the history that might have been. Skalds move ceaselessly through the Wyld and the house of the Primordials, and where they run into the Creation-born or the fastnesses of their kind, they become princes for a day, beguiling all who turn toward them with visions and vistas of the road they have traveled. Most Skalds collect a retinue of worthy companions during such recitations, and carry them along when they depart. Such companions invariably find tragic misfortune along the road and become chapters in the Skalds endless story-book, or perhaps slake the rakshas thirst during the long journey across the barren wastes of Creation. Inversion: When a Skald tires of his tales and the endless fascinations and machinations of an audience, he sets the Cup aside and sinks into the austerity and grandeur of the journey itself. Colored by his many tales, yet no longer quite so eager to speak them, he becomes a Vagabond.
(pp. 75-76)
Dragoons are the roving disasters of Rakshastan. They do not simply drift from place to place, looking for trouble, but instead determine to destroy a person or group and then undertake long, epic journeys in order to do so. A Dragoon sharpens his Sword as he marches along the Way, honing the ascendant Grace against the other as though with a whetstone. Hardened by the travails of his journey, Dragoons smash into their foes at the end of their road, generally seeking to shake out details of a defeated opponents allies or lords so that the next quest can begin immediately. If not, then they face a long journey home to determine the next of the courts enemies in need of destruction. Inversion: A Dragoon without a quest to pursue or a home to return to will become content simply to wander, letting the foolish world trifle with him and pay the price. In this manner he becomes a Nomad.
Attendants drive the course of the Way along the endless inner arc of the Ring. Their path is to facilitate the path of another. As such, Attendants may serve as master carpenters upon great faerie war galleys, or the renowned designers of raksha wonders of conveyance and war, kept in high style by their most favored client or lord. Their labors are made to order, and those orders come from a particular person or group that has proven itself worthy of the Attendants allegiance. Inversion: When the subject of an Attendants attentions proves itself unworthy of the quality of his wonders, an Attendant turns inward, driving the path of the Way through the hollow center of the Ring. Now it is his own journey that he facilitates, with attendants pulled along in tow, and so he becomes a Ferryman.
Hannya
Unshaped
(p. 57)
An unshapeds ruling Emanation has Heart 5. Its other Emanations have Heart 4.
The Wyld birthed a massive number of new unshaped in the immediate wake of the Balorian Crusade. These young vortices were born with an endless, bottomless hunger which drives them to ceaselessly stalk and consume other raksha. The Fair Folk know this generation of unshaped as hannya, and many shaped raksha assumed that state to escape the relentless hunger of their younger cousins. Mechanically, hannya are unshaped raksha with unusually high Essence ratings for their age and a preponderance of shaping combat Charms, as well as a selection of Unshapedonly Charms never seen before by older unshaped. The signature abilities of the hannya will be detailed in forthcoming Exalted material.
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a rating of 5, whose Emanation will be loosely based on the person the raksha was as a shaped being. Her other Graces shatter and are replaced by four new Graces, each of which is initially rated at 2, and the unshaped can distribute a number of dots equal to (her permanent Essence prior to passing through the Gateway of Sundraprisha + 5) among those Graces. As the unshaped does so, four new Emanations come into existence, each of whom has the traits of a raksha noble with a Heart Grace of 4, plus 10 experience points per dot of permanent Essence the raksha had while shaped. The unshapeds Heart Emanation retains all of the shaped rakshas former memories but has little emotional connection to them; all of the rakshas former Intimacies vanish. The other Emanations have no memories of shaped life. Even should the raksha then pass again through the Gateway of Sundraprisha and become shaped once more, she will be a fundamentally different character than she was in her previous shaped existence, with a new appearance and personality that are once more a gestalt of her Emanations. From the perspective of the Creation-born, passing through the Gateway of Sundraprisha is an erasure of identity, equivalent to suicide in every way that matters. Many raksha do not share this outlook, and regard with dread those Charms that may fix shaped raksha into a permanent form incapable of transition back to the glory of true formlessness.
Cost: 3m, 1wp; Mins: Way 5, Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK, Echo, Shaping Duration: Instant Prerequisite Charms: Peerless Ways of the Way As per Rejection of Desire, except that the raksha can perfectly parry a Way-shaping attack.
Cost: (1g); Mins: Way 5, Essence 3; Type: Permanent Keywords: Echo Duration: Permanent Prerequisite Charms: Peerless Ways of the Way The Fair Folk do not allow themselves to be encumbered by the world as they pass through it. The character may spend one gossamer to erase all of her memories of a specific journey or route. If she holds an Intimacy toward that journey or route, it is instantly erased. A token of the forgotten journey or route appears at the rakshas feet in a form related to travelperhaps a map leading to nowhere, a sextant, or an old road-worn boot. Any character who falls asleep while touching the token dreams of the journey or route the raksha has chosen to forget. Should the raksha ever touch the token, it immediately vanishes, the lost memory is restored, and the raksha may never use Rejection of Direction to forget it again.
Cost: (1m); Mins: Way 3, Essence 3; Type: Permanent Keywords: Echo Duration: Permanent Prerequisite Charms: None As per Peerless Ways of the Cup, except that the raksha can parry a single shaping attack made by any Grace with his Way Parry DV.
Cost: ; Mins: Way 3, Essence 3; Type: Permanent Keywords: Echo, Mutation (1) Duration: Permanent Prerequisite Charms: None The raksha trains her senses to be keenly aware of the works of the Way in Creation. Whenever she encounters a Creationborn who has been bewildered through the arts of the Way in the past, that fact becomes Obvious to her senses.
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Cost: 5m, 1wp; Type: Supplemental Keywords: Combo-OK, Echo Duration: Instant This Charm replicates the function of the Solar Charm Traceless Passage (see Exalted, p. 211).
the rakshas hand at will. If she causes a raksha to fall in love with her, that raksha is truly in love, and may not discard the emotion on a whim. Likewise, raksha in Creation must deal with the terrors of relentless causality. If one of the Fair Folk living in Nexus turns and, as a form of jest, runs another raksha through with a sword, that raksha is dead and may not shape himself back to life. Wyld mutants in the Wyld form an edge case. Any Wyld mutant with the Wyld assimilation mutation is incapable of harming Fair Folk in the Wyld. Heroic Wyld mutants lacking that mutation are considered Creation-born for the purpose of acting upon raksha, as are any Wyld mutants directly acting as a result of such a heroic Wyld mutants leadership. Otherwise, Wyld mutant extras may not inflict lasting harm upon the Fair Folk.
Character Creation
Raksha nobles receive three specialties to distribute among their Abilities. Raksha commoners receive five. Raksha may raise their Virtues to 5 without spending bo nus points. Willpower is calculated independently from Virtues, and begins at 5. It may be raised to 10 with bonus points regardless of the rakshas Virtue ratings. Virtues and Willpower cost 1 bonus point to raise. Raksha may begin with up to (Willpower + Compassion) Intimacies. Raksha nobles begin with 10 Charms, one free Assump tion, and any Charms gained from the Birth Background. Noble raksha and commoners receive 18 bonus points at character creation. Heroic commoners receive 36.
(pp. 80-88)
Raksha may attune to the artifacts of the Creation-born, but are incapable of forcing harmonization with them and gaining magical material bonuses. The bodies the raksha weave for themselves are rare and wondrous thingsbut still bodies. Raksha in the Wyld are immune to all petty environmental concerns such as poison, hunger, the need to breathe, and so forth, unless such deprivations are forced on them by the acts of the Creation-born. Raksha historians enjoy repeating the cautionary tale of Jaiji-Ran the Unmoving, who swore not to breathe for three hundred years and three hundred days. After two centuries and forty years in which his chest did not stir, he met the Lunar Exalt known as Storm-Breaker Yu, who strangled him to death. Raksha in Creation face a wider range of restrictions. Their bodies do not age, and they need not eat or drink, though most raksha enjoy doing both. The Essence-charged miracle that is their body is immune to mundane disease. They may still be poisoned, however, and must breathe unless they possess magic which allows them to avoid doing so. They heal from injury as the Exalted do. While Fair Folk in the Wyld are inexhaustible, raksha in Creation tire as mortals do, and must sleep regularly, a restriction they find both novel and disquieting.
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For all their games of sovereignty and dominance, shaped raksha are ultimately refugees stranded on the shore of an alien world. They filter their understanding of the strange and terrible house of the Primordials through the lens of the dreams and fictions they steal to grant themselves substance, and so their perspective is somewhat skewed. Few truly understand Creations laws, history or metaphysical principles. As such, raksha suffer a -3 external penalty to all Lore and Occult rolls that involve the things of Creationthe history of the mortal world, the ways of its spirit courts, understanding human artifacts, designing geomantic architecture and so forth. Though a raksha with high Lore or Occult knows many secrets of the world, it is difficult for them to separate out truth from the dross of folk tales and fiction.
Birth
(p. 97)
This Background may explicitly permit raksha to have and use Charms whose prerequisites they do not satisfy.
Gossamer
(pp. 97-98)
This Background has no effect on the rakshas starting Charms or ability to begin play wherever her player wishes.
Style
(pp. 98-99)
Creation-born targeted by the Wyld stunts made possible through the 5-dot rating of this Background may pay a number of Willpower equal to the rakshas Essence (maximum 5) to utterly ignore her summoned wonder of glamour. Additionally, performing a Terrestrial-caliber Wyld stunt in Creation requires Heart 2 and Essence 4. Performing a Celestial-caliber Wyld stunt in Creation requires Heart 3 and Essence 6. Performing a Solar-caliber Wyld stunt in Creation requires Heart 4 and Essence 10.
The Unconquered Sun did not bother denouncing the gnats that swarmed at Creations edge in the Time of Glory, reserving his rancor for the vast and terrible things that lurched through the primal depths of the Wyld and occasionally sought to snatch his chariot from the sky as it rose or set. As such, shaped raksha are not considered creatures of darkness for the purpose of Holy Charms, but unshaped raksha and their Emanations are.
Bedlam
(p. 99)
Bedlam curses inflict external penalties rather than raising the difficulty of various sorts of actions. The player must select a Virtue his character possesses at 3+ as the basis of the characters Lure, not necessarily their highest Virtue.
Backgrounds
Artifact
(p. 95)
Most of the artifacts purchased through this background are the wonders of faerieadjurations, behemoths, oneiromantic spells and treasures. This Background may be used to gain the sort of artifacts used by the Creation-born, but the raksha may buy no more dots of such artifacts than her rating in the Background. For example, a raksha with Artifact 3 could spend three of her seven artifact dots acquiring a grand daiklave, or two dots on a daiklave and one on a jade chain shirt.
The Curse of Forgetfulness is not associated with any Virtues, and has no associated Lures. It may be inflicted on Fair Folk if their Way Grace becomes the possession of another. Victims of this curse live devoid of contextthey remember who they are, but not where they have been or where they are going. When the Curse begins, the raksha loses the ability to form new long-term memories. She remembers everything as normal up until the scene in which the Curse was inflicted, at which point her memories cease, resuming at the beginning of the current scene or tale. Once the current scene or tale ends, the raksha promptly forgets everything that happened during it, though she retains any new Intimacies and is bound by any oaths sworn. Because it may only be externally imposed by another character or by destruction of the characters Way, the Curse of Forgetfulness will not abate on its own; the raksha may only begin forming memories once again when her Graces owner lifts the Curse, or when she restores a destroyed Way. As a counterpart to bedlam, in which a rakshas Wyld nature rages out of control, the Fair Folk are also vulnerable to Stasisa deadening of the Wyld spark which animates them. All shaped raksha have a Stasis track consisting of ten boxes, much like an Exalts Limit track. Initially empty, it may be filled and emptied through a number of means. Raksha gain Stasis in the following manner: Fair Folk who deny the mandate of their inner selves have little left to claim as substance. Whenever a raksha spends Willpower to suppress a Virtue, she gains one point of Stasis.
Manse
(p. 96)
Carrying a hearthstone prevents a raksha from losing Essence while in Creation, rather than allowing him to exist without an active Assumption. After all, a raksha with no active Assumption has no body, and thus no way to carry a hearthstone on his person.
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Fair Folk who remain locked into the same patterns of obligation, alliance, enmity and action for extended periods of time feel the life within them begin to dim and calcify. At the end of any story during which a raksha did not gain, lose, or shift the context of any Intimacies and did not change her Motivation, she gains two points of Stasis. Raksha bind their Graces together with roles and rituals, reinforcing their existence thereby. At the end of any story during which a raksha did not spend at least one scene acting in accordance to his Caste, at the Storytellers discretion, she gains three points of Stasis. In general, when acting in accordance with ones Caste, a Diplomat will broker oaths and contracts, birth new raksha, or attempt to modify the Policy of a social group; an Entertainer will attempt to make herself important to other characters or bring them under her sway; a Guide will attempt to conduct other characters to reach their goalwhether that is geographic, political, or martial; a Warrior will engage in conflict with other characters of some sort; a Worker will attempt to create something new, be it a glamourforged item, a society, or a revolution. Nobles have more nuanced roles to pursue, as described in their Caste write-ups, but may generally avoid Stasis by acting in accordance with their ascendant Caste (so a Cataphract could avoid Stasis simply by spending at least one scene in conflict with another character, but also by spending at least one scene acting as bodyguard for another character, or by selling his sword to a more powerful noble). Raksha who enslave their peers gain safety, but create a less dynamic milieu in which to exist. Upon gaining ownership of a raksha nobles Heart Grace, the raksha gains two points of Stasis. This gain does not occur if the bearer of the Grace has never owned it (such as would be the case if the raksha had just created the Grace herself). Raksha who murder their peers remove a spectrum of possibility from the world forever, diminishing the potential of their own legend thereby. Upon destroying a raksha nobles Heart Grace, the raksha gains three points of Stasis. Other methods of murder grant no Stasis. When a raksha reaches 10 points of Stasis the Wyld spark within gutters and dies out. A raksha with 10 Stasis begins to calcifythey lose Essence on a daily basis as though in Creation no matter where they may be (although they may still survive in the Wyld without an Assumption), and cannot respire Essence. Pennants and cysts provide no benefit to a static raksha; only feeding on the Creation-born may keep the rakshas dissolution at bay. This calcification ceases and the rakshas vital essence reignites once she drops her Stasis rating to 5 or below. Raksha may remove Stasis in the following manner: A raksha who swears an oath to another raksha loses one point of Stasis, so long as she does not own any of that rakshas Graces. A raksha who returns an owned Heart Grace to its bearer loses one point of Stasis if the bearer is a commoner, or two if the bearer is a noble. A raksha who is the subject of a powerful Creation-borns Intimacybe it positive or negativeloses points of Stasis once at the end of each story in which they interact with that Creation-born in a manner that reinforces the Intimacy or successfully shifts its tenor (for example, acting in an antagonistic fashion toward a Creation-born with an Intimacy of hatred for
the raksha, or terrorizing a Creation-born with an Intimacy of fear, or romancing a Creation-born with an Intimacy of love; or causing a Creation-born with an Intimacy of hate to shift it to one of love). Powerful Creation-born includes any Terrestrial Exalt (a two-point Stasis reduction), any Celestial Exalt (worth a three-point Stasis reduction), or any Solar, Abyssal or Infernal Exalt (worth four points of Stasis). Also, any Creationborn with Essence 6+ is worth one point of reduced Stasis; this benefit can stack with the reduction for interacting with the Exalted. Interacting with multiple powerful Creation-born in a single story conveys only the best benefit among any single Creation-born. A raksha who enters bedlam immediately loses all Stasis, and cannot gain Stasis while in bedlam.
Calcification
(p. 101)
Raksha in Creation with an active Assumption lose one mote per day when the sun first rises, as the weight of the Unconquered Suns judgment presses down on them, seeking to protect Creation from their ilk. Raksha traveling in Creation cannot respire Essence naturally, and must feed upon the Creation-born or carry a cyst if they are to replenish themselves. Nor are stunts an adequate method to survive in the dreary engine the Primordials made; all Essence raksha generate from stunts in Creation vanish at the end of the scene. Shaped raksha without an active Assumption wither at a rate of one mote per tick during the day, as the basilisk gaze of the Daystar burns away the structure of their being, or one mote per long tick at night, when it amuses Luna to play the huntress and harry them with her moonlight. Unshaped raksha are less able to withstand the abhorrent taint of causality and form; they wither at a rate of one mote per day in the Deep Wyld, one mote per hour in the Middlemarches, one mote per ten minutes in the Bordermarches, and one mote per tick in Creation itself. Some unshaped know Charms which partially fortify them against Creation, and occasionally rampage inland for several hours or even days as savage Wyld storms.
Death in Creation is immutable, a transition from which there can be no return. In Rakshastan, death is merely another element of the tales the Fair Folk live their lives through, with no particular weight to it. A raksha slain in the Wyld may continue to take shaping actions with no penalties or difficulty, including actions to shape herself back to life. Death only holds true suzerainty over the Fair Folk if inflicted by cold iron, by the destruction of their Heart, by the hands of the Creation-born, or within the terrible wastelands of Creation itself. A raksha struck down by the hand of the Creation-born, with a weapon of iron, or slain within Creation is truly dead. If
No matter how powerful, a calcified raksha only retains enough of a spark of awareness to return from calcification at the discretion of the Storyteller. Most calcified Fair Folk are simply destroyed, never to return. Raksha attempting to use calcification as a form of hibernation or concealment within Creation are most likely committing suicide.
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she wore a permanent Assumption, the raksha leaves behind a corpse as the beings of Creation do; if not, the motes committed to her Assumption dissipate upon her death, causing her to unravel in a brief flare of wonder. Raksha who perish through destruction of their Heart never leave behind a body, instead expiring in a great pulse of unleashed Wyld energy; the site of their demise may be gently marked by the touch of the Wyld for decades to come, perhaps sprouting a ring of mushrooms, or perhaps the waters of a nearby creek will run golden for a few years, but no other sign remains to mark their passing. In all of these cases, the raksha is truly gone forever. Raksha have no souls as the Creation-born would recognize them, existing instead as congeries of myth and wonder, and so when they die in the house of the Primordials, that is simply the end of them. They experience no reincarnation and no afterlife, and make no impression upon the Underworld. Their Essence is released back into the universe, and that is that. Calcification may be another matter, however. The weakest raksha who calcify in Creation are simply undonetheir Assumption is torn apart by the pressure of shaped existence, their Essence scattered, and they cease to be. More powerful raksha (possessing Heart 2+) may calcify differently. The Essence and identity of such monsters is too potent for Creation to scatter completely, and so they congeal into tombs for themselves. These commonly take the form of strange, slightly fae objects or structuresa statue, a tree, a small pond or well, a pillar of compacted salt, or even a tiny cottage. Such remnants are known to the few savants who are aware of the phenomenon as reliquaries. Most raksha reliquaries are simply markers indicating the passing of one of the Fair Folk, crushed into absolute stasis by the power of Creation. But in the reliquaries of the most powerful raksha (possessing Essence 5+), some vestige of existence may linger. The raksha do not have souls, as such, and thus no animating spark to depart at an easily classifiable moment of death. A calcified raksha of sufficient power merely has his Graces crushed into a singular mass, his mind locked into a grey eternity, his self obviated. It is death in most ways that matter, save that, in rare cases, it may be reversed. An Essence 5+ reliquary may make a single social attack against one individual within a number of yards equal to its former Heart, once per year. This enticement is delivered in the form of a subliminal urge or a vague whisper carried on the wind or heard in the ripple of water, and is easy to dismiss as having been the targets imagination. Such reliquaries are also highly resistant to destruction; they may only be harmed by the actions of heroic individuals or by tools of iron. Reliquaries normally begin by attempting to convince mortals to linger near them. A reliquary may gain one mote of Essence each time a mortal spends eight hours sleeping in direct proximity to iton the floor of a tiny hut, within the branches or among the roots of a tree, or on the bank of a pool. Once a reliquary has accumulated Essence, it may spend motes to make social attacks against individuals in proper proximityeach attempt at communication costs one mote. This is normally when a reliquary begins to make offers and request favors. If the reliquary accumulates ten motes, they may also convert this into one point of gossamer. Reliquaries may continue to absorb Essence from mortal dreams, but worship and sacrifice offer faster routes to power.
However, most mortals are suspicious of trees demanding worship, so reliquaries must start small, and entice. A reliquary may activate Charms it knew in life to benefit the mortals who interact with ita lake might offer up faerie gold to a mortal who learns to speak to it, while a tree might drop fruit which endows the one who eats of it with great skill. A cottage might begin to adorn its walls with the sweetest of candies, or a well could produce gossamer items from its depths. This of course depletes the reliquarys precious store of Essence and gossamer, but they are the reliquarys only enticements to convince mortals to grant it more power. When a reliquary completely fills its Essence pool, it may consume all stored Essence to reconstitute one dot of its permanent Essence. This leaves it perilously weak, but also more splendid than before; the reliquary tree will show wondrous colors in its leaves, while the enchanted cottage may coated its walls in a glaze of sugar. Then the cycle begins again. Eventually the reliquary will move up to attempting to trade miracles for sacrifices and prayera bit of wine poured out or meat burned in its honor at first, leading steadily up to oxen slaughtered above its roots or children drowned in its depths. The reliquary plays a dangerous game, at the mercy of its mortal adherents; if they demand rewards in proportion greater than their worship, the reliquary will never reconstitute itself, as it spends Essence faster than it gains it. But rarely, occasionally, a reliquary is able to leverage miracles for worship and dreams long enough to restore all of its Essence dots. At this point the statue shatters, the tree splits open, the hut crumbles, and the ponds waters roll back to reveal the reborn raksha in all of his glory. His Essence pool is empty and he has only a single point of Willpower, but he is alive, his Graces restored, his traits as powerful as ever they were. The Primordials and the Solar Exalted were well aware of the nature of reliquaries; indeed, some First Age Solars intentionally let raksha calcify upon the grounds of their estates to produce strange and wondrous decorations with which to amuse their guests. Many Lunar Exalted also know what a reliquary is, and take pains to destroy them when found (or perhaps blackmail them for favors). The Dragon-Blooded of the Shogunate were less widely aware of the phenomenon, and in the wake of the death and chaos of the Great Contagion, knowledge of reliquaries became almost completely lost. As a result, many potent raksha who survived the Empresss first counterstrike were left stranded deep inside of Creation and calcified into uncanny landscape featuresstrange trees, singing brooks, luminous ponds. These casualties of the Balorian Crusade still exist, scattered across the Threshold, and most of them will never walk the lands of Creation or Rakshastan ever again but others, in brief moments when they are more like a thing that is alive than a thing that is dead, still dream of a freedom and resurrection that is unlikely, but not impossible.
Oaths
(pp. 101-102)
Raksha are as vulnerable to oaths compelled out of them through the aid of Charms as they are to oaths voluntarily undertaken. Violating the spirit of an oath while technically obeying its precise wording requires a suitable stunt, at the Storytellers discretion. The raksha suffers a -3 external penalty to all actions taken while violating the spirit of an oath in this
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manner. The oaths of the raksha can be quite troublesome, and if no appropriate justification can be produced, then a raksha cannot violate his oath without suffering the consequences.
The Ishvara
The Essence of the Fair Folk is not like that of men, nor even the Exalted. A raksha is a living story, a sentient fable that spends its immortal existence elaborating itself into a complex and powerful personal mythology. As raksha grow in age and experience, their personal narrative accretes a shell of power around itself, hardening into an enduring authority that the ancient may wield over the Wyld and even the world of the Primordials. This mantle of crystallized mythology and reinforced dream ultimately looks very much like the Essence profile of a god. Few raksha make it so far. Heroic commoners may dream of nobilitybut there are hundreds of commoners for each noble, and the nobles are loathe to elevate those below them. The nobility of Rakshastan may dream of divine power but in each Direction, it is doubtful that there are fifty raksha who have cultivated their Heart and Essence to such heights. Those who have exist among rarefied company, indeed. And yet, even these potentates are not the true legends of their kind. The shadow of Prince Balor of the Terrible Gaze falls long across the history of Creation and the Wyld alike. Before him, Prince Laashe, the Morning Star, confounded the Unconquered Sun into breaking his sworn oath, and then recast himself in the fires of the sun. Before Prince Laashe there was the Fomorian Dream, a great darkness which blanketed the sky from horizon to horizon and thundered with the distant steps of a beast of nightmare; those who imagined the owner of those dread steps died where they stood, slain by fear. The Fomorian Dream declared his intent to crush the house of the Primordials between his teeth, and stood in battle against the Unconquered Sun for a full day before finally being burned away by the Godspear of All-Searing Noon; the history of the Dragon Kings record their battle as the day the sun did not rise. These incomparable beings, known as the ishvara, represent the apex of raksha potential. They are Fair Folk whose personal mythology has evolved beyond any boundary to entangle all things within the scope of their legend. Ishvara are distinguished from other mighty raksha by the unique miracles they wield; each of the handful of ishvara who have ever existed wielded powers akin to the panoply Charms of the Celestial Incarnae; used as shaping weapons among the courts of madness, these powers imposed absolute limitations and demands upon any shaping narrative in which the ishvara included
themselves. For example, no raksha who entered a shaping contest with Prince Balor was capable of asserting authority or dominance over he of the Terrible Gaze; such dreams simply would not come to be. There are presently no known ishvara active among the courts of Rakshastan, but this does not necessarily disprove their existenceor the possibility that one of the Fair Folk might ascend to redefine the course of raksha history.
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Blooded savants, or are known to a few spirits), or truly potent medicinal arts such as the Solar Charm Wholeness-Restoring Meditation (See Exalted, p. 220).
Graces as Artifacts
(p. 133)
Raksha never have to pay to attune to their own Graces in order to establish ownership of them. But what if a raksha forges her Grace into an artifact? The raksha must attune to the artifact to enjoy its benefits as an artifact. For example, if she turns her Ring into a curdling dream bow, the curdling dream bow remains her Ring, and will function as her Ring without requiring any commitment. However, if she is to wield its power as a treasure, she must attune to it as normal. Normally, when a raksha is slain, her borne Graces shatter. This includes any Graces forged into Wyld artifacts. However, Wyld artifacts forged from raksha with Heart 4+ endure beyond the death of their bearers. It is common for young or bored Fair Folk to venture off into the depths of Rakshastan or Creation in search of legendary lost treasures forged from the Graces of deceased luminaries among their kind. The greatest of these fabled prizes is the Triumph Casque of Sorrows a treasure of near-limitless power, reputedly able to serve as a weapon against which no defense is possible. The Casque was allegedly forged from the Ring Grace of Prince Balor himself.
which bewitches the minds of those who read it. Activation actions need to be thematically resonant and sensible given the form the spell takes; Storytellers should veto activation actions which seem uninteresting, unthematic or unavoidable, such as when characters breathe or blink. The magic of rakshastan should never be boring. All outward-facing glamours are considered Shaping effects and may be resisted as such, regardless of the Charms that comprise them. Additionally, outward-facing glamours of the waking, dreaming and desire circles have no effect upon characters wearing cold iron against their skin. Raksha craft chancels from Way Graces wound about various aspects of Nirupadhika. Externally, a chancel takes the form of a portal of some sorta standing arch, an open well, a carved door of ivory and chalcedony. Regardless of their size, all chancel portals are easily mobile, if one can find themthey may be picked up with one hand and pocketed, if desired, again regardless of size. Passing through the portal allows a character to enter the chancel propera collection of waypoints of Middlemarch intensity defined by the raksha who created it, though as easy to later renovate as any other collection of waypoints. Raksha may even build freeholds inside of a chancel, though doing so is riskyif the chancel is destroyed, all characters inside are ejected into some random point in Pure Chaos with no warning. In no case may a freehold within a chancel claim more waypoints than the chancel contains, even with a Stronghold. Only level-one freeholds may be established within a chancel. Much as with oneiromantic spells and behemoths, the raksha who possesses a chancel need not attune to it herself. She may delegate the cost of attunement (three motes per level) to a gatekeeper. A chancels gatekeeper must spend at least three scenes per day patrolling its interior in order to maintain this commitment. In addition to the portal that is its main entrance, chancels manifest their rating in secondary entrances at random-butsensible locations within (rating) miles of the primary entrance; for example, entrances might manifest under the arching roots of an old tree, as a door appearing in the dusty corner of a disused attic, or as a dark stone arch at the end of a dead-end alley. A difficulty 2 Way shaping action taken within the chancel is sufficient to determine where all of its exits are manifesting at any given time. The raksha who possesses the chancel may reflexively open or close any or all of its entrances at any time, save when the chancels main entrance is being moved, at which point that portal always remains closed. A closed chancel entrance is impossible for raksha to pass through; Creationborn may attempt some stratagem by which to bypass a closed chancel entrance once per scene, generally with a Larceny action, though Storytellers may approve other actions as stunts. The difficulty of such attempts is equal to twice the chancels rating. If a chancel is left unattuned, all of its entrances remain closed at all times. Chancel entrances naturally conceal themselves, but the character who possesses the chancel may allow any individuals she desires to see through this natural concealment. Chancel waypoints may be solidified through Charms such as Wyld-Shaping Technique, but doing so freezes the chancel in its current location; the chancels entrance may not be moved
Adjurations
(pp. 133-134)
Adjurations are constructed with points garnered from the Mutation keyword, rather than out of mutation points. Srithti Oaths grant 8 points of mutations, not 4.
Behemoths
(p. 135)
Behemoths do not gain their handlers Charms. Behemoths are constructed with points garnered from the Mutation keyword, and from Wyld mutations. Granting a behemoth a pox costs one mutation point, while an affliction costs two, a blight four and an abomination six.
Oneiromancy
(p. 136)
Oneiromantic spells are constructed with points garnered from the Glamour keyword, rather than out of mutation points. When designing a glamour spell, it must be decided whether the spell is an inward-facing dream or outward-facing glamour. Inward-facing dreams affect only the character who possesses and holds the spell (such as a magic mask that grants wondrous blessings to the raksha who wears it). Outward-facing glamours affect all characters who perceive the spell or who enter a proximity to the spell determined by its Assumptions, save for the character that possesses it (such as a mask that inflicts terrible misfortune upon all who behold it). Oneiromantic spells sometimes require specific actions be undertaken to trigger them, generally defined by the player who creates them with the help of the Storyteller. Oneiromantic spells are intended to model the deadly fables of legend, such as a wondrous tree which transforms those who partake of its succulent fruit, or a book
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so long as any of its inner waypoints have been purged of Wyld energy. Way-based iterations of the Wyld artifact creation Charms Great Works of the (Grace) and Unshaped (Grace) Transformation exist. (See page 131.)
Rath (Chancel or )
The most meager chancels are known as raths, enjoying only minimal concealment when their portals are left free-standing, and boasting cramped accommodations, at best. When freestanding, a one-dot rath conceals itself with one automatic success, while a two-dot rath enjoys three successes. One-dot raths contain a meager three waypoints, while two-dot raths contain sixenough for a freehold, just barely.
Labyrinth (Chancel or )
Larger chancels are known as labyrinths, and sometimes serve as permanent dwellings for small or persecuted courts. When free-standing, a three-dot labyrinth conceals itself with five automatic successes, a four-dot labyrinth with seven. Three-dot labyrinths contain ten waypoints, while four-dot labyrinths contain fifteen.
tomatic successes, directing them to journey to the freehold. Characters who succumb to this influence may automatically see through any glamours that obscure the journeys leading to the freeholds Beacon, and will have no difficulties navigating to it. The seneschal perceives the current strength of the freeholds reserves, and is reflexively aware at all times of the current Essence pool of all raksha residing in the freehold. He can also embody himself in the spatial structure of the freehold. This effect makes him aware of all Way-shaping within the freehold, allows him to use applicable Way defenses against shaping attacks made against the freeholds waypoints and lets him use applicable Way-shaping actions as if present in any of the freeholds waypoints. Unlike creating an Arcane Redoubt, the process of creating a Beacon inflicts no particular negative effects on the bearer of the Way Grace used. The seneschal owns the Way Grace and can inflict the Curse of Forgetfulness on that raksha.
Caer (Chancel )
The most powerful chancels are known as caers, and may serve as reliable bases of operation for mighty raksha potentates, their courts, and the armies they will march into Creation with no warning. Free-standing caers conceal themselves from detection with ten automatic successes, and contain twenty waypoints.
(pp. 148-149)
The Beacon is the center and focus of a freeholds allure, created by embedding a Way Grace into the structure of one of a freeholds waypoints with the Charm Forging the Beacon (see page 100). The Beacon is always highly visibleexamples include a pale spire rising above the mists that shroud a mountain peak, a lighthouse at the edge of an enchanted island, a mysterious glow beneath the waters of a still lake, a bonfire atop a watchtower, or a great jewel-feathered bird the size of a manor house circling in the sky above a hidden glen. A freehold with a Beacon lures in the unwary, and produces easy paths by which they may walk into the hungry maws of the raksha dwelling within. The freehold gains a Way trait equal to the Way Grace used to create it. Attuning to a Beacon requires an uninterrupted vigil consisting of six Attune Grace shaping actions and a one-mote commitment. Attuning thus erases any previous rakshas attunement. A raksha attuned to a Beacon is the freeholds seneschal. The attunement fails if someone drives the attuning character away or if the freehold receives any new visitors during the attunementthe character attuning to the Beacon must see that the freehold is desolate and forsaken, in need of fresh prey. One need not be the freeholds master, nor acquire his consent, to become its seneschal. A freehold with a Beacon radiates glamour into the region surrounding it. The Beacon is visible from waypoints up to (freeholds rating x 2) journeys away in the Wyld, or (freeholds rating x 5) miles in Creation. Creation-born characters who glimpse the Beacon are subjected to a social attack at the beginning of each day, with (the freeholds Way trait + 5) au-
Glamour Resistance
(p. 149)
Disregard all Glamour Resistance rules. Raksha Charms do not provoke Glamour Resistance.
Dice Caps
(p. 154)
Raksha may not use Charms to add more dice to a nonShaping action than their Essence rating, or more dice to Shaping Actions than the relevant Grace.
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(p. 154)
Mutation: Ignore the printed keyword. This keyword, accompanied by a value, indicates the number of points the Charm is worth for the purpose of building adjurations and enhancing behemoths. Generally, this keyword indicates that a Charm lends its effect to those who have sworn themselves to an adjuration as a permanent benefit, or that a behemoth gains its effects as a permanent benefit. Charms with variable effects may contain clarifying notes. Shaped-Only: Creation-born are considered to be shaped raksha for the purpose of learning and using these Charms, assuming they have some means of learning raksha Charms in the first place. Echo: The haunting songs of the Wyld carry different meanings for the ears of the Creation-born. Charms with this keyword are essentially two Charms in one, with two different faces: Dreaming and Waking. In general, a Charms Dreaming aspect focuses on Shaping actions and dealing with the things of the Wyld, while its Waking aspect focuses on normal actions and the denizens and things of Creation. Echo Charms in Graceful Wicked Masques generally detail their Dreaming aspect in their Charm rules block, and their Waking aspect as an Innate Power; the presented errata reflects this. A character who buys any Echo Charm gains both the Dreaming and Waking versions of the Charm at no additional cost. Stance-type: This Charm is a shaping style Stance-type Charm. Characters cannot use more than one Stance-type Charm at a time. They must end one Stance-type Charm to use another.
New Keywords
Updated Keywords
Assumption: Charms no longer use the Assumption duration and are not tied to the activation of Assumption Charms. Assumption Charms may normally only be activated in the Wyld, but most other raksha Charms may be activated anywhere. Glamour: Ignore the printed keyword. This keyword, accompanied by a value, indicates the number of points the Charm is worth for the purpose of constructing oneiromantic spells. Certain Charms may only enhance inward-facing dreams or outward-facing glamours, and are noted as such.
(p. 153)
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General Charms
All Three (Grace) Excellencies
(p. 154)
Duration: Instant
Cost: (1g); Mins: Heart 2, Essence 2; Type: Permanent Keywords: Shaped-Only Duration: Permanent Prerequisite Charms: None The Fair Folk are endless fonts of impossibility. They defy the limitations imposed by the Primordials dull engine of causality, overcoming the world by expressing themselves without limitation. Characters who know this Charm may spend one gossamer at any time to convert all stunt dice on a single roll into automatic successes.
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Joshua Pitre (order #2251383)
(pp. 158-159)
(p. 160)
(p. 160)
(pp. 159-160)
Cost: ; Mins: Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Assumption of the Wyld-Tainted Land Drawing upon the rising power of her Essence, the raksha becomes a torrent of Wyld potential, bringing the enlightening madness of Rakshastan into stale and staid Creation. This Charm permanently enhances its prerequisite, allowing the raksha to transform the affected region of Creation into a Bordermarch rather than a tainted land. A second purchase of this Charm at Essence 5+ permits the infliction of Middlemarches, while a third purchase at Essence 6+ permits Creation to be plunged into the febrile instability of the Deep Wyld. A fourth and final purchase at Essence 10 allows Pure Chaos to be brought into the midst of Creation.
Cost: ; Mins: Essence 7; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Assumption of the Living Kingdom, Assumption of the Wyld-Tainted Land This Charm permanently upgrades Assumption of the WyldTainted Land, expanding the size of the area it afflicts to be equal to that of Assumption of the Living Kingdom.
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also allows a raksha to modify the appearance of an elemental of the appropriate element, sculpting its features with her bare hands. Objects owned by Creation-born with higher Essence than the raksha cannot be sculpted without the owners consent, nor may cold iron. With Essence 4+, sculpted air, fire and water may retain their new shape indefinitely. Merged: Emotion-Weaving Style
Elemental Evocation
(pp. 162-163)
Keywords: Evocation, Merged, Shaped-Only Merged: Bestial Evocation, Emotional Evocation, Ossuary Evocation
(p. 163)
(pp. 161-162)
Element-Weaving Style
(p. 162)
Cost: (2m); Type: Permanent Keywords: Merged, Obvious, Shaped-Only Duration: Permanent Replace the text of this Charm with the following: This Charm ingratiates the rakshas chosen form with the elemental architecture across which all of Creation is draped. The rakshas deceptive shape is so cunningly designed to emulate the elemental form that the element that has been copied responds to the rakshas will. She may sculpt the element with which she is aligned as if it were clay using a standard Craft roll, paying two motes per Crafting roll to do so. Sculpted air, fire or water gains a solid form that will hold its shape for one lunar cycle. Wood and Earth may be worked without tools with no penalty; the presence of such tools adds two dice to all crafting efforts (these count as dice added by a Charm). This Charm
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age of 5L. If no appropriate hazard is present, the raksha may pay one gossamer to create and hurl lightning at an opponent within 100 yards. Earth: The Charm may be used in one of two ways. First, the raksha may cause the earth to shake. All characters standing on the ground within 30 yards must roll (Dexterity + Athletics) against a difficulty of the rakshas Essence or be knocked prone. Alternately, the raksha may tear stones from the ground and hurl them at characters within 100 yards. These attacks are made with (Dexterity + [Martial Arts or Survival]) and are unblockable, with a base damage of 8B. If the raksha is not within five yards of the ground, she may conjure stone and hurl it for a one gossamer surcharge. Fire: The raksha may strike at any character she may perceive within 100 yards of a significant degree of flame. This attack uses a pool of ([Dexterity or Wits] + [Archery or Craft]), with a base damage of 10L. If sufficient fire is not available, she may conjure it in order to attack a target within 100 yards for a one gossamer surcharge. Water: The raksha may cause the ocean, a river, a lake, or any similarly large quantity of water to rise up against his enemy as a crushing wave. The target must be within 20 yards of the water. This attack is unblockable or undodgeable at the rakshas discretion, uses an attack pool of (Stamina + [Thrown or Sail]) with a base damage of 0B, and automatically inflicts 10 yards of knockback and knockdown if it strikes. If there is no sufficient quantity of water present, the raksha may spend one gossamer to conjure a wave with which to strike at a target within 100 yards. Wood: The raksha can turn a whole forest against her adversary. The target must be within 30 yards of a tree or other large plant. This attack is made with the rakshas (Strength + [Martial Arts or Survival]), has a base damage of 5B, and acts as a successful Blockade Movement action if it strikes, preventing the target from moving in any direction until the rakshas DV refreshes. If no suitable foliage is in range, the raksha may summon plants to attack a target within 100 yards for a one gossamer surcharge. Merged: Thousand Gnawing Fangs
may make a (Perception + Occult) roll at a difficulty of the rakshas Heart in order to identify her for what she is. Oneiromantic Benefit: This Charm may only be incorporated into inward-facing dreams. Merged: Bestial Transformation, Spectral Transformation
Elemental Transformation
(p. 164)
Cost: 6m, 1wp; Type: Simple Keywords: Combo-OK, Glamour (2), Merged, Obvious, Shaped-Only Duration: Indefinite Replace the text of this Charm with the following: Some raksha are accomplished shapeshifters, though their skills are inferior to the Lunar Exalted (at least while in Cre ation). Activating this Charm allows the raksha to disguise herself as an elemental corresponding to an element she has as an active Assumption. The raksha defines her precise elemental appearance anew each time she activates this Charm. The raksha gains (Essence + 3) points of mutations with which to garnish this form. Contact with cold iron dispels this Charm instantly. This disguise is perfect in the eyes of all characters with an Occult rating less than 4; if given cause to suspect the raksha is not what she seems, characters with sufficiently high Occult
Cost: 10m, 1g; Mins: Essence 2; Type: Simple (Speed 3) Keywords: Evocation, Merged, Shaped-Only Duration: Instant Prerequisite Charms: King of Beasts Method This Charm functions as per Elemental Evocation (see Graceful Wicked Masques, pp. 162-163), except that the
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summoned possession, rather than having an elemental aspect, instead carries a bestial one. For example, conjured armor might be decorated with wolf pelts or braced with antlers, or a summoned dagger might take the form of a tyrant lizards fang affixed to a bone hilt. Merged: Elemental Evocation, Emotional Evocation, Ossuary Evocation
Bestial Transformation
(pp. 164-165)
Cost: 6m, 1wp; Type: Simple Keywords: Combo-OK, Glamour (2 or 3), Merged, Obvious, Shaped-Only Duration: Indefinite This Charm functions as Elemental Transformation, save that the raksha disguises himself as the animal his Bestial Visage is based on, rather than as an elemental. He may speak in any language he knows while wearing this form. He also gains the permanent ability to communicate with animals of the type his Bestial Visage is based on. Survival replaces Occult as the Ability needed to pierce the rakshas disguise. Oneiromancy Benefit: This Charm may be incorporated into inward-facing dreams for two points, or outward-facing glamours for three points. Outward-facing glamours transform characters who undertake a certain sort of action specified during the creation of the spell into animals for one day per dot of the lorekeepers Essence. Merged: Elemental Transformation, Spectral Transformation
Replace the text of this Charm with the following: The raksha is now nearly one with Creations animal kingdom. She is so fully attuned to Creations animal life that she can call upon it to attack her enemies. She may create an environmental hazard in the form of a wild animal attack, whether wild dogs or plague of rats or swarm of killer bees. Regardless of the form these conjurations take, the raksha targets an area (Essence x 3) yards in diameter within 100 yards with one-time environmental hazard (Damage [Essence + 2]L, Trauma 3). Creation-born may substitute their Parry or Dodge DV in automatic successes in place of a Resistance roll to overcome the attacks Trauma, if desired. Merged: Teeth of the World
Emotion-Weaving Style
Cost: 5m, 1wp, 1g; Type: Simple (Speed 6 in long ticks, DV -3) Keywords: Combo-OK, Emotion, Glamour (3), Merged, Shaped-Only, Social Duration: Instant Replace the text of the Charm with the following: Having become the personification of an emotion, the raksha can now forcefully instill that emotion into the very souls of those pitiful mortals who cross his path. The rakshas player rolls (Manipulation + Presence) against a mortal targets MDV. If successful, he may redefine the targets Motivation to his liking. This altered Motivation reverts to normal after one story. This unnatural mental influence may be resisted by spending two points of Willpower in the Wyld, or one in Creation. Characters with cold iron touching their skin are immune to Emotion-Weaving Style. If the raksha has Assumption of Cerements and Bone active, he may also redefine the Motivation of ghosts. With Essence 5+ the raksha may alter the Motivation any unExalted human. Essence 7+ permits the Motivations of spirits to be rewritten. Oneiromantic Benefit: This Charm may be incorporated into outward-facing glamours, causing mortals to adopt a certain motivation decided upon at the time of the spells creation if they take a certain action specified at the time of the spells creation. Merged: Element-Weaving Style
(p. 167)
(pp. 165-166)
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Emotional Evocation
(p. 167)
Keywords: Evocation, Merged, Shaped-Only Merged: Bestial Evocation, Elemental Evocation, Ossuary Evocation
(p. 167)
Essence-Disrobing Passion
(pp. 167-168)
Cost: 2m, 1g; Type: Simple (Speed 5 long ticks, DV -1) Keywords: Combo-OK, Emotion, Shaped-Only, Shaping, Social Duration: Instant Replace the text of this Charm with the following: As the raksha focuses the intensity of the emotion or belief she symbolizes onto a single target, she finds she can direct that intensity past her targets mind and soul into the very Essence pattern that defines him. She must roll (Manipulation + Presence) against her targets Dodge MDV. If successful, the target loses motes of Essence equal to the rakshas Essence plus her threshold successes on the attack as a Shaping effect. Additionally, the target suffers a -1 internal penalty on all actions for the rest of the scene as the emotion the raksha represents overwhelms him. This unnatural mental influence may be resisted by spending two points of Willpower.
Cost: 3m per die, 1wp, 1g; Mins: Essence 4; Type: Reflexive (Step 1 for attack, Step 2 for defense) Keywords: Merged, Obvious, Shaped-Only, Stackable Duration: One scene Prerequisite Charms: Elegant Muse Attitude, Essence-Disrobing Passion This Charm duplicates Mercurial Element Shape, save that the enhanced action must be consistent with the emotion or belief she has assumed. Merged: Mercurial Beast Shape, Mercurial Element Shape, Mercurial Ghost Shape
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The raksha must have Assumption of Cerements and Bone (see page 109 and Graceful Wicked Masques page 158) active to use Ossuary Charms, unless otherwise noted. Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender) Keywords: Combo-OK, Glamour (3), Merged, Shaped-Only Duration: Instant Prerequisite Charms: Assumption of Cerements and Bone This Charm functions as Sovereign Element Shape, save that the raksha must describe how some ghostly phenomena assists the enhanced actionflitting shadows might help hide the raksha during a Stealth roll, the chill of the grave could assist in resisting damage from a bonfire, or a shroud of fluttering cobwebs might spoil an opponents aim, enhancing the rakshas DV. Merged: Elegant Muse Attitude, King of Beasts Method, Sovereign Element Shape
Cost: 6m, 1wp; Mins: Essence 2; Type: Simple Keywords: Combo-OK, Glamour (2), Merged, Obvious, Shaped-Only Duration: Indefinite Prerequisite Charms: Assumption of Cerements and Bone This Charm functions as Elemental Transformation, save that the raksha disguises herself as a ghost rather than an elemental. Merged: Bestial Transformation, Elemental Transformation
Cost: 10m, 1g; Mins: Essence 2; Type: Simple (Speed 3) Keywords: Evocation, Merged, Shaped-Only Duration: Instant Prerequisite Charms: Subtle Wraith Arts This Charm functions as per Elemental Evocation (see Graceful Wicked Masques, pp. 162-163), except that the summoned possession, rather than having an elemental aspect, instead carries a deathly one. For example, conjured armor might be decorated with skulls and fluttering cerecloth, or a summoned chair might be made of pale reeds and adorned with bones. Merged: Bestial Evocation, Elemental Evocation, Emotional Evocation
Cost: 3m per die, 1wp, 1g; Mins: Essence 4; Type: Reflexive (Step 1 for attack, Step 2 for defense) Keywords: Merged, Obvious, Shaped-Only, Stackable Duration: One scene Prerequisite Charms: Spectral Transformation, Subtle Wraith Arts This Charm duplicates Mercurial Element Shape, save that the rakshas player must define the granted benefit in the context of ghostly phenomena. Merged: Mercurial Beast Shape, Mercurial Element Shape, Mercurial Passion Shape Cost: 5m, 1g; Mins: Essence 3; Type: Reflexive Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Spectral Transformation Suffusing her body with plasmic glamour, the raksha momentarily takes on the consistency of gauzy mist. This allows her to step through a non-airtight barrier no more than (Essence) yards thick, though she may pass through the barrier no faster than half her Move rate, rounded up. The raksha must navigate herself carefully through a stationary obstacle to avoid tearing her body in a harmful fashion, and so this Charm is not useful to evade attacks or Blockade Movement actions.
Cost: 3m; Mins: Essence 2; Type: Reflexive Keywords: Glamour (3), Merged, Shaped-Only, Shaping Duration: Instant Prerequisite Charms: Assumption of Cerements and Bone This Charm functions as World-Angering Elemental Mastery, save that the raksha must describe how ghostly phenomena manifest to inflict the penalty (eerie screams startling a character to spoil her aim, or bloody footprints spoiling her Survival attempt to cover her tracks, for example). Merged: Unwanted Obsession Provocation Technique, World-Angering Bestial Mastery, World-Angering Elemental Mastery
Imposition of Law
Cost: 10m, 1wp Keywords: Combo-OK, Glamour (3), Mutation (3), Native, Shaped-Only Duration: One day Activating this Charm grants the raksha the benefits of the described Innate Power. If she learns multiple iterations of this Charm, she may activate all of them at once for a flat cost of 10m, 1wp. Used as a defense, this Charms vulnerability to stunts and Charms is considered a unique Flaw of Invulnerability. Oneiromantic Benefit: This Charm may only enhance an inward-facing dream with regard to one particular roll. Mutation benefit: The adjuration or behemoth gains the effects of this Charm as a permanent benefit enhancing one particular roll.
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Joshua Pitre (order #2251383)
(pp. 168-169)
Serenity Charms
Assertion of a Greater Vision (Dreaming)
(p. 171)
Type: Reflexive (Step 2) Keywords: Combo-OK, Echo, Shaping
Bedlam-Influencing Charms
Spectacular Insanity
(pp. 169-170)
Cost: ; Type: Permanent Keywords: Mutation (1) Duration: Permanent This Charms described benefit is always available when the raksha first enters bedlam.
Type: Reflexive (Step 2) Keywords: Combo-OK, Echo, Social The raksha roots herself in the momentary certainty of her own existence, refusing to let the assertions of others overwrite her sense of self. This Charm removes the unblockable and undodgeable qualities from a social attackthe raksha may assert her Parry and Dodge MDVs even in the face of effects that would otherwise deny her the opportunity to do so.
Ambrosial Ascension
(p. 170)
Cost: ; Type: Permanent Keywords: Compulsion, Mutation (1) Duration: Permanent Replace the text of the Charm with the following: Those Fair Folk who have learned this Charm filter the chaotic energies invoked by bedlam through the lens of their Compassion. Characters are forbidden to impede or attack the raksha when she is in bedlam unless she first acts upon them during the scene in a hostile manner (by making a social attack, a physical attack, threatening one of their Intimacies, or something similar). This unnatural mental influence costs two Willpower to ignore for the rest of the scene.
Cost: 4m, 1wp; Type: Reflexive (Step 2) Keywords: Combo-OK, Echo, Social Briefly drawing her Virtues into the adamantine shell of her Heart, the rakshas mind becomes a still pond upon which no ripples may be found or created. This Charm perfectly protects the raksha from a single Emotion effect.
Bedlam Masterworks
(p. 170)
Cost: ; Type: Permanent Keywords: Mutation (1) Duration: Permanent The raksha may employ the Charms described Innate Power whenever she emerges from bedlam at no cost.
Driven Madness
(p. 170)
Cost: ; Type: Permanent Keywords: Mutation (1) Duration: Permanent The raksha may enjoy the benefits of the Charms described Innate Power whenever she is in bedlam at no cost.
Cost: ; Type: Permanent Keywords: Echo Duration: Permanent The Fair Folk believe they understand the value the Creation-born place upon those ties that bind one heart to anotherthey are useful and delicious, after all. The raksha may reflexively consume any Intimacy she has retained for at least one full story or tale, converting it into one point of Willpower and one point of gossamer.
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Drawing his Graces behind the shield of his Heart, the raksha closes himself to all possibilities that are not himself. Unable to interface with the world, he protects himself from becoming its pawn. This Charm perfectly protects the raksha from one Compulsion or Servitude effect.
Cost: ; Type: Permanent Keywords: Echo, Social Duration: Permanent Creation is a strange place, unknown but not unknowable. Those Fair Folk who have dined on the world know it best. Whenever exposed to a statement made or written by an individual whose soul the raksha has fed on, the raksha automatically knows the motivation behind the statement as though she had successfully examined it using the Solar Charm Sagacious Reading of Intent (see Exalted, p. 233); unlike Sagacious Reading of Intent, Recognition of Hidden Possibilities provides no protection from scrutinized statements, only deeper understanding of their intent. Valid targets of this Charm are any character the raksha has successfully used a Feeding Charm on that causes permanent trait loss, such as Ravishing the Created Form or Soul-Consuming Hunger, but not Heart-Stealing Kiss or Banquet of Crumbs.
Cost: 4m, 1wp; Type: Reflexive (Step 2) Keywords: Combo-OK, Echo, Social Casting the dreams of worlds that might be upon the flame that burns in the nonexistent heart of Nirguna, the raksha briefly affirms that he is that which he is, and not that which he might be. This Charm perfectly protects the raksha from one Illusion effect.
(p. 173)
Cost: 5m, 1g; Type: Reflexive (Step 7) Keywords: Combo-OK, Echo, Obvious Duration: Instant Desperately shrouding her form in a sudden weave of glamour, the raksha may channel damage inflicted upon her body into the cold congeries of Essence and fiction that passes for her mind and soul. This Charm causes an attack to inflict no damage to the rakshas health track; instead, for each two levels of damage (or fraction thereof) that would have been inflicted, the raksha loses one point of Willpower or one one Intimacy she has retained for at least one tale or one story, at the rakshas players discretion. Writhing Ego Invasion has no effect on attacks made with cold iron, and cannot be activated if the raksha has no valid Intimacies to lose, even if she has Willpower to spare.
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Cost: ; Type: Permanent Keywords: Echo, Native, Social Duration: Permanent The Fair Folk are nothing without their dreams. This Charm helps a character hold fast to her dreams in the face of temptation, fortifying one of her Intimacies of the players choice. This Intimacy must be to a dream or an ambitionsomething the raksha hopes to make of herself, or of the world, or of her fellows. All mental influence which would cause the raksha to abandon or betray this dream is treated as an unacceptable order. If the raksha voluntarily abandons the Intimacy or it becomes obsolete, she may select a new Intimacy to render inviolate at the beginning of the next story. Her player may also shift the focus of this Charm to a new Intimacy at any time by spending one experience point.
Cost: 5m; Type: Reflexive Keywords: Combo-OK, Echo Duration: One scene The rakshas beauty may cut to the very core of a single heart. With regard to one individual chosen at the time of this Charms activation, the raksha ignores the cap on the MDV penalty she imposes in social combat for having a higher Appearance than the person with whom she is interacting (see Relative Appearance on p. 172 of Exalted). At Essence 5+ the raksha gains the option to pay 7m, 1g to remove her Appearance cap with regard to all individuals who behold her.
Cost: ; Type: Permanent Keywords: Echo, Glamour (1 or 3), Mutation (1), Shaping Duration: Permanent Any unnatural mental influence used within one mile of the raksha which would cause an individual to attack the faerie or regard her with hostility, anger or hatred automatically fails. Natural influence which attempts to provoke such emotions or actions toward the raksha suffers a -1 external penalty. Characters with appropriate Shaping defenses or with cold iron touching their skin may attempt to inflict mental influence within this Charms range as normal. Oneiromantic Benefit: Incorporated into an inward-facing dream, this Charm costs one point. Incorporated into an outward-facing glamour, this Charm costs three points and prevents conspiracies and hostility from being generated toward the oneiromantic spell itself. For example, a spell that takes the form of a singing stone would prevent nearby mortals from enticing their fellows to take up the suspicious faerie wonder and cast it into a nearby river so that it might trouble them no more.
Cost: 2m, 1g Keywords: Combo-OK, Echo, Shaping Duration: Instant The raksha tangles the thoughts and actions of her enemies, twisting all paths between their words and their goals so that they are nigh-impossible to navigate. This Charm may be activated to supplement a physical, social, or Cup-shaping attack. If successful, it inflicts
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an internal penalty equal to the rakshas Essence on all of the targets social attacks for the next day. With Cup 4+, Essence 4+ this penalty endures for one week, while Cup 6+, Essence 6+ causes the malediction to persist for one story.
Cost: 3m Keywords: Combo-OK, Echo, Glamour (3), Mutation (1), Obvious Duration: Instant The raksha hurls herself into a confrontation, accompanied by a phantasmal flourish of music. The character adds her Cup rating in automatic successes to her Join Battle roll. With Essence 3+ this Charm may also be used to Join Debate and Join War. Oneiromantic Benefit: This Charm may only be incorporated into inward-facing dreams.
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Cost: 5m, 1wp Keywords: Combo-OK, Echo, Obvious As a practical matter, it is very difficult to engage multiple targets in social combat simultaneously unless all the parties involved are discussing the same subject. The Fair Folk laugh at this limitation. This Charm creates a flurry of up to the rakshas Cup rating in single-target social attacks, each of which must be directed at a different target and covering a different topic; thus, she might simultaneously ask one person to submit to ravishing, another if he is willing to sell his daughter into slavery and a third if he would be willing to trade all of his worldly goods for a bowl of cold, foul-tasting soup. Each social attack is made at the rakshas full dice pool, with a total DV penalty equal to the highest for any one attack in the flurry.
ery as the result of this Charm, though the place the target ends up may be in some way innately hazardous, such as a lava flow or thin air over the edge of a cliff. With Essence 4+ the raksha gains the option to pay a second point of gossamer when activating this Charm, increasing its knockback to (Cup x Heart x Essence) yards. With Essence 6+ the raksha may pay a third point of gossamer to knock opponents back up to one mile.
Cost: 1g; Type: Reflexive Keywords: Echo, Glamour (3), Shaping, Touch Duration: One story The raksha brings the blessings of the Wyld to the pale and repetitive forms of life in Creation. By laying his hand upon a mundane animal, the raksha may infuse it with the stuff of dreams, twisting its body into a form more to his liking. The animal gains (Cup x 3) points of mutations of the rakshas choosing, which persist for the remainder of the story. This Charm may not be used on any mundane animal owned by an Essenceuser without the owners consent. With Essence 4+ the mutations bestowed by this Charm may be rendered permanent, at the rakshas discretion. Oneiromantic Benefit: This Charm may be incorporated into outward-facing glamours, targeting animals which undertake a certain sort of action (defined when the spell is created) within its range of effect.
Cost: ; Type: Permanent Keywords: Echo, Mutation (1) Duration: Permanent The raksha trains her senses to be keenly aware of the works of the Cup in Creation. Whenever she encounters a Creationborn who has been ravished through the arts of the Cup in the past, that fact becomes Obvious to her senses.
Cost: 1g; Type: Reflexive Keywords: Combo-OK, Echo The Fair Folk do not allow themselves to be encumbered by the world as they pass through it. The character may spend one gossamer to erase all of her memories of a specific person. If she holds an Intimacy toward that person, it is instantly erased. A token of the forgotten person or route appears at the rakshas feet in a form related to her memories of that individualperhaps the individuals favorite flower, a bronze plate bearing the persons name, or a duplicate of the ribbon they wear in their hair. Any character who falls asleep while touching the token dreams of the person the raksha has chosen to forget. Should the raksha ever touch the token, it immediately vanishes, the lost memory is restored, and the raksha may never use Rejection of Desire to forget it again.
Cost: 3m, 1g; Type: Supplemental Keywords: Combo-OK, Echo, Knockback, Obvious The raksha quickly spins together a narrative of travel, then collapses it into a blazing yellow-white corona wreathing a physical attack. Such glamours are of limited power outside of the Wyld, but still sufficient to impress and injure most Creation-born. If an attack supplemented by this Charm successfully strikes its target, the rakshas victim suffers knockback sufficient to drive her (Cup x Heart) yards backwards. Because the rakshas narrative is one of journey rather than ruin, the character takes no additional damage from impacts with scen-
Feeding Charms
Ravishing the Created Form
(pp. 176-177)
Keywords: Combo-Basic, Crippling, Native, Shaped-Only, Shaping, Touch This Charm is not limited in how many motes it can transfer in an action, unlike other Charms that allow characters to voluntarily transfer Essence. If the raksha gorges herself on the targets Virtues and Willpower beyond the maximum capacity of her Essence pool, she may convert each five extraneous
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motes consumed into a point of Willpower, or ten extraneous motes into a point of gossamer. This Charm may not be used more than once per scene or tale.
Soul-Consuming Hunger
(p. 178)
Mins: Cup 1, Essence 3 Keywords: Combo-OK, Obvious, Shaping, Touch Prerequisite Charms: Ravishing the Created Form This Charm cannot be used on the Exalted or any other Creation-born targets with Essence 2+. It does not annihilate the target but instead leaves behind a thoroughly enchanted character (see Graceful Wicked Masques, p. 179). For each 10 motes in excess of what the raksha is capable of storing, she may enjoy one of the following benefits: She may restore one point of Willpower or one Virtue channel. She may gain one point of Gossamer. She may immunize herself against withering in Creation for (Essence) days. She may add one temporary dot to one of her Attributes; each such dot counts as dice added by a Charm, and vanishes after one day or one tale. This Charm may be used no more than once per day or tale.
Cost: ; Mins: Cup 1, Essence 3; Type: Permanent Keywords: Native, Stackable Duration: Permanent Prerequisite Charms: Ravishing the Created Form Creation is an arid place of crushing reality and lonely dreamless expanses. A brave raksha wanderer must learn to gorge himself when there is sustenance available if he is to survive along the empty roads between the abodes of men. This Charm provides a five mote Essence pool which may only be filled with Essence gained through Feeding Charms. Bottomless Dream Gullet may be purchased a number of times equal to the characters Heart.
Soul-Carving Artifice
(p. 177)
Cost: 3m, 1wp Keywords: Combo-OK, Shaped-Only, Shaping, Touch
(pp. 177-178)
Cost: ; Mins: Cup 1, Essence 3; Type: Permanent Keywords: Shaped-Only Duration: Permanent Prerequisite Charms: Soul-Consuming Hunger Though there is power to be gained by the consumption of human souls, the raksha primarily indulge in the practice for the blissful delight it brings them. Still, they respect the most refined epicureans among their kind, who have discovered new ways to distill strength from the Creation-born. Raksha who know this Charm may waive all other benefit when they consume a Creation-borns soul with Soul-Consuming Hunger in order to have that meal count as the passage of a tale for the purposes of training times.
Banquet of Crumbs
(pp. 178-179)
Cost: ; Type: Permanent Keywords: Native, Shaped-Only Duration: Permanent Prerequisite Charms: None Learning this Charm permanently grants the benefits of the described Innate Power, which may be used no more than once per scene or tale.
Heart-Stealing Kiss
(p. 178)
Type: Reflexive (Step 1) Keywords: Combo-OK, Glamour (3), Native, Shaped-Only, Shaping, Touch Oneiromantic benefit: This Charm may be incorporated into an outward-facing glamour, attacking any character who undertakes a certain pre-defined action within its range of effect, up to once per scene. The motes reaped in this fashion may be retrieved by the raksha who possesses the spell by touching it and using a diceless miscellaneous Speed 6, DV -5 action to draw them forth.
Oneiromantic Conjuration
(p. 179)
Cost: ; Type: Permanent Keywords: Shaped-Only Duration: Permanent Learning this Charm permanently grants the benefits of the described Innate Power at no cost, which may be used no more than once per day or tale.
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Maddening Summons
(pp. 180-181)
Cost: 5m, 1wp; Type: Reflexive Keywords: Combo-OK, Compulsion, Shaped-Only Duration: Instant Replace the text of the Charm with the following: Those who become entranced by the beautiful horror of the Wyld cannot help but answer when it calls. This Charm allows a raksha to summon to her (in either the Wyld or in Creation) any character who is either currently addicted to her presence or who has been in the past. The rakshas player rolls (Manipulation + Performance) against her desired targets Dodge MDV. If the roll is successful, when the target next sleeps their dreams will be filled with overwhelming images of the raksha and her current location, coupled with an overwhelming Compulsion to see her again. Spending five Willpower immunizes an addict to this summons for one month; spending one Willpower immunizes a former addict for one season. Summoned addicts may not break their addiction until they have overcome or completed their summons. At Essence 4+, the raksha may also inflict a derangement of her choice on an addict who has fallen prey to her summons (generally an overwhelming obsession with her), which lasts until they break the Compulsion or are reunited with her. With Essence 5+ she may inflict derangements on former addicts, as well.
Cost: 1m; Type: Reflexive Keywords: Combo-OK, Echo, Mutation (1), Shaped-Only This Charm permits the raksha to automatically sense the presence and direction of any uncapped demesnes within (Essence x 10) miles.
Addiction Charms
Shiftless Untamed Beauty
(p. 180)
Cost: 6m, 1wp; Type: Reflexive Keywords: Combo-OK, Compulsion, Emotion, Glamour (3), Mutation (2), Shaped-Only Duration: One day Replace the text of the Charm with the following: The raksha fans the spark of the Wyld that burns in her soul, and it roars forth in a blaze that cannot be ignored. Anyone who sees the character risks his soul being consumed by the entrancing flames of the Wyld itself. The rakshas presence becomes addictive to Creation-born while this Charm is active. Roll (Charisma + Presence) upon activating this Charm and compare the results to the Dodge MDV of each Creation-born character the raksha interacts with for the rest of the day. If the roll overcomes a Creation-borns MDV, they become addicted to the rakshas presence. Addicted characters suffer a -1 external penalty to their MDV against the rakshas social attacks. Moreover, after each full week apart from the raksha, the player of an addicted character must make a successful Willpower roll with a difficulty equal to the rakshas Cup rating, lest his character be compelled to return to her. Breaking this unnatural addiction requires the expenditure of three points of Willpower. Oneiromantic benefit: This Charm may be incorporated into an outward-facing glamour, addicting mortals to the spell and whatever other effects it may inflict on them.
Compelling Presence
(p. 180)
Cost: ; Type: Permanent Keywords: Compulsion Duration: Permanent Replace the text of the Charm with the following: The raksha calls upon the Wyld to shape himself into the image of the icon that sits at the core of a mortals dreams and nightmares. This Charm permanently enhances the effects of Shiftless Untamed Beauty. Addicted characters must spend one Willpower to take any action with the intention of harming the raksha; this cost must be paid once per scene in which harmful action is to be taken, and does not count toward the Willpower total needed to break the addiction imposed by Shiftless Untamed Beauty. Additionally, the Willpower cost necessary to break the Creation-borns addiction to the raksha rises to five points, which must all be spent at once.
World-Shaping Charms
Gladdening Visage
(p. 181)
Cost: 1g; Type: Reflexive Keywords: Glamour (1), Illusion, Mutation (1) Duration: One story The disguise generated by this Charm functions much as a Lunars Tellonly characters with a Dodge MDV of 8 or higher may see through the rakshas deception. This unnatural Illusion may be pierced by spending one Willpower if Creationborn are given reason to suspect the raksha is not what she seems, but only characters of equal or higher Essence may make this expenditure. Oneiromantic Benefit: This Charm may be incorporated into an inward-facing dream.
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(p. 183)
(pp. 182-183)
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Abiding Gift
(pp. 184-185)
Cost: 10m, 1wp Keywords: Shaped-Only, Shaping Duration: One story Prerequisite Charms: Imposition of Law This Charm exactly replicates the function of Imposition of Law, save that the raksha may bless a Creation-Born with guaranteed success rather than granting it to herself.
Curse of Definition
(p. 185)
Cost: 10m, 1wp Keywords: Glamour (12), Shaped-Only, Shaping, Touch Duration: One story Touching a Creation-born and activating this Charm inflicts the effect described in the Charms Innate Power upon that individual. Oneiromantic benefit: Incorporated into an outward-facing glamour, the spell defines a certain action at which all characters within its effect range will fail.
Virtue-Shaping Charms
Unsightly Rigor Approach
(p. 185)
Cost: 5m Keywords: Combo-OK, Shaping Duration: One scene or one tale Replace the text of the Charm with the following: The rakshas understanding of herself permits her to bolster her own spiritual integrity, hardening her Virtues as need be to weather the storms of her existence. The rakshas player rolls (Manipulation + Medicine), adding one temporary dot to a Grace or Virtue of her choice per success gained. These temporary dots count as dice added by a Charm.
Unlimited Resplendence
Keywords: Glamour (2 or 6), Illusion, Shaping Duration: One story Individuals with a Dodge MDV of 8 or higher may effortlessly see through the rakshas illusory wealth and influence. Higher-Essence characters may also spend one Willpower to pierce this unnatural Illusion. Oneiromantic benefit: Incorporated into an inward-facing dream for two points, the spell enhances its possessors fortune. Incorporated into an outward-facing glamour for six points, the spell grants good fortune all those within its effect range who take a certain pre-defined action.
(p. 184)
Cost: 3g; Mins: Cup 4, Essence 4; Type: Reflexive Keywords: Glamour (9), Illusion, Shaping, Touch Duration: One story Prerequisite Charms: Unlimited Resplendence It sometimes suits the Fair Folk to elevate their pets and playthings to the heights of authority and luxury. This Charm functions as Unlimited Resplendence, save that the raksha bestows illusory authority and wealth on a consenting Creationborn rather than herself. Oneiromantic benefit: Incorporated into an outward-facing glamour, the spell enhances the fortunes of everyone within its area of effect.
Manacles of Virtue
Cost: 3m Keywords: Combo-OK, Glamour (3), Shaping, Touch Duration: One scene or tale This Charm permits the raksha to grant the effects of Unsightly Rigor Approach to another consenting raksha or to one of the Creation-born. Oneiromantic benefit: Incorporated into an outward-facing glamour, this spell enhances all characters within its range of effect who take a certain pre-defined action.
(p. 186)
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long as the raksha commits Essence to this Charm and remains within the warded area, no character outside the enchanted locale may successfully find an entrance, and no character within may successfully find an exit. This Charm fails to deter characters with appropriate shaping defenses or who wear cold iron against their skin. Oneiromantic benefit: Incorporated into an outward-facing glamour, this Charm prevents entrance or egress from its range of effect by anyone other than the spells possessor.
Cost: 2m Keywords: Combo-OK, Echo, Obvious Dismissing the minutiae of the Primordials world, the raksha straightens the path between an attack and its target. An attack supplemented by this Charm may attack out to the weapons maximum range without suffering range-based penalties. Alternately the raksha may turn a close-ranged attack into a ranged attack by contracting the distance between his weapon and his target, allowing a close-ranged attack to strike a target up to (Ring + 3) yards away.
(p. 187)
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from an unwanted Shaping effect. This Charm is ineffective against shaping attacks originating with the Graces or Charms enhancing such attacks; it only works against traditional Shaping Charms of the Creation-born, such as Soul Mastery, and similar raksha Charms such as Crippling Destiny Burden (Waking).
Cost: ; Type: Permanent Keywords: Echo, Mutation (1), Native Duration: Permanent The Fair Folk and the hated Primordials have one thing in commonthey are both natural creators. The raksha adds one automatic success to all rolls intended to create something new, be it a sword, painting, society, or anything else.
Cost: 2m, 1g; Type: Reflexive (Step 4) Keywords: Combo-OK, Echo, Obvious A raksha activating this Charm is briefly surrounded by a flickering haze of potentiality, displaying the many futures that could occur in the span of the next heartbeat. Before witnesses can do more than begin to realize what they are seeing, the display collapses into a single deadly reality. This Charm allows the raksha to reroll a physical attack, using the better of the two results.
Keywords: Combo-OK, Echo, Obvious, Shaping The rakshas blow pins her opponent to the staid and dreary world the Primordials made, tangling her in the skein of destinys web and the rigid Essence patterns that define Creation. Should the raksha successfully strike a target with a physical attack supplemented by this Charm, the target subtracts the rakshas Ring from her base move and dash rates for the rest of the scene, to a minimum movement rate of one yard per tick.
Cost: (1m); Type: Permanent Keywords: Echoes, Mutation (2), Obvious Duration: Permanent Breathing out the raw stuff of the Wyld, the raksha may forge his exhalations into wicked arrows with which to pierce the hearts of his foes. This Charm replicates the function of the Solar Charm Phantom Arrow Technique (see Exalted, p. 189). The raksha must spend one gossamer the first time she uses this Charm in a scene.
Cost: 1g, 1ahl; Type: Reflexive (Step 2) Keywords: Combo-OK, Echo This frightening technique allows the raksha to protect themselves from the blasphemous shaping arts of the Creationborn. By momentarily denying her dreamborn heritage and calcifying herself, the character is able to perfectly defend herself
Cost: 10m, 1wp Keywords: Echo, Shaping This Charm is identical to its Dreaming counterpart, save that it may be used anywhere. Within the less fertile world away from the heart of the Wyld, this Charm costs ten motes, one Willpower to create one point of temporary gossamer.
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or any supernatural disguises worn by characters of lower Essence if she wins a Charm conflict roll-off against whatever effect they use to hide themselves.
Cost: 5m, 1g Keywords: Combo-Basic, Echo, Obvious Though the name of Sayuji cannot be heard in Creation, its ominous import is clear when the rakshas speech smothers out all sound of the world, and her blow fells a hero. The raksha may render a physical attack supplemented by this Charm unblockable or undodgeable, at her players choice. Targets wearing cold iron against their skin may ignore the unblockable or undodgeable quality of this attack.
Cost: 2m; Type: Supplemental Keywords: Combo-OK, Echo Aiming an attack through the emptiness at the center of her Ring grace, the raksha may amplify her efforts in direct proportion to the suffering of her targets. This Charm enhances a physical attack, converting a number of dice on the attack equal to the targets wound penalties or internal penalties due to poison (whichever is higher) into automatic successes. The indolent raksha of the East favor this Charm, preferring to poison their prey with agonizing hallucinogens before relying on Gaping Wound Lens to conclude the battle.
Cost: ; Type: Permanent Keywords: Echo, Mutation (1) Duration: Permanent The raksha trains her senses to be keenly aware of the works of the Ring in Creation. Whenever she encounters a Creationborn who has been incumbered through the arts of the Ring in the past, that fact becomes Obvious to her senses.
Cost: 8m, 1wp; Type: Simple Keywords: Echo, Mutation (4), Duration: One scene Born of lies and fictions, the raksha knows when others cloak themselves in the works of her genesis. The raksha constantly hears the silent pounding at the core of heartless Nirvishesha. Characters who are hiding their true identity resound in her ears with a vast silence of their own, beating in simpatico rhythm. She may perfectly see through any mundane disguises,
Cost: (1g); Mins: Ring 5, Essence 3; Type: Permanent Keywords: Echo Duration: Permanent The Fair Folk do not allow themselves to be encumbered by the world as they pass through it. The character may spend one gossamer to erase all of her memories of a specific duty or obligation. If she holds an Intimacy toward that duty or obligation, it is instantly erased. A token of the forgotten duty or obligation appears at the rakshas feet in a form related to the bonds of servitudeperhaps a slaves collar, a mules saddle, or a bill of debt. Any character who falls asleep while touching the token dreams of the duty or obligation has chosen to forget. Should the raksha ever touch the token, it immediately vanishes, the lost memory is restored, and the raksha may never use Rejection of Purpose to forget it again.
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Body-Strengthening Charms
Knife-Hand Dream
(p. 190)
Cost: (1g); Type: Permanent Keywords: Mutation (2) Duration: Permanent Replace the text of the Charm with the following: The raksha focuses the power of the Wyld through his hands, charging them with the pure destructive power of chaos. The characters barehanded attacks inflict lethal damage, and he can parry lethal and ranged attacks barehanded as if wielding a weapon. Additionally, the raksha may spend one gossamer to reflexively ready any shaping weapon in his possession. At Essence 3+, the raksha gains the ability to reflexively charge her hands with the stuff of nightmares. She may pay one gossamer in step one to enhance a barehanded attack, adding +5 to its base damage. With Essence 5+ she may reflexively pay one gossamer in step one to make the damage inflicted by a barehanded attack aggravated.
The extra health levels granted by this Charm are a permanent modification to the raksha with no cost.
(pp. 191-192)
Blade-Turning Skin
(p. 191)
Cost: ; Type: Permanent Keywords: Mutation (1), Native Duration: Permanent Replace the text of the Charm with the following: The raksha plucks adamantine jewels from the dreams of the cosmos and uses them to adorn her skin. This Charm grants the character (Essence) points of natural aggravated soak.
(p. 192)
Inviolable Presence
Cost: ; Type: Permanent Keywords: None Duration: Permanent Replace the text of the Charm with the following: Nacreous shadows swim beneath the rakshas flesh, declaring her to be part of the Inviolable Ever-Shifting Is. She doubles the soak gained from Opalescent Gossamer Raiment and Blade-Turning Skin.
(p. 191)
Ox-Body Technique
(p. 191)
Cost: ; Type: Permanent Keywords: Native Duration: Permanent
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ning of the next story, restoring her Resources to its previous rating, unless the raksha has Essence 6+. The misfortune inflicted by such powerful Fair Folk still ends after one story, but it is up to the target to rebuild his ruined wealth. Oneiromantic benefit: This Charm may be incorporated into outward-facing glamours. It impoverishes everyone within its range of effect.
Style-Improving Spirit
(p. 193)
Cost: ; Type: Permanent Keywords: None Duration: Permanent Replace the text of the Charm with the following: The infinite possibility of the Wyld informs every part of the rakshas soul, and his soul informs every part of the Wyld around him. This Charm grants the raksha five dots in the Style Background.
Essence-Forging Art
(pp. 193-194)
Keywords: Combo-OK, Obvious, Shaping Glamour-forged objects have no reality for individuals with a Dodge MDV of 8+, unless imbued with the Permanence quality.
Gossamer-Forging Art
(p. 194)
Keywords: Combo-OK, Obvious, Shaping Duration: One season This Charm enchants an item that has already been created by Essence-Forging Art; it has no activation roll of its own. Gossamer objects outside of the Wyld or an uncapped demesne lose their enchantment at a rate of one bonus die per season if they do not interact with the Creation-born during that period.
Principle of Worlds
(pp. 196-197)
Keywords: Combo-OK, Obvious, Shaping Duration: Instant
Crafters Arsenal
(p. 195)
Keywords: Combo-OK, Obvious, Shaping Duration: One season This Charms initial shaping action functions as EssenceForging Art, not Gossamer-Forging Art, save that it makes a shaping weapon rather than a mundane item.
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Cost: ; Type: Permanent Keywords: Echo, Mutation (1) Duration: Permanent The raksha trains her senses to be keenly aware of the works of the Staff in Creation. Whenever she encounters a Creationborn who has been snared through the arts of the Staff in the past, that fact becomes Obvious to her senses.
The Fair Folk do not allow themselves to be encumbered by the world as they pass through it. The character may spend one gossamer to erase all of her memories of a specific society, organization or culture. If she holds an Intimacy toward that society, organization or culture, it is instantly erased. A token of the forgotten society, organization or culture appears at the rakshas feet in a form related to the group in questionperhaps a national flag, an insignia of identification, or a bit of uniform. Any character who falls asleep while touching the token dreams of the society, organization or culture the raksha has chosen to forget. Should the raksha ever touch the token, it immediately vanishes, the lost memory is restored, and the raksha may never use Rejection of Society to forget it again.
Shape-Forged Servant
(p. 200)
Cost: ; Type: Permanent Keywords: None Duration: Permanent Replace the text of the Charm with the following: This Charm permanently upgrades its prerequisite, allowing the raksha to spend gossamer when forging a servant in order to grant it mutations (see Exalted, p. 288) at a rate of three mutation points per gossamer spent.
Cost: (1g); Mins: Staff 5, Essence 3; Type: Permanent Keywords: Echo Duration: Permanent
Spirit
Duration: Instant Raksha cannot use this Charm to bind beings with Heart Graces unless the raksha owns that Grace.
Grace-Forging Charms
Gaping Virtue Mouth
Cost: 20m, 1g A heroic commoner who has spent 200+ experience points may have this Charm used upon him to open a second Feeding Grace if he is willing to spend 20 experience points to raise his Heart to 3 in the process, thus ascending to the ranks of the nobility. Only nobles may elevate commoners in this manner, and are generally loathe to do so.
(p. 202)
(pp. 202-203)
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Cost: 5m, 1wp, 1g; Type: Supplemental Keywords: Combo-OK, Crippling, Echo The raksha shapes a bit of gossamer into an entangling and restrictive set of obscure metaphysical laws, then hurls it into an opponents Essence flows. If the raksha succeeds on a physical or social attack enhanced by this Charm, her target adds one mote to the Essence cost of all Charms for one scene. With Staff 6+, Essence 6+ this penalty lasts for one week. With Staff 7+, Essence 7+ it lasts for one season. Staff 10, Essence 10 renders this Charms penalty permanent unless repaired with anti-Crippling magic.
Behemoth-Forging Meditation
(p. 205)
Type: Supplemental Keywords: Glamour (3), Shaping, Training Replace the text of the Charm with the following: This Charm permits a raksha to incorporate a mortal into her narrative, casting him into the role of a Wyld-shaped horror or minor behemoth. The raksha can impose one or more mutations on a mortal target with a successful (Intelligence + Occult) Staff-shaping attack. The raksha may inflict two points of mutations (see Exalted, p. 288) per dot of Essence she possesses. Positive mutations are gained as a Training effect. Mutants with 10 or more points of mutations qualify as one-dot fey beasts, and may be attuned to and used as such if the raksha can successfully break their will. Mutants attuned to in this fashion become loyal to the raksha as though they were summoned demons. Oneiromantic benefit: This Charm may be incorporated into an outward-facing glamour, launching a staff-shaping attack (even in Creation) at any mortal who takes a certain predefined action within the spells range of effect once per scene.
Extinction of Desire
(pp. 205-206)
Cost: ; Type: Permanent Duration: Permanent Raksha who learn this Charm become permanently incapable of passing back through the Gateway of Sundraprisha and becoming unshaped once again.
Domination Charms
Beguilement (Dreaming)
(pp. 206-207)
Cost: 5m Keywords: Combo-OK, Echo, Shaping Duration: Instant This Charm may enhance any Staff-shaping attack, adding the rakshas Charisma to its raw damage. Cost: 6m, 1wp, 1g; Type: Reflexive Keywords: Combo-OK, Echo, Glamour (5), Mutation (4), Social Duration: One scene The Fair Folk use this Charm to instill obedience in Creationborn through nothing more than their natural lan. While this Charm is active all of the rakshas social attacks are considered to be a form of unnatural mental influence costing one more point of Willpower than normal to resist, to a maximum of 5. Oneiromantic benefit: This Charm may only be incorporated into inward-facing dreams.
Beguilement (Waking)
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Spite-Summoning Malediction
(p. 207)
Cost: 3g; Type: Simple Keywords: Combo-OK, Illusion, Glamour (9), Shaping, Touch Duration: One story Replace the text of the Charm with the following: The raksha wields rumors, lies and the natural human tendency to scapegoat others as a subtle but powerful attack against his enemies. He must interact with his target socially and then use this Charm while touching the target. The raksha rolls (Charisma + Socialize) against a difficulty equal to the targets Essence; this roll may be enhanced by Charms that improve Staff-shaping attacks. If successful, the target loses the rakshas Essence in dots of Allies, Backing, Contacts, Followers, Influence and Mentor. This Charm cannot influence the behavior of Essence-users, so if the characters Mentor is an ancient Sidereal, the raksha cannot reduce that Background. Mortals cannot resist this Charm by spending Willpower, but its effect upon their behavior is an Illusion and may be treated as such if the character attempts to intervene to preserve his reputation. The characters Backgrounds automatically restore themselves to their previous levels at the beginning of the next story, unless the raksha has Essence 6+. Oneiromantic benefit: This Charm may be incorporated into outward-facing glamours. It alienates those who take a particular pre-defined action within the range of its effect.
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those who interact with the target will be less inclined to trust him and more suspicious of his motives. This is an Emotion effect that those who meet the target may ignored for one scene by spending a point of Willpower. All of the targets social attacks directed at those who find him untrustworthy suffer a -2 external penalty, and he is likely to fall under suspicion for any misdeeds that occur while he is in the area. Oneiromancy benefit: This Charm may be incorporated into outward-facing glamours. Such spells attempt to target those who take a certain pre-defined action within their range of effect once per scene.
Cost: 7m, 1g Keywords: Combo-OK, Echo, Social Prerequisite Charms: Beguilement The raksha weaves the stuff of dreams into her words, coating them in the affirmation of every desire in the hearts of those who hear her speak. Listeners ache to believe her, no matter how absurd or deadly the lies that pass between her lips. This Charm supplements a (Manipulation + Presence)-based social attack, making it both unblockable and undodgeable. With Staff 6+, Essence 6+, this Charm may also supplement (Manipulation + Performance)-based social attacks.
Veil of Glamour
(p. 209)
Keywords: Combo-OK, Shaped-Only, Shaping
Monstrous Conceit
Cost: ; Type: Permanent Keywords: None Duration: Permanent This Charm permanently enhances Veil of Glamour, allowing it to be used in the fashion and for the cost described in the Charms Innate Power.
(pp. 209-210)
(pp. 208-209)
Cost: 3m, 1wp Keywords: Combo-OK, Echo, Illusion The raksha becomes a preternaturally skilled pickpocket or thief in Creation. When attempting to acquire an inanimate object currently in the possession of a Creation-born (whether a bag of silver, a sword or the Creation-borns pants), the attempt automatically succeeds unless the target of the theft has Essence 2 or higher. If the target does have Essence 2+, the raksha instead adds a number of automatic successes to the Larceny attempt equal to his Sword Grace. This Charm cannot be used to steal weapons or armor being actively used by their owners, though objects currently in use are otherwise fair game. The occlusion of the theft is an unnatural Illusion costing two Willpower to see through, or one Willpower if characters have sudden and pressing reason to recognize the theft (such as attempting to pay for dinner with money that has just been stolen).
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Cost: 5m, 1wp, 1g; Type: Reflexive (Step 10) Keywords: Combo-OK, Echo, Obvious The raksha do not have souls as the Creation-born do. If truly slain, they simply cease to be. Canny Fair Folk know that it is better to give away part of ones being than to cease to be entirely. This Charm may be activated when the raksha would mark off her Incapacitated health box with lethal or aggravated damage. The box is not marked off; instead, the individual who struck the killing blow against the raksha instantly gains possession of one of the rakshas Graces (of the rakshas choice), in the hopes that this bribe will mollify the attackers wrath. This Charm may be used no more than once per scene, and may not be activated if the characters Incapacitated health box is marked off by cold iron, or if the raksha is slain by some natural happenstance of the world, such as by falling off of a cliff or being immolated in a forest fire; the callous world the Primordials built disdains faerie bribes.
Cost: (1g); Type: Permanent Keywords: Echo Duration: Permanent This Charm permanently enhances its Waking prerequisite, permitting the raksha to enjoy a coordinated attack bonus equal to the number of attacks in the flurry the Charm makes if she directs all attacks in the flurry against a single opponent. This benefit costs one gossamer to invoke.
Cost: 3m Keywords: Combo-OK, Echo, Glamour (3), Obvious, Poison, Stackable Layering one of her attacks with a deadly dream toxin, the raksha brings her targets nightmares to life, empowering them to ravage the victims mind and body. This Charm supplements a physical or Sword-shaping attack. If successful, the victim contracts a dream-poison which takes effect when she next sleeps. Rather than regaining a point of Willpower for each success on her Conviction roll, she instead suffers one level of lethal damage per success. Multiple doses of this poison stack to produce lethal nightmares across consecutive nights. Oneirmantic benefit: Incorporated into an outward-facing glamour, the spell makes one Sword-shaping attack per scene (even in Creation) against characters within its range of effect who take a specific pre-decided action.
Cost: (1m); Type: Permanent Keywords: Echo, Obvious Duration: Permanent The raksha forges pale ephemera to attend to the mortal tedium required for battle in Creation. At any time the raksha may spend one mote to reflexively draw and ready any weapon or other object in her possession; when she does so, tiny, glowing Wyld figments appear, quickly retrieving the desired object and conveying it to the rakshas waiting hand. With Essence 3+ the raksha may also activate this Charm at a cost of one gossamer to retrieve any object she owns from within (Essence x 2) yards, conjuring tiny servants or luminous ephemera to bring the object back to her.
Keywords: Combo-OK, Echo, Obvious The raksha briefly erupts into two simultaneous forms, both streaked with the blood of the world. This Charm constitutes a flurry of two physical attacks made with whichever combat Abilities please the raksha. Both attacks are made at the rakshas full dice pool and incur a total DV penalty equal to the higher of the two. With Sword 5+, Essence 5+ the number of attacks in this flurry rises to three.
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anew. This Charm may be activated when the raksha is contesting control of an entanglement, allowing her to automatically escape without harm to herself or her opponent. She may also reflexively pay one mote at any time to shape herself back from narrative death without needing to use up a shaping action to override the inconvenience of her demise.
Cost: (5g); Type: Permanent Keywords: Echo, Illusion Duration: Permanent Creation is a dangerous place for the rakshathe grave is loathe to relinquish anything it claims as its own in the deathtrap the Primordials fashioned to be their home. Thus, canny raksha may avert an untimely demise through a clever work of glamour. The raksha may reflexively spend five gossamer at any time to convert all of the lethal damage she has suffered into bashing damageeven if she is unconscious at the time. If she is Incapacitated, this also causes her to appear to be dead, an unnatural Illusion that costs three points of Willpower to see through. This trick may only be called upon a maximum of once per fortnight.
Cost: 3m, 1g; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack, Echo, Obvious The raksha shrouds himself in the impressive glamour of the Wyld, swiftly removing himself from danger so that he might better look down upon those with the temerity to challenge him. Used in response to an attack, this Charm causes the raksha to vanish in a flash of light appropriate to his currently active Assumption, if any. A fire raksha might vanish in a puff of white flame, while a wood raksha could disappear in an emerald burst, leaving behind a scattering of falling leaves. The character instantly reappears up to (Sword x 3) yards away in a direction of his choice.
Cost: 5m, 2g Keywords: Echo, Obvious, Shaping Duration: One scene This Charm permits the raksha to summon a monster or army into existence in Creation or in the Wyld. The monster has the traits of a mundane animal of the rakshas choice (superpredators such as tyrant lizards and river dragons tend to be preferred, but sometimes a raksha simply needs a reliable mount such as a horse or austrech with which to show off in style), plus a number of mutation points equal to the rakshas (Sword x 2). The army is Magnitude 3, with the traits of elite soldiers and Drill equal to the rakshas Sword. Both monsters and armies are perfectly loyal to the raksha, are fully real to the Creation-born, and are not suitable for use as shaping weapons. They vanish at the end of the scene. This Charm may not be reactivated to replenish members of a defeated army during the scene.
Cost: 3m, 1wp Keywords: Combo-OK, Compulsion, Echo, Emotion, Obvious Duration: One scene The raksha assumes a defensive posture that Creation-born fear to challenge. The rakshas player rolls (Dexterity + [Martial Arts or Melee]) upon activating this Charm. For its duration, individuals whose Dodge MDV is lower than the rakshas successes are unable to approach closely enough to make close-range attacks, though they remain free to launch ranged attacks against the raksha. The raksha may advance toward afflicted characters and force them to back away, but the unnatural mental influence ends if she backs a character into a corner or some immediate hazard, engages in any hostile action against them, or if the afflicted character spends two Willpower.
Cost: 3m, 1g; Type: Reflexive (Step 2) Keywords: Combo-OK, Echo The raksha, being born of lies, are preternaturally attuned to attempts to deceive them. The character may activate this Charm in response to an attack in order to remove that attacks unexpected quality. This Charm may not be used to remove the unexpected quality of attacks made with cold iron weapons.
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Cost: 4m, 1g Keywords: Combo-OK, Echo, Glamour (2), Mutation (2), Obvious Duration: One scene The raksha congeals dreams of triumph and glory around herself, creating a defensive halo of golden radiance. This halo acts as a shield which raises the rakshas DVs by one. This is considered an equipment bonus, not a bonus added from a Charm. Cold iron weapons ignore the protection granted by this Charm. Oneiromantic benefit: This Charm may only be incorporated into inward-facing dreams.
Cost: 4m, 1g; Type: Reflexive (Step 9) Keywords: Counterattack, Echo, Obvious Having successfully defended herself, the raksha unleashes a tide of nightmares which cling to her foes weapon, encumbering it. This Charm may be activated in response to an attack the raksha successfully defends herself against by applying her DV. It removes the weapon used to make the attack from readiness, covering it in a phantasmal layer of tiny dreamcrafted monsters, forcing opponents to use a draw/ready weapon miscellaneous action to shake the tiny nightmares loose from the weapon before it can be used again. Cold iron weapons may not be counterattacked in this fashion.
Cost: 5m, 1g Keywords: Combo-Basic, Echo, Obvious One of the more pleasant aspects of Creation is the ease with which its inhabitants may be divested of their possessions. This Charm supplements a disarm attempt, adding the rakshas Sword in automatic successes. A tide of black, chitinous nightmares leap from the rakshas weapon onto the object the raksha attempts to remove when this Charm is activated, helping wrest it from the hands of its owner.
Cost: 4m, 1g; Type: Reflexive (Step 2) Keywords: Combo-OK, Echo, Obvious Duration: Instant Seizing a bit of gossamer, the raksha hurls it out into the world as a mighty thunderclap and bolt of rainbow-hued force, which buffets the attacks of his enemies and serves to protect him. The raksha removes either the unblockable or undodgeable quality from an incoming attack (players choice which). With Essence 5+ he also imposes a -1 external penalty on the buffeted attack. With Essence 6+ the raksha may pay 8m, 1g to strip both the unblockable and undodgeable qualities from an attack.
(p. 213)
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for a pox, two for an affliction, three for a blight and four for an abomination. The raksha may dismiss these mutations at any time for no cost. These mutations automatically dismiss themselves if the raksha at any point finds himself without an active Assumption.
Hundred-Hand Style
(p. 215)
Cost: ; Type: Permanent Keywords: Mutation (2) Duration: Permanent Replace the text of the Charm with the following: The Wyld is not constrained to only doing or being one thing at a time, and neither are its children. The raksha permanently raises the Rate of her natural attacks by 2, with the exception of clinches.
Cost: ; Type: Permanent Keywords: Echo, Mutation (1) Duration: Permanent The raksha trains her senses to be keenly aware of the works of the Sword in Creation. Whenever she encounters a Creation-born who has been vexed through the arts of the Sword in the past, that fact becomes Obvious to her senses.
Millipede Mind
(p. 215)
Cost: ; Mins: Sword 3, Essence 2; Type: Permanent Keywords: Mutation (2) Duration: Permanent Prerequisite Charms: None Replace the text of the Charm with the following: The Fair Folk have never seen any reason for form to follow function. A raksha who has learned this Charm may treat the function of her limbs interchangeably. She may run on her arms while throwing knives with her feet, fly with her tail while parrying fists with her wings, and otherwise enjoy the best benefits of all of her extremities with each of her extremities.
Cost: (1g); Mins: Sword 5, Essence 3; Type: Permanent Keywords: Echo Duration: Permanent The Fair Folk do not allow themselves to be encumbered by the world as they pass through it. The character may spend one gossamer to erase all of her memories of a specific battle, conflict or enemy. If she holds an Intimacy toward that battle, conflict or enemy, it is instantly erased. A token of the forgotten battle, conflict or enmity appears at the rakshas feet in a form related to warfareperhaps a notched sword, a fallen standard, or a dusty medal. Any character who falls asleep while touching the token dreams of the battle, conflict or enmity the raksha has chosen to forget. Should the raksha ever touch the token, it immediately vanishes, the lost memory is restored, and the raksha may never use Rejection of Conflict to forget it again.
Cost: ; Mins: Sword 1, Essence 1; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: None The Fair Folk are puzzled by the fearful tenacity with which humans cling to the shape in which they are born. Creation offers such a wide variety of morphological odditieswings and claws and stingers, fur and scales and leaves in hundreds of interesting colors, and more besides. Why not indulge? The raksha gains six points worth of mutations each time he purchases this Charm. A pox is worth one point, an affliction worth two, a blight four and an abomination six. At any time the raksha may summon one of the mutations he has learned with this Charm and adorn his body with it. This costs one gossamer
Long-Arm Technique
(p. 216)
Cost: (1g); Type: Permanent Keywords: Obvious Duration: Permanent Replace the text of the Charm with the following: The raksha may spend one gossamer to extend any of her limbs out to (Essence x 2) yards for one tick. For every yard the rakshas legs are extended, she adds one yard to her Move and dash rates. All of her attacks permanently gain the Reach tag.
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(p. 216)
(pp. 217-218)
Cost: ; Mins: Heart 4, Sword 6, Essence 6; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Root of the Perfected Lotus Sifting through the shattered fragments of wisdom, the raksha glimpses herself, and is enlightened. This Charm allows the character to learn Celestial-level martial arts, acquiring new Martial Arts Charms at the same experience point cost paid by Dragon-Blooded.
Shaping Stances
(p. 218)
Ignore all references to restrictions on channeled Virtues and increased activation prices on Charms for certain types of behavior. Sidereal Exalted who meet the appropriate Grace prerequisites may learn the following Charms for eight experience points each, or 10 if Martial Arts is not a Caste or Favored Ability. Stance-type Charms which also have the Form-type Keyword are considered Martial Arts Form-type Charms for the purpose of effects which makes such distinctions.
Surpassing Excellence
(p. 217)
Cost: Keywords: Mutation (1), Native Raksha who learn this Charm become permanently incapable of passing back through the Gateway of Sundraprisha and becoming unshaped once again.
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Cost: 1m; Type: Simple (Speed 3, DV -1) Keywords: Echo Duration: One scene The raksha enjoys the described benefit of the Charms Innate Power for one scene.
Cost: 6m, 1wp, 1g; Type: Simple Keywords: Echo, Shaping Duration: One story The raksha releases figments of diplomatic techniques into the air in order to protest an ongoing contest. This Charm targets a pair of social or military units the raksha has meaningfully interacted with during the current story (at the Storytellers discretion). The rakshas player rolls (Manipulation + Socialize) against the (Dodge MDV + groups Magnitude) of the leader of each of the organizations. If successful, calamity visits both camps whenever they attempt to interact with one another, imposing an external penalty equal to the rakshas Ring on all actions either unit takes when dealing with members of the other group, whether acting as a group or as individuals. If either leaders Dodge MDV defeats the Charms activation roll, it has no effect. Members of a targeted organization who wear cold iron against their skin or use appropriate shaping defenses may ignore the penalties leveled by this Charm.
(p. 220)
Nature-Eliminating Knife
(p. 220)
Graces destroyed by this Charm may be replaced with new Graces through any of the standard Grace-forging Charms. Doing so does not remove the benefit bestowed on All-Consuming God-Monster Stance by the destruction of a Grace.
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(p. 222)
Keywords: Combo-OK, Compulsion, Echo Duration: Instant This Charm is identical to its Dreaming counterpart, save that it may supplement a physical or social attack rather than a shaping attack.
Cost: 5m; Type: Reflexive Keywords: Combo-OK, Echo, Mutation (4), Shaping Duration: One scene The rakshas works revise the world, rendering the pounding march of armies into simply another opportunity to expand the ranks of her diplomatic staff. Whenever the raksha slays a Creation-born while this Charm is active, one of the wee folk immediately springs up from her victims spilled blood, capable of survival in Creation as though summoned through an Evocation and ready and willing to serve its creator (see Graceful Wicked Masques, pp. 143-145). Slain extras produce manikins, slain heroes produce poppets, and slain Essence-users produce homunculi.
Keywords: Echo, Form-type, Stance-type Duration: One scene The raksha infuses her body with the Essence of the dweller in the between, the laughing monster that twists oaths and intentions against their holders. This Charm functions as its Dreaming counterpart, save that the raksha may spend one gossamer and one willpower to redirect physical attacks she has successfully defended against with her DVs.
Cost: 2m per target, 1g Keywords: Combo-OK, Echo, Shaping With the arts of distraction and omen, the laughing monster slows the enemys advance. This Charm may only be used at the beginning of a battle; the raksha spends two motes per target to be affected, and then rolls Charisma + Occult. Each opponent whose Join Battle roll produces fewer successes than the result of this roll is rendered unable target her with an attack until their DV has refreshed three times. This restriction is a Shaping effect. Individuals who are wearing cold iron against their skin are not valid targets for this Charm.
Cost: 4m, 1g; Type: Simple Keywords: Echo, Glamour (3), Illusion, Shaping The raksha surreptitiously releases a shroud of glamour into the air around her, exploiting simmering conflicts for future diplomatic advantage. This Charm inflicts an unnatural Illusion on any pairs of characters within (Essence x 20) yards of the raksha who have mutual negative Intimacies toward one another, causing them to believe the object of their Intimacy has just uttered a deadly insult toward them. Some raksha use this Charm to map unfamiliar social environments in which they find themselves; others find it an amusing way to pass a slow afternoon. Oneiromantic benefit: Incorporated into an outward-facing glamour, this Charm twists the perceptions of all characters within its range of effect.
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Cost: ; Type: Permanent Keywords: Echo, Glamour (1), Mutation (2) Duration: Permanent The Diplomats work is subtle, and her opponents do not see her intention until it is too late. Learning this Charm protects the raksha by occluding her motive, causing all attempts to read her motivation (see Exalted, p. 131) to automatically fail unless enhanced by Charms. With Essence 4+, the raksha becomes automatically aware whenever someone fails to read her motivation, and may cause the attempt to reveal whatever motive she desires as an Illusion effect. It costs one point of Willpower for the observer to see through this unnatural mental influence and realize that he has no true idea what the raksha is after. Oneiromantic benefit: This Charm may only be incorporated into inward-facing dreams.
Cost: 5m, 1g Keywords: Combo-OK, Echo, Obvious, Shaping Duration: Five actions The raksha twists alliance into suffering through the arts of the Staff. Selecting two characters as this Charms targets, the raksha charges the space between them with the killing power of Nirvikalpa. So long as the two characters remain within (rakshas Essence x 5) yards of one another, each takes one level of automatic, unsoakable lethal damage on each action tick as a Shaping effect. This Charm cannot target a character wearing cold iron against his skin.
Cost: 10m, 2g; Type: Simple Keywords: Echo, Obvious Duration: Instant Having finished his tale, the raksha flashes a devilish smile and leaps into the air, before the astonished eyes of his foes. This Charm may only be activated inside of a building; it deposits the raksha outside of the structure, just beyond the closest exit. Note that this Charm will never kill or injure the raksha for using itif the nearest exit is an open window on the seventh floor of a tower, she will appear outside of the front door on the bottom floor. If she is inside of a castle surrounded by a moat full of sharpened stakes and all of the drawbridges are up, she will appear just on the other side of the moat. The Charm does not account for any guards or other angry men with swords she might suddenly appear in front of; having liberated her, the narrative of the Laughing Monster leaves the rest of the rakshas escape up to her own cleverness. This Charm may not be activated if the raksha is bound in chains of cold iron or held captive behind bars of that substance.
Cost: 8m, 1wp; Type: Supplemental Keywords: Combo-OK, Echo, Illusion Duration: Instant The relationships of the raksha are as oaths scribed on fragile staves. Breaking them is childs play for an experienced Diplomat of the Fair Folk. This Charm supplements a Presencebased social attack intended to undermine one of the targets Intimacies. If successful, the raksha may instantly invert a positive Intimacy into a negative Intimacy with a connotation of her choice, or vice-versa. This unnatural mental influence costs three Willpower to resist.
Cost: 3m Keywords: Combo-OK, Echo, Mutation (2) Duration: Indefinite Desire is the strongest forbidden fruit, and Entertainers therefore the most elusive of the Fair Folk. This Charm adds the rakshas Cup in automatic successes to all rolls to escape confinement of any sort, from clinches to imprisonment.
Art of Corrosion
(p. 224)
Cost: 5m, 1wp, 1g Keywords: Shaping This Charm may affect an Essence-user no more than once per scene.
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Keywords: Echo, Form-type, Stance-type, Shaping Duration: One scene The raksha becomes a living symbol of the corruption of self. She names a single opponent, who must be within (Cup x 20) yards, and inflicts an internal penalty equal to her Essence on all attacks that opponent directs at her for the duration of the Charm, and also increases to two the Willpower cost to channel Virtues for any purpose. Wearing cold iron against the skin nullifies the effects of this Charm.
Cost: ; Type: Permanent Keywords: Echo Duration: Permanent Once a character has fallen into the rakshas tangled web, they may never truly be free again. The rakshas social attacks ignore two points of the MDVs of any target she has ever fed from using a Feeding Charm that permanently removes traits, such as Ravishing the Created Form or Soul-Consuming Hunger.
Cost: 2m Keywords: Combo-OK, Echo, Shaping Duration: Instant Feinting threats to the crude matter of her targets body, the raksha cleverly attacks those things which make the targets life worth living. This Charm may supplement a physical attack. If the attack successfully strikes the target, it does no damage, instead inflicting all rolled damage to another character within (Cup x 10) yards for whom the target has a positive Intimacy. This Charm may not be used to conduct damage from mortals onto Essence-users, or onto characters of higher-Essence than the Charms target, nor will it conduct through or into characters with cold iron touching their skin, or who are using appropriate Shaping defenses.
Cost: 1m Keywords: Combo-OK, Echo The raksha threads her words with the Essence of Dharma, corroding the virtues of those to whom she speaks. The target of a social attack supplemented by this Charm treats all his Virtues as 1 for the purpose of calculating his MDV, and needs not roll dice or spend Willpower to resist following a suggestion that would normally violate a Virtue he has rated at 3+.
Cost: 4m; Type: Supplemental Keywords: Combo-OK, Echo, Poison Duration: Instant The raksha distills her practices and presence into a potent spiritual poison, and delivers it with a sharp rebuke or stinging blow. This Charm may supplement any Presence-based social attack or any physical attack. If successful, the target is rendered incapable of making flurries larger than his Temperance for the rest of the scene. This Poison effect is nullified if the target touches cold iron.
Cost: ; Type: Permanent Keywords: Echo Duration: Permanent To invite the prince of chaos into ones heart is to invite ruin. The raksha adds one automatic success to all physical and social attacks directed at any character that harbors a positive Intimacy toward her.
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Cost: ; Type: Permanent Keywords: Echo Duration: Permanent The raksha stands triumphant over a ruined world, secure in the knowledge that she has desecrated everything she has touched. She treats any character harboring a positive Intimacy toward her as a character she has previously fed on using a Feeding Charm that permanently removes traits, such as Ravishing the Created Form or Soul-Consuming Hunger.
Type: Simple Keywords: Echo, Form-type, Obvious, Stance-type Duration: One scene The rakshas jaws gape wide across the sky in the form of a crimson banner that is visible for miles, ready to devour the world. While fighting beneath his own banner, the raksha adds one to the Accuracy, Damage, Defense and Rate of all nonshaping weapons he wields, including natural weapons (with the exception of his clinches remaining Rate 1).
Type: Reflexive Keywords: Combo-OK, Echo Duration: One story The World-Devouring Warlord must establish a proper crusade for himself. The raksha selects an existing Intimacy toward some great goal, dream, or accomplishment upon activating this Charm. She adds one success to all attempts to realize her dream or achieve her goal, but loses one extra mote per day when in Creation so long as the Charm remains in effect.
Cost: 1m; Type: Reflexive (Step 1) Keywords: Combo-OK, Echo, Emotion Duration: Instant The World-Devouring Warlord cannot go to war without a proper nemesis, and so it is imperative that he begin his march by producing a suitable foe. This Charm may supplement any social or physical attack. If successful, the attack causes the target to immediately gain in Intimacy of enmity toward the raksha. This unnatural Emotion effect may be resisted for two points of Willpower.
Cost: 3m, 1g; Type: Reflexive Keywords: Combo-OK, Echo, Obvious, Shaping, War Duration: One scene Prerequisite Charms: World-Devouring Warlord Stance The raksha can weave phantasmal ranks of additional troops from glamour to make his forces look bigger, more impressive, and, as a result, more confident. This Charm adds one to the Morale of a complementary mass combat unit in which the raksha is a special character or leader. It also inflicts a -1 external penalty on Morale rolls for opposing forces to resist rout or hesitation as a Shaping effect. A mass combat unit may only benefit from one use of this Charm; the World-Devouring Warlord does not share his glory.
Cost: 3m, 1g; Type: Reflexive Keywords: Combo-OK, Echo, Obvious, War Duration: One scene The raksha conjures forth glamours of terrifying magical creatures to harry opposing forces. This Charm adds one to the Might of a complementary mass combat unit in which the raksha is a special character or leader; multiple activations by separate characters will not stack.
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(p. 228)
Cost: 3m, 1g; Type: Reflexive Keywords: Combo-OK, Echo, Obvious, War Duration: One scene The beating of the rakshas Heart resounds through the ranks of his forces like terrible thunder, reminding those under his command that fates worse than death await those who disappoint the World-Devouring Warlord. This Charm adds one to the Drill of a complementary mass combat unit in which the raksha is a special character or leader; multiple activations by separate characters will not stack.
Cost: 5m, 1g Keywords: Echo, Obvious, Shaping, War Duration: Instant The raksha performs the Dance of the World-Devouring Warlord as he leads the charge, a sinuous physical narrative that instills the certainty of defeat in the hearts of the his enemies. This Charm maybe used to supplement an attack directed at a complementary mass combat unit when the raksha leads a complementary mass combat unit of his own. If successful, the attack forces the targeted unit to check for rout.
Cost: 3m, 1g; Type: Reflexive Keywords: Combo-OK, Echo, Obvious, Shaping, War Duration: One scene The raksha englamours the terrain of the battlefield, turning it against Creation-born armies. Used when the raksha leads or is a special character in a complementary mass combat unit, this Charm causes all hostile units within (Sword) miles to treat open terrain as difficult terrain and difficult terrain as extreme terrain, with all the movement penalties such terrain inflicts (see Exalted, p. 163). With Essence 4+ the Charm transforms open terrain into extreme terrain. The rakshas unit and those of his allies never suffer any penalties from this Charm.
Caste or Favored current rating x 2 Ability Other Ability Major Grace Minor Grace current rating x 3 current rating x 3 current rating x 6
Heart Grace to 4 20 Available only at 200+ experience. New Trait Charm Specialty (commoner) Specialty (noble) Cost 6 2 5
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CHAPTER TEN
Because of the rather unique situation of Dreams of the First Age, it could be confusing trying to figure out what exactly a page reference is referencing. To be as clear as is possible, page references in black point to sources in the originally published book, while references in red point to the pages of the PDF. References to the PDF are available only when that element of the PDF has received errata.
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Breeding Background
(pp. 34-35)
Replace the description of the Background with: Among Dragon-Blooded Gentes, Breeding represents the purity of an Exalts bloodline and how strongly the power of the Elemental Dragons flows through it. Breeding confers two benefits. First, as a Dragon-Bloods Breeding increases, so does his ability to harmonize Essence. Accordingly, each dot of Breeding grants him extra motes of Essence to add to his Personal and Peripheral Essence pools. Second (and more important for the more status-conscious Dragon-Blooded), the higher a Terrestrial Exalts Breeding is, the more likely it is that his children will Exalt as well. Although the Deliberative has made it legal for Dragon-Blooded to mate with non-Exalts, most DragonBlooded families continue to carefully arrange their intermarriages to make sure that their ancestral power is preserved.
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Legendary Breeding
(p. 35)
Replace the text of this section with the following: You are one of the tiny handful of Terrestrials whose blood is completely unsullied. None of your ancestors ever saw fit to dally with mortals, demons, petty gods, or any other beings beyond the mandate of the Elemental Dragons. Your blood is as pure as that of the first generation of Dragon-Blooded, and were you to have children with another character possessing Legendary Breeding, their Terrestrial Exaltation would be guaranteed. You add +6 motes to your Personal Essence pool, +11 motes to your Peripheral Essence pool, and reduce the cost of activating your anima banner by three. Unfortunately, your anima markings are so clearly apparent that the difficulty of any attempt to pass as a mortal increases by two. Unlike other Legendary Backgrounds, Legendary Breeding may be taken before Essence 5, and may be taken by Dragon-Bloodedbut only with Storyteller approval.
Sifu
(p. 44)
A Lunars beginning Sifu rating cannot exceed 3, and a Dragon-Bloods cannot exceed 2the Five-Score Fellowship does not allocate its greatest masters to students who cannot wield their ultimate techniques. Replace the first three dots of this Background with the following: Your sifu knows one supernatural martial art style and has partially mastered one Sidereal style. Your sifu knows two supernatural martial arts styles and one Sidereal style. This is the maximum Sifu rating for a beginning Dragon-Blood. Your sifu knows three supernatural martial arts styles and two Sidereal styles. This is the maximum Sifu rating for a beginning Lunar Exalt. The First Age relationship between the Chosen of Sun and Stars is an odd one. On the one hand, the Solar Exalted are the undisputed lords of Creation, rulers of all things within the span of the five Poles, and first among the Exalted. On the other hand, there exists a long tradition of Solars studying beneath Sidereal sifusfor the Chosen of the Maidens were created in large part to advise, assist, and train the Solar Exalted. This extends to study of the martial arts. The two Chosen have not yet become alienated from one another as they will be in the Age of Sorrows, and Sidereals have never had reason to withhold the secrets of their ultimate martial arts from their allies and leaders. They have, however, had reason to carefully ration out those secrets. Long trial and error has taught the Seers of Heaven that the Solars become sullen and unresponsive at bestjealous and mistrustful at worstwhen denied access to Sidereal Martial Arts. The Viziers cannot advise resentful heroes who will not listen to them! However, the Sidereals also have no interest in becoming the absolute vassals of the Lawgivers, dispensing lessons like an automaton whenever a Solar snaps his fingersso they are very particular about the sifu-student relationship inherent to martial arts training. A Solar may be worshiped by a million mortals, eat the viands of the gods on plates of red jade, and command an army capable of conquering the new worlds he rips from the depths of the Wyldbut upon entering the dojo he addresses his sifu with respect, accepts the masters curriculum with humility, and, if wise, considers the words of the lesser Exalt carefully. At the dawn of the First Age the Sidereals were granted the individual right to choose which Solar students to teach and which not to, and they have never relinquished that discretionary power. The Solars, for their part, have not sought to remove this authority from the hands of the Siderealsbut to the Fivescore Fellowships dismay, an increasing number of Lawgivers have begun to decide that they simply have no need of the advice or martial knowledge of the Viziers.
Legendary Manse
(p. 39)
Replace the first paragraph with the following: There has only been one officially sanctioned manse in history built with a rating in excess of 5, the Sword of Creation. All attempts to create another such super-Manse have bogged down in territory disputes (the geomantic web required for such a project would span a significant portion of a Direction, passing through the territories of numerous Lawgivers) or been met with stiff political opposition within the Solar Deliberative. While members of the Twilight Caste are eager to press the outer boundaries of geomancy, their neighbors have no wish to see a second Sword of Creation, or anything remotely like it, in the hands of a single Solar. As such, any Legendary Manses in existence channel their power to more subtle uses than the Sword, or are quite well-hidden, or are dubious in their qualification for the title, being merely 5-dot manses of unusual power. Characters may not begin play with possession of a Legendary Manse. An Exalt who has the six-dot level of this Background simply has access to an extraordinary number of manses, many of which have been specially designed to produce certain effects. The character holds two level-5 hearthstones and additional lesser stones totaling 20 levels (including the two large stones).
Mentor
Replace the second through fifth dots with the following: Your mentor is an Established Lunar or a major terrestrial god (Essence 3+). Your mentor is an Established Solar or Sidereal, an Influential Lunar, a Legendary Dragon-Blood, a minor spirit of Yu-Shan or possibly a Second Circle demon. Your mentor is an Influential Solar or Sidereal, a Legendary Lunar, a Celestial censor, or a prominent god in the Yu-Shan bureaucracy. Your mentor is a Legendary Solar or Sidereal, a divisional head or possibly even a bureau head in YuShan, a god of Essence 6+ who serves as an emissary to one of the Incarnae or (if you have the nerve) a Third Circle demon.
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Solar Charms
General Charms
Ultimate Mastery of (Specialty)
(p. 55)
Replace this Charm in its entirety with the following:
not reduce the requirements of any Charm with minimums of (Ability) 10 or Essence 10. Charms retain their original ratings for all other purposes, such as building Combos. Upon achieving (Ability) 10, Essence 10, this Charm vanishes and the Solar is refunded its cost. New Abyssal Charm: Apocalyptic Evolution of (Ability) (Prerequisites: None). This Charm is identical to its Solar counterpart in all regards.
Cost: ; Mins: (Ability) 5, Essence 5; Type: Permanent Keywords: Native, Mirror (Apocalyptic Evolution of [Ability]) Duration: Permanent Prerequisite Charms: None All limitations in existence shrink in the face of Solar determination. That which is impossible becomes merely difficult; that which is indestructible crumbles; that which cannot be slain lies dead upon the earth. When a Solar crashes against the boundaries of her own power, that limit also falters. All Charms within the Ability corresponding to this Charm reduce their minimum Ability and Essence ratings by one when the character attempts to learn them. All subsidiary powers contained within such Charms (such as the Archery 6+ damage upgrade of Lambent Bolt of Annihilation) also lower their requisite Ability and Essence ratings by one. For example, if a character learned Divine Transcendence of Linguistics, the Charm Beautiful Essence-Born Rune would drop from minimums of Linguistics 6, Essence 6 to Linguistics 5, Essence 5. Under Divine Transcendence of Melee, all of the repurchase opportunities of Golden Destruction Cut would become available one dot earlier. Divine Transcendence of (Ability) can-
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Archery
Lambent Bolt of Annihilation
Cost: 5m Keywords: Combo-OK, Mirror (Howling Shadows of the Void), Obvious Prerequisite Charms: Essence Arrow Attack Replace the text of this Charm with the following: The Lawgivers arrow detonates in a searing flare as it hits. If an attack enhanced by this Charm successfully strikes its target, then the target is surrounded by a one-time environmental damage effect with a radius of (Essence x 5) yards, Damage (Essence)L and Trauma (Essence). This damage is doubled against structures. If the Solar is caught within the radius of this effect, she is immune to it. At Essence 5+, if the Solar has Compassion 3+, the explosion produced by this Charm will not harm any characters she does not wish it to. At Archery 6+, the environmental fields Damage upgrades to (Essence x 2)L. A second purchase of this Charm, at Archery 7+, Essence 7+ permits the Lawgiver to activate Lambent Bolt of Annihilation for 10m, expanding its radius to (Essence x 50) yards. This benefit upgrades to (Essence x 100) yards at Archery 8+, Essence 8+. New Abyssal Charm: Howling Shadows of the Void (Prerequisites: Splinter of the Void). This Charm is identical to its Solar counterpart save that the Abyssal may not spare allies with her Compassion. Instead, at Essence 5+, the Charm does not destroy any undead the Abyssal has personally animated.
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the target is under an open skybe he in Malfeas, the Underworld, the Wyld, Yu-Shan or anywhere else. The archer need not know where her enemy is, but she may attack a given distant target thus only once until she sees him again. This Charm acts as a permanent upgrade to Accuracy Without Distance whose benefits cost +9m, 1wp to activate. It explicitly cant be used at night or indoors, and wont hit indoor targets. It works in Yu-Shan only when the Unconquered Sun is ahead in the Games of Divinity and his image is projected across the sky. A second purchase, at Archery 9+, Essence 9+, permits the Charm to attack a target up to five times before the Solar sees him again. A third and final purchase, at Archery 10, Essence 10, permits the Lawgiver to use this Charm whenever she stands in sunlight, and to target her enemies so long as they are exposed to any degree of light; thus are the enemies of the greatest of the Chosen forced to dwell in absolute darkness forever. This final mode of attack may only be used once until the Lawgiver sees her target again. New Abyssal Charm: Caught in Oblivions Eye (Prerequisites: Flawless Archer Discipline). This Charm is similar to its Solar counterpart, save that the archer and his target must both be under the open sky at night. The Essence 10 version of Caught in Oblivions Eye permits the Abyssal to strike his target so long as both characters stand in darkness illuminated by light no brighter than that of a moonless night.
Martial Arts
Solar Hero Supremacy
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Cost: ; Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: Mirror (Agony of the Black Messiah), Stackable Duration: Permanent Prerequisite Charms: Fists of Iron Technique Replace the text of this Charm with the following: The Chosen of the Most High need no esoteric lessons to rock the world back on its heelstheir strength and prowess are weapons enough. The Solars unarmed attacks automatically stun opponents they strike and roll damage against (see Exalted, p. 153). This stunning effect is cumulativeif a Solar made a three-attack flurry and struck his opponent with all three attacks, his target would suffer a -6 internal penalty until the Solars next action. New Abyssal Charm: Agony of the Black Messiah (Prerequisites: Ravaging Blow). This Charm causes each hit to produce a stackable -2 wound penalty that lingers until the Abyssals DV refreshes, but is otherwise identical to its Solar counterpart.
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bonus points) allocated to such a style provides two Charms instead. As a final benefit, the character no longer needs to pay a surcharge when using elementally aspected Terrestrial Martial Arts styles. Should a character who already knows Terrestrial Martial Arts learn this Charm, the experience cost of those Charms is retroactively lowered and the character is refunded the difference. This is a stand-alone Celestial Martial Arts Charm, which may only be learned by Celestial Exalted and akuma. NonSolar Exalted know the Charm by different names; Abyssals call it Blood-Soaked Lotus Roots, while the Green Sun Princes know it as Roots of the Brass Lotus and Sidereals have dubbed it Perfected Lotus Mastery. Lunar Exalted know the Charm as Terrestrial Bloodline Integration. Alchemical Exalted achieve an identical effect through the use of a Perfected Lotus Matrix submodule called Lotus Filament Conduction (Essence 2; 6xp).
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Charms running from Essence 1 to 5 are detailed on page 184 of Exalted. Charms having Essence minimums from 1 to 5 encompass the complete array of effects for which the Solars were given purpose. Having conquered chaos and ascended to rulership of Creation, Solars expand to represent a purpose for which there was no design. Charms beyond the Essence minimum of 5 suggest a force for which there is no peer, and a measure for which there is no call. In short, these effects equip the Solars with a new array of effects of such magnitude and scope that there could be no known reason. Beyond this point, Solars transcend humanity, expand their notice beyond the core of existence, bargain with incomprehensible forces, and build new worldsif only to have more to conquer. Charms with an Essence minimum of 6 leave behind worldly miraclesthe Exalt now engages in the work of gods. Her power redefines her standing among the Exalted, and it is on the back of these wonders that an Age may be built. Charms with an Essence minimum of 7 depict the authorial primacy of one who knows no value she cannot change and no limit she cannot reach. These miracles leave marks on the world that last for untold generations, each application a legend unto itself. The holy might contained by these Charms evoke such awe and terror that the Celestial Exalted look upon them with shocked remove. Charms with an Essence minimum of 8 touch the very foundation of the universe. The Solar lays hands upon the forces of the very cosmos, and they recognize in her Essence a peer. Charms with an Essence minimum of 9 affect all the heavenly glory of the sun unbound. Solar power expands almost beyond the capacity of the world to contain it. What is the possible purpose of such great and terrible power? Charms with an Essence minimum of 10 denote powers beyond those which forged the universe. Not even the Primordials fully understand Essence 10; at this level of effect, the intellects which defined existence find themselves in the position of discovery. What challenges even the Primordials, a Solar may come naturally to grasp and engender: power beyond all reason.
Cost: 1m, 1wp; Mins: Martial Arts 7, Essence 7; Type: Reflexive (Step 10) Keywords: Combo-OK, Crippling, Obvious Duration: Instant Prerequisite Charms: Solar Hero Supremacy Having already prepared his opponent for her grand defeat, the Solar brings a battle to a thunderous conclusion. This Charm constitutes a monstrous blow which raises a massive cloud of dust and debris on impact, knocking the opponent senseless. The target is rendered Inactive for a number of ticks equal to the post-soak damage dice of the attack (rounded up). Wicked Dissolve Dust may only be activated if the target suffers a stunning penalty (such as from Solar Hero Supremacy) higher than their Stamina rating.
Melee
Golden Destruction Cut
(pp. 56-57)
Cost: ; Type: Permanent Keywords: None Duration: Permanent Replace the text of this Charm with the following: This Charm acts as a permanent upgrade to its prerequisite, allowing the Solars player to count extra successes on the attack roll three times rather than twice for the purpose of determining raw damage. A second purchase, at Melee 6+, allows extra successes to be counted four times rather than three, while a third purchase at Melee 8+ allows extra successes to be counted five times. A fourth and final purchase at Melee 9+ causes each extra success to be counted ten times for the purpose of determining raw damage.
Cost: (+4m); Mins: Melee 6, Essence 6; Type: Permanent Keywords: Obvious, War Duration: Permanent Prerequisite Charms: Protection of Celestial Bliss The Solar Exalted embody a limitless destructive power which is second to none. Using this Charm, the character may tap into that power, focusing it into a large-scale defense capable of striking down and turning aside all oncoming forces with an even greater force of her own. Defending herself is not good enough; even if a star should fall, the Exalt may use Guarding Star Tactics to deflect it away from all that she wishes
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to protect by an unrivaled display of power. This Charm serves as a permanent upgrade to Heavenly Guardian Defense, allowing it to be activated with a four mote surcharge to serve as a perfect parry against any area-of-effect attack, environmental damage effect, or ranged attack from a complementary unita parry which destroys or turns aside the offending attack. Players should feel free to invent suitably dramatic stunts to express the way in which attacks are defeated. Attacks may be divided into two categories: transitory and sustained. Transitory: Transitory attacks are attacks composed of non-imperishable physical matter, energy, or non-permanent environmental hazards. Defending against a transitory attack destroys that effect utterly at the point where it intersects the Lawgivers weapon, preventing it from harming anything behind the Solar, or any complementary unit he is a special character in. For example: The Exalt unleashes an arc of solar flame from his blade, burning away an arrow volley as it descends toward his army. Crackling waves of golden lightning erupt from the Solars daiklave, shattering a swarm of obsidian butterflies in midair. The Solars weapon strikes an incoming tidal wave, sending a sheet of Essence boiling across it surface and evaporating it before it can smash into Chiaroscuro. The Lawgivers sword dissolves the leading edge of a Total Annihilation shockwave, unraveling the spell in moments. The Solar plunges his weapon into the ground, stilling an earthquake with a pulse of Essence. Sustained: Sustained attacks include attacks made of the five magical materials, attacks which are part of the body of a living being, permanent environmental hazards, and environmental hazards or attacks which the Storyteller deems unsuitable to arbitrary destruction. Attacks made with imperishable materials (such as a rain of jade arrows) are simply scattered and deflected without harm. Attacks made by permanent environmental hazards (such as the Pole of Fire) are stilled within (Essence) miles for (Essence) actions. Attacks made by living environmental hazards (such as the winds of Adorjan or a Lunar using a swarm Knack) are prevented from moving to intersect or bypass the position of Solar or any complementary unit he is a member of until their DV has refreshed. Attacks unsuitable for arbitrary destruction are generally one-of-a-kind storyline events, and are deflected or otherwise handled according to the Storytellers discretion. Potential examples of resolution of such attacks: Golden lightning leaps from the Solars blade to catch Mount Metagalapa before it can fall on her army, then shifts the mountain so that it is deposited safely on the ground several miles away. A shockwave erupts from the Solars blade, knocking the flying manse away without harm moments before it would have crashed into Tzatli. A pillar of sunfire rises from the Lawgivers blade, preventing two of Malfeass layers from crashing together and sending them slowly drifting apart. A slash releases a cyclone which ironically carries Adorjan away.
The Solar whirls into a devastating attack, felling all who would stand against her with a storm of slashes. The character makes a standard Melee attack and applies it against all enemies within (Melee x 100) yards. Allies are immune to this onslaught; the waves of lethal radiance dance deftly past them. This attack is also applied against any enemy who moves into the effect radius during the Charms duration, and applied again once per tick against any enemy attempting to move toward the Lawgiver. The attack produced by this Charm deals aggravated damage to creatures of darkness. If used over consecutive actions, the Charm loses its Willpower cost after the first use, and cumulatively lowers its mote cost by two on each subsequent activation, to a minimum cost of 5m. The range of its area of destruction doubles with each consecutive activation. The Charm cannot spread to encompass more than the Solars (Essence x 3) miles. Directed against a complementary unit in mass combat, this Charm renders the attack unblockable and undodgeable, and multiplies its final damage in Step 10 by the Lawgivers Essence. New Abyssal Charm: Symphony of the Flayed Legion (Prerequisites: Ebon Lightning Prana). Gathering shadows about his weapon, the Abyssal casts shrieking waves of razoredged darkness across the battlefield. This Charm is identical to its Solar counterpart, save that it lacks a Holy effect; instead, mortals slain by this Charm automatically rise one day later as uncontrolled zombies, full of risen hunger for the flesh of the living. This effect fails automatically in the face of any magic designed to prevent a corpses reanimation.
Thrown
Torrent of Inner Light
Cost: ; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: Falling Icicle Strike, Spirit Weapons, Triple-Distance Attack Technique Replace the text of this Charm with the following: The Solar is a living weapon, every mote of his Essence a microcosm of the perfect assassin. The character gains the following permanent benefits: Triple Distance Attack Technique: The Charm extends the range of thrown weapons by a factor of ten rather than three. At Thrown 6+, Essence 6+ this Charm changes a weap ons range value from yards to miles. Spirit Weapons: This Charms Cost becomes zero motes. Additionally, all unexpected Thrown attacks ignore the targets Hardness.
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make a normal Larceny roll, or hurl her daiklave at an opponent to make a standard Melee attack. Acuity of the Far-Flung Hand does not help the character retrieve tossed items. Penalties that would apply to a Thrown roll (such as as those due to wind or poor visibility) apply to the roll for the action taken.
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blows ignore half the targets soak and raise the minimum damage of successful attacks by two. The Solar also ignores any Magnitude advantages enjoyed by opponents who are considered to be solo mass combat units due to their vast size, such as Juggernaut. Finally, if facing landscape-scale opponents (such as Mount Mostath or Mother Bog), the Solar may always use that opponents own bulk as a point of concealment permitting her to attempt to re-establish surprise. At War 6+, Essence 6+, while this Charm is active the Solar lowers by one mote (to a minimum of one mote) the cost of all Charms which create undodgeable attacks or cause attacks to be undodgeable, so long as those attacks are directed solely at warstrider-sized or larger opponents. New Abyssal Charm: Filling the Elephants Graveyard (Prerequisites: Morale-Shattering Method). This Charm is identical to its Solar counterpart.
War
Forging the Suns Legions Practice
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Replace this Charm in its entirety with the following:
Cost: 7m; Mins: War 5, Essence 5; Type: Reflexive Keywords: Combo-OK, Mirror (Filling the Elephants Graveyard), War Duration: One scene Prerequisite Charms: Mob-Dispersing Rebuke It is the lot of Solars to stand before the titans and their creations, and to be unafraidthey were made to kill giants. The Solar sets herself into a battle rhythm which causes larger opponents to expose their weak points and get in their own way as they attempt to destroy her; their strength becomes her own. Any warstrider-sized or larger opponent suffers a -3 external penalty on all attempts to strike the Lawgiver, while her own
Cost: 8m, 1wp; Mins: War 6, Essence 6; Type: Reflexive Keywords: Combo-OK, War Duration: One scene Prerequisite Charms: Behemoth-Slaying Attitude In the Era of Dreams, Solars of the Dawn Caste are as legends outside of time, relics of a Primordial War long ended, known for their ability to stand alone against armies. The Lawgivers insuperable tactics wreak havoc upon enemy formations, turning their numbers into a liability and lessening the effectiveness of their attacks. This Charm may be activated when the Solar fights as a solo unit. All attacks against her by complementary units suffer an external penalty equal to (the total aggregate Magnitude of opponents facing her on the battlefield) (units Might). For example, if the Solar faced a force of 10,000 erymanthoi, split into 10 Magnitude 6 units, this would count as Magnitude 9 opposition, not magnitude 60. Since a unit of erymanthoi enjoys Might 3, each units attacks upon the Solar would suffer a -6 external penalty. Were the units composed of mortal soldiers with mundane weapons, the penalty would instead be -9 (reflecting their Might 0). The Solar also ignores any formation benefits such a unit may enjoy.
Cost: 5m, 1wp; Mins: War 5, Essence 4; Type: Reflexive Keywords: Combo-OK, Counterattack Duration: One scene Prerequisite Charms: Fury Inciting Presence Some Solars learn to avoid conflict. Those of the Dawn Caste learn to revel in it. One With Strife Method enhances the Lawgivers capacity for violence, allowing him to use any of his combat abilities to make one free counterattack per action against each opponent that attacks him during that action.
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Cost: 10m, 1wp; Mins: War 8, Essence 8; Type: Reflexive Keywords: Combo-OK, Native Duration: One scene Prerequisite Charms: One With Strife Method Yozis are one of the greatest challenges a Solar will ever face in combat, for they are not one being, but hundreds. Yet none may stand in superiority to the Solar Exalted. Using Yozi-Fighting Principle, the Lawgivers killing instinct expands to encompass foes which are armies unto themselves. By conceptualizing all such combatants as intrinsically linked, the character may extend the actions he takes against one opponent to all of them, enabling him to face impossible odds and engage in legendary battles which form the heart of mythology. While Yozi-Fighting Principle is in effect, any Charm activated against or in response to a networked being is considered to have had its cost pre-paid for use against all other elements of that networked being. This cost discount applies until the Exalts next action tick. For example: A Solar is attacked by Ligier and activates a Combo of Heavenly Guardian Defense and Solar Counterattack, paying normally for this defense and counterattack. One tick later, he is subjected to a two-attack flurry by Ligiers soul, Gervesin. The character may activate Heavenly Guardian Defense and Solar Counterattack for no cost in response to Gervesins first attack, but would need to pay for it against his second. Then, one tick after that, Malfeas himself strikes the Solar with a three attack flurry. The Solar may use Solar Counterattack and Heavenly Guardian Defense twice in response to the titans onslaught for no cost, but would have to pay a third set of activations. Networked beings are considered to be creatures whose sum totality of being is encompassed by multiple bodiesYozis and Primordials are the premiere example, but the Emanations of an unshaped raksha also count. This Charm is effective moving both up and down a Yozis chain of soulsan attack against Gervesin could roll over into a discount against Malfeas as easily as an attack against Malfeas could roll over into a discount against Gervesin. Attacks against Exalted are never discounted, though in the bizarre event that an Exalt somehow began growing subsidiary souls, attacks directed at the Exalt would provide a discount to then target her souls. Exalted akuma form an exception to this rulethey are considered a part of the Yozi they have sold themselves to, and may be fully treated as such by this Charm.
lars actions must involve: ruling over or protecting those less powerful than herself; administrating territory or resources she owns; educating others; spreading either the worship of the Unconquered Sun or herself; or combating creatures of darkness. Successful stunts that are upgraded from two to three points by this Charm are not elligible to draw a point of experience as a reward. Natural three point stunts, rather than being upgraded, add automatic successes rather than dice. If a stunt has already been upgraded due to resonance with the Solars Motivation, Lions Roar Recovery provides no benefit. New Abyssal Charm: Underworld Executioner Stance. (Prerequisite: Faithful Killers Reprieve.) This Charm works like its Solar counterpart, except that rather than acting as a god-king, the Abyssal must play out her part as a world-killing weapon. Stunts are upgraded only when the Abyssal seeks to slay either the living or the dead, inflict needless cruelty upon another (mentally, emotionally or physically), inspire fear, or ruin Creation (salting fields, burning homes, poisoning rivers, orchestrating massacres to expand shadowlands, and so forth). Additionally, embracing this Charm raises the Abyssals value in the eyes of the Neverborn above all other servants of Oblivion; hope is kindled in their dead hearts that the Abyssal may finally be the one to end even the Underworld, setting them free. As a result, the Exalt no longer accumulates Resonance for fighting spectres, Nephwracks, Deathlords or any other other creatures of death. This Charm cannot be learned by the Deathlords.
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Integrity
Lions Roar Recovery
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Cost: ; Type: Permanent Keywords: Mirror (Underworld Executioner Stance), Native Duration: Permanent Replace the text of this Charm with the following: Reality itself bows to the prowess of the Solar Exalted when they act in accordance with the power infusing their Exaltation. All of the Solars stunts are upgraded by one category (to a maximum of being three-point stunts) when the Lawgivers actions reinforce her role as a god-king. Specifically, the So-
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it is now. This beast is cleansed most of its previous memories, all Intimacies, and any Essence-based powers it may have possessed. It is reborn with a new, unalterable Motivation: To loyally serve the Lawgiver who created it. Thus do those who would dare tamper with the minds of the Suns champions pay for their temerity.
Zeal
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Replace this Charm in its entirety with the following:
fully influences a target with a social attack, that target acquires a positive Intimacy toward her, with an emotional context of the targets players choosing, so long as the target does not choose to reject the social attack by paying Willpower or invoking an appropriate Charm. If the target already has an existing positive Intimacy toward the Solar, then he instead suffers an Illusion effect which causes him to regard the Lawgiver as having twice her true Appearance rating. This unnatural mental influence persists so long as the positive Intimacy does, but may be ignored for one scene by paying a point of Willpower, or broken altogether by paying five points of Willpower at once.
Cost: ; Mins: Integrity 6, Essence 6; Type: Permanent Keywords: Holy, Native Duration: Permanent Prerequisite Charms: None In eternal night, the Solar Exalted are evidence of a perfect light that once was and shall be again. Should the sun go down forever, the Lawgivers stand as proof of an imperishable hope, surpassing the light from whence they sprang. By learn ing this Charm, the Solar substantiates for himself the foundational principles of Holy by which the universe abides and the Unconquered Sun decides. In the event of the death of the Unconquered Sun, the Solars Holy Charms retain their full capacity against all creatures of darkness. This Charm also permanently lowers the cost to activate all Charms with the Holy Keyword by one mote, to a minimum of zero motes.
Performance
Infatuation-Gathering Idol Methodology
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Keywords: Emotion, Illusion Replace the text of this Charm with the following: The charismatic soul of the Lawgiver bleeds into every song she sings, every word she reads, every act she plays and every step she takes, making her beautiful. Even if shes just singing softly to herself, she inspires adulation. Whenever she success-
Cost: 40m, 2wp; Mins: Performance 8, Essence 8; Type: Simple (Speed 7 long ticks, DV -3) Keywords: Combo-OK, Native, Obvious, Shaping Duration: One performance Prerequisite Charms: Catching the Suns Glance (see next) Creation was given into the hands of the Lawgivers; it is theirs to govern and to judge, forever. Through the power of this Charm, a Solar may exile those who have proven themselves unworthy to exist in the world he rules. The Lawgivers player makes a prayer roll against a difficulty of (5 + Magnitude of group targeted); this works in the same fashion as Catching the Suns Glance, save that the Charm cannot discriminate to target sub-groups within a geographic region; for example, it can only target everyone in Nexus, not all Guildsmen in Nexus. Unlike its prerequisite, the Charm does not render its targets creatures of darkness. If used while the sun is out, the day grows dark as night as the Unconquered Sun turns his face away from what is to come. If used by night, the light of the stars becomes weird and green, casting everything into a febrile haze. Creations Essence sizzles and screams at the culmination of the
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Lawgivers ritual condemnation; the boundaries of the cursed area blacken, char, and erupt into flights of blind doves. A patina of silver sand drips from the stars. These omens persist for one long tick following the successful conclusion of the Lawgivers prayer, which must be uttered within earshot of at least one targeted individual. At the end of that long tick, the entire targeted region and all inhabitants who have not fled or established Shaping defenses are torn from Creation in a surge of crimson Essence. Where the targeted region stood, there is only a plain of black glass holding Ligiers sullen reflection. He speaks a grudging word of ritual thanks for the Solars offering, and then vanishes. The targeted region is deposited somewhere within a random layer of the Demon City, which reflexively reorganizes its geography to make room for the new arrival. The lethal miasma of Malfeas avoids such imported bits of Creation, but this is the only mercy the new deportees are granted; demons are always quite interested in the novelty of a freshly-arrived army encampment or city, and soon come to investigate. The Sidereal Exalted have repeatedly pressed for legislation to outlaw the use of this Charm, or at least require Deliberative-authorized advance warning of its deployment, as it wreaks untold havoc on the Loom of Fate whenever it is used. To date, these efforts have met with little success.
Presence
Mind-Blanking Rebuke
Cost: 5m; Mins: Presence 5, Essence 4; Type: Simple (Speed 6 Long ticks, DV -1) Keywords: Combo-OK, Compulsion, Mirror (Insidious Forbidding Command), Obvious, Social Replace the text of this Charm with the following: The Lawgiver issues a powerful admonition against a target, forbidding him from taking a certain action. The Solars player makes a (Charisma + Presence) social attack against the targets Dodge MDV; if successful, he may forbid the target from performing an act of his choice for the duration of the scene. This ban may be no wider than the scope of a single Ability or Charm, at the Storytellers discretion. Examples of forbidden actions include dodging my attacks, attacking me with your daiklave, picking any locks, or using Seven Shadow Evasion. The Lawgiver cannot prevent the target from resisting Mind-Blanking Rebuke, or forbid any necessary life function (do not breathe is not a valid ban). This unnatural mental influence may be resisted for one action by spending a point of Willpower, and the target becomes immune to the Charms effects for the rest of the scene once he has spent 3 Willpower resisting it. New Abyssal Charm: Insidious Forbidding Command (Prerequisites: Dread Lords Demeanor). This Charm is identical to its Solar counterpart.
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effect of the Charm is to remove her positive Intimacy for the Charms user. A second purchase of this Charm at Presence 7+, Essence 7+ renders mortals incapable of spending Willpower to resist the Charm. New Abyssal Charm: Eternal Overlord of Dread Attitude (Prerequisites: Broken Heart Triumph). This Charm is identical to its Solar counterpart, save that it affects characters who possess an Intimacy of fear toward the Abyssal.
Cost: 10m; Mins: Presence 5, Essence 4; Type: Simple (One dramatic action) Keywords: Combo-OK, Emotion, Obvious Duration: Instant Prerequisite Charms: Hypnotic Tongue Technique A touch, a kind word, a moment of intimacythrough such gestures the Solar Exalted may straighten that which is bent and mend that which is broken. This Charms activation requires at least one hour of personal interaction, which may take a wide variety of forms. Patiently listening to a subject while they explain what ails them, sitting together to watch the sun rise or set, or an evening of lovemaking would all qualify. This Charm has two effects. First, the Solar may target and remove one derangement from the targets mind, regardless of whether it was inflicted by Charms, sorcery, the Wyld, or the simple stresses of life (if any effect contests this, the Solar adds his Presence in automatic successes to the roll-off). Second, the Solar forges in the target an Intimacy to a specific memory in the targets life of which she is aware. So long as this Intimacy endures, the target may not reacquire the derangement the Solar cured, nor may that memory be in any way tampered with, altered, poisoned, removed, or corrupted. Hastening Nights End may be resisted for a cost of 0 Willpowerthe Charm will only help those who wish to be helped. There exists a similar Charm utilizing Medicine as a prerequisite called Mind-Soothing Anodyne (Prerequisites: Flawless Diagnosis Technique, Touch of Blissful Release). Its activation requires an hour of careful psychoanalysis or hypnotherapy, but is otherwise identical to Hastening Nights End.
Charm with a Flaw of Invulnerability at any point during the Charms charging period resets its countdown. For example, if a Solar used Rising Sun Renewal, had her DV refresh three times, and then activated Heavenly Guardian Defense, she would need to wait until her DV refreshed five more times before her health levels would be restored. Losing more health levels than the Lawgivers Stamina during the course of a single action delays the countdown by one DV refresh. At Resistance 6+, Essence 6+, this Charm will also remove all Crippling effects in addition to healing the character.
Resistance
Wound-Mending Purity Stance
(p. 60)
Replace this Charm in its entirety with the following:
Cost: 5m; Mins: Resistance 6, Essence 6; Type: Reflexive (Step 10) Keywords: Combo-OK, Mirror (Far Beyond Ruin) Duration: Instant Prerequisite Charms: Adamant Skin Technique Considerate of others, a Solar may choose not to flaunt his invincibility until the very last instant. This Charm is a perfect defense, having one of the Four Flaws of Invulnerability (see Exalted, p. 194). Upon activation, reduce the final damage inflicted by an attack to zero. Those crippled by iniquity are not availed of perfection. Characters with two or more points of Limit experience a failure in this defense: final damage is reduced to a number equal to the Solars (Limit 2, round down), as a crack in the Solars aegis allows damage to slip through. Under this condition, Ruin-Abasing Shrug loses its Flaw of Invulnerability. Ruin-Abasing Shrug may not be used in a Combo with any Charm carrying the Reactor Keyword if it carries a Flaw of Invulnerability. A repurchase at Essence 7 allows the Lawgiver to extend this Charms duration to One Tick by paying seven motes upon activation, or to One Action by paying seven motes, one Willpower. New Abyssal Charm: Far Beyond Ruin (Prerequisite Charms Wounds Mean Nothing). This Charm is identical to its Solar counterpart, save that Abyssals substitute Resonance for Limit.
Cost: 10m, 1wp; Mins: Resistance 5, Essence 5; Type: Simple (Speed 5, DV -0) Keywords: Combo-OK, Obvious Duration: Five actions Prerequisite Charms: Body-Mending Meditation Perfection is the nature of the Solar Exalted, and the best efforts of the world cannot draw them away from that state for long. The Solars Essence surges and begins to catalyze, producing a crackling, charged feeling in the air around her, as though a storm were about to commence. Once her DV has refreshed five times, she erupts into a torrent of blue-white Essence, shining like a newborn star. When this surge of power passes, the Solar stands unmarredall her health restored. Activating a
Cost: 6m; Mins: Resistance 5, Essence 5; Type: Reflexive (Step 10) Keywords: Combo-OK Duration: Three actions Prerequisite Charms: Iron Kettle Body The Solars defense must hold at all costs. If the Solar falls, so does all that she holds dear. From this grim resolution a Solar draws the power to survive all onslaught. The character may use this Charm in response to an attack that incurs pre-soak damage. Upon activation, his hardness to rises to a level equal to the pre soak damage of the attack. This does not prevent
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Survival
Solar Flare Methodology
(p. 60)
Replace this Charm in its entirety with the following:
damage dice from being rolled, but rather guarantees that all lesser attacks are turned harmlessly aside. The Solars hardness remains at this level for three actions, or until he is struck by an attack that overcomes his hardness. Should the Solar suffer such an attack, he may reflexively pay six motes to drive his hardness up to match the attacks raw damage. This does not count as a Charm activation. This renewed defense will last for three actions or until it is dispelled by a greater attack, whichever comes first. This Charm is ineffective against attacks the Solar permitted to be inflicted upon himself.
Cost: 5m; Mins: Survival 5, Essence 4; Type: Reflexive Keywords: Combo-OK, Obvious Duration: Indefinite Prerequisite Charms: Trackless Region Navigation Guided by the light of the Solar Exalted, none shall lose their way. Flaring his anima to a towering iconic representation that surges a mile into the sky, the light of the Solars Essence shines through all barriers and obstacles and may be seen up to (Essence x 10) miles away. All attempts to navigate toward the Solar automatically succeedfor both allies and enemies. Astrology used within this range returns only the message THE LAWGIVER BECKONS. At Survival 6+, Essence 6+ this Charm may be activated for a cost of 10m to provide one of two alternate benefits. The Solar may act as a beacon only for those he wishes to attract without needing to flare his anima; alternately, the Solar may send his anima burning even higher into the sky, extending the range of its visibility and navigation benefits to (Essence x 100) miles.
Cost: ; Mins: Resistance 6, Essence 6; Type: Permanent Keywords: Native, Reactor Duration: Permanent Prerequisite Charms: Ox-Body Technique Essence permeates every fiber of the Solars being. Lawgivers with this Charm have learned to focus that Essence upon their vital centers, imbuing their very cells with limitless energy. Whenever a Solar with this Charm heals damaged health levels, she recovers two motes per level. After twenty motes have been restored in this fashion in the course of a scene, the Solar only gains one mote per health level healed. When twenty more motes have been paid out in this manner within the same scene, the Solar only gains one mote per two health levels restored. This healing may only occur as a result of rest or of Solar Charms which heal damage. Though this Charm is permanent, it is perpetuated and substantiated by regular meditation upon inner forces turning outward. It is a sacred power which relies upon the Lawgivers utmost care for her own well-being. This power fails the Solar if she inflicts harm upon herself or allows others to harm her: injuries from attacks thrown without killing intent will not yield motes when healed.
Cost: 10m, 1wp; Mins: Survival 5, Essence 5; Type: Simple (One dramatic action) Keywords: Combo-OK, Shaping Duration: Indefinite Prerequisite Charms: Food-Gathering Exercise, HardshipSurviving Mendicant Spirit The Solar Exalted may survive anywhere. By his mastery of Survival, he may guarantee this protection to his followers. Even in the depths of Hell or the tunnels of the Labyrinth, Solars using this Charm may erect a shelter which is stable and safe from forces which would seek to harm those within. Once she has found shelter large enough to protect all of her followers from the elements (an Intelligence + Survival roll with a difficulty of the Magnitude of the characters entourage), the Solar personally builds this shelter. She places representations the five elements at the center and directional boundaries of the shelter (these representations can be actual examples of each element, such as twigs, stone, cinders, etc, or the Solar may use a few drops of blood, paper effigies, Dragon-Blooded willing to sit still or other tokens) during its construction, blessing the configuration with his power and claiming all within its borders as his dominion. For a larger group, the Solar supervises the process of building this shelter (an action normally requiring one hour), but otherwise using the same process as described above.
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This Charm protects an area large enough to house the Solar and up to her Essence in Magnitude of her followers. The inclement conditions of harsh weather hold no sway over the campall individuals within are protected as though with Hardship-Surviving Mendicant Spirit. Moreover, the camp is immune to the inclement conditions of alien worlds. The Wyld will not mutate the camps land, the Solars followers, or their belongings, nor will Malfeass toxic miasma poison them. The Solar and her followers may respire Essence normally even in the Underworld or the Blight Zones of Autochthonia. Moreover, the Solars followers will take no harm from any nourishment scavenged within the confines of the camp. Wyld berries will not poison them, nor singing fish give them mutations. The iridescent locusts which swarm across the sands of Cecelyne will not infect them with demonic taint. Finally, the Solars Food-Gathering Exercise may secure enough food to feed the entire camp with only a single use even if there is no food to be had in the region. As if produced by faith alone, the Solar finds clean water flowing from the rocks of Malfeas, fresh fish in the acrid seas of Kimbery, and living fruit upon dead branches. A second purchase of this Charm at Survival 6+, Essence 6+ sanctifies the camp as Holy ground. Creatures of darkness must spend five points of Willpower to set foot within the camp unless formally invited by the Solar.
God-King Benevolence
(p. 60)
Cost: ; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: City-Moving Secrets, Element-Resisting Prana Replace the text of this Charm with the following: The unbound anima of the Solar Exalted subverts the wrath of nature, cowing the elements in order ensure the safety of the followers of the sun. When faced with the unmitigated purity of the suns light, all lesser forces must bow. By voluntarily flaring her anima into an enormous pillar of light, the Solar banishes the wrathful elements. Lava flows part or harden to admit the passage of the Solars followers. Flesh-scouring sandstorms whirl about and leave them untouched. The Solar may extend the effects of Hardship-Surviving Mendicant Spirit to a unit he leads with a Magnitude of up to his Essence, so long as that Charm is active. They are also immunized against toxic atmospheres such as the miasma of Malfeas.
Cost: ; Mins: Craft 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Durability-Enhancing Technique The Solar Exalted see potential in the matter and Essence of Creation far beyond the petty limitations of Primordial visionand make that potential reality. A character who knows this Charm may design artifacts and manses more efficiently. The character may cap a demesne with a manse rated one dot higher than the demesne. For example, the Lawgiver could cap a 3-dot demesne with a 4-dot manse; the difficulty of all design rolls and the required construction time would be that of a 3-dot manse, but the resultant structure would be a 4-dot manse in all regards (producing a 4-dot hearthstone, having creation points equivalent to a 4-dot manse [see The Books of Sorcery, vol. IIIOadenols Codex], and so forth). The Solar may still deliberately weaken his designs to produce one-dot manses, if desired. If used to design a 5-dot manse, Design Beyond Limit does not raise it to N/A level, instead providing ten additional creation points with which to design its features, and it makes the manse a potential geomantic channel to sustain a N/A level manse elsewhere. Genius and excellence springs from the Solars hands almost unbidden when crafting artifacts. She needs only accumulate a number of successes equal to an artifact rated one dot lower than her actual project (see Exalted, p. 134). For example, if attempting to forge a grand daiklave, the Solar would need only 30 successes rather than the usual 60. This Charm provides no benefit when the Solar deigns to construct one-dot artifacts.
Craft
Keen Understanding of the Core Imperfection
(p. 60)
If the object is completely indestructible, the Charms duration becomes Instant, and Lawgiver is instead granted divine inspiration, discovering an existing Flaw of Invulnerability (created by the Storyteller) that would permit the objects de struction.
Cost: ; Mins: Craft 5, Essence 5; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Design Beyond Limit The Solar craftsman has progressed beyond applying discrete bits of knowledge and skillevery part of him is an extension of his prowess, and intuitive understanding blossoms from every aspect of the world around him. The Solar perfectly understands how to recreate any object he makes use of. When he climbs into a warstrider, he is able to estimate what prayers accompanied its creation, the temperatures used to forge its armor, and the order in which its parts were assembled. When he fires a bow, he deduces the materials and methods used to create itand to fletch the arrow it just fired. When he eats a cake, he deduces all the particulars of its recipe. Any effort the Solar undertakes to precisely reproduce an object analyzed by this Charm reduces its cumulative difficulty by half and the total number of successes required by his (Essence x 2), to a minimum of 5. With Craft 6+, Essence 6+ the Solar also counts each hour of work invested in building such a replica as three hours of labor.
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This Charm cannot perfectly analyze N/A-rated wonders like the Five-Metal Shrike or unique miracles of Primordial (or stranger) design such as the Sword of Creation, the elemental poles, or the Well of Udr. Instead, it grants the Solar a sense of vague but potent inspirationa clue as to where useful information about or elements of the wonders construction might be sought. On all occasions when the Solar Exalted have attempted to use Holistic Miracle Understanding to examine an Exaltation, they have experienced only an encouraging-butvague sense that the answer rests within themselves.
Investigation
Unknown Wisdom Epiphany
(p. 61)
Replace this Charm in its entirety with the following:
Cost: 4m; Mins: Investigation 4, Essence 4 Type: Reflexive Keywords: Combo-OK Duration: Instant Prerequisite Charms: Know the Souls Price The superior detective is aware that the physiognomy of a subject may reveal that subjects history. The Lawgiver knows this and more, for he may see into souls. The character makes a quick study of a subject, allowing him to see his targets genetic inheritance so acutely that he may discern their ethnicity and even the bloodline from which they arosecommensurate
with his Lore rating. The characters discernment of heredity is so keen that he can tell which gentes bloodline a Terrestrial descends from at a glance. As the Lawgiver grows in experience, so does this Charms capabilities. At Investigation 5+, Essence 5+, the Solar catches physiognomic cues more readily; he can know if people are genetically related just by looking at them, and in what manner; or what a Dragon-Blooded targets Breeding is and exactly who the Terrestrial is descended from. The Lawgiver is also able to see into spirits; by glancing into a persons eyes or speaking to them for any length of time, the Lawgiver can see who they were in their former life. At Investigation 6+, Essence 6+, the Solar need only look at someone while using this Charm to see directly into their soul: the Exalt can see his targets past 10 incarnations. By using Legacy-Detecting Glance at this level while speaking with Celestial Exalted, the characters past life memories begin to resonate with the Exaltation before him, discerning the previous bearer of the subjects Exaltation. If the Lawgiver were to handle an Exaltation in Lyteks office directly while using this Charm, he could discern the identity of every person to have contained that Exaltation. At Investigation 7+, Essence 7+, the Lawgiver can use this Charm to see directly into a targeted Chosens Exaltation and discern all of the bearers past incarnations; alternately, he may examine the subjects soul and witness its last 100 incarnations. At Investigation 8+, Essence 8+ the Solar may examine a subjects soul and trace its reincarnation history all the way to the beginning. When activating this Charm, the Solar may choose to look into the genetic, mimetic, or Exalted history of his subject, but not all three at once. The benefits of this Charm extend beyond genealogical trivia. If the Solar knows Evidence-Discerning Method and has ever used it to profile any previous incarnation of the subjects soul or Exaltation, he automatically recovers that profile and may employ Evidence-Discerning Method against the subject for a cost of 1m.
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its designsurely Lawgivers Parable Defense must be in error when it points to the Solars themselves as the threats that menace the things they love.
Lore
Aspect of the Philosopher Prince
(p. 61)
Replace this Charm in its entirety with the following:
Heavens Gaze
(p. 61)
Replace this Charm in its entirety with the following:
Cost: 3m; Mins: Investigation 7, Essence 7; Type: Reflexive Keywords: Combo-OK, Native Duration: Indefinite Prerequisite Charms: Oracular Magistrate Understanding A Lawgiver can stop the hands of time to protect the ones he loves. This Charm allows the character to find evidence of crimes that have yet to be committed, thereby preventing future tragedies. The Solar may make (Wits + Investigation) rolls to detect impending threats to any person or location he has an Intimacy toward, even those posed by individuals he has not profiled. The difficulty of this roll is always 5. This warning manifests itself one week before the danger actualizes itself. For example: The mercantile district of Hollow will be destroyed by a magically-triggered earthquake or My Lunar mate will be slain by another Exalt. Spending one Willpower when the roll is made grants the Solar a flash of intuitive insight gleaned through context clues in his surroundingsthe Storyteller informs the Solars player of a place where he might profitably begin investigating the impending disaster. As the Era of Dreams progresses, a growing number of Solars have stopped using this Charm, suspecting some defect in
Cost: 30m, 2wp; Mins: Lore 7, Essence 7; Type: Simple (One day-long dramatic action) Keywords: Native, Obvious, Shaping Duration: Instant Prerequisite Charms: Wyld Cauldron Technology The concepts which engender the universe fall readily into the grasp of the Solar Exalted. Emptying himself of all thought and desire, the Lawgiver becomes a vessel for the knowledge of the shinma. Entering a trance state, his eyes become unblinking lanterns and his caste mark appears, glowing the same stark white for one full day. During this time, the Solar subtly alters universal principles with the force of her will, to great effect. The character may use Shinmaic Communion to target a landscape he has created with Wyld-Shaping Technique, redefining its relationship with the great cosmic elements known as the shinma. The character gains ten points with which to edit the region in accordance to his will, which may be spent on the following modifications: Nirupadhika, the Way, governs spatial relationships. For one point the Solar may enchant the roads in the region such that they prevent travelers moving along them from getting lost, or infallibly lead them to specific places regardless of where they intend to travel. Two points allow the Solar to speed up or slow down travel according to his design; by default, this halves or doubles travel times, though each point invested beyond the initial two raises this by a factor of one. Three points may designate points within the region as impossible to miss, or occlude them so that all efforts to find them suffer an external penalty equal to half the Solars Lore. Four points make the region mobile, able to move (Solars Lore) miles per day. Each additional point spent on mobility doubles the regions movement rate. Five points doubles the interior size of the region without altering the size of its bordersthe region is simply bigger on the inside. Each additional point spent on this aspect increases the regions size by a factor of one. Dharma, the Cup, governs corrosion, ignorance and desire. For one point, staying within the region for at least one week counts as a scene spent building an Intimacy of hatred toward a particular social group not native to the region. Two points cause each week spent within the region to count as a scene eroding an Intimacy of the Solars choice. Three points create a tenor of desire within the region according to the Solars definition; all actions which directly reject this desire are taken at a -2 internal penalty, while all actions in pursuit of it enjoy a +1 circumstantial bonus die. Four points produce a regional agendathe Solar defines an Intimacy, and each time an individual sleeps within the region, this counts as a scene spent building that Intimacy. Five points hide knowledge about a particular thing from those within the region, inflicting an external penalty equal to (Solars Lore 2) on all attempts
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to uncover information about the thing; alternately, the Solar may ensure that anyone who seeks a certain thing will find it. This thing must exist within the region, be intangible, of limitless supply, and likely to bring the individual significant turmoil in the future. Valid examples, then, might include worldly insight, occult secrets, or love. Nirvishesha, the Ring, governs identity. One point raises or lowers the regions level of Wyld infection by one stage, for example changing a Tainted Land to a stretch of Bordermarches. Two points summon a certain common variety of little god or minor elemental to flock to the region, according to the Solars will (consider the differences between a region full of field gods as compared with one full of bloody hands). Three points may create or close a shadowland within the region, with a diameter no greater than one mile. Four points may create an Essence bias within the region with the same range of flavors as demesnes enjoy (the five elements, Solar, Lunar, vitriol, etcetera). Beings matching this Essence bias raise their hourly respiration rate by four motes. Five points may alter the cycle of life and death within the region. This may guarantee that all souls go on to lethe, linger as ghosts, or plunge into Oblivion; or it might create a closed reincarnation loop, where all residents who enter lethe within the region are guaranteed to reincarnate somewhere within its borders. Nishkriya, the Sword, governs conflict. For one point, the region takes on a martial tenorits people slowly become more generally warlike and inclined to the ways of battle. Each season spent within the region acts as a scene of building a positive intimacy of some kind toward conflict into the Policy of all social groups. For two points, the region becomes a magnet for conflictit will begin to produce natural resources needed or coveted more by the regions neighbors than by the region itself. For three points, the region becomes a den of brotherly raidersall military units raised within the region have a Drill one higher than normal, and all individuals enjoy a +2 situational bonus to all attempts to take something from another person or group by force. Four points formidably defends the region against invasionits animals attack intruding military forces, and the land itself rises up in protest, causing all movement to be across what is considered difficult terrain, and producing a -1 external penalty to all military activities by invaders. Five points tithed to Nishkriya turns the region into a weapon against hostile forces attempting to move into the Lawgivers domain, raining down at least one environmental attack per hour against any invading military unit, of a sort devised by the Solaravalanches, rains of lightning, supernatural ice storms and localized earthquakes are only the beginning of the woes that may be hurled at unwelcome guests. Nirvikalpa, the Staff, is the medium through which communication occurs. One dot makes the region a gathering place for societies, by increasing its yield of timber or making it more fecund farmland. Two dots make the region a magnet for commerce, increasing the amount or value of mineral resources found within. Three dots make the region a point of interaction between its inhabitants and the supernatural world, by seeding the region either with raw materials capable of being refined into the magical materials, or with those materials directly. Four dots makes the region a point of communion between Creation and Heaven, by causing each prayer uttered within the region to count as though it had been spoken from five
mouths rather than one. Five dots makes the region a communication network between Creation and itself, drawing dragon lines together to create a three-dot demesne. This value may be raised by one dot per additional point invested. The Solar is not obligated to spend left-over points, if he does not wish to do so. A region may only be affected by one use of Shinmaic Communion at a time; additional uses cancel any existing alterations and overwrite them. Shinmaic Communions effects vanish upon the Solars death, unless a surcharge of one permanent point of Willpower is paid upon the Charms activation. This Charm may be purchased up to (Lore) times. Each purchase after the first grants two additional points to spend on shinmaic alterations.
(p. 61)
Wyld-Handling Science
(p. 61)
Replace this Charm in its entirety with the following:
Cost: 20m, 1xp; Mins: Lore 7, Essence 7; Type: Simple (One day-long dramatic action) Keywords: Combo-OK, Native, Obvious, Shaping Duration: Instant Prerequisite Charms: Shinmaic Communion Having communed with the foundational elements of the cosmos, the Solars forge miracles. This Charm must be activated in a region the Solar has altered with Shinmaic Communion. The character defines a wondrous aspect or blessing for inclusion within the region. Much like artifact crafting, this Charm is conceptually broad and depends on cooperation between players and Storytellers to design uncanny wonders that later Ages will disbelievingly mythologize and dream of. The parameters of the effect depend on the Shinmaic Communion elements affecting the region this Charm is used in. Nirvikalpa determines the power of the miracle. One point affecting the region permits the Solar to produce works equivalent to mundane effort. Two points may produce uncanny effects equivalent to thaumaturgy. Three points produce wonders equivalent to Terrestrial Circle sorcery. Four points are equivalent to the Celestial Circle, and five points may produce awe-inspiring effects comparable to Solar Circle sorcery. Zero
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Joshua Pitre (order #2251383)
points limits the effects to only the weakest happenstance, the equivalent of mood lightingeffects with no mechanical repercussions at all. Nishkriya determines the strategy of the miracle. Each point of Nishkriya invested in the region allows one trigger to be built into the miracle. Examples of potential triggers include entering the region, praying to the Yozis, sleeping within the region, stealing from a merchant, marching un der the flag of a foreign power, or disguising ones identity. Dharma determines who the miracle affects. One point permits only a very limited subset of a populationold men of Varangian descent. Two points allows the miracle to affect a populationVarangians. Three points permits a category of magical beings to be targeted (such as gods, or Dragon-Blooded). Four points affect all individuals who wish to be affected. Five points allows the miracle to target everyone within the region. Zero points limits the miracle to working upon the environment; it cannot affect people at all. Nirvishesha determines how long the miracle persists. One point causes the effect to last unto the third generation (60 years). Two points last unto the seventh generation (140 years). Three points last until the 30th generation (600 years). Four points last unto the 50th generation (1,000 years). Five points create a permanent miracle. Zero points invested in Nirvishesha produces a miracle lasting a single paltry year. Nirupadhika determines the scope of the miracle. One point affects all regions the Solar has shaped out of the Wyld within a single Direction. Two points affect all such regions he has shaped within the boundaries of Creation, and any realms of the Faraway which he has visited. Three points affect all of the above, as well as the entirety of Creation. Four points affect all of Creation as well as all directly adjoining realms (the Underworld, Malfeas, Yu-Shan, Autochthonia, the Wyld). Five points are conjectured to affect all of existenceeven those conceptual frontiers the Exalted have yet to discover or invent. Zero points invested in Nirupadhika affects only the Shinmaic Communion-marked region in which the Charm is used. For example, a Solar might lay a blessing of protection on a region lasting for seven generations, so that all invading armies are scoured at its borders by enormous pillars of white-hot sunfire and other horrifying manifestations of Adamant Circle destruction. This would require that the region be affected by two points under Nirvishesha, five under Dharma, five under Nirvikalpa, and two under Nishkriya. Or a Solar might attempt to permanently ennoble all the cosmos so that anyone attempting to initiate into the practice of sorcery will receive this tutelage by the world itself. This would require five points of Nirupadhika, five points of Nirvishesha, four points of Dharma, one of Nishkriya, and two points of Nirvikalpa. Crafting a miracle is an extended dramatic action using a dice pool of (Intelligence + Lore) with an interval of one day, a difficulty of (points of Nirupadhika used), and a cumulative difficulty of (total number of points used x 10). Abandoning the effort at any point before completion causes the effect to unravel harmlessly, and the Solar is refunded the xp cost of the Charm. A botch causes the miracle to erupt in some dangerous and unpredictable mannerat best, everyone in the region is likely to have a very interesting day. This Charms miracles take effect automatically once crafting is complete, unless the Solar has utilized one or more
points of Nirupadhika. In that case the miracle becomes what is known as a shinmaic potentiality or Miracle Shell, an Essence-shaped working which exists in potential but does not interface with Creation. Greater arts than Shinmaic Calibration are required to integrate a Miracle Shell into realitythe Salinan Working is likely the most well-known example of such an integration.
Cost: 5m; Mins: Lore 5, Essence 4; Type: Simple (Speed 3, DV -0) Keywords: Combo-OK, Obvious Duration: Indefinite Prerequisite Charms: Essence-Lending Method By speaking to the soul of an artifact, a Solar may remind a broken wonder of its legendary purpose, briefly restoring it to working order. Channeling Essence through her sagacious knowledge, the Solar is able to revive a legendary wonder and temporarily restore it to functionality. The Solar may restore a broken or damaged artifact to full working order so long as Essence is committed to sustain this Charm. In order to use this Charm, the Solar must know what the artifact in question is and what it does.
Medicine
Aura of Hygiene
(pp. 61-62)
Replace this Charm in its entirety with the following:
Cost: 20m, 1wp; Mins: Medicine 7, Essence 7; Type: Simple Keywords: Obvious Duration: Instant Prerequisite Charms: Ailment-Rectifying Method, ContagionCuring Touch Transcending individual treatment, the Solar exercises sovereignty over disease, giving it form at her behest. The Solar selects a specific disease. All instances of the targeted disease within (Essence x 20) miles are immediately pulled from those who suffer from them, traveling at the speed of prayer to the Solars location. There they coalesce over the course of one day, leaping together in a roiling mass of filth and shadow that eventually becomes a single, powerful plague god of that particular diseaseone which harbors an indestructible Intimacy of loyalty to the Solar who caused it to come into being. The spirit may somewhat resemble the Solar in appearance. This god is equivalent to a spirit of the second rank or third rank, depending on the virulence and magnitude of the disease and its outbreak (see The Compass of Celestial Directions, vol. IIIYu-Shan, pp.122-124) The spirit always has the Bane Weapon Charm, which is efficacious against other spirits of the disease it represents, and a special Charm called Consume Sickness, which allows the spirit to spend 10 motes to draw out the sickness it represents from a person and consume it, gaining a point of Willpower or restocking a Virtue channel in the process. This Charm may only function if a number of individuals of Magnitude 6 or above are infected with the disease within the targeted area.
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only for an instantthe will of Ignis Divine. Doing so against another Solar Exalted incurs the additional cost of one point of Limit, as the Exalts will strains against the authority of the Most High.
Cost: ; Mins: Medicine 5, Essence 5; Type: Permanent Keywords: Native, Reactor Duration: Permanent Prerequisite Charms: Wholeness-Restoring Meditation Creation sets a grim course for those who cycle through it. By healing others, a Solar finds the power and resolve to continue her journey. The Lawgiver regains two motes per health level restored to another character through the application of her healing arts, so long as that characters wounds were not inflicted by the Solar or at the Solars behest. Once per story, the Lawgiver may waive this benefit to instead reduce her Limit by one point.
Science of Mutation
(p. 62)
Mins: Medicine 5, Essence 4 Keywords: Combo-OK, Shaping, Stackable, Touch Prerequisite Charms: Wholeness-Restoring Meditation Replace the text of this Charm with the following: The Lawgiver need not only heal, but may re-create bodies as she sees fit. After she spends five hours performing a Medicine-based action (and making an Intelligence + Medicine roll), her target gains or loses points of physical mutations no greater than the Solars successes. (See Exalted, pp. 288-290, Manual of Exalted PowerThe Lunars, pp. 206-209, and The Compass of Celestial Directions, Vol. IIThe Wyld, pp. 144-148. Poxes and deficiencies are one point; afflictions/ debilities, two points; blights/deformities, four points; abominations, six points.) This procedure inflicts a number of levels of lethal damage equal to the point value of the mutation bestowed (extras cannot die from this treatment unless the activation roll botches). This Charm can remove Wyld mutations, but the mutations it grants arent usually of the Wyld. Unless the storyteller rules otherwise, mutations granted by this Charm dont restrict the targets ability to live in Creation.
Cost: (+10m, 1wp); Mins: Occult 6, Essence 6; Type: Permanent Keywords: Native, Obvious Duration: Permanent Prerequisite Charms: Solar Circle Sorcery When the Solars graciously accepted the surrender of the vanquished Primordials, they gained authority over their numerous souls and mimetic races, including the power to summon and bind them into service. Sometimes waiting for Calibrationor even sundownis an affront to the Lawgivers, as if to mock them for the mercies they once accorded. This Charm enhances the spells Demon of the First Circle and Demon of the Second Circle. At Essence 7+, this Charms power expands to encompass Demons of the Third Circle as well. When casting one of these spells, the Solar may spend an extra 10 motes and one Willpower to gain the following benefits: The casting time of the spell is reduced to a single hour, and the dramatic action used to shape this spell may begin at any hour of the day and on any day of the year. The concentrated power of the Solars will visibly strains the boundaries of existence, causing a localized Calibration more ominous and bizarre than the natural fixing of Creation that marks the beginning and end of each year. For an area of (100 yards for a First Circle demon, 500 for Second Circle demon, and one mile for a Third Circle demon) around her, sunlight bleeds away as surely as the coming of midnight, and sounds somewhere between great hollow wails of torment and the grating of brass echoes out from her location. The Bureau of Destiny is made explicitly aware every time this Charm is used to enhance a summoning, and knows where it was used. Whenever this Charm is used to summon a demon of the Third Circle outside of Calibration, the Solar must reflexively make a contested roll of his (Intelligence + Occult) against the Dodge MDV of each Third Circle demon he has currently bound. Failing this roll for a single demon permits all currently bound demons to slip free of their bindings.
Magic-Shattering Strike
(p. 63)
Cost: 15m; Mins: Occult 5, Essence 4 Keywords: Combo-OK, Mirror (Magic-Devouring Strike), Obvious Prerequisite Charms: Spirit-Detecting Glance Replace the text of this Charm with the following: Before Brigid discovered sorcery, the Solar Exalted had to counter the world-twisting powers of the Primordials through other means. Magic-Shattering Strike permits the Solars attack to disrupt sorcery, necromancy, and Sorcerous-keyword Charms. The Lawgiver targets a spell or appropriate Charm and spends fifteen motes. The Charm or spell must be Obvious to the Lawgivers senses to be a valid target for Magic-Shattering Strike. If the attack (which may use any combat Ability) successfully strikes the beneficiary of the spell, then the spell is broken as though targeted by the weakest level of countermagic capable of affecting it. If the spell creates or summons an automaton or spirit, the Lawgivers attack must target that
Occult
Rings of Spiritual Frailty
(p. 63)
Replace this Charm in its entirety with the following:
Cost: (3m, 1wp or 3m, 1wp, 1 Limit); Mins: Occult 6, Essence 6; Type: Permanent Keywords: Native Duration: Permanent Prerequisite Charms: Ghost-Eating Technique It is the duty of the son to surpass his father. The Exalt may pay three motes and one point of Willpower whenever he activates a Charm with the Holy keyword. Doing so allows the Solar to treat the target of the Charm as if it were a creature of darkness. When using Eclipsing the Sun, the Lawgiver manipulates his instinctual understanding of Holy to supersedeif
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automaton or spirit. If the spell is a free-standing effect, such as Rain of Doom, then the attack must be generally aimed at the center of the spells area of effect, and the effect is considered to have a Parry DV of (Circle x 3) for spells, or (Minimum Essence + 2) for Sorcerous Charms. Should the Solar successfully shatter a spell or Charm in this fashion, he gains (Spells Circle x 4) or (Charms Minimum Essence + 2) motes for doing so. Magic-Shattering Strike may explicitly be placed in a Combo with Charms of other Abilities. Lunar Exalted have a similar Charm called Sorcery-Rending Talons, which is identical to Magic-Shattering Strike with the following exceptions: Its minimums are Perception 5, Essence 4, its prerequisites are God-Cutting Essence and Instinctive Essence Prediction (see Manual of Exalted PowerThe Lunars, p. 179), and it restores only (Spells Circle x 3) or (Charms Minimum Essence) motes on a successful application. New Abyssal Charm: Magic-Devouring Strike (Prerequisites: Spirit-Sensing Meditation). This Charm is identical to its Solar counterpart.
Athletics
Unparalleled Acumen Meditation
Type: Simple (Speed 3, DV -0) Keywords: Combo-Basic, Mirror (Nimble Ghost Grace) Prerequisite Charms: Graceful Crane Stance This Charm allows the Solar to enjoy the benefits of every Athletics Charm she knows with a non-variable Cost, Minimum Essence 2 or less and Duration of One scene. New Abyssal Charm: Nimble Ghost Grace (Prerequisites: Raitons Nimble Perch). This Charm is identical to its Solar counterpart.
(p. 63)
Unconquered Might
Cost: 7m Keywords: Combo-OK, Mirror (Oblivions Triumph), Obvious Prerequisite Charms: Increasing Strength Exercise At Athletics 6+, Essence 6+ the Solar may add a point of Willpower to the Charms cost, permitting it to also destroy magical artifacts. This renders the Charm Simple, with a Speed of (Artifacts dot rating) minutes and a DV penalty of -3. N/A artifacts are immune to this Charm, as are objects which are specifically noted as being indestructible. New Abyssal Charm: Oblivions Triumph (Prerequisites: Corpse-Might Surge). This Charm is identical to its Solar counterpart.
(p. 63)
(p. 63)
Cost: 3-7m or 8m, 1wp; Mins: Athletics 5, Essence 5; Type: Reflexive Keywords: Combo-OK, Mirror (Death Draws Near), Obvious Duration: Instant Prerequisite Charms: Lightning Speed A Solar need only will himself to move with speed beyond all reckoning. This Charm allows the character to cross extreme distances with a normal Move action. Upon activating this Charm the Solar may travel up to (Essence x 10) yards for three motes, (Essence x 20) yards for four motes, (Essence x 40) yards for five motes, (Essence x 60) yards for six motes, (Essence x 100) yards for seven motes, and up to one mile by paying eight motes and one Willpower. When using this Charm the Exalt is seen to flash from location to location instantaneously. This is not teleportationthe Solar must actually cross the intervening distance. Should the Lawgiver encounter a barrier that impedes his progress prematurely, he is refunded Essence and Willpower as appropriate to the distance already traveledfor example, if an Essence 5 Solar paid seven motes to traverse a 300 yard long canyon instantly, but discovered a wall of invisible force blocking him after only 80 yards, he would be refunded three motes. This Charm may be activated no more than once per action. New Abyssal Charm: Death Draws Near. (Prerequisite: Shadow Races the Light). This Charm is identical to its Solar counterpart.
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(p. 63)
Awareness
Deific Vantage Stance
(p. 63)
Replace this Charm in its entirety with the following:
Cost: 3m; Mins: Awareness 5, Essence 5; Type: Reflexive (Step 1) Keywords: Combo-OK, Holy, Illusion, Obvious, Shaping, Touch Duration: Indefinite Prerequisite Charms: Eyes of the Unconquered Sun Speaking a condemnation into the world, the Lawgivers eyes blaze like twin suns, while the rest of him darkens like the onset of night. Laying a hand upon his target, the Solar curses him with the gaze of the wrathful sun. While this Charm remains in effect, sunlight itself becomes the eyes of the Solarand the target knows it. Wherever she should go, she feels the Solars gaze upon her in the light of the sun. As a result, the target feels constantly watched and followedeven indoors, she can feel the baleful sun dogging her every step. As a result, all Awareness rolls to detect hidden characters are made at a -3 external penalty; the character cannot sort out true feelings of being watched from the ever-present oppression of the sun. This unnatural Illusion costs one Willpower to resist for a scene, and cannot be made to permanently vanish until the Solar lifts his curse. Moreover, the feelings instilled by this Charm are not wholly falsethe suns light shows the Solar all of the targets failings. Whenever the target fails a Virtue roll or spends Willpower to suppress a Virtue while touched by the light of the sun, the Solar is granted a vision of the targets moment of selfcompromise. If the target is a creature of darkness, the suns
heat stifles them even indoors or at night; the character suffers a -1 external penalty to all actions while this Charm remains in effect. If in direct sunlight, such wretches suffer a blistering heat environmental effect (see Exalted, p. 131). At Awareness 6+, Essence 6+ the Solar may use an enhanced version of this Charm costing six motes. Used in this fashion, all targets suffer the effects reserved for creatures of darkness, above. Additionally, if the Solar voluntarily ends this Charm by withdrawing committed Essence, creatures of darkness spontaneously combust in a blaze of sunfire, suffering a one-time environmental damage effect with Damage 10A, Trauma 5. With Awareness 7+, Essence 7+, the Solar may issue a summons to targets afflicted with either version of this Charm, so long as they are within one mile of her. The summons is Obvious to the targets senses, as is the location where the Solar expects to meet (also within the same one-mile radius). The target has one day to reach this meeting point, and must arrive in broad daylight. Should she fail to do so, she will be branded with the Creature of Darkness mutation as a Shaping effect. At this level Solars may also target mortals with Falling Sun Eyes simply by speaking their name, dispensing with the Touch Keyword. This is a favored method used by the Night Caste to summon alleged criminals to face trial by the law.
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Discerning Savants Eye), which alerts the character if anyone writes his name. Rather than listening in on a conversation, the Lawgiver has the option of spending 10m to memorize the entirety of the missive in which he is mentioned, for later detailed perusal. The Ever-Vigilant Scribes repurchase benefit allows the character to remain vigilant for the writing of other particular words or phrases. Abyssal Exalted, having cast their names away into Oblivion, cannot develop a Mirror to this Charm.
Dodge
Refinement of Flowing Shadows
Cost: (+3m or +3m, 1wp); Type: Permanent Keywords: Mirror (Thousandfold Shadow Dance) Duration: Permanent Replace the text of this Charm with the following: This Charm enhances its prerequisite. The Lawgiver may opt to pay a +3m surcharge when activating Seven Shadow Evasion, extending its duration to one tick rather than separately activating the Charm against each individual attack. Solars with Essence 5+ may extend the duration of perfect dodging to one action by paying a +3m, 1wp surcharge. Only when the characters DV refreshes does the maelstrom of flickering shadows resolve back into the familiar form of the Lawgiver. New Abyssal Charm: Thousandfold Shadow Dance (Prerequisites: Flickering Wisp Technique). This Charm functions identically to its Solar counterpart, save that it delays Flickering Wisp Techniques reflexive relocation until the end of the tick or action, as appropriate.
(p. 64)
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(p. 64)
tack which inflicts damage on everything within an area (such as Lambent Bolt of Annihilation). The Solars dodge deposits her at the nearest safe edge of the damage effect, if that location is within (Essence x 50) yards; walls and other obstacles are no impediment to this evasion. She may also carry out any consenting characters she is protecting with Defend Other actions at the time of activation. At Dodge 6+, Essence 6+ this restriction disappears, and the Solars leaping dodges will carry her as far as necessary to remove her from the effect. New Abyssal Charm: Shadow Fades at Dawn (Prerequisites: Flickering Wisp Technique, Foe-Shaming Defense). Mocking laughter marks the Abyssals relocation away from the area of effect. This Charm is otherwise identical to its Solar counterpart.
Larceny
Shroud of Nights Law
(p. 64)
Cost: 7m, 1wp; Type: Reflexive Keywords: Combo-OK, Illusion Duration: One scene This Charm is a form of unnatural mental influence which costs 3 Willpower to resist.
Elsewhere Fingers
(p. 64)
Replace the text of this Charm with the following:
Cost: 2m; Mins: Larceny 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Crippling, Touch Duration: Instant Prerequisite Charms: Reversal of Fortune (Ink Monkeys, Vol. 20) Not all creators are as perfect as the Solars. In the magitechrich Era of Dreams, haywire automaton servitors and war machines gone berserk must sometimes be dealt with. This Charm supplements an attempt to steal key parts from a machine in order to cripple or instantly disable it. The Exalts hand flashes through the target, stripping out parts. If targeting an automaton (zombies are valid targets for this Charm), roll the Solars (Dexterity + Larceny), resisted by the targets highest DV. Characters with Craft (Magitech) may add (their rating in that Ability) in automatic successes to this attempt. If successful, automaton extras and mechanical booby traps are instantly disabled, falling into a heap at the Solars feet. Non-extra automatons instead take the Solars (Wits + Larceny + threshold successes) dice of unsoakable aggravated damage. Targeting an artifact with a Repair rating requires the Solar to roll (Dexterity + Larceny), resisted by the users highest DV. Until repaired, all attempts to use the damaged artifact suffer an external penalty equal to the Solars threshold successes. If the artifact also requires maintenance, each threshold success counts as 100 hours of use. Alchemical Exalted, as well as spirits which have the appearance of machines (such as Autochthons Divine Ministers) are invalid targets for the purposes of this Charms effects.
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Cost: 5m, 1wp; Mins: Larceny 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Obvious, Touch Duration: Instant Prerequisite Charms: Reversal of Fortune (Ink Monkeys, Vol. 20) When a Solar avows another of the idea that they own something, he is being generous; when he grows bored of pretending, he simply takes what he wants. This Charm supplements a blatant attempt to strip something from another person (treat as a disarm attempt using Larceny in the place of a combat Ability). The character explicitly can steal things in active use, such as weapons, clothing, or even armor, so long as he can reach them, or any object on the targets person which he is aware of (examples might include a coin purse held in a clenched fist inside of a pocket, a sheathed sword the target is menacingly fingering the hilt of, or the targets undergarments). At Essence 5+, the Exalt may steal attuned artifacts, instantly breaking the artifacts attunement in the process. With Larceny 6+, Essence 6+, the Exalt may reflexively and instantly attune a stolen artifact by paying its commitment cost. With Larceny 7+, Essence 7+, the Solar may use King of Thieves Spirit to steal Alchemical Charms, though he may not attune to them. At Larceny 8+, Essence 8+ even this restriction vanishes, and the Solar may equip and wield a stolen Alchemical Charm, if he has an open Charm Slot in which to place it. All attempts to steal armor suffer a -2 external penalty.
Stealth
Hooding the Solar Lantern
(pp. 64-65)
In addition to the effects listed, the Exalt gains the ability to reflexively flare her anima to any higher level of display at no cost, if she wishes.
crowds. The Solar seems to be watching more often than not, always vanishing if confronted directly. This is an unnatural Illusion effect which costs two Willpower to ignore for a scene; the effects of the Charm end once the target has spent a total of twenty Willpower fighting it. The Lawgiver adds his Essence in bonus successes to all attempts to establish or re-establish surprise against individuals afflicted by Everywhere and Nowhere Stanceit becomes difficult to discern the Solars true presence from the shadows in the targets mind. A second purchase of this Charm at Stealth 6+, Essence 6+ permits the Solar to use this Charm on an area. Used in this manner, Everywhere and Nowhere Stance has a cost of 6m, 1wp. So long as the Solar commits Essence to the Charm, everyone in the affected region suffers visions of the Solars presence, as detailed above, though with lower frequencyno more than once per scene. Individuals in the affected region may resist the Charms Illusion for one Willpower per scene, but cannot permanently immunize themselves to it so long as they remain in the area. Everywhere and Nowhere Stance may initially be used upon an area a mile in diameter, but with Stealth 7+ the Solar may affect an area up to (Essence x 2) miles, and with Stealth 8+ may affect (Essence x 10) miles. At Stealth 9+ the Solar may spread her presence across (Essence x 100) miles, and with Stealth 10 the Lawgiver may encompass an entire Direction. At Stealth 7+, Essence 7+, the Solar may add a point of permanent Willpower to the Charms cost when used to target a region. Doing so changes the Charms Duration to instant, requiring no Essence commitment on the part of the Lawgiverand renders its effects permanent. The Solars shadows will continue to haunt the area forever, even after his own demise.
Cost: 4m; Mins: Stealth 5, Essence 5; Type: Simple (Speed 4, DV -0) Keywords: Combo-OK, Illusion, Touch Duration: Indefinite Prerequisite Charms: Mental Invisibility Technique The eyes of the Solar Exalted are always watching. Through the use of this Charm, the Solar becomes omnipresent in the minds of the wicked. The Solar touches a target (this may re quire a Dexterity + Martial arts attack if the target attempts to avoid contact) and spends four motes. The sensation of the Solars touch lingers on and on, eventually spreading to encompass all of the targets senses. So long as these motes remain committed, the Lawgiver seems to be constantly shadowing his markthe target frequently glimpses the Solar leaning in doorways, or disappearing down alleys. He sees the Exalts silhouette watching him from rooftops or following him through
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Cost: 10m, 1wp; Mins: Stealth 6, Essence 6; Type: Simple Keywords: Combo-OK, Illusion Duration: Indefinite Prerequisite Charms: Vanishing From Minds Eye Method Legend and fact soon become interchangeable in the lives of the Exalted, and the Solars embody this principleto the degree that the Princes of the Earth sometimes find it necessary to hide even from themselves. This Charm allows the character to walk directly out of the ongoing narrative of his life, either dimming himself to the eyes of history, or increasing interest in his legend until he himself is all but forgotten. Should the Solar dim himself, he passes from the active thoughts of Creation. His personal acquaintances will still recognize him, but strangers will not. Even if the Solar stands directly next to a poster bearing his face and name, those without a personal relationship simply will not connect the two. The Lawgivers use this Charm to temporarily escape from the public eye. This unnatural mental influence costs four points of Willpower to resist, or only one if someone actively points out the Solars identity. Alternately, the Solar may enhance his glory until its glare blinds the world. The Lawgiver once again cannot be recognized as himselfeven by those who know him. The reality of the man simply does not connect to the stature of his legend. Used in this mode, the Charm requires only two points of Willpower to resist, but offers an additional benefit: No action the Solar takes will besmirch his reputation, as bystanders are overcome by memories of the Exalts glory days rather than circulating news of his misbehavior. For example, Desus could beat an orphan to death in the middle of the street, and any onlookers who recognized him would go home to reminisce about the time he bravely taught the behemoth Oliphem the cost of defying the Solar Deliberative. This unnatural mental influence costs three points of Willpower to resist.
(p. 80)
Bureaucracy
Halo of Ministerial Dominion
Keywords: Combo-Basic Duration: Instant Roll (Intelligence + Bureaucracy + Essence), not Influence. This Charms Dramatic Action activation time generally requires one day of effort per dot of Magnitude of the bureaucracy the character attempts to gain support within, though stunts may reduce this period at the Storytellers discretion. Halo of Ministerial Dominions activation roll must overcome the Dodge MDV of the leader of the targeted organization for the Charm to take effect. This Charm may not be resisted with an opposed roll; instead, the leader of the bureaucratic organization may choose to block a successful activation by spending 5 Loyalty. Doing so immunizes the organization against this Charm for one season.
(p. 65)
Cost: ; Mins: Bureaucracy 7, Essence 7; Type: Permanent Keywords: Native Duration: Permanent Prerequisite Charms: Bureau-Rectifying Method Upon learning this Charm, the Solar impresses his identity upon the very fabric of the cosmos. The shinma open eyes they
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do not possess and behold the Exalts face. They know him then, and will accept no substitutes. Henceforth, all attempts to impersonate the Lawgiver suffer a -2 external penalty, and any character doing so suffers a three mote surcharge on the cost of all Charms while masquerading as the Solar. The motes spent to satisfy this surcharge are tithed to the Solar, delivered when he next awakens from at least one hour of uninterrupted sleep. The Solar may voluntarily exempt specific individuals from this cost and penalty, if he desires, and may just as easily revoke such exemptions. Additionally, whenever another individuals wears his face (either by magic or mundane disguise) that fact becomes Obvious to the Lawgiver when he next awakensthough the location, identity, and goal of the imposter are not revealed. Finally, no effect may draw motes out of the Solars Essence pool without his consent, and no form of magical mental influence may force him to give such consent.
to a limit of the former incarnations Bureaucracy rating. This may explicitly break the newly incarnated Solars normal age capfor example, a Solar who had only been Exalted for a year could be trained up to Bureaucracy 7 (the rating of her former incarnation), as a Training effect. A similar Charm exists for the War Ability called The Unending March (Prerequisites: Heroism-Encouraging Presence), which targets a military organization and permits training in the War Ability.
Linguistics
Guiding Words of Solar Wisdom
(p. 65)
Keywords: Combo-OK, Training This Charm may explicitly be placed in a Combo with any Training-Keyword Charm, even in violation of standard Combo rules, permitting those effects to be encoded into the resultant magical training manual.
Cost: ; Mins: Bureaucracy 7, Essence 7; Type: Permanent Keywords: Training Duration: Permanent Prerequisite Charms: Bureau-Rectifying Method The Solar pours her very soul into the works she has brought forth in Creation. Upon learning this Charm, the character selects a bureaucratic organization she presently leads. Should the Solar come to no longer lead that organization (whether due to resignation, coup, or the organizations dissolution), she may spend one Willpower to target a different organization she leads; or she may spend five Willpower at any time to transfer this Charms focus to a different organization. This Charm takes effect when the Solar meets his final day. Upon death, rather than guarding the Lawgivers corpse, his po soul becomes the quiet guardian of the targeted organization, bending its strength toward guiding the new leadership of the organization. In essence, the po does everything in its power to ensure the organization continues to run as though the Solar were still alive, sometimes prompting rumors that a Lawgiver has not truly died at all, but is simply guiding the organization in secret. A po spirit empowered by this Charm possesses the Solars Attributes, Abilities, Essence rating, and, in addition to an array of dangerous arcanoi, the following unique powers: All General Charms the Solar knew in life, though they may only be used to support, lead, or defend the organization the spirit is attached to. The ability to manifest itself in a form indistinguishable from the living Solar. The po cannot be permanently destroyed short of GhostEating Technique or equivalent magic, reforming at sunset each evening so long as the idea remains in the hearts of the organizations members that the Solar or his vision lives on, and so long as the organization it was set to guide endures. Furthermore, when the Solars Exaltation next incarnates, this spirit will seek out the new hero and seek to teach her everything it knows about the organization and how to carry on the last incarnations work, effectively and smoothly returning the fallen Solar to his rightful place at the head of the order. In addition to imparting detailed knowledge about the organization in question, this consists of a Training effect allowing the po to impart dots of Bureaucracy at a rate of one per week, up
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Ride
Shining Inevitable Lasso
(p. 66)
Replace this Charm in its entirety with the following:
Sail
Omnipotent Admiral Authority
Cost: 10m; Type: Simple Keywords: Combo-OK, Mirror (Shadow-Driven Ghost Galleon), Obvious Duration: Indefinite Replace the text of this Charm with the following: The Solars anima erupts into an aureate corona which washes over a ship she owns or commands. The magic quickly sinks into the boards of the vessel, visible only by the lanyards which untie themselves, the sails which raise and lower in accordance to the Lawgivers will, and the other processes by which the ship obediently tends to its own upkeep and operation. So long as this Charm remains in effect, the ship requires a crew of zero sailors. So long as the Solar remains within (Sail x 100) yards of the ship, she may direct its course as though she were onboard. New Abyssal Charm: Shadow-Driven Ghost Galleon (Prerequisites: Ruthless Captain Efficiency). This Charm operates by filling vacant positions on the ship with murky apparitions drawn from the Abyssals anima. It is otherwise identical to its Solar counterpart.
(p. 66)
Cost: 2m; Mins: Ride 5, Essence 5; Type: Reflexive Keywords: Combo-OK, Obvious Duration: Indefinite Prerequisite Charms: Draft Horse Measure, Single Spirit Method In the Time of Glory the Solars used this Charm to pull down the sky and drop mountains on the heads of the Primordials. In the Era of Dreams, a Solar once saved a caravan stranded in the desert after a Fair Folk attack by using Sun-Towing Method to haul their entire wagon train to Chiaroscuro with a single horse. Essence imbues the Lawgivers mount with incredible strength to pull massive loads, incidentally also rendering any means used to attach the load (such as a rope tied off to a mounts saddle) unbreakable. The Solars mount may pull any object with no loss of speed, regardless of the objects weight. This does not imbue the object with any unusual durability. At Ride 6+, Essence 6+ Sun-Towing Method may be used to drag any vehicle, regardless of its sizeeven those normally large enough to qualify as structures, such as ships. At Ride 7+, Essence 7+ the Solar may haul structures with a spherical mass up to up to (Essence x 50) yards in diameter. Should he tie off to a larger structure or landscape feature, his horse will tear out an appropriately-sized chunk and drag it away. For example, a Solar with Ride 10, Essence 10 could tear off the peak of a mountain and ride away with it at full gallop. Manses cannot be moved in this fashion.
(p. 66)
Cost: 8m; Mins: Ride 5, Essence 4; Type: Reflexive Keywords: Combo-OK Duration: One day Prerequisite Charms: Horse Skids Trick (Ink Monkeys, Vol. 20) The mounts of the Solar Exalted are as tenacious as their riders. The Lawgiver may use this Charm to lock on to a target no more than (Essence x 3) yards away. Doing so causes an invisible tether of force to bind his mount into an orbit around the target. Carried on the momentum of the targets movements, the Solars mount may effortlessly keep pace with the target, moving freely to any point within (Essence x 3) yards in order to maintain the minimum distance required for this Charm. The Lawgivers mount becomes tireless so long as Draft Horse Measure is in effect, and all Ride Charm costs are lowered by 2 motes (to a minimum of zero motes). This Charm does not confer the ability to fly or to run across water, so other Charms are required in order to ride the Silent Winds of Adorjan across Malfeas or chase Leviathan across the ocean. At Ride 6+, Essence 6+ the Solar may tether himself to weather patterns, enabling him to draft behind a hurricane or trade wind.
Misty Voyage
(p. 66)
Replace this Charm in its entirety with the following:
Cost: ; Mins: Sail 5, Essence 5; Type: Permanent Keywords: Native, Obvious Duration: Permanent Prerequisite Charms: Immortal Captains Advantages (Ink Monkeys, Vol. 20) The power of the Solar Exalted extends to all things which enable their legends. This truth is demonstrated clearly by this
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Charm, through which any ship the Solar commands becomes an extension of his anima. Upon first purchasing this Charm, the Solars ship gains the effect corresponding to his caste. Additional powers may be purchased for two experience points each. The Solars vessel may only benefit from one effect at a time. Dawn: For three motes, the Solars ship becomes an extension of his terrifying might for the rest of the scenethe minds of his opponents are clouded with fear at the thought of the reprisals that would be invited by assaulting such a vessel. Opponents must pay two points of Willpower to ignore this unnatural Compulsion if they wish to target the ship with their attacks. This power in no way prevents the ships crew from being targeted. Zenith: For three motes, the Solars ship becomes Holy ground for the rest of the scene. Any creature of darkness boarding the vessel enters an environmental hazard with (Damage 2A/action), Trauma (Sail). Twilight: The ship becomes aware of all threats approaching within (Essence x 30) yards, from above, below, or beside the ship; this warning is communicated to the Solar in the form of eerie sea-sounds which appraise him of the position and bearing of the threat (for example, something below the ship and approaching fast). This benefit costs one mote, and lasts for one day. Night: For three motes, a mist rises up around the ships shrouding it from view. This grants a +3 bonus to all Stealth attempts, and reduces the cost of Sea Ambush Technique by one point of Willpower. Eclipse: The Solar may pay five motes to cause his anima to surmount the ship as a flag bearing complex sigils which may be understood by all observers. This flag may offer the terms of a truce, alliance, or financial arrangement. It is clear that this offer is genuine, and magically binding; should the captain of another vessel verbally agree to the terms offered by this flag, that fact becomes Obvious to the Solar and he may pay one Willpower to sanctify the oath as though with the Eclipse anima power. Additionally, if the character is a member of the Eclipse caste, he may sanctify any oath spoken aboard his ship that he is aware of for a cost of only one point of Willpower. At Sail 6+, Essence 6+ this Charm gains the Stackable Keyword, and the Solar may simultaneously apply up to (Essence 4) different effects at a time.
Socialize
Web-Cutting Eyes
(p. 66)
Cost: 5m Keywords: Combo-OK, Mirror (Merciless Dissecting Stare) Prerequisite Charms: Mastery of Small Manners Replace the text of this Charm with the following: The Solars cunning gaze cuts across all subtleties of motive and concealment, laying bare the intentions of those who stand before him. While this Charm is active, all attempts to read the motivation of other characters (see Exalted, p. 131) are made at difficulty 1. New Abyssal Charm: Merciless Dissecting Stare (Prerequisites: Exquisite Etiquette Style). This Charm is identical to its Solar counterpart.
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Strength
Herd-Strengthening Tactic
(pp. 68-69)
If a Crippling injury enhanced by this Charm is cured by magic, this occurs at the normal rate, not the extended speed indicated by the text.
Courtesans Possession
Prerequisites: Essence 4, Wits 4 Taking a form in this way does not trigger a Compassion roll. Should targets hunted with this Knack die, you may still benefit from the effects of Flickering Star Infusion.
(p. 68)
Dexterity
Flowing Body Ascension
(p. 69)
This Charm adds a +3m, 1wp surcharge to its prerequisite when employed, rather than +2m.
Prerequisites: Laurels-and-Ivy Technique, Essence 7, Perception 7 This Knack allows the Lunar to pay 10m, 1wp to assume the form of a natural geographic featurea cloud bank, a mountain, a forest, a stretch of river, a creeping fog. The Lunar must have within her hearts blood library the form of a spirit corresponding to the feature she wishes to becomea river god, for example, if she wishes to become a river. The Lunar is only semi-mobile in this form, moving at most ten miles per day, and unable to directly act upon anything venturing within her boundaries, though she may observe the interior of her being from any point as though she were present, and adds three dice to all Perception rolls to notice intruders within her. While not immune to damage in landscape form, per se, the Lunar is formidably protecteddestroying a Lunar wearing the form of a mountain, for example, would likely require Solar Circle sorcery or powerful artifacts of mass destruction. The Lunar may not destroy any existing landscape features by using this Knack; existing geography instead reconfigures itself to account for the new inclusion. For example, if the Lunar were to become a river winding its way through the middle of Whitewall, the citys streets and roads would temporarily route themselves around it, span the Lunar with bridges, and so forth. A Lunar who became a forest in Nexus would briefly transform Nexus into a thriving trade city located in the heart of a forest. The Lunar also may not assume a geographic form in a place where it is impossible for that feature to exist (clouds, for example, are rarely found underwater, and mountains and rivers generally do not float two hundred feet above the ground), unless she is in the Wyld. Finally, the Lunars Tell extends to blanket her in a veil of normalcy; observers must pierce the Tell in order to realize there is anything unusual about a mountain suddenly springing up overnight.
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Moonlight Hunt
(p. 70)
This Charm provides an opportunity to re-establish surprise when the character teleports, rather than automatically reestablishing surprise.
Cost: 8m; Mins: Stamina 4, Essence 4; Type: Simple (Speed 5, DV -2) Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: Hide-Toughening Essence Lunars are survivors, accustomed to the hardships the world demands of its heroes. Knowing that misfortune is inevitable, hardy Stewards prepare for the worst. With a few moments concentration, the Lunar causes his body to grow redundant physical systemssecondary organs, reinforcing musculature, additional ligaments. The character gains (Stamina) additional -1 health levels. These levels persist as long as the Charm remains active, and vanish as soon as damage is marked off in them; as the Lunars additional body parts are destroyed, they sublimate back into the Essence that formed them.
Charisma
Loyal Beast-Friend Enlightenment
(p. 71)
In case it should come up, health levels trained via this Charm cost the animal (12 wound penalty associated with health box) xp each, or (6 wound penalty associated with health box) bonus points during character creation.
Snake-Vine Integration
(pp. 71-72)
If it should come up, the first dot of an Attribute costs 5 xp.
Stamina
Native Sons Grace
(p. 71)
Mins: Stamina 5, Essence 4 As a point of clarification, this Charm acts as a perfect soak, negating the damage of the attack. It does not negate any other repercussions of the attack. The Charms restriction to being used within the Lunars territory constitutes a unique Flaw of Invulnerability.
Manipulation
Mirror-Shattering Word
()p. 73
A character need not be of higher Essence to cure the insanities this Charm inflicts.
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Appearance
Air Body Style
(pp. 73-74)
Mins: Appearance 5, Essence 5 Replace the text of this Charm with the following: Walls and gates erected to hide prey from the hunter are of no concern to a Lunar. Likewise, the keenest eyes and canniest screening for her Tell only make a Steward laugh. Briefly drawing her anima into her body, the Lunar inverts her own physical nature, causing herself to dematerialize. She may freely interact with other dematerialized beings and attempt to enter sanctums as a spirit would. However, should the Lunars anima flare to the 11m+ level it becomes visible even to those who cannot see dematerialized beings.
tice of the tenders of the Loom of Fate, rendering him invisible to astrological predictions and the Loom. All attempts to use the Loom or astrology to divine the Lunars location or future automatically fail. Furthermore, the Lunar may observe many secrets from his vantage point between destinys threads; all Sidereal Astrology becomes Obvious to his senses. If he chooses, he may even follow the threads of infectious destiny back to their point of origin; by starting with an individual who has had an ascending or descending destiny placed on him, the Lunar may track down the Sidereal who laid the blessing or curse, adding (Perception) automatic successes to all tracking rolls. This Charm does not inform the Lunar of which Sidereal laid any given Sidereal Astrology effect on an individual; in order to find out, he must follow destinys thread and see where it leads.
Stance-as-Thought Stride
(p. 74)
Keywords: Combo-OK, Illusion, Illusion As a point of clarification, this Charms effects constitute unnatural mental influence which costs two points of Willpower to resist.
Intelligence
Perfect Dragon Understanding
(p. 75)
Replace this Charm in its entirety with the following:
Perception
God-Body Dissection
(p. 74)
Keywords: Combo-OK, Crippling, Obvious This Charm may only eliminate Charms, Combos, and spells from target spirits and Fair Folk. It cannot target permanent Charms, Native Charms, sorcery-enabling Charms or Assumptions. The target is still considered to know removed Charms for the purpose of fulfilling prerequisites for other Charms.
God-Body Consumption
(p. 74)
This Charm may not permanently devour panoply Charms, such as the signature Charms of the Incarnae.
Cost: 15m, 1wp; Mins: Intelligence 6, Essence 6; Type: Simple Keywords: None Duration: One day Prerequisite Charms: Predators Insight Lunas Chosen are the ultimate outsiders, freely walking between nations and worlds. They are at home in the outlands, recognized as kindred spirits and ideal champions by the odd inhabitants of the Threshold and beyond. Upon purchasing this Charm, the Lunar selects a particular sort of outsider from the following list: Demons, Dragon Kings, elementals, ghosts, Jadeborn, Lintha, raksha. The Storyteller may add other alien races and classes of being to this list as he feels appropriate. When this Charm is active, the Lunars player adds a number of automatic successes equal to the characters Intelligence to all social rolls for the character to deal with that particular class of outsider. Additionally, the Steward gains three artificial specialties in all of his Abilities focused on the outsider in question. Additional outsiders may be added to this Charm for a cost of two experience points each. The Charm must focus on a single type of outsider, selected when activated, and if the Lunar wishes to deal with a different sort of being, she must deactivate the Charm and reactivate it.
Cost: 5m, 1wp; Mins: Perception 4, Essence 4; Type: Reflexive Keywords: Combo-OK Duration: (Essence) days Prerequisite Charms: Eye of the Cat Canny Lunars know when they are being watched, and may use this heightened sensitivity to move through the world unseeneven by the pattern spiders. A Lunar using this Charm moves through the moments and spaces that escape the no-
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anything will do. The target is free to refuse the challenge, but if she accepts and prevails, the Lunar owes her a boon to be named by the target. Refusing or failing to discharge this debt causes the Lunar to be punished as though she had broken an oath sanctified by an Eclipse with an Essence rating equal to her own. Requested boons may not be impossible or inherently lethal, but they may be very dangerous. By contrast, should the Lunar win, she may claim one of the targets Charms. She may only claim Charms whose minimum traits and prerequisites she meets, and which she could have potentially learned either herself or with a Lunar equivalent of the Eclipse anima power. Sidereal Martial Arts remain inaccessible. While the Lunar has claim to a Charm, the Lunar may freely use the effect as though it had been learned with the Eclipse anima power, and the target suffers a three mote surcharge on its activation cost. The Lunars claim ends after one month has elapsed, though she may permanently retain the power if she wishes as a Training effect. Doing so immediately cedes her claim over the Charm, restoring its cost to normal for the original owner. Charms the Lunar could normally learn retain their standard experience point and activation costs; Charms which would require the Eclipse anima power to learn cost 20 experience points and have a two mote surcharge when activated. If either the Lunar or the target agree to the challenge in bad faith (i.e., intending to rig the contest so that the Lunar may simply learn a power the target knows), the Charm fails to function.
guide Creation and its rulers toward a better future. Sidereals may invent new Charms for this tree, and these are considered Sidereal Charms, not Celestial Martial Arts Charms. This distinguishes Throne Shadow style from the other instinctivelygrasped art of the Sidereals, Violet Bier of Sorrows, which is a closed style designed for the Viziers by the Maiden of Endings. Weapons and Armor: This style counts as unarmed attacks the cestus, fighting gauntlet, khatars, pankrators cestus, tiger claws, and other such brawling aides, as well as improvised weapons. It is compatible with any sort of armor.
Cost: 1m or 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: None Sidereals understand the world; much of their power to act upon the world proceeds from this fact. When the character perceives an individual whose Martial Arts rating is equal to or higher than his own, that fact becomes Obvious to his senses unless the character is using a supernatural disguise of some kind. Alternately, for a cost of 3m, the character knows all combat Abilities a perceived individual possesses which are rated equal to or higher than his Martial Arts rating.
Wits
Fluid Essence Refinement
(p. 76)
This Charm has no effect on Countermagic spells.
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive Keywords: Combo-OK, Illusion Duration: Indefinite Prerequisite Charms: None Sidereals deceive the world, presenting themselves as less than what they are; much of their power to act upon the world proceeds from this fact. The Sidereal cloaks herself in the humble and unassuming air of the neophyte student, the civil servant, or the hanger-on in the company of legends. She seems unthreatening, imposing a -3 external penalty on all attempts to gauge her nature and the level of her skill. This unassuming mien also makes it difficult to view the Sidereal as a serious threat; all attempts to re-establish surprise enjoy a bonus of (Sidereals Essence) dice. This Charm constitutes a form of unnatural mental influence costing two Willpower to resist for one scene.
Fates Guardian style continues to be practiced into the Time of Tumult, but never again matches the widespread popularity it enjoys in the First Age. The breaking of the Mask, murder of the Solars, and exile of the Lunar Exalted all undermine the elements that make this style a lynchpin of First Age Sidereal power. With the removal the most potent of the Sidereals common students and allies, and the difficulties the Arcane Fate introduces to recruiting longterm mortal or Dragon-Blooded assistants, Throne Shadow is slowly eclipsed in popularity by Violet Bier of Sorrows in the days after the Usurpation.
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Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Simple (One dramatic action) Keywords: Combo-OK Duration: Indefinite Prerequisite Charms: None Sidereals advise the world; much of their power to act upon the world proceeds from this fact. Disdaining such crude weapons as fighting gauntlets or appropriated barstools, the Sidereal turns others into his instrumentsbe they pawns or kings. The Sidereal may enlighten an individual with five minutes of oneon-one advice and simple-but-profound martial demonstrations. The beneficiaries of such instruction temporarily enjoy one bonus dot of Martial Arts and add the Sidereals Martial Arts rating to their Dodge MDV so long as the Vizier commits Essence to this Charm. She may sustain a commitment to up to (Essence x 2) beneficiaries at once. Sidereals know such beneficiaries as shadow fingers. If the character is a Sidereal Exalt, she automatically becomes aware when one of her shadow fingers is attacked, regardless of the distance separating them.
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 1) Keywords: Combo-OK, Crippling, Obvious Duration: Instant Prerequisite Charms: Shadow Lost in the Court Sidereals are known for their discretion, never sullying the courts of the Lawgivers with the blood of would-be assassins or the screams of intercepted fanatics. Their killing arts are cleaner than that. This Charm supplements an unarmed martial arts attack. Should it successfully strike its target, that individuals breath is sealed, and he begins suffocating (see Exalted, p. 130). The target may make a reflexive (Strength + Athletics) roll every thirty seconds at a difficulty of the martial artists Essence rating to attempt to break free and resume breathing normally. Until he does so, he suffers a -2 internal penalty to all actions. The martial artist may also restore a targets breath by striking them with this Charm again. If used by a Sidereal Exalt, then this Charm may alternately be used to steal the targets breath altogether. The Sidereal may subsequently try to strangle the target with her own breath, treating such attempts as a dire chain-assisted grapple attempt. Should the target regain her breath, this weapon vanishes from the Sidereals grasp.
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple Keywords: Form-type Duration: One scene Prerequisite Charms: Lion Mouse Stratagem, Lotus Eye Tactics, Sifus Useful Fingers Combining insight, deceit, and the shadow fingers she has accumulated, the Sidereal makes a terrible fist with which to guard all things within destinys design. While this Form is active, all shadow fingers within (Dexterity x 3) yards are considered to be protecting the martial artist with a Defend Other action at all times. Additionally, the Sidereal may launch coordinated attacks with her shadow fingers, substituting Martial Arts for War, and such attempts are made at difficulty 1 regardless of the number of fingers participating in the attack. The Sidereal and her fingers may also strike dematerialized targets while this Form is active, though this Charm does not help them find and target such beings.
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Shadow Throne Form The world of the Exalted is a world of vast, eye-catching luminaries; nobody notices a shadow lost in the tangle of the crowd. This Charm enhances an attempt to re-establish surprise in a crowd (defined as a scene in which at least 20 characters are present), producing a -2 external penalty on attempts to spot the Sidereal. If the Sidereal has at least two shadow fingers present, this also qualifies as a crowd, permitting her to attempt to re-establish surprise.
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Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 1) Keywords: Combo-OK, Poison Duration: Instant Prerequisite Charms: Pneuma-Sealing Strike There is no deadlier weapon than truth, which Sidereals may unleash on destinys behalf. Should an unarmed attack supplemented by this Charm strike its target, they are poisoned with a toxin with the following traits: (Special/one hour, 5, /, -1). Rather than doing damage, this toxin infects the victims chakras and her mind, rendering her incapable of lying or dissembling. Should she speak, she may only speak the truth as best she knows it.
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive Keywords: Combo-OK, Counterattack Duration: One scene Prerequisite Charms: Throne Shadow Form The Sidereals are destinys guardians and the eyes of the Exalted. Their vision must not be clouded, and those who would attempt such stratagems must be punished. While this Charm is active, the Sidereal may launch an unarmed Martial Arts counterattack in step nine against any individual who attempts to inflict unnatural mental influence on him. If this influence is ongoing, the counterattack triggers the first time the Sidereal is exposed to it after activating Clear Eyes Defense. If the character is a Sidereal Exalt with Essence 3+, then a counterattack which successfully strikes its target also perfectly negates the unnatural mental influence which triggered it.
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple Keywords: Combo-OK, Servitude Duration: One scene Prerequisite Charms: Clear Eyes Defense, Welcoming the Uninvited Guest Improvisation is a cherished skill of brawlers and courtly guardians alike. The Sidereal rolls (Charisma + Martial Arts), issuing an exhortation to abandon arms and loyalties and rally to him for the sake of the worlds preservation. This battlefield plea is ineffective against heroes and supernatural beings, but the weak minds of the worlds extras may be easily swayed to change their loyalties. Compare the Sidereals roll to the highest MDV of any hostile extra present; should the Sidereal succeed, (Essence x 2) extras switch sides and immediately begin fighting under the Sidereals leadership (assuming that so many are present). These extras are considered to be shadow fingers until the end of the scene; after that point, the Sidereal must use Sifus Useful Fingers on them if he is to retain them as his tools. This Charms unnatural mental influence costs three points of Willpower to resist. If the character is a Sidereal Exalt with Essence 4+, then this Charm may also win the loyalty of mindless automatons, including undead, though such beings add their masters Essence to their MDV if they are under magical control.
Cost: ; Mins: Martial Arts 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Deadliest of All Weapons, FingerStealing Handshake Those who wield the world as a weapon are never alone, and as such, cannot be defeated. The attacks of the Sidereals shadow fingers are now considered to be her unarmed attacks for the purpose of Charms of Throne Shadow style.
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tions. Some Charms differentiate between relatives who are mortal versus Dragon-Blooded, as noted in their description. Celestial Exalted are never considered blood relatives or descendants unless a Charm explicitly says so. Purity #: The steady dilution of the Dragon-Blooded race makes Purity magic vanishingly rare in the Time of Tumult, almost legendary. Knowing about each of these Charms in that era requires an (Intelligence + Occult) roll at a difficulty of the highest minimum trait required for them. Incidentally, this is also the difficulty to know about the special support effects of each Terrestrial Charm capable of aiding Celestial Exalted leaders, as the Immaculate Order does its utmost to stamp out this heretical knowledge.
Linguistics
Honored Ancestor Exhalation
(pp. 77-78)
Characters wishing to be part of a family lineage subject to a Martyr usage of this Charm may possess one such Motivation, subject to the Storytellers approval, per dot of the Family Background (see Manual of Exalted PowerThe DragonBlooded, p. 109). Buying Family in this manner negates the normal bonuses for buying that dot of the Background. Ancestors purchased with this Background are assumed to have died with Essence 6. Optionally, rather than using an additional dot of Family to add a second Motivation, such dots may be used to upgrade an existing ancestors Essence rating by one dot, up to a maximum of Essence 8.
Cost: ; Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: Native Duration: Permanent Prerequisite Charms: Lotus Eye Tactics, One complete Celestial Martial Arts style Masters of space and time, Sidereals embody the principles which engender the Martial Arts. This Charm replicates the effects of the Solar Charm Divine Transcendence of Martial Arts.
Craft
Unchain the Dragons Heart
(p. 79)
This Charms second paragraph should state with Essence 7+ instead of with Essence 6+.
Cost: 10m; Mins: Martial Arts 6, Essence 6; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Clear Eyes Defense The Sidereal, having enriched the world with his lessons, has earned its gratitude. It moves to punish those would attempt to strike down such a wise master. All shadow fingers within range of the Sidereals attacker reflexively launch one attack with the combat Ability of their choice at that individual. With Martial Arts 7+, Essence 7+ the Sidereal may add a one Willpower surcharge to this Charms cost to automatically render this mass-counterattack a coordinated attack. Individual shadow fingers may opt not to participate in this attack if they choose, at no cost. This Charm may be used no more than once per action.
Integrity
Dragons Parable Defense
(p. 26)
Keywords: Combo-OK, Leader 5, Native
Dragon-Blooded Charms
Updated Keywords
(p. 77)
Dynasty: Charms with this keyword have special effects on human descendants and occassionally other blood relatives. For these purposes, a blood relative is defined as anyone with whom the character shares a common ancestor no more than five generations back. A descendant is anyone who traces direct lineage to the Exalt, regardless of the number of genera-
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Keyword, and it does not replicate Dragon-Graced Weapon; instead, the weapon raises the Solars minimum damage by one and counts 10s twice for the purpose of determining damage. Unlike Dragon-Blooded, Solars may buy this Charm as many times as desired to cover different weapons. Finally, the Lawgivers Lunar mate may wield a weapon enhanced with Honored Companion of the Sun without requiring attunement or suffering botches, if the Solar desires.
Larceny
Flowing God-Dragon Shintai
(p. 83)
This Charms name is Flowing God-Dragon Stance.
Medicine
Transcendent Gaian Harmony
(p. 84)
If the Storyteller permits the option, attaining a transcendent state requires five purchases rather than six as indicated in the Charms writeup.
Warfare
Metasorcerous Phylactery
(pp. 96-97)
Under this artifacts trigger function: Only one spell may be keyed to a particular trigger until that trigger has discharged, and only one trigger at a time to a particular spell. For example, the sorcerer could not key five Flights of the Brilliant Raptor to all trigger when he shouts Now! Nor could he establish five different conditions under which Travel Without Movement will whisk him away to safety. The sorcerer may sustain a number of simultaneous triggers no greater than the rating of the hearthstone powering his phylactery, and removing that hearthstone cancels all spells and triggers.
War
As In the Beginning
(p. 80)
Type: Simple (Speed one hour, DV -3) This Charms damage is considered to be environmental damage and may be resisted as such. The Charm unleashes its devastation after one hour, not ten seconds.
T he Mighty Stat blocks should be modified to account for the replacement of former Charms and insertion of new Charms.
Melee
Ordained Talon of Draconic Fury
(p. 82)
Keywords: Elemental, Obvious This Charm grants the weapon the benefits of DragonGraced Weapon according to the Terrestrials Aspect, not Refining the Inner Blade. Solar Exalted possess a similar Charm called Honored Companion of the Sun. It is identical to Ordained Talon of Draconic Fury save that its prerequisites are Fire and Stones Strike and Summoning the Loyal Steel, it may only be used on orichlacum weapons, it lacks the Elemental
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CHAPTER ELEVEN
SCATTERED GLORIES
any Primordial in existence. Once revoked, the geas may not be verbally reinstated. Only a scene change will serve to shackle the Incarna once more. In the Age of Sorrows, Malfeas retains the power to revoke the great geas. The geas will also recede if the Incarna is attacked by any Primordial with the intent to do harm to the god. When this happens, the Incarna instinctively realizes the geas has temporarily been lifted, and may attack any Primordial in existence. The geas naturally reasserts itself one hour from the point at which the Incarna was last attacked by a titan; in this way, the Empyreal Chaos need not continually declare the geas null after unleashing the Unconquered Sun on one of his enemies.
Glories of the Most High is available in PDF and print. Because the PDF version comes in three separate installments, the page numbers dont quite match up. Black page references in this chapter point to the book release, while the references in red are for the appropriate PDF.
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Charm as a matter of skill. He may do this regardless of whether his Conviction is suppressed, or whether he has transferred his Fulcrum to another.
Suppressing Virtues
(pp. 7-12; pp. 7-12)
The Unconquered Suns Charms remain suppressed for longer than a scene in the case of particularly egregious or repeated violations of his Virtues. If he continues to betray his Virtues while already suppressed, the wait before their power returns should be extended in accordance with the frequency and severity of his transgressions, according to the Storytellers judgment. Frivolously declaring an individual a creature of darkness, for example, would break the Unconquered Suns Temperance for a scene; frivolously condemning an entire city, by contrast, might leave his Temperance-based Charms weakened for a week, while declaring all of the Exalted to be creatures of darkness could sunder his Aegis for years. If the Unconquered Sun makes equal amends to correct any such transgressions against his Virtues (such as it is possible he cant take back vaporizing the Haslanti League, though he might repair the Supplicant of the Lap after striking its head off in a rage) he can hasten the restoration of his broken Virtues. He may not shorten this length to less than one scene, however.
Incandescent Ascendancy
(p. 10; p. 10)
The Unconquered Sun moves at a base speed of 20 yards per tick, not 15.
As Morning Reveals
(p. 10; p. 10)
Compassion: The Unconquered Sun is also aware of the Virtue ratings of any character he can see. While observing a characters Virtues, he understands any circumstance which causes them to suppress or uphold their Virtues as an Obvious effect; he becomes aware of how their Virtue was tested and gains a basic understanding of why they did or did not uphold the Virtue in question. If he has not suppressed any of his Virtues, the Unconquered Sun may pay 10 motes to become aware of every instance during which an observed character acted against or in accordance with a Virtue during the course of their entire life, rather than just in the course of the scene as they are being observed.
When the Unconquered Sun has suppressed his Temperance, he may pay 100 motes, one Willpower to unleash his true form. Doubling in height and stature, the Unconquered Suns armor morphs into an obsidian sheathe of sculpted musculature in which galaxies roil and spin. His eyes become a pair of blazing supernovas and he gains 28 arms, each clad in winged gauntlets of molten orichalcum. Mortals and spirits lesser than the Celestial Incarnae find the Unconquered Suns full majesty to be utterly unbearable, and are unable to dream one day for every minute they spend exposed to his glory, and thus are unable to recover motes or Willpower from resting. Mortals must succeed at a Valor roll just to remain in his presence. Those who fail fall flat on their faces, temporarily weighed down by his intense Essence pres-
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sure. Spirits in his presence merely begin to lose motes as a Shaping effect, at a rate of one mote per action. Spirits who lose their entire mote pools in this fashion simply fade away as if the Unconquered Sun had destroyed them. This form also prevents the Unconquered Sun from relating to issues in terms of his Virtues, making it impossible for him to further suppress any of his powers. As such, he is unable to use the Charm Sun Turns His Face for the duration of this effect. Furthermore, his inability to relate to the universe through his Virtues makes him fail at all Socialize-based interactions to understand or exist in harmony with the needs of anyone else, and prevents him from succeeding at any Bureaucracy-based rolls. This effects duration is indefinite, but for the above reasons, the Unconquered Sun only voluntarily sustains it when he is in combat. While transformed, the Unconquered Sun may not use the instant, tick, or action-length perfect defense of his Aegis against the physical portion of attacks. He may still employ these defenses against Shaping and other types of deleterious effects. For example, if a physical attack contains a Shaping component, his defense nullifies that component but does nothing to counteract the attack itself. As such, his instant, tick, and action-length Aegis costs are reduced to two motes, three motes, and three motes, one Willpower respectively. The Unconquered Sun also gains the following benefits: His Soak and Hardness each increases by 10L/10B/5A, while his Dodge and Parry DVs both increase to 15. Characters attempting to attack the Unconquered Sun are overcome by fear as an Emotion effect which inflicts a -2 external penalty on all attacks. Willpower may not be spent to ignore this unnatural mental influence. The Unconquered Sun intermittently flares as entire galaxies spin into existence, collide and go supernova throughout his body. His blazing majesty is impossible to look directly at, imposing an additional -2 external penalty on all attempts to attack him. The size of the Unconquered Suns Essence pool increases to 300 motes, and he regains one mote per action while in battle. 28 of the Unconquered Suns arms must be destroyed in order to end his transformation. It is impossible to defeat him otherwise. Each of the Unconquered Suns arms has 10 -0 health levels. No single attack may inflict more than 10 health levels of damage to the Unconquered Sun. Any health levels inflicted on the Unconquered Sun are transferred to one of his arms. When one of his arms loses all 10 levels, it breaks free of his body, blazing away in a burst of white flame.
appearance. This dramatic outburst is not purely cinematic; if the Unconquered Sun has lost any arms, he regains at least one. He also instantly heals any Crippling or Poison damage currently affecting him. In addition, the Storyteller rolls 10 dice, and the Unconquered Sun regains one arm per success. The countdown of this effect is extended by two actions each time the Unconquered Sun loses an arm after activating the Charm. Benediction of the Divine Ignition does not heal wounded arms; it only restores arms which have been destroyed.
The Unconquered Sun may pay 30 motes, one Willpower to unleash an area attack thirty yards in diameter. Drawing his hands toward the skies to invoke the might of the sun (himself), the Unconquered Sun tears his hands downward, releasing a furious cyclone of interwoven tines of golden flames which whirl and beat around him, hitting everything in range with three 100L attacks every tick for ten ticks. Characters caught within the area are drawn in toward the Unconquered Sun at a rate of ten yards per tick, subtracting that amount from all attempts to dash free of the attack area. Characters who cannot move faster than ten yards per tick cannot escape the blast radius. This Unconquered Sun may not use this Charm again until his last activation has dispersed.
Birthed to be a hated nemesis, pure, infinite, and true, the Unconquered Suns limitlessness and unassailability are just as necessary as the light he brings. While under the effects of Magnanimous Unbound Sun, the Unconquered Sun may employ all of his Conviction and Valor-based Charm effects regardless of whether he has suppressed or transferred them: shadows wreathe and surround the light, bending it into the shape of his Fulcrums so that he may wield phantom approximations of his true panoply. Nonetheless, the Unconquered Sun may channel his full power through such shadowed projections. The Unconquered Sun may also safely ignore the demands of his Compassion without any immediate repercussion, but when he ends Magnanimous Unbound Sun, he will accrue a number of infractions against his Virtue concomitant with any breaches of his Compassion committed during Magnanimous Unbound Sun.
While under the effects of Magnanimous Unbound Sun, the Unconquered Sun may pay 10 motes, one Willpower to activate this Charm. Five actions from activation, the galaxies spinning through his body are flung away and replaced by a single pinprick of light near his heart, which then explodes outward, flaring through his anima and washing over his body, before abruptly returning to his Magnanimous Unbound Sun
While under the effects of Magnanimous Unbound Sun, the Unconquered Sun may reflexively name one type of attack he is immune to. He may seal Archery, Martial Arts, Melee, Occult, or Thrown, In the case of Occult, he becomes immune to all sorcerous attacks (both spells and Sorcerous Charms). The Unconquered Sun retains this immunity until he ends Magnanimous Unbound Sun. In addition, at the start of each action, the Unconquered Sun may reflexively choose to become immune to an additional one of the listed Abilities. However, the Unconquered Sun may not accrue an additional immunity if he was attacked in the previous action with an Ability he was already immune to. Furthermore, when the Unconquered Sun has more than one immunity, additional immunities vanish on the next action tick after the Unconquered Sun is targeted by an attack he is immune to.
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Martial Arts
Armor-Shattering Strike
(pp. 20-21; pp. 20-21)
The second paragraph should read: Should the attack also actually inflict damage, the Solar may pay an extra 1m to immediately cancel all Charms, spells and astrological powers with a duration greater than Instant but less than Permanent which provide the target with increased soak or hardness. This nullification is a Shaping effect.
Melee
Flashing Edge of Dawn
(p. 22; p. 22)
Replace the text of this Charm with the following: This Charm permanently enhances its prerequisite. If she wishes to, the Solar may ignore steps 7-9 on her second damage application and simply repeat step 10. Additionally, her post-soak damage is raised by one die whenever she uses One Weapon, Two Blows.
Integrity
Glory to the Most High
(pp. 24-25; pp. 24-25)
This Charm converts to experience when the character becomes old enough to naturally buy Essence 10.
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Performance
Rose-Lipped Seduction Style
(p. 26; p. 26)
Keywords: Combo-OK, Compulsion, Mirror (Lust and Loathing Stance) While the Charm is in effect, all characters who possess any sort of positive Intimacy toward the Solar have their MDVs set to 0 against seduction attempts by her so long as she is of a gender they are normally attracted to; if she is not, then such targets halve their MDVs instead. The users Lunar mate has his MDV set to 0 regardless of normal preferences. New Abyssal Charm: Lust and Loathing Stance (Prerequisites: Irresistible Succubus Style). Unlike its Solar counterpart, Lust and Loathing Stance is Obvious, only keys off of negative Intimacies or Intimacies of lust, and it halves MDVs regardless of the targets normal sexual preferences. It has no particular efficacy against an Abyssals Lunar mate.
Dexterity
Ferocious Guardian Beast Stance
(p. 65; p. 23)
Cost: 8m
Charisma
Sacred Guardian Renewal
(pp. 66-67; pp. 24-25)
Replace the text of this Charm with the following: This Charm functions identically to the Solar Charm Phoenix Renewal Tactic (see Exalted, p. 200), save that the Lunar may only regain Virtue channels from appropriate stunts which serve to protect or promote anything toward which the Lunar has a positive Intimacy, be it a way of life, a place, a society or a specific individual. As an additional benefit, the Steward is not required to spend Willpower to channel any Virtue she has purchased Sacred Guardian Renewal for on behalf of her Solar mate.
Resistance
Enduring Mountain Method
Cost: (+2m, 1wp) Keywords: Mirror (Patchwork Corpse Reassembly) Replace the text of the Charm with the following: Cultivating the invulnerable primacy of his Exaltation, the Solar expresses it in his own invincible body. This Charm upgrades Unbreakable Warriors Mastery. The Solar may extend its duration to one scene for a surcharge of two motes and a point of Willpower. New Abyssal Charm: Patchwork Corpse Reassembly (Prerequisite Charms: Stitched-Flesh Resilience). As the Abyssal calls upon this Charm, his skin writhes with the motion of countless worm-like tendrils of shadow beneath his skin. When he is wounded, these shadow-maggots burst forth, eager to mend his flesh with their nauseating ministrations. This Charm is identical to its Solar counterpart.
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Masters of Jade
A Game of Masks
Rituals of the Arts of Thaumaturgy
Wonder-Grasping Apperception: This ritual can also be used to activate artifacts that have a short-term cost, such as privacy veils. It can be used this way to activate an artifact that is also attuned with the procedure. Privacy-Sanctifying Rite: This ritual lasts one day normally, and may be sustained with maintenance rituals. Ward of Determination: This rituals time should be 10 minutes, describing the purification of the precious stone. Eating a prepared stone is a non-ritual Miscellaneous action. The maximum external penalty that can be provided by this Charm is -3, and it cannot be renewed or lengthened by any means before its normal duration lapses, even if it has collapsed due to overwhelming unnatural influence. Shadow Majesty Ward: As Privacy-Sanctifying Rite erratum.
(p. 64)
Creation-Ruling Mandate
(pp. 67-82)
Mentions of Size-based limit to project intervals are remnants of an earlier rules draft and should be ignored.
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permanently damaged by this Charm unless manually repaired, and is destroyed utterly upon being reduced to zero soak. Artifact armor regains all lost soak at the end of the scene. New Abyssal Charm: Rending Steel Cruelty (Prerequisite Charms: All Blades Cry for Blood). As the Abyssal pulls his weapon from a wound, he twists it to rend armor asunder, staining the ruined cuirass with its bearers blood. This Charm is identical to its Solar counterpart.
Titan-Straightening Method
(Vol. 33)
This Charm applies damage (Essence 1) times, not (Essence + 1). The damage of all applications is applied simultaneously in Step 10, allowing a single perfect soak to defend against all of them.
Corona of Radiance
(Vol. 32)
This Charm has been removed for revision.
Resistance
Surging Essence Reactor
(Vol. 33)
Cost: ; Mins: Resistance 4, Essence 3 Replace the text of the Charm with the following: Like the sun they emulate, the Solar Exalted draw unlimited power by their very existence. Surging Essence Reactor upgrades all Overdrive Charms the Solar possesses. Whenever he would gain offensive motes from one of them, he may choose to instead convert them into attunement motes. These special motes are not added to the Solars Essence pools, but can be committed to any unattuned artifact he has on his person, allowing him to reflexively attune to it if its cost is paid in full with attunement motes. Alternatively, he can commit attunement motes to an attuned artifact he possesses, replacing the motes he has committed to it from his own pools. At the end of the scene, all attunement motes are lost. The Solar may reflexively replace them with his own motes to sustain the attunement of artifacts empowered by them.
Melee
Sun-Sword Concentration
(Vol. 32)
Cost: 1m; Mins: Melee 3, Essence 2; Type: Supplemental Keywords: Combo-OK, Martial-Ready, Mirror (All Blades Cry for Blood), Obvious Duration: Instant Prerequisite Charms: Hungry Tiger Technique Replace the text of the Charm with the following: Solar Essence superheats the Lawgivers blade until it glows cherry-red, burning hot enough to cleave through solid steel as if it were air. An attack supplemented by this Charm gains the Piercing tag and ignores all Hardness from armor. With Essence 3+, the Solar can pay an additional mote to ignore Hardness from other sources. Martial-Ready: Archery, Martial Arts, Thrown New Abyssal Charm: All Blades Cry for Blood (Prerequisite Charms: Savage Shade Style). The Abyssals blade twists through armor to taste the precious lifeblood beneath it. This Charm is identical to its Solar counterpart.
Dodge
Lightspeed Body Dynamics
(Vol. 8)
This Charm has been removed. Replace this Charm in its entirety with the following:
Molten Sun-Blade
Cost: (+3m); Mins: Melee 5, Essence 3; Type: Permanent Keywords: Mirror (Rending Steel Cruelty), Stackable Duration: Instant Prerequisite Charms: Sun-Sword Concentration Replace the text of the Charm with the following: This Charm upgrades Sun-Sword Concentration. For an additional three motes, any armor worn by a character damaged by the enhanced attack loses four points from its soak, as the Solars molten blade cuts away its strength. Mundane armor is
(Vol. 32)
Cost: 2m; Type: Reflexive (Step 2) Keywords: Combo-OK, Obvious Duration: Instant Streams of golden anima trace the Solars movement in shimmering after-images, as light itself pays homage to the perfection of the Suns Chosen. Whenever the Solar applies his Dodge DV against an attack, he can use this Charm to penalize the attackers roll as though they were blind (see Exalted, p. 152). His enemies are unable to target him clearly through the blinding light and refracted images of his anima. With Essence 3+, the Solar can extend the duration of this Charm to one tick for a surcharge of three motes.
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Adorjan
Unbound Freedom Infiltration
(Vol. 7)
Ignore the innate ability power. Instead, Essence 4+ allows the Infernal to move through obstacles up to (Essence + Athletics) yards thick for an additional level of aggravated damage.
Stamina
Moth-to-Flames Defense
(Vol. 27)
All motes granted by this Charm are attunement motes. These special motes are not added to the Solars Essence pools, but can be committed to any unattuned artifact he has on his person, allowing him to reflexively attune to it if its cost is paid in full with attunement motes. Alternatively, he can commit attunement motes to an attuned artifact he possesses, replacing the motes he has committed to it from his own pools. At the end of the scene, all attunement motes are lost. The Solar may reflexively replace them with his own motes to sustain the attunement of artifacts empowered by them.
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CHAPTER TWELVE
Warstriders
Warstrider Magical Material Bonuses
Warstriders can gain magical material bonuses.
Wonder-Forging Genius
Mins: Craft 5, Essence 4 Prerequisite Charms: Crack-Mending Technique, Craftsman Needs No Tools This Charm may be purchased a second time at Essence 5+. When the characters traits are high enough to build five-dot artifacts without this assistance of this Charm, all purchases are refunded as experience.
On page 152, the text states that most warstrider artifacts require 12 motes to attune, but exceptionally large ones require as many as 18. However, this is contradicted by the table on page 160, which has their attunement costs as equivalent to normal sized artifact weapons. The text on p. 152 is correct.
As a point of clarification, some spells say that they cannot be dodged or parried, but have no attack roll against which to apply DV. If something cannot be dodged or parried, these spells do not need an attack roll one would defend against. One wouldnt apply DV because it isnt applicable.
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Imbue Amalgam
(pp. 74-75)
The Attribute and Ability sections of this Charm list a maximum of (Essence + Occult). This is the maximum that that category of traits can gain. The last sentence of the spell reads: No conferred Ability can exceed the rating of its donor. This limit applies to all traits.
Magma Kraken
(pp. 76-77)
This spell generates ten tentacles. They may each reach up to 15 yards.
Winds of Confusion
(p. 99)
This spells duration is one hour.
Oadenols Codex
Introduction Essence and Mortals
(p. 6)
The experience cost for mortals to raise Essence is (Current rating x 20).
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Thaumaturgy
Dishonest (Creature)s Rebuke
(p. 142)
This is a difficulty 1 ritual.
The Books of Sorcery, Vol. VRoll of Glorious Divinity II and The Compass of Celestial Directions, Vol. IVThe Underworld make multiple references to the Arcanos Evoke the Ancient Clay. This Arcanos can be found in The Lost Arts of the Dead, a PDF supplement of material cut from Roll of Glorious Divinity II.
Cost
Training Time
Favored Ability (current rating x 4) 1 Other Ability Essence Virtue Willpower Fetter New Trait Ability Charm New Fetter Special Shift Passion Shift Fetter
current rating x 4 (current rating x 2) weeks current rating x 12 (current rating x 2) months current rating x 6 (current rating x 10) weeks current rating x 5 (current rating x 6) weeks current rating x 3 6 months Cost 12 14 20 Cost 20 10 Training Time 12 weeks 8 weeks 1 year Training Time 6 months per dot 1 year per dot
Principle of Motion
(p. 144)
A flurry produced by withdrawing actions from this Charm cannot contain more than (Essence + 1) total actions. The mote cost of the Charm is committed until the bank is depleted or the spirit releases them, eliminating any banked actions that may be left over.
Priesthood
(p. 169)
Day Caste Abyssals are not always priests, Midnight Caste are.
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CHAPTER THIRTEEN
Replace the text of this Charm with the following: A child must learn to crawl before it can walk, just as the wicked must learn to fly before they can stand against the Solar Hero. The characters fist becomes a falling star, striking the earth to unleash a shockwave that rips through the ground in a straight line up to (Essence x 50) yards distant. Upon reaching an opponent in range, the attack terminates in a massive detonation of force, with a diameter of 10 yards and reaching up to 100 yards high. Everything caught in the range of this attack is immediately hit by an unblockable Heaven Thunder Hammer strike using a dice pool of (Dexterity + Martial Arts + Essence). Characters struck by this attack are always launched up or away from the Lawgiver. The Solar is immune to the effects of his own attack and may stand in the absolute center of this devastation unharmed.
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Scroll of Kings
Sijan Black Watch Fang
(p. 97)
This units Magnitude should be 1 instead of 2.
Forging Charms
(p. 9)
A Celestial using Forging the Soul-Born Sword & Forging the Armor of Integrity, cannot create a weapon &/or armor made of her preferred magical material, instead of jade. These items arent in fact made of jade, but of light. They just share jades magical material bonuses. The Artifacts & Familiars acquired with the 3 Forging Charms may seem a bit weak to some players because they are capped at level 2 if not augmented with the Destiny Background. Even then, only one Charm can benefit. A Martial Artist cannot increase the ratings of these Traits in other ways, such as Experience Points, or using Craft on the Artifacts. The style is only a Terrestrial one after all. Celestial Exalts have plenty of ways to gain superior familiars already.
Panoply of War
Chiaroscuran Glass Blades
(p. 131)
Weapons made of Chiaroscuran glass have a Resources cost one higher in the South and two higher elsewhere in Creation.
Artillery
(p. 136-141)
Firing artillery is a Dexterity-based action, and Exalts without Ability-based Excellencies can apply their Excellencies (or Augmentations, in the case of Alchemicals) as appropriate. Previously published weapons that should gain the A tag include, from The Books of Sorcery, Vol. IWonders of the Lost Age Chapter Six: all implosion bows (p. 130); medium, large and very large concussive Essence cannons (p. 131); Essence twisters and lightning ballistae (p. 132); glorious scythes (p. 134) and storm hammers (p. 135).
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Scroll of Exalts
Wound-Eating Invulnerability
(p. 160)
Cost: 2m; Mins: Resistance 3, Essence 3; Type: Reflexive (Step 7) Keywords: Combo-OK, Mirror (Iron Skin Concentration) Duration: One tick Prerequisite Charms: Spirit-Hardened Frame Replace the text of the Charm with the following: Necrotic Essence permeates throughout the Abyssals body, stripping away the weaknesses of living flesh. His skin hardens to living ivory, and his bones are as unbreakable steel. All attacks against the Abyssal have their minimum damage reduced
by one die for the duration of this Charm unless they deal aggravated damage. Against any attack that would reduce him to Incapacitated or worse while Hideous Husk Technique is active, it prevents all damage that would go past his -4 health level, allowing him to shrug off even the most gruesomely fatal wounds. This desperate defense is Obvious, and ends the duration of this Charm prematurely. It can only trigger once per scene; subsequent incapacitating attacks will affect the Abyssal normally.
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CHAPTER FOURTEEN
The South
Scarlet Whisper
(pp. 148-150)
Motivation: Reveal the human condition in such a way that humanity chooses peace and order.
Dozima Wokish
(pp. 150-151)
Motivation: Explore every culture in the South, that Heaven may guide them to their best potential.
The Wyld
(p. 144)
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Introduction......................................................................... 5 How to Use This PDF...................................................... 5 Whats New in this Edition?......................................... 6 General Errata...................................................................... 7 Character Creation.......................................................... 7 Exalted Character Creation.......................................... 7 Traits................................................................................. 7 Essence.......................................................................... 7 Willpower Recovery...................................................... 8 Drama and Systems.......................................................... 8 Stunts............................................................................ 8 Falling Damage............................................................. 8 Withstanding Poisons/Environmental Damage............ 8 Vision............................................................................ 8 Thaumaturgy................................................................ 8 Combat Actions............................................................ 8 Defense Values (DVs)................................................... 9 Damage and Soak......................................................... 9 Social Combat............................................................. 10 Mass Combat.............................................................. 10 Charms & Combos......................................................... 10 Charm Minima and Prerequisites............................... 10 New and Updated Keywords...................................... 10 Charm Limits.............................................................. 11 Charm Concepts......................................................... 11 Unstoppable Force, Immovable Object...................... 12 Supernatural Martial Arts.......................................... 12 Snake Style................................................................. 13 Solar Hero Style.......................................................... 13 Combos....................................................................... 13 Sorcery............................................................................ 13 Storytelling..................................................................... 13 Changing Specialties in Play....................................... 13 Improving Backgrounds in Play.................................. 13 Mutations....................................................................... 14 Antagonists.................................................................... 14 Attack Speeds and Defense Values............................ 14 Mortals and Charms................................................... 14 Spirits.......................................................................... 14 The Dead.................................................................... 14 Panoply........................................................................... 15 Mundane Equipment.................................................. 15 Hearthstones............................................................... 16 Greater Wonders......................................................... 16 Magical Material Bonuses........................................... 17 Solar Exalted...................................................................... 19 Setting............................................................................ 19 Solar Visions at Exaltation......................................... 19 Traits............................................................................... 19 Charms........................................................................... 20 New Keyword.............................................................. 20 General Charms.......................................................... 20 Archery....................................................................... 20 Martial Arts................................................................ 21 Melee.......................................................................... 22 Thrown....................................................................... 24 War.............................................................................. 25 Integrity...................................................................... 25 Performance................................................................ 25
CONTENTS
Resistance................................................................... 25 Survival....................................................................... 26 Lore............................................................................. 26 Medicine..................................................................... 26 Occult......................................................................... 26 Athletics...................................................................... 26 Dodge.......................................................................... 27 Larceny....................................................................... 27 Sail.............................................................................. 27 Socialize...................................................................... 27 The Dragon-Blooded......................................................... 29 Traits............................................................................... 29 Breeding Background................................................. 29 Fire Aspect Anima...................................................... 29 Wood Aspect Anima.................................................. 29 Charms........................................................................... 30 New and Updated Keywords...................................... 30 General Charms.......................................................... 30 Linguistics................................................................... 30 Lore............................................................................. 31 Occult......................................................................... 32 Stealth......................................................................... 32 Thrown....................................................................... 33 Awareness................................................................... 33 Craft............................................................................ 34 Integrity...................................................................... 34 Resistance................................................................... 36 War.............................................................................. 36 Athletics...................................................................... 37 Dodge.......................................................................... 37 Melee.......................................................................... 38 Presence...................................................................... 38 Socialize...................................................................... 40 Bureaucracy................................................................ 40 Investigation............................................................... 42 Larceny....................................................................... 42 Martial Arts................................................................ 43 Five-Dragon Style....................................................... 43 Terrestrial Hero Style.................................................. 43 Enlightening Charms.................................................. 43 Air Dragon Style......................................................... 44 Earth Dragon Style..................................................... 44 Fire Dragon Style........................................................ 45 Water Dragon Style.................................................... 46 Wood Dragon Style..................................................... 47 Sail.............................................................................. 47 Archery....................................................................... 48 Medicine..................................................................... 49 Performance................................................................ 50 Ride............................................................................. 51 Survival....................................................................... 52 The Thousand Correct Actions of the Upright Soldier.52 War.............................................................................. 52 Lunar Exalted..................................................................... 53 Traits............................................................................... 53 Tattoo Artifact............................................................ 53 Shapeshifting.................................................................. 53 Moonsilver Armor...................................................... 53 Moon-Faced Mail....................................................... 53 The Tell....................................................................... 54
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Knacks........................................................................ 54 Charms........................................................................... 54 Strength...................................................................... 54 Dexterity..................................................................... 54 Stamina....................................................................... 54 Appearance................................................................. 56 Martial Arts Charms................................................... 56 Casteless and the Chimerae........................................... 56 Sidereal Exalted................................................................. 57 Character Creation........................................................ 57 Colleges....................................................................... 57 Traits............................................................................... 57 Charms........................................................................... 58 Revised Keywords....................................................... 58 General Charms.......................................................... 58 Resistance................................................................... 58 Ride............................................................................. 59 Sail.............................................................................. 59 Survival....................................................................... 60 Thrown....................................................................... 61 Craft............................................................................ 62 Dodge.......................................................................... 63 Linguistics................................................................... 64 Performance................................................................ 65 Socialize...................................................................... 66 Archery....................................................................... 67 Athletics...................................................................... 68 Melee.......................................................................... 68 Presence...................................................................... 69 War.............................................................................. 70 Investigation............................................................... 72 Larceny....................................................................... 72 Lore............................................................................. 73 Occult......................................................................... 74 Stealth......................................................................... 74 Awareness................................................................... 75 Bureaucracy................................................................ 76 Integrity...................................................................... 76 Martial Arts................................................................ 78 Throne Shadow Style................................................. 79 Medicine..................................................................... 79 Storytelling..................................................................... 80 Abyssal Exalted.................................................................. 81 Traits............................................................................... 81 Cheating Death and Eternal Life............................... 81 Backgrounds............................................................... 82 Anima Banner............................................................ 82 Dusk Anima Effect..................................................... 82 Midnight Anima Effects............................................. 82 Daybreak Anima Effects............................................. 82 Moonshadow Anima Effects....................................... 82 Dark Fate.................................................................... 83 The Monstrance of Celestial Portion......................... 83 Abyssal Redemption................................................... 83 Charms........................................................................... 84 New Keyword.............................................................. 84 General Charms.......................................................... 85 Archery....................................................................... 85 Melee.......................................................................... 85 Martial Arts................................................................ 86
Thrown....................................................................... 87 Performance................................................................ 87 Presence...................................................................... 87 Resistance................................................................... 87 Lore............................................................................. 88 Athletics...................................................................... 88 Dodge.......................................................................... 88 Socialize...................................................................... 88 Hungry Ghost Style.................................................... 88 Infernal Exalted................................................................. 89 Servants of the Yozis....................................................... 89 Investiture of Infernal Glory....................................... 89 The Blood Queen....................................................... 89 Traits............................................................................... 89 Life expectancy of Infernals........................................ 89 Infernal Limit.............................................................. 89 Infernal Anima Effects................................................ 90 Charms........................................................................... 90 General....................................................................... 90 Malfeas........................................................................ 90 Cecelyne..................................................................... 91 She Who Lives in Her Name..................................... 91 Adorjan....................................................................... 91 The Ebon Dragon....................................................... 92 Infernal Monster Style................................................ 92 Wonders of the Demon Realm....................................... 92 Chalcanth & Azoth.................................................... 92 Storytelling..................................................................... 93 Favored Yozi................................................................ 93 The Broken-Winged Crane............................................ 93 Cecelyne..................................................................... 93 She Who Lives In Her Name..................................... 93 Adorjan....................................................................... 93 Ebon Dragon............................................................... 93 Kimbery....................................................................... 93 Alchemical Exalted............................................................ 95 Charms........................................................................... 95 Combat....................................................................... 95 Survival....................................................................... 96 Speed and Mobility..................................................... 96 Social.......................................................................... 96 Stealth and Disguise................................................... 96 Analytic and Cognitive............................................... 96 Labor and Utility........................................................ 96 The Fair Folk...................................................................... 97 Chapter Two: Lords of Chaos......................................... 97 The Way Grace........................................................... 97 Guides......................................................................... 97 Unshaped.................................................................... 99 General Unshaped Charms........................................ 99 Charms of the Way................................................... 100 Chapter Three: Character Creation............................ 101 Chapter Four: Traits..................................................... 101 Backgrounds............................................................. 102 Bedlam...................................................................... 102 New Raksha Trait: Stasis.......................................... 102 Calcification.............................................................. 103 Raksha and Death.................................................... 103 Oaths........................................................................ 104 The Ishvara............................................................... 105
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Chapter Five: Reality Shaping..................................... 105 Graces as Artifacts.................................................... 106 Adjurations............................................................... 106 Behemoths................................................................ 106 Oneiromancy............................................................ 106 New Grace Magic: Chancels.................................... 106 New Freehold Trait: The Beacon............................. 107 Chapter Six: Charms.................................................... 107 General Charms........................................................... 109 Charms of the Mask..................................................... 109 Assumption Charms................................................. 109 Elemental Influence Charms.................................... 111 Bestial Visage Charms............................................... 112 Emotional Influence Charms.................................... 113 New Raksha Charms: Ossuary Charms.................... 115 Charms of the Heart..................................................... 115 Name Charms........................................................... 115 Bedlam-Influencing Charms..................................... 116 Serenity Charms....................................................... 116 Charms of the Cup....................................................... 118 Cup Combat Charms................................................ 118 Feeding Charms........................................................ 120 Addiction Charms.................................................... 122 World-Shaping Charms............................................ 122 Virtue-Shaping Charms............................................ 124 Charms of the Ring...................................................... 125 Ring Combat Charms............................................... 125 Body-Strengthening Charms.................................... 128 Creation-Based Crafting Charms............................. 128 Wyld-Based Crafting Charms................................... 129 Charms of the Staff...................................................... 130 Staff Combat Charms............................................... 130 Wyldlife Birthing Charms......................................... 130 Grace-Forging Charms............................................. 130 Domination Charms................................................. 131 Charms of the Sword.................................................... 133 Sword Combat Charms............................................. 133 Transitory Mutation Charms.................................... 137 Permanent Mutation Charms................................... 138 Shaping Stances........................................................... 138 All-Consuming God-Monster Style......................... 138 Laughing Monster Style............................................ 139 Spirit-Twisting Obsession Style................................. 141 World-Devouring Warlord Style............................... 143 Chapter Seven: Storytelling......................................... 144 Experience and Training........................................... 144 Dreams of the First Age................................................... 145 Lands of Creation: The South..................................... 145 Pure-bred Lintha...................................................... 145 Lords of Creation.......................................................... 145 First Age Character Creation................................... 145 New and Altered Traits............................................ 146 Solar Charms................................................................ 148 General Charms........................................................ 148 Archery..................................................................... 149 Martial Arts.............................................................. 149 Melee........................................................................ 150 Thrown..................................................................... 151 War............................................................................ 152 Integrity.................................................................... 153
Performance.............................................................. 154 Presence.................................................................... 155 Resistance................................................................. 156 Survival..................................................................... 157 Craft.......................................................................... 158 Investigation............................................................. 159 Lore........................................................................... 160 Medicine................................................................... 162 Occult....................................................................... 163 Athletics.................................................................... 164 Awareness................................................................. 165 Dodge........................................................................ 166 Larceny..................................................................... 167 Stealth....................................................................... 168 Bureaucracy.............................................................. 169 Linguistics................................................................. 170 Ride........................................................................... 171 Sail............................................................................ 171 Socialize.................................................................... 172 Lunar Knacks & Charms............................................. 173 Knacks...................................................................... 173 Strength.................................................................... 173 Dexterity................................................................... 173 Stamina..................................................................... 174 Charisma................................................................... 174 Manipulation............................................................ 174 Appearance............................................................... 175 Perception................................................................. 175 Intelligence............................................................... 175 Wits........................................................................... 176 The Sidereal Exalted.................................................... 176 New Martial Arts Style: Throne Shadow Style........ 176 Throne Shadow Extensions...................................... 179 Dragon-Blooded Charms.............................................. 179 Updated Keywords.................................................... 179 Linguistics................................................................. 179 Craft.......................................................................... 179 Integrity.................................................................... 179 Resistance................................................................. 180 War............................................................................ 180 Melee........................................................................ 180 Larceny..................................................................... 180 Medicine................................................................... 180 Wonders of the Age...................................................... 180 Warfare..................................................................... 180 The Mighty................................................................... 180 Scattered Glories.............................................................. 181 Glories of the Most High: The Unconquered Sun...... 181 The Unconquered Sun............................................. 182 Martial Arts.............................................................. 184 Melee........................................................................ 184 Integrity.................................................................... 184 Performance.............................................................. 185 Resistance................................................................. 185 Arms of the Unconquered Sun Style....................... 185 Secrets of the Unconquered Sun.............................. 185 Glories of the Most High: Luna................................... 185 Strength.................................................................... 185 Dexterity................................................................... 185 Charisma................................................................... 185
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Glories of the Most High: The Maidens of Destiny..... 185 Crane Style............................................................... 185 Crystal Chameleon Style.......................................... 186 Sapphire Veil of Passion Style................................... 186 Greater Arts of Astrology......................................... 186 Masters of Jade............................................................. 186 A Game of Masks..................................................... 186 Creation-Ruling Mandate......................................... 186 Ink Monkeys: Solars..................................................... 187 Martial Arts.............................................................. 187 Melee........................................................................ 187 Resistance................................................................. 187 Dodge........................................................................ 187 Ink Monkeys: Lunars.................................................... 188 Strength.................................................................... 188 Stamina..................................................................... 188 Ink Monkeys: Infernals................................................. 188 Cecelyne................................................................... 188 Adorjan..................................................................... 188 Infernal Monster Style Expansions........................... 188 Ink Monkeys: Martial Arts........................................... 188 Cobra Style............................................................... 188 The Books of Sorcery....................................................... 189 Wonders of the Lost Age.............................................. 189 Introduction.............................................................. 189 Purview of the Forbidding Manse............................. 189 Warstriders................................................................ 189 The White & Black Treatises....................................... 189 Defending Without An Attack Roll......................... 189 Terrestrial Circle Spells............................................. 190 Celestial Circle Spells............................................... 190 Solar Circle Spells..................................................... 190 Oadenols Codex.......................................................... 190 Introduction.............................................................. 190 Essence and Mortals................................................. 190 Artifacts and Artifice................................................ 190 Demesne, Manse and Hearthstone.......................... 190 Thaumaturgy............................................................ 191 Magical Flora, Fauna and Phenomena..................... 191 The Roll of Glorious Divinity I.................................... 191 The Roll of Elemental Beings................................... 191 Appendix: Divine Mechanics................................... 191 The Roll of Glorious Divinity II................................... 191 Ghost Experience Costs and Training times............. 191 Charms...................................................................... 191 The Scrolls of Esoteric Wisdom....................................... 193 Scroll of The Monk...................................................... 193 Solar Hero Style Expansions.................................... 193 Laughing Wounds Style............................................ 193 Scroll of The Monk: The Imperfect Lotus................... 194 The Path of the Arbiter Style................................... 194 Scroll of Fallen Races................................................... 194 Mountain Folk Patterns............................................ 194 Mountain Folk Experience Costs............................. 194 Dragon King Character Creation............................. 194 Scroll of Kings.............................................................. 194 Sijan Black Watch Fang............................................ 194 Panoply of War.......................................................... 194 Scroll of Exalts.............................................................. 195
The Directional Compasses............................................. 197 The South..................................................................... 197 The Wyld...................................................................... 197 Expanded Table of Contents............................................ 199 Changes Over Time......................................................... 203 2012, March 8th....................................................... 203 2010, November 14th............................................... 204
202
CThis hanges Over Time Appendix collects all of the sequential updates from the
Whats New in this Edition? section (page 6).
Infernal Errata
General Errata
Soul-Consuming Hunger doesnt actually annihilate its target (page 121) Fearsome Mien (Dreaming) has a duration of One tale (page 136) A couple of minor formatting and presentation errors are corrected in the Permanent Mutations section (page 138)
Thaumaturgy rituals durations and limits (page 186) Leadership actions do not have specific Size-based limits to their intervals (page 186) Ghosts cannot learn normal spirit Charms (page 191) Alchemicals can use Augmentations with artillery (page 194)
A brief sidebar on Charm errata in the Introduction Redundant entries in the Fair Folk errata have been re moved Inclusion of entries missed in the last Whats New into the 2010 November 14th section of Changes Over Time (Immaculate Golden Bow and Solar Flare Methodology)
Solar Errata
Defense-From-Anathema Method (aka. Dragons Parable Defense) keywords updated(page 35 and page 179) Astrological Colleges are cheaper, and ronin may use them to perform Sidereal astrology (page 57) Battles and Endings anima powers updated (page 57) Extensive errata to the Sidereal Charm set (page 58)
Many aspects of the system were touched on by the specific project called Exalted 2.5. This section duplicates entries from above. Stunts always provide rewards, but less frequently (page 8) Minimum damage is lower (page 9) Social combat accounts for extra successes on attacks; natural and unnatural influence updated (page 10) Combos are made freely at no extra cost (page 13) Equipment bonuses are not cumulative (page 15) Perfect equipment does not exist (page 15) Weapons and magical material bonuses updated (page 15) Many of the combat Charms for each Exalted type have been updated; listed by source are the Charms falling under the rubric of Exalted 2.5 Solars: Infinite (Ability) Mastery, (Ability) Essence Flow, Supreme Perfection of (Ability); Accuracy Without Distance, Immaculate Golden Bow, Solar Flare Methodology, Rain of Feathered Death; Fists of Iron Technique, Stunning Deathblow Evasion, Lightning Strikes Twice, Storm Burst Explosion; One Weapon, Two Blows, Blazing Solar Bolt, Heavenly Guardian Defense, Protection of Celestial Bliss, Rising Sun Slash, Immortal Blade Triumphant, Sun-Sword Concentration, MoltenSun Blade, Corona of Radiance, Dawns Parable Defense; Call the Blade, Spirit Weapons; Glorious Solar Plate, Durability of Oak Meditation, Spirit Strengthens the Skin, Iron Skin Concentration, Iron Kettle Body, Adamant Skin Technique, Unbreakable Warriors Mastery, Enduring Mountain Method, Surging Essence Reactor; Essence-Lending Method; GhostEating Technique; Seven Shadow Evasion, Lightspeed Body Dynamics; Wise-Eyed Courtier Method
Exalted 2.5
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Joshua Pitre (order #2251383)
Dragon-Blooded: Elemental Empowerment Method, Elemental Bolt Attack; Impervious Skin of Stone Meditation, (Ele ment) Protection Form; Wrath-Directing Gesture; Threshold Warding Stance, Unassailable Body of (Element) Defense; Portentous Comet Deflecting Mode; Dragon-Claw Elemental Strike; Dragon-Graced Arrow, Swallows Defend the Nest; Jade Crucible Method, Most Beneficient Seed of the Five Dragons; Three-String Sword Prana Lunars: Ferocious Biting Tooth, Lightning Stroke Attack, Claws of the Silver Moon, Unstoppable Lunar Wound, Burrowing Devil Strike, Consumptive Worm Hungers, Terrible Steel-Rending Talons, Beast Spirit Defense; Flowing Body Evasion, Ground-Denying Defense, Octopus and Spider Barrage, Fercious Guardian Beast Stance; Might-Bolstering Blow, Breath-Drinking Executioner Attack, Relentless Lunar Fury, Frenzied Bear Fortification, Wound-Mastering Body Evolution, Stone Rhinos Skin, Invulnerable Moonsilver Carapace, Mothto-Flames Defense Sidereals: Shield of Destiny, Optimistic Security Practice; Willful Weapon Method, Life Gets Worse Approach, Essence Thorn Practice, Pain Amplification Strategem, ShadowPiercing Needle, Unrelenting Torment Technique; Absence, Trouble-Reduction Strategy; Lovers Oath; Defense of Shining Joy; Every Direction Arrow, Many Missiles Bow Technique; Forward-Thinking Technique; Harmony of Blows, Orchestration of Mirrored Fates, Impeding the Flow, Serenity in Blood, Meditation on War, Smiling at the Damned, Perfection of the Visionary Warrior; Loyalty-Sacrificing Sidestep; Unweaving Method; Walking Outside Fate; Expected Pain; Unwavering Well-Being Meditation, Creation-Preserving Will; Earth and Sky Bargain Abyssals: Ravening Mouth of (Ability); Splinter of the Void; Five Knife Fist, Writhing Blood Chain Technique, Ravaging Blow, Grievous Agony Attack, Void Avatar Prana; SoulCleaving Wound, Ebon Lightning Prana, Death-Deflecting Technique, Fluttering Moth Technique, Life-Severing Blade; Lightning Clutch of the Raptor, Crypt Bolt Attack, Eyes Like Daggers Glance, Smoldering Devastation Technique; SanityEroding Diatribe; Wound-Eating Invulnerability, Wounds Mean Nothing; Breath-Draining Prana; Effortless Unnatural Grace; Flickering Wisp Technique, Uncanny Impulse Evasion; Honey-Tongued Serpent Attack, Cancerous Dissent Technique Infernals: (Yozi) Mythos Exultant, Effortless (Yozi) Dominance, So Speaks (Yozi); Scar-Writ Saga Shield, Viridian Legend Exoskeleton, Ablation of Brass and Fire, Skyfire-Seizing Repast, Vitriolic Corona Endowment; Sands Through Fingers Defense, Soul-Sieve Transmutation, Sandstrike Blast, Inevitability of Law, Swallowed in Eternity; Analytical Modeling Intuition, Counter-Conceptual Interposition, Mind-Hand Manipulation, Heuristic Logos Shintai; Who Strikes the Wind?, Scarlet Rapture Shintai, Thousandfold Typhoon Hand, Pellegrinas Fury, Murder Is Meat, Unbound Freedom Infiltration, Beauteous Carnage Incentive; Life-Blighting Emptiness Attack, Bloodless Murk Evasion, Sweet Agony Savored; Ichor Flux Tendrils, All Things Betray, All-Devouring Depths Shintai, Bitter Heart Unbleeding; Screaming Meat Shield, One Hand Fury, Smoldering Rage Beast, Impatient Slaughter Speed, Leaping Smash Technique
Alchemicals: Precalculated Evasion System, Omnisituational Evasive Equation, Impenetrable Repulsor Field, Integrated Arsenal System; Transitory Invulnerability Engine, Essence Shield Projector, Bodily Integrity Field; Dynamic Reaction Enhancement System; Mind-Ripping Probe; Optical Shroud; Anticipatory Simulation Processor; Omnitool Implant Spirits: Divine Subordination of (Ability) Fair Folk: Ravishing the Created Form, Devouring Revelation of the Wyld, Heart-Stealing Kiss, Soul-Consuming Hunger, Banquet of Crumbs; Armament of Flesh Martial Arts Styles: Air, Earth, Water and Wood Dragon, Cobra, Crane, Crystal Chameleon, Dark Messiah, Hungry Ghost, Infernal Monster, Sapphire Veil of Passion, Snake, Solar Hero, Terrestrial Hero, Throne Shadow, Violet Bier of Sorrows
Dragon-Blooded Errata
Expanded the Dynasty and Purity keywords from Dreams of the First Age as per The Thousand Correct Actions of the Upright Soldier (page 179) Can animals Exalt? (page 53)
Lunar Errata
A clarifying + has been added to the Infernal Monster Charm World-Breaker Grip (page 92) A massive overhaul of Fair Folk, from the way they live in Creation and the Wyld to most of their Charms (page 97) Multiple spirit Charms and powers have been clarified as per The Books of Sorcery, Vol. IVRoll of Glorious Divinity I: Dragons Suspire (page 14) Elemental Expression (page 14) Elemental Rejuvenation (page 14) Principle of Motion (page 14 and page 191)
Ignis Divine has been spruced up and received a few new Charms, as well as a clarification on his Divine Geas (page 181)
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